Why the NEW Chaos Space Marine Nemesis Claws are INCREDIBLE | Warhammer 40k Datasheet Deep-Dive



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Timestamps:
00:00 Intro
01:05 Datasheet Breakdown
10:46 Attachment Synergies
13:46 Expected Damage
15:20 Detachment Synergies
18:20 Outro

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23 thoughts on “Why the NEW Chaos Space Marine Nemesis Claws are INCREDIBLE | Warhammer 40k Datasheet Deep-Dive”

  1. I say this facetiously and still a bit bitter.
    “BOY THEY ARE SO OVER POWERED. THEY ARE WAY TO GOOD! THEY NEED TO BE NEEFED. WE CANT LET THE META ADJUST!!!” Yes I’m a bit biter. I don’t like when knee jerk nerfs hit a faction.

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  2. They're kinda pricey for a charge support unit. They can help cripple some units that rely on strats to "do their thing" but im not sure they will get to where they need to be most of the time.

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  3. These have grenade. Free toss with a lord, then your hitting everything on 2s. Ap -2. Thats pretty good for 110 points. MOE and you could be rerolling hits and wounds. With +1 to hit and wound.

    10 man ranged, and you can use a melta and krak missile hitting on 3s. That's a killer or at least may drop units to below half before a charge.

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  4. At 100 points throwing one of them in a rhino with a 5 man of legionnaires is potentially funny. At 115 they are too close to a 5 man of chosen. Also would have been nice if they had some synergy with the Night Lord detachment

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  5. I feel like their usage is skill intensive and not that rewarding, whereas pointing 11 tanks (or 300 lasguns) at them is not skill intensive but kinda rewarding ;). Unfortunately thats how my elite astartes find their end in 99% of games..

    Full disclosure I am not IG hater. Obviously 11 tanks need to be bought, painted and assembled which take dedication and a lot of time effort.

    So NO, I am not behind more imperial guard nerfs (similar to foot-templars holocaust&many more).

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