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  • Writer's pictureRed Brotherhood

Metamorphs

Metamorphs have a range of combat options, so how can we get the most out of them on the tabletop?



I put together some metamorphs recently (strictly rule-of-cool, model-wise), but it brought me back to something I've thought about before - rending claws vs metamorph talons.

In terms of acolytes against metamorphs, the points currently lean towards acolytes. And they face a lot of competition in the elite slots. But what if you've decided to put down some metamorphs anyway? How should you arm them if you're looking to get the most out of them?



OPTIONS AND ATTACKS


Metamorphs come with four combat options - rending claw and talon, pair of talons, rending claw and whip, metamorph claw. The metamorph claw offers strength, the talon hits on 2s, and the rending claw can trigger AP-4. The whip has a useful but non-damaging option (which makes it much more difficult to assess), and I’ll come back to it later. So which comes out on top? In considering this, I've also taken into account the number of attacks associated with each: the metamorph claw hits hardest, but because you sacrifice the talon to gain it, it only has 3 attacks; the rending claw also has 3 attacks, but gets a bonus attack from the talon; and a pair of talons gets you up to 5 attacks.


[Yeah, they have pistols too. The hand-flamer is better than the autopistol. It just is. If you have the points, get hand-flamers.]


RENDING CLAW OR METAMORPH TALON


So, first things first. Because the basic metamorph comes with both rending claw and talon, we need to know which is more useful in any given situation. And it turns out to be pretty simple. Against a model with a 6+ save (or no save at all), the talon out-performs the rending claw (because the +1 to hit is more useful than rending); against a 5+ save or better, the rending claw is always better. For a basic metamorph, then, they should use the rending claw as much as possible, unless fighting against 6+ saves, in which case using the talon for all four attacks is a better play.


In a head-to-head comparison, we're pitting the four attacks of the basic metamorph against the five of the paired talons metamorph. We'll optimise those attacks, so the basic morph will use his talon for 6+ saves, but the claw the rest of the time.


And the outcome here is, again, surprisingly straight forward. Five attacks with talons is the better option against anything with a 4+ save or worse. Three attacks with a rending claw, plus the bonus talon attack, produces better results against a 3+ save or better. The toughness of the target has no effect on the decision - all that matters is the save. If we expect to face power armour, keep the rending claw; against anything lighter than that, the extra attack of the paired talons tips the scales.


[For completeness, given that a talons morph is 15 points and a basic is 13, I also worked out the point efficiency. Turns out that talon morphs are more efficient per point against 6+ saves, basic morphs are more efficient against 3+ or better, and they're exactly even for 5+ and 4+. In short, if we choose the more effective choice, we'll also be picking the more point efficient one too. Simples.]


WHAT ABOUT THE METAMORPH CLAW?


Well, it's a thing. The metamorph claw, even at only three attacks, is the most effective option against T5 and T8 targets (T5 is the comparative sweet spot where the rending claw and talon wound on 5s, but the metamorph claw is still on 3s; and T8 sees the other options drop to wounding on 6s with the metamorph claw still on 5s). And on a 14 point model, it's also the most cost effective choice against those specific targets. So if you're facing off against an army of T5 and T8 models, load up on claws, I guess. But I’m not sure that using metamorphs to punch Leman Russ battle tanks is the way forward. Feel free to prove me wrong.


I generally run my Cult as Twisted Helix, which means I gain +1 strength, making the metamorphs a base S5, and the metamorph claws S7. This has no effect on the balance between the different options - talons still edge it against 4+ saves or worse, rending claws for 3+ or better. The metamorph claw now shines against T6 (rather than T5) but loses out overall as S5 models don't drop to 6s to wound until T10, and you don't see a lot of that around.


LASH WHIPS


Take this next bit with a pinch of salt. I have no idea how to math lash whips, and I’m not going to claim to be any kind of tactical mastermind on the table, so we’re into opinion territory here. That said, I quite like the whips because they provide something we often struggle to get in the Cult – resilience. Well, pseudo-resilience. Still being able to fight even if we die first is useful. It enables multiple charges, as counter-charge no longer stops the second unit (the metamorphs) from getting to hit. And if we can tuck them out of sight near an objective, we pose interesting problems: get too close and we’ll charge you; charge us first and we might still kill you.



CONCLUSIONS


In terms of maxing out sheer killing power, it all turns out to be pretty simple. Against 4+ saves or worse, go talons for sheer blending fun; otherwise, stick with the rending claw, unless you're just going to be punching T5/8, in which case break out the metamorph claws (maybe).


Beyond the raw numbers, there are a couple of other things to consider. Might from Beyond boosts talon morphs up to 6 attacks each (at S6, if you’re Helix), and Violence Unleashed adds another for a fairly impressive 7 attacks per model – even without the Helix buff, and without adding in a banner, we’re still averaging 20 wounds against T3 4+ AdMech infantry, for example. With light infantry currently a bit of a thing (AdMech, Drukhari, maybe Orks), this might be a valid option.


The talons option also works well with the idea of independent units. They hit on 2s naturally, so don’t benefit from the Primus, and whilst being away from the main battle line might put them out of psychic range, their stratagem goes with them wherever.


And, or course, the lash whips. Sacrificing sheer damage output for more tactical play, with the bonus that in combat at least, you’ll definitely get to utilise that damage output one way or the other. It’s an interesting option, and also the cheapest way to arm them – with lash whips and autopistols, metamorphs are just 11 points right now. Against better armoured troops, where the talon is likely to bounce off anyway, perhaps giving up one attack for guaranteed swings with the rending claw isn’t a bad idea.


I’ll leave you to mull it over.


Thanks again for sticking with it till the bitter end, and if you have any better ideas, feel free to share.

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