hello and welcome back to planet 40k today we're going to be looking at the sicaran omega
tank which is available for your space marine players you're going to find the data sheet in
the imperial armor compendium book due to the fact that it's a forgeworld model so let's jump
straight into this actual data sheet for this tank so it's coming in at 10 power level or 175
points base cost there will be some extras in the war gear section which we'll go over later in the
video now it's got some pretty decent stats it's got a movement of 14 inches weapon skill six plus
of course blister skill three plus strength six toughness seven wounds fourteen attacks three
leadership eight and a two plus save so pretty quick for a heavy support option and toughness
seven with a two plus save with 14 moons to go through that's pretty tanky now it does have a
degrading stat line when it drops to six wounds remaining it will half the movement to seven
inches go to bliss skill value for four plus and d3 attacks and the attacks aren't that important
really and then when it drops to three wounds or less the movement goes down to four inches
and the skill goes to a five plus so that's the two important parts there now in terms of the
actual wall gear the sakaran omega is equipped with a heavy bolter and a mega plasma array
so let's check those options out of course the heavy bolter we all kind of know what this is
it's 36 inch range heavy three strength five minus one ap and two damage so really decent
when you're firing at toughness for infantry especially space marine inventory or similar
kind of models that have got two wounds you're likely gonna be wounding them on threes possibly
fours if you're going against tougher units such as death guard plague marines for example
but overall it's a decent infantry killer now on to that big gun that you can see on top of
the actual model which is the omega plasma array this comes in two profiles because it's a plasma
weapon both 36 inch range both heavy six so there's no d6 here it's just a straight six shots
stream eight minus three ap and two damage or if you're super charging it will go to shrimp nine
minus three ap and three damage and if you do roller one when you're super charging it it's
only a mortal wound you're not going to remove the model just one more wound there not too bad of a
risk especially if you're going against toughness eight so you'll still be wounded on threes
and you get the extra damage as well now there are some options here in terms of the war gear options
so the first one is you can equip two heavy bolters or two last cannons i've already gone
through the heavy bolter option but you can get two additional heavy bolters resulting in three
heavy bolters for the actual tank it's going to cost you 30 points to add on the two heavy bolters
but that's going to be nine strength five shots at two damage which is pretty good or
alternatively you can take two last cannons for a total of 40 points which is going to give you
two shrimp nine shots although the damage will be d6 but that's going to add quite nicely to your
plasma array for some anti-tank so depending on what way you want to go you can go with
anti-infantry or anti-tank the options are there to further add to this you can take the hunter
killer missile for only five points that's gonna have that strength 10 weapon with d6 damage again
it's only a once per use range weapon but it's got a 48 inch range so you whack this out on turn one
especially when you're in the devastator doctrine as well then finally you can add a single storm
bolter for five points rapid fire two strength four no mp1 damage i'd probably only bother with
this one if you've got five points remaining and you don't know what to spend it on other
than that though i wouldn't bother in terms of the abilities angels of death of course because it's
a space marine there's only really one ability from the four from angels of death that's going
to have any effect which is the combat doctrines so you're going to have added ap depending on what
doctrine you're in so for example term one and the devastator doctrine all the heavy weapons will get
an additional ap it's also got the martial legacy ability unfortunately this is going to cost you
a command point just to field it because it's a forged well model they standardly come with this
martial legacy ability it's almost like taking a super heavy auxiliary detachment although it will
be in your heavy support then finally it's got the explode ability because it's a vehicle so once
it's destroyed on a roll of a six any units that are within six inches will suffer d3 mortal wounds
that will include your own model so you gotta be careful of that it is quite handy if you've
got lots of enemy units within an engagement range and they've just taken out your tank then you can
just blow up in their face then finally onto the keywords it's got the imperium keyword of course
it's got the chat keyword so it can go into any chapter it's a vehicle it's got the smoke screen
keyword as well which is going to interact with a stratagem so we're going to the strategies now
starting with that smoke screen stratagem you can use it for a command point in the shooting
phase and the enemy units that are targeting this tank it'll be a minus one to hit or it's got armor
of content because it's a vehicle again it's one command point you can give it a five plus four no
pain save against mortal wounds which you could technically use to save your mortal wound that
you've done against your supercharged plasma weapon if you've rolled a one now as for some
unit synergy you've got the tech marine i've just put the primeros temp marine here but you can use
any tech marine really but the blessing on the omnishire ability that can be repairing d3 lost
wounds to your tank and also they can be giving you a plus one to your hit rolls if you're within
three inches of a tech marine and if you want to further boost this tech marine you can change them
to a master of the forge so instead of bringing back d3 lost wounds it'll just be a flat three and
finally if you wanted to put an iman save on your tank because it does lack a limb on save and get
librarian with the librarian's discipline using the psychic fortress psychic ability to give it a
five plus implant save if it's within six inches of a librarian now as for some chapter synergy
i'm not going to talk about all of them but there's a few here that i wanted to go over first
of all the black templars with the new templar vowels you can put in five plus invulnerable
save army wide so that will include this tank and also it can't be wounded on less than a three plus
so if there's any strength 14 or more weapons out there they're gonna still need a three plus to
wound it if you're using them for a dark angels chapter of course if he stays stationary he's
gonna get a plus one to hit naturally with grim resolve so he can be hitting on twos with all
his range capabilities which isn't too bad at all and if you're going with the imperial fists
you can take all those heavy bolters and any unmodified hit rolls of a six will score an
additional hit and also the enemy units will not get any benefits of light cover for the attack
and also in their devastated doctrine if you fire any heavy weapons against vehicles
then you can add one to the damage which could be pretty crucial for that battle round alternatively
you could be playing iron hands with your tank so you can have a six plus phono pain save and
also the amount of wounds you've got left on your data sheet is going to be considered double
for determining what characteristics you've got so you're not likely going to be getting bracketed
with your sakarian and mega they've also got a bit of synergy with their actual tech marines as well
then finally the ultramarines it gives you the option of falling back and shooting although you
can still shoot into combat with this tank however if you wanted to select your own target you've got
the option of falling back and it will be a minus one to hit unless you're using the full back and
re-engage stratagem then it won't be a minus one to hit so that's all the chapters i wanted
to talk about today let's get on with the summary for the sakurai and mega starting with the good
it's pretty quick for a heavy sport at 14 inch movements and of course it's a vehicle model so
it can be moving and still firing as normal it's got 14 wounds with toughness seven and a two plus
armor save so it's pretty tanky it's going to take quite a bit to take it down now it's not
invincible by any means but it's definitely not a pushover and they're gonna have to put quite a
lot of firepower into this tank it's got a lot of dhaka i've already mentioned all the weapons and
it's quite versatile in terms of those weapons you can either go with anti-infantry taking
three heavy bolters as an example or you can go anti-tank taking the two last cannons on top of
that megaplasma array as well and that plasma array doesn't have any d6 weapons which is the
flat six shots regardless of the profile you use which is pretty sweet you're gonna be doing a lot
of damage and then even a hunter killer missile too supercharging it with the omega plasma array
and getting hot by rolling once there's only gonna be one more to wound so it's not the biggest deal
there whereas some units just simply get destroyed whereas this tank just takes a mortal wound and
then finally it's got the smokescreen stratagem as an option just to keep it up and running give it
a bit of survivability now as for the bad once you start putting all the upgrades on whether
it's double last cannons or double heavy bolters it does get quite pricey it goes way beyond 200
points i still think it's relatively cheap overall but you just got to remember that although it is
175 points at base cost it does start to add up when you put these weapons on it's got the
marshall legacy ability so it's going to cost you a command point which isn't always ideal
especially in the lower points games where you don't have many command points to start with
although you do get one back each turn it's got no invulnerable save now there are ways of putting
an m1 save on them but as standard doesn't have one and it's got the degrading stats of course
which i've always got to put as a negative point once it starts to lose wounds it's going to start
to lose its effectiveness especially with that ballistic skill going down due to the fact it's
a tank it's not going to offer anything in melee it's got weapon skill of a six plus and only three
attacks although it will be strength six but it's not going to be doing much you can't expect it to
be doing much in melee it's not core of course so buffing it can be difficult there's still our
ways of buffing the tank but it's not going to be as straightforward as getting a captain out and
giving it re-rolls of ones for example then the final point here is if you are supercharging with
that plasma array with six shots you will likely on average roller one so you'd always be getting a
mortal wound on average when you're super charging so that's the summary let's get on with the actual
rating for this car in a mega for me this is a top tier tank so i'm giving it a 4.5 star rating
this competes with the scar and punisher for me right up there with some of the
best stuff now the only reason it's not got a five star it's simply because it's not
redemptive dreadnought it can't be fighting back in combat but in terms of its range
capabilities it's definitely top tier that's what i think let me know what you think below
would you give it five stars would you give it less than four stars let me know below remember to
like and subscribe and all that good stuff thank you all for watching and i'll see you next time