So i am dedicated this here for us to talk shop about McThralls.
Played a pretty ... unorthodox Mk3 game last night against Zadesh2 using...
10 Mcthralls + CA + 2 Brute
10 Mcthralls + CA + 2 Brutes
1 Necrosurgeon Unit
1 Necrosuregon Unit
3 Scrap Thralls
So here is my breakdown of Mcthralls. "Ow, the amount of busywork..."
I am going to start by discussing the biggest problems "Unpacking, Slow recursion, terrible stats & points)
26 models that are just designed to die and be replaced gets hard on clock time, making charge lanes and feeling cohesive. Above that you could make a nice little AD line of bile thralls with Skarlock for a mere 12 pts compared to the full court for MCthralls of 23-27 pts...(Max size 10, CA 3, Brutes 6, Necro surgeons 4-8 depending on recursion)
One of these clearly merits the points the other is designed simply to slam into the enemy and tie them down... it takes a lot to remove them... but not a lot at all to effectively disable them. For example hitting kill 6 mcthralls (which how you only got 6 is surprising to me with that effective 9.5 threat range...) Removing 6 means unless you shells out EVEN MORE POINTS you will only pull back 3 mech thralls meaning you are at 7 McThralls but only 4 which can fight. 8 mat 5 pow 10 hits really don't scare anyone at threat range 9.5.
Ultimately I think the better way to run Mcthralls now is to try and gather brutes. Minimum unit + max brutes + CA . It's 15 points that should be able to protect arc nodes other ADers liek stalkers and packs a whallop in it's own right. the real problem comes down to any time we AD Mcthralls we are likely not going to get recrusion until after we hit the lines.
I see merits to the errata but it's really weird to play with and still feels like we aren't suppose to play this dysfunctional unit atm.