So having come fresh from a bunch of good games i've decided to shed some attention on a few underrated unit in the chaos book that i've been using
Chaos Spawn and the Maulerfiend
Both have a 12" move. Both can fleet and completly ignore cover. Had 4 good games yesterday and both these units were in combat turn 2 at the very latest, even on longways table deployment.
The Spawn get rage and random attacks. Meaning on the charge they get a minimum of 3 attacks each, up to a maximum of 8. Combine that with S5, the potential to count as poisoned, so re-rolling failed to wound, fearless and with the right marks T6 with 3 wounds these guys don't go away in a hurry. Marines need 6's to wound. These guys cn either tarpit the hell out of a unit (held up a 20 man Chaos Marine squad for 6 full turns, held up a Necron Destroyer Lord and 3 wraiths for 4 full turns) or smash in and crush them. Nothing can ID them in shooting. They took fire from 2 Contemptors, a squad of long fangs AND 3 land speeders in a single round of shooting, with no cover and only lost 2. They then charged said land speeders and smashed 2 of them in one round. A unit of 5 with Mark of Nurgle is only 180 points. And thats 15 T6 wounds. With 15-40 attacks on the charge.
Backing up the fast movers is a Maulerfiend. I learnt - people are terrifyed of this thing. People were redeploying deepstrikers and everything, using all heavy weapons on them. And thanks to their 5+ save and my intense luck, he rarely got scratched. And when he hits....boy does he hit. 4 S10 AP2 attacks on the charge, with the potential for another 2 melta hits. I take the magma cutters over the whips because;
a) he needs a bunch of attacks to be effective and
b) the biggest threat is grenades. Where the enemy only gets 1 attack anyway.
Except in places where I whiffed on my dice (seriously...2 turns, 7 attacks in total, not 1 4+ to hit), this guy smashed his way through everything I put in front of him. If its a vehicle and it hasn't moved, it is dead. Regardless of armour values. For 120pts you can't go wrong.
Working together presents a threat to the enemy. They're so fast, they need to be targetted. Combine them with a unit of bikers moving fast and making a threat of itself and the enemy has to target them or be killed, giving you a shield to move up slower units in rhinos or one foot.
Definently 2 of my favourite units in the dex. The obvious things (the dragon, the Apostle) all do very well, but theres just something about these guys that stands out
Monday, 10 December 2012
Friday, 7 December 2012
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