Thursday, May 30, 2013

Chaos review #12 the big shooty guys

Another tried and true unit from previous editions, the Obliterator! These guys have gone through some changes over time, but not too many. They are still the weird amalgam of metal, gun and Space Marine. They are pretty much the same long range damage dealers as every edition with a few minor tweaks.



The standard Obliterator has the standard marine stats, all 4's where it counts. The difference from the regular Marines the Obliterator has 2 wounds and 2 attacks. They come equipped with  a powerfist, Fleshmetal, Obliterator Weapons and the following rules: Bulky, Demon, Slow and Purposeful, and Deep Strike. He stars as a squad of one for      points, but can have up to two more for the same cost.





Fleshmetal- gives these jokers a 2+ save

Obliterator Weapons- is what is fun about these guys. At the start of every shooting phase  you must choose one of the following options: heavy flamer, twin-linked flamer, multi-melta, twin-linked melta gun, plasma cannon, twin-linked plasma gun, lascannon or assault cannon. Every member of the squad must choose the same weapon. The following shooting phase you must choose a different weapon. I guess this makes it fair?

The Obliterators can take two options. The first is veterans of the long war for +3 points/guy. A waste as they are fearless demons (well they have the rule). Also they are no slouch in combat, but they should be shooting since they excel at that.



Second, they can take marks. You can tailor your Obliterators to certain Chaos gods and all that. They all have to choose the same, but we should all know this by now. They come at the cost of: +4 points for Khorne, +8 points for Tzeencth, +6 points for Nurgle and +1 point for Slaanesh. Slaanesh is useless and should be free since they are armed with an always go last weapon. An initiative boost is useless here. Khorne is second only in the uselessness. You should be shooting not charging to get +1 strength. Now Nurgle and Tzeencth have their places. A pure toughness 5 is nice, especially with two wounds and a 2+ save. Also here a 4++ Tzeencth save is not awful.

I welcome the return of a solid s hot weapon to the Obliterator. The last incarnation with no autocannon, assault cannon or twin heavy bolter was just sad. Sure energy weapons are cool, but sometimes you need some bullets to sling down range. The option to throw marks on these guys is also great! I like a Mark of Nurgle over the Tzeencth 4++. I'll take tougher and strength 8 weapon instant death defense over a 4++ anytime.

The only issues I have is the no consecutive turn weapon shooting rule. Why? It seems stupid for stupid sake. Why this unit has this rule is a bit of a head scratcher. Would it make sense if any other unit in the game had to follow this same rule? No! Sorry your Devastators fired those missiles last turn, they have to shoot bolt guns this turn. Your tank shot with its cannon last turn, so this turn it can only shoot with the sponsons. See the stupidity there? Why make Obliterators suffer this stupid rule?

I have five kit based Obliterators and have always seen a use for them. Having the ability to walk and shoot is awesome! As is the ability to teleport in and wreak havok up close. Even with a poor scatter they can form a weapon to bother something. Now with the chance to bring them to toughness 5 like the 3rd edition codex is great! Especially with the stupidity of the toughness 5(4) rule being taken away, like it should have years ago. The only minus for this unit is having to change weapons every turn. I would still take three to six of these guys in a Chaos army and not think twice about it.

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