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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