Tuesday, October 27, 2009

Chaos Space Marines Units and Tactics: Obliterators

I would like to crack open Chaos' robust selection of Heavy Support choices for the next line of posts for my Chaos Space Marines Tactics series. What better unit to open it up with than the much loved (and hated) Chaos Obliterators!
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The Strengths A Chaos Obliterator weighs in at a hefty 75 points a pop, making it one of the most expensive infantry models in the game, but for that price, you get a fearless, two-wound, deep strike-capable, 2+ armor, walking wall of fist and firepower! Also, the fact that they are a statline versus a vehicle gives them a level of durability you won't always get from heavy tanks ... But how does one use them effectively?
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Fire Control The most obvious use of obliterators is their Long-Range heavy support power, giving you the ability to engage targets with Lascannon (against vehicles) or even Plasma cannon (against troops, works great with a lash) fire starting turn one. I tend to set them up either behind my rhinos or in cover. If I can't get right into cover or if the rhino wall gets immobilized, then I still have the option of being able to move into safety or into LOS and still lay down fire. If your opponent gets turn one, this is especially important as your oblitz will usually be target priority number 1.
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Deployment and Lanes of Fire When setting up, keep in mind that your lanes of fire (or your LOS+Range) will often influence your enemy's movements in the following turns, allowing you the advantage of limiting where his transports (if mech) and monsterous creatures or massed infantry (for hordes) may travel - this is perhaps the best advantage of taking obliterators, as it will protect your army and set your tactics for the rest of your army. Remember, your deployment will often set the tone of how your game goes - think hard about how you will dictate your enemies movements with fire. Also keep in mind what your enemies capabilities are, so you are not creating an inverse firing lane back to your oblitz.
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Come and Get some! Obliterators are also one of the few units in the game who get deadlier the closer the enemy gets. Starting with Lascannons, moving to Plama cannons, with a gap really at 24 inches as both single shot plas and muti-melta isn't to impressive there (best to stick to the las and plas cannons there). Once the enemy breaches twelve inches, their vehicles are in multi-melta range (2d6), double-tap plasma gun (twin linked) and any closer than that, they run the risk of getting twin linked flamered before getting assaulted with powerfists on the charge. Taking into account my rule of mutual support (think daemon princes or any other big nasty unit), their combat potential is made dealier by an approaching enemy, which plays to a defensive players abilities very well. In this case, their versatility is a boon for your army that very few armies can recreate.
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The Weaknesses For how much I love Obliterator squads for the fact that they have a statline instead of being a vehicle (which can be popped by an errent lascannon shot), their infantry status can also be their undoing.
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Any smart opponent is going to take advantage of their T4 by pumping a few S8 weapons into them (lances, dark or otherwise, lascannons ect), insta-killing oblitz with low AP weapons is much easier than trying to contend with their wounds and termie armor. With the mech epidemic of 5th edition, there will likely be more and more of these weapons to deal with. The fact that you are taking expensive Oblitz also means you will likely have less tank targets. This makes it easy for the enemy to pick who he is going to shoot and Obliterators will likely have a great big target on them.
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Also, because you will need line of sight to fire, there is a chance the enemy will have LOS on them as well and though you will likely have a cover save and always have an invul, it is still better for your enemy than dealing with your armour save.
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While this can be great for you in the sense that the enemy will not be focusing on your troops or daemon princes, it is bad, because every Oblit that drops is a significant loss to your firepower, especially your long range fire support. While I love these buggers, this means, you will likely have to spam them to have enough on the board to withstand multiple turns of fire, or you will have to have even deadlier or more obvious targets for the enemy guns.
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What about Deepstriking? I would like to shift away from their weaknesses, but the option of deepstriking can also seem like a way to keep them out of trouble in the early turns of the game. I can see where that may seem like a good idea, but keep in mind that you paid A LOT for them and every turn they are off the board is another turn that their expensive firepower is also missing. In general, if I am fielding multiple squads I will keep them on the board, unless it seems like a good idea to take one squad in reserve to help bring some pain to the backside of an objective (which plays into their ability to be deadlier at close range). The deepstrike option is really a matter of how comfortable you are with their points versus what you want them to do, but I like them on the board from turn one.
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How Many should I take? At 1750, Due to the ideas I brought up in the weaknesses section, I like to take 2-3 squads of 2. At lower points, I will take multiple 1 man units. This means the enemy will have to engage them with multiple units and also will allow you to engage multple enemy targets with whatever firepower you may need. I like two man squads because two shots tend to get the job done without a lot of wasted firepower (sometimes the third Oblit is overkill - 75 points of overkill). Two man squads also give you durability to the other bane of termie-types, focused small arms fire (which forces saves). Finally 2 man squads give you the points you need to spread some love across the rest of your army. Afterall, Obliterators are nice, but they aren't going to win you the game. Just some food for thought, feedback is welcome as always!

4 comments:

  1. I agree two Oblits in a squad is the magic number. Deepstriking really depends on the opponent, so is very situational.

    Jim

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  2. Absolutely! You really have to question yourself in a DS situation. I have found that many of the times I deepstruck them, I wished I hadn't, but there have been a couple times where it really worked out, but I was both lucky and in the perfect situation.

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  3. If I'm running icons and lesser daemon squads, then deep striking often feels okay for obliterators. Otherwise, I tend to keep them near the back lines.

    Good review as ever mate!

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  4. Hey I read your article and I think your obiterator Tactics are great! Thanks. I have been playing quite a few 1250 point games against ultramarines and I have been running Iron warriors. And I have been running 2 one man obliterator squads and then deep striking them behind my opponent's vindicator and whirlwind and they have always popped them using the multimelta and then used their heavy flamers to rip through the tactical squad. I love obliterators!! multimelta rips through 10 back armour whey time

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