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So fellow tainted ones! what say you? Ive never run the infantry types as heavy support before, allways gone defilers preds and vindis.
Comparing the two heres what I picked up:
Cheeper on a unit by unit basis
Can pick an Icon
Not as durable
less wepons per model (duh!)
tons of wepons
Once on the ground with all those heavy wepons you cant move much
everyone knows the oblit model and seems to target them
Thats what I picked up on right away. What do you guys think?
PS: if you vote please leave a comment as to why you voted on what so we can all learn of each others experiences
PPS: man that sounded....uh.....nevermind
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Although I've never deep struck my obliterators, I think that having them individually grouped at the far end of the table draws primary tank fire towards them, allowing other troops to advance.
They are essentially my only long ranged guys too, so I use them to have the most annoying effect and gain a tiny tactical edge.
Oblits are the way to go because they are moble firepower. Their lascannons are point for point about the most effective anti tank, and if the enemy doesn't have any tanks you can drop heavy infantry with plasma cannons/guns. I only wish they would have given them multilasers to make up for the loss of heavy bolters/auto cannons.
If you don't need more anti tank, I would take either heavy bolter or autocannon havoks, but normally anti tank is what is tough to come by in my chaos list.
I agree with the olbiterators; their mobile, and versatile. 'Nuff said.
Obliterators are good for moving around with there big guns, havocs lack mobility.
I find, in 4th edition, the Havocs were great for dropping on an objective in your table half, and shooting at the enemy, they were strong enough to take down a few enemy vehicles, and tought enough to withstand counter-fire, and either hold or contest that objective the entire game. To get rid of the the opponent had to really focus on them for a turn or so.
This changed with 5th edition. Now, as they can no longer hold obectives, there are few times I would take havocs over obliterators. They ARE more durable VS AP2 or lower weaponry, and have a bit more firepower, but they are also more expensive, less durable, and less mobile (Being less mobile than a S&P model is REALLY a bad thing).
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The best use of havocs I have found is 5 men in a rhino with 4 flamers. This 130 point unit is good at swamping horde units in flame and the cost is very reasonable.
Otherwise I quite like 4 HB in a 6-8 man IoCG unit but ususally I go for obliterators.
I find their manouverability (poor though it is) and weapon flexibility very useful and the deep strike option is also good against Tau battle suits that pop out from hills then pop back in the assault phase. Multimeltas mean you can deepstrike with reasonable safety and still kill tanks and the plasmagun is perfect against infantry when combined with the lash.
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THe oblit is a much better choice in games that are seriously limited by points. Were you can spend your points a little more freely, 2000 points +, the four lascannons the havocs can field will be much better.
The oblits main advantage (other than having more weapons than sense), is Slow and Purposeful, allowing you to jump (crawl) around corners and pop vehicles in the sides and such.
nichodemus10 stated that oblits lascannons are point for point about the most effective anti tank. I disagree, preds are cheaper for both the two lascannons and three lascannon variaties, they are more reslilent and can always move the full 6 and fire one lascannon while the oblits might not make it.
I generally play a unit of 6-8 havocs with 4 missile launchers. Pretty cheap, and gives long-range fire support to my Khorne army.
S8 is enough to go after most vehicles and MCs, and if no large target is available, they can either be a real pain vs. MEQs or frag hordes.
Oblits are great, but I find them more vulnerable, and I love simply placing my oblits on a hill/building in cover, and shooting 48" every turn.
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As of now I'm not too sure which is better. I like to obliterator for the previously stated reasons. However the Havocs can take a rhino to bolster their mobility. What to do with this? Give them 4 meltaguns and pop some tanks. The rhino is there to get them in range.
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