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I know many of you are competitive gamers who would not take Skulltaker due to points vs capability issues, but I wanted to post our last usage of him.
My son played me as Chaos Daemons against my Imperial Fists at 1850 points. He took Skulltaker on a Chariot.
Skulltaker landed right in front of a squad of Termies with a Termie Chaplain. I focused my fire from the Termies and most other units on the big nasty Keeper of Secrets and Soul Grinder. I only put one wound on Skulltaker with what I threw at him.
Then Skulltaker proceeded to wipe out my Chaplain, then my termies. Next he rolled into a tactical squad with a Dreadnought nearby. Skulltaker blew up the Dreadnought and took out much of the tactical squad before i finally took him down.
It was a lot of fun to watch all that carnage, even though it was on my own Imperial Fists.
Skulltaker may have some weaknesses, and I am sure he won't always do that much damage, but wow, what a game!
I had read in these boards that Skulltaker was not all that great for points cost, but did he ever perform well there, and looked darn good doing it -- a fun model, which is of course what the game is usually about!
I am sure most all of you already know it, but perhaps it can be reinforced from time to time that many of the special characters are not always the best points value, but they can sure make for extra fun during a non-tournament game. I for one am happy GW takes the time to put some spice into their codexes for us "regular" gamers.
I see alot of math-hammer and theory-hammer in these boards, along with folks who say "it isn't any fun losing" so don't use such beasts.
In this case I was the one who lost, and enjoyed the game largely due to watching Skulltaker do his thing. Casual readers of this board should not dismiss him without giving him a try. I admit maybe not in a Grand Tournament, but in a regular game.
A string of good rolls to surivive deepstriking close enough to assault and then continueing with strings of good rolls to hit/wound and save more wounds is not a strong enough reason to bring a character. The model yes is very nice and can be used to represent any herald of khorne. I think more so people don't run many heralds of khorne. IF you see heralds they are usually heralds of T or Heralds of S for their utility and more often if they are khorne heavy they take Bloodthirsters. Also alot of people don't like running lists with special characters in them and unlike the rest of the special characters he doesn't do much more then his cheaper generic counterpart. The other characters have abilities that make them much more unique and even a few that you can build an army around.
He is a nice model just not equally nice in his abilities for what you pay for.
My upcoming blog in the works:
What about against Nidzillas? ST seems like he would eat carnafixes for breakfast with the skulls for the skullthrone rule. on 4+ inflicting instant death... especially hitting on 3+ with 6 attacks on the charge...nasty.
I respect anyone who can and also takes the time/trouble to make up their own fluff and prefers their own "special characters" -- more power to them!
Comparing Skulltaker to a similarly gifted generic Herald of Khorne on a Chariot, you can see that he costs 60 more points for 1 extra WS, 1 extra attack, and the ability to rend and most importantly instant-death on 4's. This may not seem like much on paper.
Setting aside the value of the extra WS and extra attack: True, you can spend 60 points in a lot of ways, but how many of those can potentially be "game changers"? Skulltaker quickly taking out a multi-wound character -- named or generic -- can change a game. The opposition needs to focus firepower or CC wrath to deal with him. Will 2 more Fiends or 1 1/2 more Bloodcrushers change a game? Maybe, maybe not. He certainly is a distraction on the battlefield, which has its own value.
Granted, in a chariot he is out there on his own exposed to potentially a lot of firepower.
My point here was not to try to talk innocent bystanders into taking Skulltaker, simply to say the few games we've played with him in, he sure turned out to be a more potent force than some dismissive posts in this and other 40K boards had lead me to believe. Sometimes things play out differently on the battlefield than in theory. He appears to be a valid choice, and should not be ejected with simply stated math-hammer -- "Power X is only worth Y, so Character Z is a bad choice"...
He may not be everybody's cup of tea, but he is worth a serious trial by interested parties. He may surprise you, or he may disappoint you -- that is the nature and allure of characters with odd special powers.
It states explicitly double toughness.
Regarding instant death (interesting):
"Tyranids within Synapse range as described above (including the Synapse Creature itself) are immune to the effects of Instant Death caused by weapons with a Strength double the creature's Toughness. Note that this does not apply to Ripper swarms" (Tyranids - codex, pg 28 )
Last edited by WhiteRussian; June 18th, 2009 at 11:23.
From tyranids FAQ:
Page 28 – The Hive Mind and Synapse Creatures,
second bullet point.
The second sentence should be changed as
Tyranids within Synapse range as described above
(including the Synapse Creature itself) are not
affected by the Instant Death rule. Note that this
does not apply to Ripper Swarms.