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So how does everyone use these bad boys? my tend to attract allot of lascannon fire and are usually dead pretty damn quick. expecially after SM and SoB armies ( got i hate that d6 shot ap 1 tank SoB has... )
I tend to send them into terrain. They count as moving through terrain anyway. Then I send them out to shoot at an unsuspecting unit when no others are around giving me time to hide again before anyone gets within range. But I can't always do this. If they do attract fire don't shoot at whatever is shooting at them but shoot at something else to get the victory points instead of trying to save them. If your opponent aims for them with everything use this to your advantage and use them as a fire magnet while the rest of your men move into assault/firing range or wherever they need to go without worrying about them being shot at. It may be a a good idea to attack with the oblits and another unit at the same time. If they shoot at the oblits then the other unit kills them if they shoot at the other unit then the oblits get them. That's all I can think of really...
"DICE FOR THE DICE GOD!"
And the almighty Dice God said to his followers "Thou shalt not speak ye words "anything but a one" For thou whoever'st speaketh this blasphemy will be cursed with thy rolls being of one".
I also find terrain keeps them alive longer. In addition, deep striking works nicely as they are usually in a spot which is horrible for the opponent. Also it works to give them a few nice juicey targets to draw fire too. I find a rhino works nicely or a Close combat equipped marine squad moving up their flank. Don't just sit and shoot, make your opponent prioritize targets and split his fire.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
I usually have 2 squads of 2 and I have one squad with the troops and the other squad in reserve for deepstriking. Usually they dont get too much fire, cause my enemy goes after other targets like my tanks and such.
Iron Warriors 9/1/0 (w/l/d)
World Eatters 15/1/0
The absolutely best idea for obliterators is to deep strike. The way you do this is put a teleport homer on your lord or a champion in a troop squad or both so that the obliterators dont scatter. So u put a like 2 or 3 teleport homers and deep strike them in the best possition. So that u have plenty to fire yet adn yet your covered or blocked from all heavy weapons. This will make the oppoenent tend to try to move all his heavy weapons at ones to a specific location so they have the ability to shot. This is great because it make the heavy weapons not being able to fire unless mounted on something very mobile. But u have to remember obliterators are great just for being able to destroy your main prioratiy and take the wounds so your troops can survive. Personally i would mostly recoment possitioning them close to the target. So that they rapid fire the incredible twin linked plasma gun.. wich done massive damage to anything.
"Iron within, iron without."
or drop them close to vehicles that are giving u trouble and take that extra d6, to punch right through their hull.
I think everyone is pretty much in agreement, deep strike em in, and try and get em into some good terrain to block some LOS from heavy weapons. Get em in hammer the heavy stuff, and let em soak up the fire.
I have found that the best time to use em is with a general advance, when you have everything pushing forward, that way when you drop em in your opponent has way to much to focus on and even if he shoots them, in order to kill em he has to use a ton of fire which allows other valuable units to close the range and do some serious damage. If you time it write this move tends to end the game.
I also like to hunker my guys down in the defense talk some smack and get my opponent to push forward, get him spread out and vulnerable then drop these bad boys behind him. Rear shots on leman russ's, dreads, etc etc
I love to just mention before game that i am gonna bring em, and my buddies are like oh crap, sweat starts breaking out on their foreheads as they try and figure out how to counter them(there really is no counter, you just have to take the hits they put out then dump massive firepower on them to kill them)......just the threat of these guys are enough to mess up your opponets plan.
Isn't DSing a little dangerous, considering an average game only lasts 6 rounds, I'd rather give my oblits the extra 1-3 rounds of shooting stuff rather than wasting it to get into the "ideal position". Besides, unless you put the homer on something with a speed bonus, DSing is a waste, as the Oblit could walk to this position WHILE firing weapons (slow and purposeful, anyone)
It depends how you want to use them.. if they're just going to be a shooting element, you don't need to deepstrike. If you plan to use them in CC as well, deep striking might be an idea. You don't need to use a teleport homer at all, but if you do, stick it on a bike squad.. An Obliterator could not walk 48" in two turns.
Remember, if you're playing iron warriors, at least, to split your units up as small as possible. It's a really simple way to increase their survivability and it costs nothing.
Has anyone ever tried to deep strike them with some terminators?... I think that would be fun, and probably work well, but I dont know because I play Thousand sons, so I cant even take oblits .
You Can't Stop the Eighp
Had Tzeentch before I knew how to play :P