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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Hell Pit Abomination
What uses does it have in your army? Why would you take it over any other option? Is the 'Warpstone spikes' option worth the points?
Personally I find nothing wrong with the HPA, other than the point investment it requires. I believe that if you are shelling out the points for it, you should toss the extra points for the spikes as well, because what does price matter at this point.
He can be an absolute nightmare for some armies to take down with high toughness and regeneration, not to mention the small chance to come back. Also there is the fact that he can just mow through units like they didn't even exist.
All in all I think that most people will consider him one of the best options you have, though as I stated earlier his price turns me a bit off to him.
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i have yet to play with him, however, on paper the thing is a beast. I want to run a clan moulder themed list so this choice is almost a no-brainer for me.
However if you wanted to run a more competetive list i would still find him adequate enough to make it in. The points are a major issue, but he really becomes a target for a lot of stuff (shooting, magic, heavy knights, etc.). running A doomwheel and warplighting cannon (i think the points are similar to the HPA) would not have the same target priority as running an HPA. running an HPA nearly forces your opponent to prioritize to it or ignore it both of which can be helpfu to youl. Targeting it early on with magic and shooting or warmachines and what not draws all that fire from your other more fragile units (PCBs, plague monks), plus the HPA is typically durable enough to outlast alot of power. If your opponent ignores it all together, it signals that he may not have an answer for it and thus is trying to get as many other fragile units as he can.
Again, this is merely based on theoryhammer and speculation/observation.
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HPA is great. Mine has survived charges from chaos knights and fleshhounds and gone on to win the combats. Mine has run through entire armies. Out of about 10 games it has died twice and the first time it died it came back with 6 wounds (once to a herald of khorne on jugger after i had taken afew wounds kiling a unit of dragon ogres then overrun into him, second time a bolt of change did 10 wounds to my HPA second turn). I think he works best not relying on him though as he does often roll short and not reach anything. I usually run mine on a flank to deal with something i don't want to deal with and to avoid shooting or i put him in the middle of my line and let him run right through. Warp spikes are an always take upgrade for me being so cheap.
I have played games without him (took 4 rat ogres instead and they did the roll of drawing alot of shooting) and not really missed him TOO much but he is a game winner when he does well just don't rely on it every game.
absolute beast, kills anything and everything, can "charge" through forests, over hills, and he packs sooooo much punch, the only draw back is he absorbs all the shooting, but that does leave the rest of your army to do what it was meant to do.
(ive talked about this in other posts) Skaven does not have any; fliers, monsters, gun lines, great H2H abilities, cavalry, bolt thrower type of artillery, good/cheap scouts, and our stuff blows up 50% of the time!
yes, the HPA is a little over the top, but when you see what choices ALL the other armies get to bring to the table you will see why the HPA is so good, we need it.
personally, I can't see myself playing with one in a list unless I was playing in a do-or-die tourney.
spawns move at half speed through difficult terrain? have to check this out when i get home.
The Hell Pit Abomination, though expensive, is worth its cost. It has major owning attacks eg 12 auto-hits at S6 to wound. However, if you roll a triple, which I did last game, it can be either useful, or extremely annoying, like it running to the other end of the board for 18", like what happened in my last game.
One of the best things about the Hell Pit abomination is that it has a 'Too Horrible to Die' chart. People have a 1/36 chance of reviving the HPA, and recovering it to its full amount of wounds. What is also handy about this is that your opponent has concentrated all his/her artillery on it, and then it comes back to life, which has allowed your army to get deeply into close combat.
It can also be useful as an arrow magnet. People would be drawn to its terror and ferocity, therefore they would concentrate most of their missile troops on it, which, yet again, allows your army to move straight across the board practically unscathed.
As for warpstone spikes, for the same cost as poisoned attacks, it serves great for defensive purposes. It makes your attacks magical, which is great for attacking WE forest spirits, which have a 5+ ward Save against non-magical attacks. Not only that, but it gives it a magic resistance of 1!
Overall, an unrivaled Clan Moulder creation in the Under-empire.
Last edited by Warlord Vrrmik; June 5th, 2010 at 22:52.
If anyone wants to build an abomination, i'd just say, get 2 boxes of clanrats and some rat ogres and mash them all together lol.
I'm actually taking two chaos spawn, and a lot of things from my bit box to make it.
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