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With a blast of light, the daemonic figures began to materialize before Lieutenant Coleman’s eyes. Coleman, of the Death world of Krieg, didn’t mind the combat or the danger, not since the battle of Cenker’s Folly. Wave after wave of rampaging Orks, almost unlimited in number, were more than enough to harden the seasoned lieutenant’s resolve.
Regardless, Coleman flinched at the twisting, blinding light of the warp, and shuddered with horrified anticipation. It wasn’t the danger itself, but not knowing what enemy he would face that unnerved the lieutenant, and the rest of the combined platoon surrounding him.
Would they die covered in dripping boils and rotting flesh? Would the woman of their dreams suddenly appear, pulling them in close for a final, agonizing embrace? Or would chaos itself spew from two mouths, guided by four pink arms, until it shattered their front line like glass?
Or worse yet, would Coleman’s nerve break, rendering him useless to his men, forcing the commissar standing alongside him to execute the final option?
Coleman was not afraid of death. He only wished to know which version of it was arriving.
He didn’t have to wait long.
The energy spun and weaved its way through the air, as if drawing the Daemons out of nothingness. The figures were humanoid, with reddish-brown flesh, black fins, and an oversized blade clutched within each set of their powerful, clawed hands.
With an ear shattering roar, the Bloodletters spun towards the platoon, and charged.
In response, Coleman gave a slightly relieved sigh, and called out,
“First rank fire! Second rank fire!”
As one, the combined platoon rained fire down upon the Daemons, slaughtering most of their number.
Daemonettes would have slunk towards the platoon, hidden in terrain, glided through their defenses, and quickly struck before the guardsmen were ready. Plaguebearers would have easily stood up to the fire, and oozed their way through their ranks. Pink Horrors would have fired first, whittling the guardsmen down, and possibly causing them to panic. Hell, even Nurglings would’ve at least been tougher.
The Bloodletters had none of these advantages. The few that survived to reach close combat had trouble climbing over the platoon’s barricade, allowing the guardsmen to dispatch them with bayonets before any damage was done.
Coleman was almost disappointed. Or at least he was until he noticed that the Commissar looked equally disappointed, only for a completely different reason.
With a slight cough, the lieutenant lifted up his gas mask, and bellowed to the men,
“Alright, stay sharp. The battle’s not over, so we have to keep looking for any serious threats…”
…
Bloodletters don’t work.
There, I said it.
They’re a great unit in theory, and if you look at their stat line alone, they seem quite impressive. After all, they have the same basic statistics of a MEQ, only with power weapons, a better WS, furious charge, and a 5+ invulnerable save instead of an armor save.
So how could this possibly go wrong?
Easily: they deepstrike close to the enemy, get shot to pieces, and then die.
Wait, what if you hide them in cover, or keep them behind other units?
In that case they deepstrike in, spend 2-3 turns doing nothing but marching, and then either get shot to pieces, or arrive a little too late to be useful.
I’ve heard the argument that they’re meant to join ongoing close combats, rather than starting new ones, after the faster and/or tougher units have already tied the enemy down.
I have to admit, that’s possible…but how many Chaos Daemon units really need help in close combat? Chaos Daemons are literally packed with units that easily win close combats in the first round. The only units that don’t aren’t really meant to be kept that close to the enemy.
Okay, for argument’s sake, let’s say I’m wrong and you do need a unit to help finish off a close combat that has already started. In that case, the Bloodletters could help a lot in close combat, but so could Daemonettes, Fiends, Bloodcrushers, Daemon Princes, and any greater Daemon.
The big difference between these units and the Bloodletters is that these alternate units are all either very fast, very resilient, and/or have assault grenades. Bloodletters are/have none of these, making them an inferior choice.
So why do so many players love Bloodletters? Because everyone’s impressed when 1-3 Bloodletters survive long enough to reach close combat, and wind up destroying their opponent’s 10-20 man unit by themselves.
Yeah, that is very impressive…but have you ever noticed that there only ever seems to be 1-3 bloodletters alive by the time you reach close combat? How many were in the unit to begin with? 10-15? So you spent 160-240 points in order to get 1-3 models into close combat?
For 80-90 points you could’ve fielded 2 bloodcrushers, 3 fiends, or a Daemon Prince, and easily matched the Bloodletter unit’s performance, at less than half the cost in points, and with much less risk when deepstriking.
But who am I to judge. Go ahead and use the Bloodletters if you like them. I’m sure your Imperial Guard opponents will thank you for it. ^_^
Regardless, Coleman flinched at the twisting, blinding light of the warp, and shuddered with horrified anticipation. It wasn’t the danger itself, but not knowing what enemy he would face that unnerved the lieutenant, and the rest of the combined platoon surrounding him.
Would they die covered in dripping boils and rotting flesh? Would the woman of their dreams suddenly appear, pulling them in close for a final, agonizing embrace? Or would chaos itself spew from two mouths, guided by four pink arms, until it shattered their front line like glass?
Or worse yet, would Coleman’s nerve break, rendering him useless to his men, forcing the commissar standing alongside him to execute the final option?
Coleman was not afraid of death. He only wished to know which version of it was arriving.
He didn’t have to wait long.
The energy spun and weaved its way through the air, as if drawing the Daemons out of nothingness. The figures were humanoid, with reddish-brown flesh, black fins, and an oversized blade clutched within each set of their powerful, clawed hands.
With an ear shattering roar, the Bloodletters spun towards the platoon, and charged.
In response, Coleman gave a slightly relieved sigh, and called out,
“First rank fire! Second rank fire!”
As one, the combined platoon rained fire down upon the Daemons, slaughtering most of their number.
Daemonettes would have slunk towards the platoon, hidden in terrain, glided through their defenses, and quickly struck before the guardsmen were ready. Plaguebearers would have easily stood up to the fire, and oozed their way through their ranks. Pink Horrors would have fired first, whittling the guardsmen down, and possibly causing them to panic. Hell, even Nurglings would’ve at least been tougher.
The Bloodletters had none of these advantages. The few that survived to reach close combat had trouble climbing over the platoon’s barricade, allowing the guardsmen to dispatch them with bayonets before any damage was done.
Coleman was almost disappointed. Or at least he was until he noticed that the Commissar looked equally disappointed, only for a completely different reason.
With a slight cough, the lieutenant lifted up his gas mask, and bellowed to the men,
“Alright, stay sharp. The battle’s not over, so we have to keep looking for any serious threats…”
…
Bloodletters don’t work.
There, I said it.
They’re a great unit in theory, and if you look at their stat line alone, they seem quite impressive. After all, they have the same basic statistics of a MEQ, only with power weapons, a better WS, furious charge, and a 5+ invulnerable save instead of an armor save.
So how could this possibly go wrong?
Easily: they deepstrike close to the enemy, get shot to pieces, and then die.
Wait, what if you hide them in cover, or keep them behind other units?
In that case they deepstrike in, spend 2-3 turns doing nothing but marching, and then either get shot to pieces, or arrive a little too late to be useful.
I’ve heard the argument that they’re meant to join ongoing close combats, rather than starting new ones, after the faster and/or tougher units have already tied the enemy down.
I have to admit, that’s possible…but how many Chaos Daemon units really need help in close combat? Chaos Daemons are literally packed with units that easily win close combats in the first round. The only units that don’t aren’t really meant to be kept that close to the enemy.
Okay, for argument’s sake, let’s say I’m wrong and you do need a unit to help finish off a close combat that has already started. In that case, the Bloodletters could help a lot in close combat, but so could Daemonettes, Fiends, Bloodcrushers, Daemon Princes, and any greater Daemon.
The big difference between these units and the Bloodletters is that these alternate units are all either very fast, very resilient, and/or have assault grenades. Bloodletters are/have none of these, making them an inferior choice.
So why do so many players love Bloodletters? Because everyone’s impressed when 1-3 Bloodletters survive long enough to reach close combat, and wind up destroying their opponent’s 10-20 man unit by themselves.
Yeah, that is very impressive…but have you ever noticed that there only ever seems to be 1-3 bloodletters alive by the time you reach close combat? How many were in the unit to begin with? 10-15? So you spent 160-240 points in order to get 1-3 models into close combat?
For 80-90 points you could’ve fielded 2 bloodcrushers, 3 fiends, or a Daemon Prince, and easily matched the Bloodletter unit’s performance, at less than half the cost in points, and with much less risk when deepstriking.
But who am I to judge. Go ahead and use the Bloodletters if you like them. I’m sure your Imperial Guard opponents will thank you for it. ^_^