I recently got a
PM about my statement:
Sanctjud wrote:
Possessed, as I see it, have done amazingly well at counter attack 5/6 of the time, any power will do well for them. Then the 1/6 of the time they get scouts, they get distraction duty.
Seriously, most people are like "you can't plan for them"/"they are too random"... it's just a negatibve point of view.
For better or for worse, their lack of options and combat only orientation makes them easy to use, there is less opputunity cost with respect to where they are deployed and what they do to try and get into combat.
Now everyone compares them to Berzerkers which is fine if you're willing to run Cult units but in my army I'm only Undivided so my choices for dedicated assault units are limited to Possessed or Terminators.
Now Terminators are useful for deepstriking but I don't want to spend the money+points on buying them a Land Raider which I feel they'd need for a true assault unit.
Possessed on the other hand can work just fine from a Rhino. As you said, people don't like the random abilities but it doesn't seem like it would make a big difference in how you're going to use them. They assault things, thats all they can do. Their powers might dictate what kind of targets they'll go after (Rending = Walkers, FnP = horde etc) but thats it.
So what have you found out either from playing them or from fighting them (which rarely happens I'm sure).
Right, this comes up every so often, and I didn’t want to waste the opportunity to beat a dead horse.
So… lets approach this from a half full perspective rather than a half empty.
First thing’s first:
Cost, yes, there is no argument. They are very expensive. Not necessarily for what you get, but are costly enough that it makes the opportunity cost relevant.
Many who are Possessed haters highlight this point.
Which brings us to the comparison part.
People will refer to Zerkers and Termies.
One thing to keep in mind is that they are different units for different roles. They blend in many areas, but are entirely different units and are handled differently.
(As an aside to reply to the
OP you can count as anything so zerkers are fine if you need them).
Zerkers are scoring, a huge leg up.
They also have pistols and a consistent statline.
Everything about them screams sledge hammer.
Cheap too.
No contest here if you want a wrecker you go for zerkers.
The point with Termies is that they are cost similarly and have better durability and standard power weapons and offer a more shooty platform.
So.
Zerkers are combat monsters best taking on dug in defenders, rhinos included of course.
Termies are there for pin point (icon+Deepstrike, or just regular deepstrike) special weapon delivery and secondary bullies in combat.
Where does it leave the Possessed?
They are in the middle ground. They are combatty, have the
inv save, get into a rhino. They lose out on ranged weapons, scoring status and other things like grenades importantly.
So they are a hybrid unit a little from each… to some extent a little from every troop choice as well. So you have to expect to pay a bit more for a hybrid unit (maybe not as much as
GW has done, but it shouldn’t be too suprising).
Termies’ role is to shoot then follow up assault.
Zerkers are to assault fortified positions (mainly).
This leaves possessed in their ideal role of counter assaulting.
(I have preached that Zerkers in a 8 man squad with a power weapon can do this as well, but for some that it is a bit wasted potential).
Possessed
IMO scream counter assault, why?
-Access to a Rhino for that 15” range of counter charge (from an unmoved rhino).
-Low Threat rating, unlikely to be shot at.
-Lack of grenades (weird for a combat unit, but doesn’t lose out on anything if they are counter attacking.)
-5/6 of the Daemonking table support them in this role.
*Fleet:16” to 21” counter charge range, they extend their area of influence. (Borrows form the raptors I guess)
*Furious Charge: works well with a unit that’s tasked with charging stuff and
str 6 is scarey for
GEQ and vehicles alike. (mimicking Zerkers).
*Rending: for a unit that will most certainly charge at every moment, it maximizes the number of attacks and is general enough to do anti-walker, though still ideal.(loosely like the inferno bolts offensive power, not very consistant)
*
FNP: These mean they are a sort of Tarpit, but it makes sure the combat results are in their favor, and that they get to where they need to be. (homage to Grandfather Nurgle)
*Power Weapons: Looks like terminators, esp. with the
inv save and makes these the answer in the question of who finishes a combat on top….cause
str 5 power weapons (arguably adds one attack) will do a lot of damage over just termies.
Basically you get a sprinkle of everything at any given time.
It gives you different/alternate options.
They are ‘expendable’ due to non-scoring status. (Make no mistake, scoring is still a good thing they are missing out on) They go after stuff that may not be where the objectives are.
To me, the ‘best’ way to run them is:
8 Possessed in a Rhino.243 points. They are cost the average cost of the normal units people take like 10
CSM, 2 melta, Fist,
IoCG, Rhino; 7
PM’s, 2 meltas, Fist, Rhino; 8 Zerkers, Fist, Rhino.
So there is that opportunity cost.
Those 8 means it’s ‘just right’ in terms of numbers:points ratio.
If you have the spare points, whatever Icon.
I personally feel the defensive icons are too expensive, while the offensive ones are barely priced well enough, but that’s an icon system issue.
I would set them up to the side of the main rhino wall and press go.
If scouts is rolled, they change their role, Distraction as described at the very top.
24” move into the enemy deployment zone if you get First Turn will get a lot of attention. In which case nobody wants that kind of combat unit in their lines, no matter how overpriced they are.
Their total reach after 2 turns is 24”+15”(no fleet)= 39”. Zerkers in a rhino can only match that in 3 turns; Zerkers in a raide can almost match that.
Again the randomness comes into play. What will you get? You won’t know.
All you know is that 5/6 of the time they will be going after stuff that is lethal to your army but not necessarily leashed to an objective, or 1/6 of the time proving target saturation is key to success.
In addition, not knowing what you’ll get and yet your roles worked out makes the opponent unsure if they should dedicate anything at them.
For those who don’t experience possessed used well enough won’t fear them and let them act.
I would like to think it’s not the unit themselves, but the player that dictates how well a unit works.
I know I’ve been bashing on the Land Speeder Storm/scout combo, but I’m not saying they can’t do well, they can do wonders, but I don’t think it’s consistent.
The possessed are consistent in their role, no matter what you role, and you will know exactly what you will do with them no matter what you roll. The powers do not have to dictate 6 ways of using them,
Now a bit of background how I’ve used them. I won’t lie, I don’t use them for throw down games when others use “bend you over the chair and take you right then and there” lists. I do love my plague marines.
I’ve used possessed in this list:
Daemon Prince, upgradeless.
Bloodfeeder Lord on foot.
8 Possessed,
IoCG, Rhino.
Dread w/ Multi-Melta.
8 Zerkers, Champion, 3 Plasma Pistols, Rhino.
7 Dust Buckets, Asp. Sorc, Bolt of Change, PIcon, Rhino.
8 Lesser Daemons.
5 Raptors, 2 Plasma Guns
3 Spawns.
1500, Crap Legion.
This is my ‘fun’ list that I had the pleasure of using for around 2-3 months. The idea was to take some ‘crappy’ units and see how they do.
What surprised me was that the Possessed and Spawn out did everything else in the list. (Special note: Dust Buckets still sucked very hard

).
The possessed did as I outlined above. They were never found wanting. Vs. Eldar, they were murderous.
Possessed (furious Charge)/Spawn tag team taking down Serpents and wrecking the squishies (Seer Council included).
Scouting Possessed into
IG lines behind a line of sight blocking terrain? Cheese some cried.
Power weaponed Possessed getting into a building to have it destroyed and getting out on the other side in charge range of 2 necron warrior squads?
Usage is very important. It makes or breaks the unit when they are points-inefficient or have an air of stank like the possessed.
They offer a different variety of death dealing to the army and don’t hurt the points bank the way I go with them.
I have been writing this in sections at work, so it’s prob. not very smoothed out, but I just wanted to note my thoughts on possessed.
I don’t think they are as bad as some (and even I [when they first came out]) think they are.
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On a different note.
There are those that use them as a bodyguard assault unit with an
IC in a Raider.
I don’t personally like this.
I do see why they can be desirable for the job: Fearless,
Inv Save.
But lack of grenades, fist, wasting of 2 powers are huge issues I have with the unit used like this.
Now I if they work out for those players, Nurgle bless them. I’m just afraid they may get a worse image from doing poorly at that job.
To summarize: They are a highly functional unit. It’s not that they suck, it’s that other things look a lot more shinier.