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![[Post New]](/s/i/i.gif) 2009/03/03 16:58:18
Subject: Re:Yes, those darned Possessed
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Longtime Dakkanaut
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Gah! Air!
What to compare them to:
Alright, the only thing it makes sense to compare Possessed to are the troop choices. That's because they both are able to take a rhino. I'll digress to point out that any unit that can take a rhino should take a rhino. Even in a SM army Mech is crucial in 5th, but with Lash in the picture not taking them would be rank silliness.
Terminators can't be compared to Possessed because they can't take Rhinos. Footslogging Termies are worse than rhino borne possessed, teleporting termies are worse than rhino borne possessed, land raider borne terminators are better than rhino borne possessed, but cost twice as much. Footslogging possessed are worse than any flavor of terminators. The only relevant comparison is two rhinos full of possessed vs. a land raider full of terminators, but that's too situational to assess accurately.
I'm going to go down TBG's list of observations and make point by point rebuttals. Its unfair, but I'm trying to work off a bad mood.
"If you somehow get scouting, that'll probably emphasize that one rhino is full of expensive marines who he can just blow up."
Unless, you know, you are going first, in which case you've got a rhino in his face, smoking and having moved 12", full of possessed and the rest of your guys are 12" behind, in their own smoking rhinos, with 2 lashers hiding amongst them. If he's going first (which you know when you scout) you are going to scout into cover or into shield position for the rest of the rhinos.
"A 5+ invuln. isn't very big. It's tiny compared to feel no pain. Which you won't have 5/6th of the time. That time when you do have FNP, you'll be lacking extra speed or initiative or the ability to cut through armor. Etc etc. "
Argh! This sentence hurts my head. First off, 5+ invul is 2/3 the size of FNP when both apply, not "tiny". It's got a similar effect. Second, 5+ invul occurs in a lot of cases that you don't get FNP in. Like, say, missile launchers, lascannons, plasma guns, melta guns, power weapons, rending attacks, ordnance template weapons, power fists, etc. Next up, what's with the comparison to FNP anyway? The only way to get FNP in a rhino is to take plague marines, who assault slightly less hard than possessed, even if they didn't roll a fighting ability.
"The problem with possessed is they're so expensive, and each power is gonna leave you with several downsides. "
You've got roughly 300 points for each rhino, give or take. You might get an extra Terminator somewhere for going with cheaper assaulters in stead of more expensive one, but in general the difference between 10 Possessed with Icon and 10 Berserkers with Pfist champ isn't titanic. It isn't enough to get another squad.
"1) No anti-tank ability. The vast majority of games, they can't scratch a dreadnaught at all. If your opponent plops some ironclad dreads into this squad the squad is toast and hasn't accomplished anything. "
I'm going to be honest with you. If you rely on your infantry to kill walkers, you are already in a bad place. Combi meltas on the rhinos and Obliterators are your answer to dreads, not assaulting them with >20 point guys that they'll hit on 4's and squish on 2's. Even if you do end up sending in the guys and praying for a fist hit, the Possessed's ability to 5+ save and make it last longer is quite valuable, though what you really want in a fight like that is a Kson squad with a warptiming melta bomb sorc.
"2) No harder to kill using the majority of guns. Bolters, Shootas, Lasguns, Heavy Bolters, Autocannons, etc. The majority of armies can treat these guys like they're those 3+ invulnerable terminators, and fire massed guns on them. 1/3rd of wounds will kill a possessed, and with possessed costing 26+ points each, good points return. "
This is how it goes. You move up your rhinos, smoke. Then you hop out, lash and charge. After that they destroy your first wave, and you kill them with your second wave. Truth be told, Possessed are among the most enduring thing you can get in your first wave. You've got the ability to take an Icon which Berserkers/Ksons/Noise Marines can't do, so if you are really worried about getting shot with bolters or autocannons (seriously, autocannons? Are the Guard giving you trouble?) you can get t5. Further, you are already tougher vs. plasma guns/cannons with your invul save, so relax.
"3) No armor-piercing ability. 4 out of 6 special abilities don't allow you to pierce armor. This means that 3+ and particularly 2+ armor saves will do lots of damage. A SM Termie AS would decimate Possessed. 2+ save against anything except rending/power weapon, 3+ save against rending/power weapon. If you're going to argue that mostly your squad'll be attacking Tactical Marines which suck at melee, then Noise Marines or Plague Marines or Berserkers can rape tactical marines in combat, For Much Cheaper! "
I really thought that the dakka principal had penetrated the world with the onset of 5th edition, but maybe not. Ok, I'll bite. You can pierce armor by putting out lots of wounds. Possessed, and Berserkers, and anything else that fits in a CSM rhino, will get their points out of almost anything they charge, including SM.
"4) Do not possess frag or krak grenades or any option to take them. This means they will attack last against terrain. That's pretty sucky for "shock troops""
That's a good point. Similarly, Plague Marines have I3, Ksons have SAP and rely overly much on their sorc and Berserkers can't get meltaguns. Every unit has weaknesses, that's why you bring the full roster, and mix and match them to your targets. Further, terrain is a weakness that lash can mitigate, which is a plus.
"5) Don't possess any shooting ability."
Ok, maybe you just missed lash? That would make a lot of sense actually. Anyway, when you charge somebody you lash them into a line, so that you fight as few as possible, and consequently you don't shoot pre-charge, or they'll pull the guys you can reach. Shooting is for second wavers, to be done from the hatches in the rhino while you sit on the objective.
"6) Not troops and unable to score objectives etc. With objectives being the difference between winning and losing, this matters"
Look, if it's a 3-5 objective game, you are just trying to keep them from wiping you out, and you lash them off their objectives in the last round. If it's a fortress game it's probably a draw anyway, and if its KP this obviously doesn't matter. In any case, Possessed map most closely to a Noise Marine or Berserker squad that you send out to get stuff done. You don't expect them to score, they are there to destroy enemy troop choices. Yes, there is the occasional game where you end up claiming enemy objectives with your assaulters, but those are walkovers anyway, and you've already got the win from your second wave.
"7) Completely random..."
This is more or less the converse of the scrub argument "Use Tactics". The theory here is that they'll "use tactics" and beat my possessed. If that's true I'm already done, since they can "Use Tactics" and defeat my X, where X is whatever. In general, Possessed are marines in a rhino. The only roll that really changes that is Fleet, and you are rarely lucky enough to get that. There is no tactics that help vs. marines in a rhino, save to engage them. If they had a thermal exhaust port we'd know it by now.
"8) Expensive, expensive..."
Yes, I wish we could get Orc boys in our CSM codex. It's rough that we can't. In a comparison that matters, a squad of possessed vs. a squad of noise mareines with sonic blasters, or plague marines with plasma guns, or berserkers with a power fist, or Ksons with a warptime sorc, is roughly equal.
I'm not going to go through the rest, hopefully I've gotten my POV across. Try em out. They are just like berserkers, I promise. Throw an Icon on em, put em in a rhino, and run folks over. CSM doesn't really have a way to mess it up, so long as you keep the HS section strong, keep both lashes and keep the rhinos full of goodness.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/03/03 17:12:21
Subject: Yes, those darned Possessed
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Banelord Titan Princeps of Khorne
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The trade off of being "elite" vs "troops" edges them out against cult marines in most cases, but the 5+ invulernable is handy. However, Noise Marines with bolters are really cheap if you just want fearless marines!
Speaking of fearless marines, Fabius bile makes his boys fearless as well, for cheaper than their cult brethren, but it becomes moot if you start adding toys to them.
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![[Post New]](/s/i/i.gif) 2009/03/03 18:02:20
Subject: Re:Yes, those darned Possessed
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Longtime Dakkanaut
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But Bile doesn't have a lash. What precisely is in your rhino doesn't really matter all that much to the list, but taking one of the lashes out weakens it dramatically.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/03/03 18:04:39
Subject: Re:Yes, those darned Possessed
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Nurgle Predator Driver with an Infestation
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40kenthusiast wrote:Terminators can't be compared to Possessed because they can't take Rhinos. Footslogging Termies are worse than rhino borne possessed, teleporting termies are worse than rhino borne possessed, land raider borne terminators are better than rhino borne possessed, but cost twice as much.
Terminators are great to compare against Possessed. They can both be deployed by a transport. The Terminator transport is more expensive but it is also much more useful and you can charge from within it. So that's a wash. This leaves the comparison of the two.
Possessed:
Fearless
3+/5++
Str 5
Random ability (maybe good, maybe useless)
Elites Slot
No shooting
Can't assault out of transport
No grenades
Terminators:
2+/5++
Guaranteed power weapons
Good short range shooting
Elites Slot
Not Fearless
No Grenades
They stack up fairly close. Terminators can fill in any role that the Possessed fill, only they have better armor and can shoot. The real question is how much you value Fearless and the random ability.
Footslogging possessed are worse than any flavor of terminators. The only relevant comparison is two rhinos full of possessed vs. a land raider full of terminators, but that's too situational to assess accurately.
Agreed. Termies are nearly always better.
Unless, you know, you are going first, in which case you've got a rhino in his face, smoking and having moved 12", full of possessed and the rest of your guys are 12" behind, in their own smoking rhinos, with 2 lashers hiding amongst them. If he's going first (which you know when you scout) you are going to scout into cover or into shield position for the rest of the rhinos.
Unless you are in Dawn of War (1/3 of missions) in which case you aren't on the table and your Scout ability is completely useless.
I'm going to be honest with you. If you rely on your infantry to kill walkers, you are already in a bad place. Combi meltas on the rhinos and Obliterators are your answer to dreads, not assaulting them with >20 point guys that they'll hit on 4's and squish on 2's.
Guess what, Obliterators are infantry. Most of the winning Chaos armies at the GTs use Obliterators and Plague Marines with Meltaguns to eliminate all enemy vehicles, including walkers. Infantry are the primary Chaos weapon against AV.
This is how it goes. You move up your rhinos, smoke. Then you hop out, lash and charge. After that they destroy your first wave, and you kill them with your second wave. Truth be told, Possessed are among the most enduring thing you can get in your first wave.
So now Possessed require Lash to work well? That increases their cost significantly.
You've got the ability to take an Icon which Berserkers/Ksons/Noise Marines can't do, so if you are really worried about getting shot with bolters or autocannons (seriously, autocannons? Are the Guard giving you trouble?) you can get t5. Further, you are already tougher vs. plasma guns/cannons with your invul save, so relax.
All cult troops have a Mark already, which is what the Icon gives you. They then get even more cool stuff in addition while costing less and being scoring. My Thousand Sons are as survivable against plasma guns/lascannons/etc. as the Possessed with an Icon of Tzeench. Only a sinlge wound won't take away the TS mark and they cost far less.
I really thought that the dakka principal had penetrated the world with the onset of 5th edition, but maybe not. Ok, I'll bite. You can pierce armor by putting out lots of wounds. Possessed, and Berserkers, and anything else that fits in a CSM rhino, will get their points out of almost anything they charge, including SM.
Unless they go last, which happens quite often with Possessed - having no grenades and all. They are an excellent counter-assault unit but only a fair assault unit. Initiative 1 is pretty bad.
That's a good point. Similarly, Plague Marines have I3, Ksons have SAP and rely overly much on their sorc and Berserkers can't get meltaguns. Every unit has weaknesses, that's why you bring the full roster, and mix and match them to your targets. Further, terrain is a weakness that lash can mitigate, which is a plus.
True that every unit has strengths and weaknesses. But some units are worse than others. This is why you only bring the part of the roster that contributes consistently to victory. An army of good cult troops doesn't need Lash to succeed. An army of substandard units does.
Ok, maybe you just missed lash? That would make a lot of sense actually. Anyway, when you charge somebody you lash them into a line, so that you fight as few as possible, and consequently you don't shoot pre-charge, or they'll pull the guys you can reach. Shooting is for second wavers, to be done from the hatches in the rhino while you sit on the objective.
Again this just makes Possessed seem like poor units. If you have to take a Lash prince (invoking the hatred of friends and strangers alike) to make the unit work - then it is a bad unit. Obliterators don't need Lash to do their job. Plague Marines and Berzerkers certainly don't require lash to fulfill their primary task.
Look, if it's a 3-5 objective game, you are just trying to keep them from wiping you out, and you lash them off their objectives in the last round. If it's a fortress game it's probably a draw anyway, and if its KP this obviously doesn't matter. In any case, Possessed map most closely to a Noise Marine or Berserker squad that you send out to get stuff done. You don't expect them to score, they are there to destroy enemy troop choices.
Except that both Noise Marines and Berserkers do score.
Possessed are too expensive for a non-scoring unit that can't shoot and isn't a primary assault unit. Their random ability is often inappropriate for the mission and enemy and yet it is this very thing which is supposed to offset their weakness and make them worth the heavy points investment.
They are overpriced for their role and they underperform without being lucky with the power roll.
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![[Post New]](/s/i/i.gif) 2009/03/03 18:27:31
Subject: Re:Yes, those darned Possessed
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Longtime Dakkanaut
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I'm going to stop the quote of a quote of a quote stuff, that would just get hard to read/keep track of.
The counter-objections seem to be:
#1: Possessed rely on Lash.
So do Berserkers. They are still great. If you don't bring two lashes you are doing it wrong. They are used to set up the turn 2-3 charges. You drive up, threaten an enormous bubble (2.9 " disembark, 6" move, 7" lash or 14" double lash, 6" assault) The enemy can't dependably get out of this, so they have to counter close, then the game comes down to who gets who out of rhinos.
This crops up again and again, and its an enormous difference between our understanding of the list. I view CSM as 2 lashes + heavy support + 4 rhinos. You have a view of them which encompasses non-Lash HQ's. I don't care how Possessed would function without lashes, because CSM without lashes can't match up to Orcs or Daemons. No lash = lose to the other 2 members of the top tier. It's not that Possessed require lashes, its that CSM require lashes to make their main gimmick (tough guys in rhinos + templates) work.
#2: Terminators should be compared to Possessed
They really shouldn't. They take up twice the points with their land raider, and that's starting to eat into your scoring slots. Yes, the very objection I dismissed against Possessed is valid against Terminators. You have 4 rhinos full of guys. 2-3 are used for assaulting, one is used to sit at home and score. Changing out one of the assault Rhinos for possessed doesn't change anything, they weren't going to score unless you were tabling your foe anyway. On the other hand, having only 2 Rhinos and a Land Raider is a significant blitz reduction, even if the Terminators fight as hard as a pair of troop units they don't spread out as far. If you are going for a Terminator heavy list you are going for a whole different type of game than the rhino/lash rush lists.
Further, a lot of this relies on our assessment of things unrelated to possessed. You say Land Raiders are as good as Rhinos, with point cost considered in the mix. I say that's self evidently false. There isn't really a way to bridge this gap. Neither of us can bring up rules or statistics beyond the base codex understanding, and if we agree to disagree the whole comparison is unhinged, as transport is the majority of a unit's game in 5th. I guess the best we can do is just leave that out there for readers to see and consider. You are less sarcastic than I, so maybe folks will agree with you more. I'll cede the point if you like, we can compare Possessed to Terminators. As you point out, they match up fine.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
_______________________________________
New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/03/03 18:36:10
Subject: Yes, those darned Possessed
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Arch Magos w/ 4 Meg of RAM
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Well, I do feel sorry for you there Democratus. Actually, you think that they'd be able to outflank then since they were in reserve? Funny that GW would over look such a possibility (though kind of expected). Blood God, you bring up a lot of good points. You did miss a point of Possessed generally being able to fill your fluff requirements though. Possessed aren't going to win the game single handedly, and all of your exampled of what would kill the possessed are true for the Berzerkers. The only thing is, is that some possessed are going to survive a Battlecannon round, while the zerkers will be flattened. I have to say about your seventh thing to be taken into account about Possessed, anyone can blow them into oblivion no matter what power they roll if they feel it's a threat. Most of the time they will, and while you may feel it's a lot of points to be spending on a fodder unit (which at that point it will be) they will probably stay alive for 2 turns depending on how many Demolisher rounds get thrown at them. The other point you made is, yes, there are things that it'd be better not to assault with Possessed. This is true of any unit (except maybe Nightbringer). You just have to know where to strike is all. If you roll a 4 or 6, go Termy hunting. If you roll a 5, and have Icon of Nurgle, throw them at an Ork Horde and watch the madness. Fleet and Scout fulfill the same purpose which is get them into combat faster, or Furious Charge isn't really game changing, so send them at MEQ's or GEQ's since they aren't equiped at that point to deal much else, but will dice them sufficiently. EDIT: Blighter, took like 10 minutes to write this up and the thread moved on, heh. EDIT of an EDIT: Also, try not to turn this into a flame war. Counter each others points, but be courtious. EDIT of.. whatever: I don't use Lashes and they work just fine. It takes having bigger 'SHOOT ME' signs running around the battlefield, I'll admit, but Lash isn't essential.
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This message was edited 4 times. Last update was at 2009/03/03 19:01:21
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![[Post New]](/s/i/i.gif) 2009/03/04 07:19:26
Subject: Re:Yes, those darned Possessed
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Angry Chaos Agitator
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Nofasse 'Eadhunta wrote:TheBloodGod wrote: 1) No anti-tank ability. The vast majority of games, they can't scratch a dreadnaught at all. If your opponent plops some ironclad dreads into this squad the squad is toast and hasn't accomplished anything.
They're not killing walkers, but they can destroy other kinds of vehicles in CC with their S5.
-- Walkers kill them. They are utterly defenseless against them. This for "elite combat troops." They also cannot ever scratch any vehicle with rounded armor like a Landraider or Monolith. If they weren't very points-expensive, then this could be forgiven, but almost all of the alternatives can take higher than S5 attacks.
TheBloodGod wrote:4) Do not possess frag or krak grenades or any option to take them. This means they will attack last against terrain. That's pretty sucky for "shock troops"
Sticking your Lord (or any of your HQs at that) in that squad will null that.
-- Incorrect. Only MODELS with frag grenades don't attack at initiative 1. Also, for such an expensive squad, they should not need an expensive HQ to join them. If you're having to stick your Lord in a rhino with 9 possessed, you have one extremely weak, extremely expensive squad. Your enemy just has to see "big overpriced HQ-rhino" and blow it up. When the overpriced T4 3+ save 1 wound elites fall out, shoot em dead. Sticking him with terminators or raptors or chosen or berserkers or something else would be better in pretty much any circumstance.
TheBloodGod wrote:5) Don't possess any shooting ability. So if they don't want to charge in that forest full of melee-ork nobz, they can't do any damage. Even berserkers have 1 pistol each to be taken into account shooting and then charging in.
That can be a good thing, as there IS such a thing as killing too many.
-- and shooting guns is optional. A player can decide not to shoot if "killing too many" would be a problem. I don't complain that my non-possessed choices can have the option to "kill too many"
TheBloodGod wrote:6) Not troops and unable to score objectives etc. With objectives being the difference between winning and losing, this matters.
But they CAN contest, that can really turn the game in your favor.
-- Any unit can contest. But troops can contest and claim objectives. This is and always will be a negative for possessed. You cannot defend it.
TheBloodGod wrote:7) Completely random. Generally, the less randomness involved, the better something is strategically.
Some people enjoy that.
-- Yes, and some people enjoy losing all the time. If you want to talk about combat effectiveness, it has nothing to do with what you "like"
TheBloodGod wrote:Possessed carry a big "shoot me" sign, but lack the 2+ armor save or FNP to make up for it. If you do get FNP/scout/Fleet ones, they're pretty sucky.
Well they obviously can't work if they're not invincible like you want them.
-- More overdramatic hyperbole please. The point is you're wrong. They're no harder to kill than regular cheap marines to 3/4th the guns out there. To the remaining quarter, they've only got a 5+ save, which means 2/3rds of them still die like cake.
TheBloodGod wrote:That puts him one step ahead of you. If he finds out they have power weapons, your opponent can use strategy to make sure you don't use them against anything with a 2+ save.
Taking into account the amount of 2+ saves you've made reference to, I can see what kinds of armies you play...
-- There are a good number of armies with options for 2+ save units. If you're going to argue possessed are good because "my opponent just won't take 2+ saves that day!" then your argument is pretty weak.
-- You have yet to counter a single one of the weaknesses of possessed that I have pointed out. Get back to me when you have reasons why unscoring attackers with weak defenses, a lack of armor-penetration, a lack of good- AP, a lack of speed or versatility, a lack of assault grenades, etc etc etc, that cost twenty-six points a piece are superior to taking large numbers of berserkers/noise marines/daemon princes/raptors/chosen/regular CSM/terminators.
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![[Post New]](/s/i/i.gif) 2009/03/04 08:21:26
Subject: Re:Yes, those darned Possessed
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Angry Chaos Agitator
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40kenthusiast wrote:Gah! Air!
What to compare them to:
Alright, the only thing it makes sense to compare Possessed to are the troop choices. That's because they both are able to take a rhino. I'll digress to point out that any unit that can take a rhino should take a rhino. Even in a SM army Mech is crucial in 5th, but with Lash in the picture not taking them would be rank silliness.
-- incorrect. They can be compared to everything. You just have to take in account the different mobility options being used. Possessed and troop choices and chosen can all take rhinos. Raptors can fly around. Terminators can deep strike or be carried in an assault-vehicle with Armor 14.
Terminators can't be compared to Possessed because they can't take Rhinos. Footslogging Termies are worse than rhino borne possessed, teleporting termies are worse than rhino borne possessed, land raider borne terminators are better than rhino borne possessed, but cost twice as much. Footslogging possessed are worse than any flavor of terminators. The only relevant comparison is two rhinos full of possessed vs. a land raider full of terminators, but that's too situational to assess accurately.
-- A rhino is extremely far from a safe transport device for any super-squad. Your rhino-possessed will become footslogging possessed in 1-2 turns with a smart opponent. In this case, deep striking terminators that can shoot on the turn they drop in are far better. They're also more versatile as they can have things like combi-meltas which can blow up Armor 14.
I'm going to go down TBG's list of observations and make point by point rebuttals. Its unfair, but I'm trying to work off a bad mood.
"If you somehow get scouting, that'll probably emphasize that one rhino is full of expensive marines who he can just blow up."
Unless, you know, you are going first, in which case you've got a rhino in his face, smoking and having moved 12", full of possessed and the rest of your guys are 12" behind, in their own smoking rhinos, with 2 lashers hiding amongst them. If he's going first (which you know when you scout) you are going to scout into cover or into shield position for the rest of the rhinos.
-- Grats your possessed rhino is the one in range of the majority of enemy guns, so it's basically guaranteed to be immobilized/stunned/possibly destroyed from stripping mobility and the lil gun off. You now have spent hundreds of points on foot sloggers that die easy.
"A 5+ invuln. isn't very big. It's tiny compared to feel no pain. Which you won't have 5/6th of the time. That time when you do have FNP, you'll be lacking extra speed or initiative or the ability to cut through armor. Etc etc. "
Argh! This sentence hurts my head. First off, 5+ invul is 2/3 the size of FNP when both apply, not "tiny". It's got a similar effect. Second, 5+ invul occurs in a lot of cases that you don't get FNP in. Like, say, missile launchers, lascannons, plasma guns, melta guns, power weapons, rending attacks, ordnance template weapons, power fists, etc. Next up, what's with the comparison to FNP anyway? The only way to get FNP in a rhino is to take plague marines, who assault slightly less hard than possessed, even if they didn't roll a fighting ability.
-- Incorrect. The majority of times your troops are shot at, with a plague marine style thing would get 3+ save and then 4+ FNP afterwords. This means a bolter shot penetrates 3+ and FNP 16.7% of the time. Against a 3+/5++ it kills them 33.3% of the time. That's WITHOUT counting the T5 that a PM has. A 5+ is not 2/3rds as strong, against any non-huge-gun fire, FNP is TWICE as strong. Mathematically proven. And if your opponent is firing 10 lascannons into a group of Plague Marines, then he's not firing them at Terminators or Daemon Princes or Obliterators which are killing his army. Possessed cost 23.8% more than a berserker, even if you occasionally save from a missile launcher, your unit will be completely dead, period.
"The problem with possessed is they're so expensive, and each power is gonna leave you with several downsides. "
You've got roughly 300 points for each rhino, give or take. You might get an extra Terminator somewhere for going with cheaper assaulters in stead of more expensive one, but in general the difference between 10 Possessed with Icon and 10 Berserkers with Pfist champ isn't titanic. It isn't enough to get another squad.
"1) No anti-tank ability. The vast majority of games, they can't scratch a dreadnaught at all. If your opponent plops some ironclad dreads into this squad the squad is toast and hasn't accomplished anything. "
I'm going to be honest with you. If you rely on your infantry to kill walkers, you are already in a bad place. Combi meltas on the rhinos and Obliterators are your answer to dreads, not assaulting them with >20 point guys that they'll hit on 4's and squish on 2's. Even if you do end up sending in the guys and praying for a fist hit, the Possessed's ability to 5+ save and make it last longer is quite valuable, though what you really want in a fight like that is a Kson squad with a warptiming melta bomb sorc.
-- If your opponent can charge a walker into combat with you and you are utterly defenseless, you're already in a bad place. The place of fail army designers. Your rhino will already be destroyed/missing the combi-melta. You also cannot shoot the walker as soon as he runs into combat with your possessed. You're fearless and so you're locked in combat, unable to scratch him, until every one of your possessed is dead. (Several squished per turn, then occasional more dying from fearless rule.)
"2) No harder to kill using the majority of guns. Bolters, Shootas, Lasguns, Heavy Bolters, Autocannons, etc. The majority of armies can treat these guys like they're those 3+ invulnerable terminators, and fire massed guns on them. 1/3rd of wounds will kill a possessed, and with possessed costing 26+ points each, good points return. "
This is how it goes. You move up your rhinos, smoke. Then you hop out, lash and charge. After that they destroy your first wave, and you kill them with your second wave. Truth be told, Possessed are among the most enduring thing you can get in your first wave. You've got the ability to take an Icon which Berserkers/Ksons/Noise Marines can't do, so if you are really worried about getting shot with bolters or autocannons (seriously, autocannons? Are the Guard giving you trouble?) you can get t5. Further, you are already tougher vs. plasma guns/cannons with your invul save, so relax.
-- This is how it goes, smoke does not make a rhino invinceable. It's armor 11 only. Since your army is all rhinos and not landraiders or heavy armor, your opponent can dump get a whole lot of rolls on the damage table against your possessed rhino on the first turn. Likelihood of several damage rolls is that you'll be immobilized/stunned/combi-melta destroyed, possibly enough weapon destroyed + immobilized to blow it up. With your combi-melta and extra-armor you're going to claim you always take, the squad is 330 points and still has the weaknesses I mentioned. A squad of berserkers w/ powerfist champ in a rhino can be as low as 285 and still be fine because you can afford field multiple squads of troops.
-- Also, you cannot drive forward in a rhino, disembark, and charge on the same turn, even if you use lash. Your opponent has plenty of time to immobilize or blow up your rhino at long range, walk backwards, and shoot you dead. If you somehow get close enough, you might destroy One squad of troops and then on his turn, your unit is finished off. Neither of which are better than the results achieved by charging using noise marines or berserkers or some other assault squad.
-- Throw on an icon of Nurgle and you're looking at 380 points for 10 guys with a 3+ save and 1 wound, who still lose as soon as they're locked in combat with 1 dreadnaught who costs 100 points. The math says that plasma guns and cannons will eat you alive. 2/3rds of your guys that get smoked by plasma are dead. You're talking about lashing units into possessed, but the enemy can lash possessed together and kill them in one obliterator barrage like cake.
"3) No armor-piercing ability. 4 out of 6 special abilities don't allow you to pierce armor. This means that 3+ and particularly 2+ armor saves will do lots of damage. A SM Termie AS would decimate Possessed. 2+ save against anything except rending/power weapon, 3+ save against rending/power weapon. If you're going to argue that mostly your squad'll be attacking Tactical Marines which suck at melee, then Noise Marines or Plague Marines or Berserkers can rape tactical marines in combat, For Much Cheaper! "
I really thought that the dakka principal had penetrated the world with the onset of 5th edition, but maybe not. Ok, I'll bite. You can pierce armor by putting out lots of wounds. Possessed, and Berserkers, and anything else that fits in a CSM rhino, will get their points out of almost anything they charge, including SM.
-- Says the person foolish enough to think a 5+ invulnerable save = survivability. If you do 6 wounds on possessed with plasma, then 4 of them die. If your possessed do 6 wounds on terminators in combat, then 1 of them dies. That's a 4-to-1 ratio of hardness and you're claiming your 5+ is survival but 2+ just requires "dakka"? So completely clueless.
"4) Do not possess frag or krak grenades or any option to take them. This means they will attack last against terrain. That's pretty sucky for "shock troops""
That's a good point. Similarly, Plague Marines have I3, Ksons have SAP and rely overly much on their sorc and Berserkers can't get meltaguns. Every unit has weaknesses, that's why you bring the full roster, and mix and match them to your targets. Further, terrain is a weakness that lash can mitigate, which is a plus.
-- Except Plague Marines are made to be good defensively, and they absorb massed gunfire several times better than Possessed. Possessed die in droves to mass Dakka, and cost 26 points each. A humble plague marine gets T5, 3+ save, then 4+ chance a failed save doesn't go through. He also subtracts 1 attack from each enemy charging, has assault grenades making him attack people in terrain at I3 compared to the I1 of possessed, and the ability to take up to 2 special guns like 2 melta guns which can pierce even Armor 14. Plague marines are inarguably great at what they do, being steadfast all-around troops which receive charges well and can carry 2 landraider-blowing-up weapons. They take a charge, then berserkers or other units can countercharge and obliterate the enemy.
-- Berserkers get 4 S9 attacks on the charge, 3 S8 attacks in subsequent rounds of combat. That means that they are sufficient to cause instant-death or to blow up landraiders or dreadnaughts. Even Armor 13 Ironclads. I don't see a particular weakness they have compared to Possessed. They cost 23.8% cheaper which means you get 4 possessed or 5 berserkers. The berserkers can kill more kinds of targets, can claim objectives, can assault people in forests, cannot be defeated with 1 walker, etc.
-- Noise Marines are for back-up shooting which can be mobile. For your 330 point possessed squad, someone could afford an extra 13 Noise Marines w/ 13 Sonic Blasters to stand behind his other squads. Once your rhino gets blown up because it's Armor 11, you can be gunned down at range. 13 Noise marines lets off 39 shots at 24". That's 26 hits, 13 wounds, 4.33 of your possessed dead in the first shooting phase. They can walk backwards and keep shooting while moving killing an average of 2.89 possessed per turn while walking backwards 6". If you get within 12", they can walk forward, kill another 2.89, charge in with 39 attacks at I5 before you get to attack. Killing an average of 3.25 possessed before you get to attack back. This would be even more dramatic when facing "non-cheese" armies. Lash can push orks backwards to stand at 24" over and over while the shooting kills droves of them without them getting to attack back, and the noise marines are STILL deadly chargers.
"5) Don't possess any shooting ability."
Ok, maybe you just missed lash? That would make a lot of sense actually. Anyway, when you charge somebody you lash them into a line, so that you fight as few as possible, and consequently you don't shoot pre-charge, or they'll pull the guys you can reach. Shooting is for second wavers, to be done from the hatches in the rhino while you sit on the objective.
-- If possessed suck so bad that you need to sacrifice your daemon princes to get them into combat, you have to factor the DP's 155 points into the cost of the possessed squad. I don't know about you, but I could just field something like noise marines or berserkers, use my lashes for obliterators to blow things away, and then rely on my NM's shooting to kill stuff without needing it lashed.
"6) Not troops and unable to score objectives etc. With objectives being the difference between winning and losing, this matters"
Look, if it's a 3-5 objective game, you are just trying to keep them from wiping you out, and you lash them off their objectives in the last round. If it's a fortress game it's probably a draw anyway, and if its KP this obviously doesn't matter. In any case, Possessed map most closely to a Noise Marine or Berserker squad that you send out to get stuff done. You don't expect them to score, they are there to destroy enemy troop choices. Yes, there is the occasional game where you end up claiming enemy objectives with your assaulters, but those are walkovers anyway, and you've already got the win from your second wave.
-- Again, has nothing to do with possessed. There's nothing to guarantee your Princes will be able to stand out there lashing things into your possessed and not get shot to death. If they get shot to death. Well, you lost the game, but who cares, some people like that.
"7) Completely random..."
This is more or less the converse of the scrub argument "Use Tactics". The theory here is that they'll "use tactics" and beat my possessed. If that's true I'm already done, since they can "Use Tactics" and defeat my X, where X is whatever. In general, Possessed are marines in a rhino. The only roll that really changes that is Fleet, and you are rarely lucky enough to get that. There is no tactics that help vs. marines in a rhino, save to engage them. If they had a thermal exhaust port we'd know it by now.
-- "Use tactics" depends on your unit having jobs to do, and being able to do those jobs reliably. All your arguments so far have shown that your possessed need baby-sitting from the rest of your army or they become useless right away. If possessed are garbage without each possessed squad having a lash prince riding next to it the whole game, then they're obviously worse than Noise Marines or Plague Marines or Berserkers.
-- Having no shooting ability, little defensive ability per cost point, and no anti-armor or anti-terrain or anti-walker ability, limits what "tactics" you can use. If you were a good player this would be understandable to you.
"8) Expensive, expensive..."
Yes, I wish we could get Orc boys in our CSM codex. It's rough that we can't. In a comparison that matters, a squad of possessed vs. a squad of noise mareines with sonic blasters, or plague marines with plasma guns, or berserkers with a power fist, or Ksons with a warptime sorc, is roughly equal.
-- Again wrong. A squad of Noise Marines or Berserkers w/ Pfist of equal size to your proposed unit, will be far less points, allowing multiple units which can counter-attack the enemy from multiple directions.
-- Also, possessed are not "just like Berserkers." They don't only cost more, they're missing 4 S9 attacks. You left that out.
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![[Post New]](/s/i/i.gif) 2009/03/04 08:28:16
Subject: Yes, those darned Possessed
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Angry Chaos Agitator
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DarkHound wrote:Well, I do feel sorry for you there Democratus. Actually, you think that they'd be able to outflank then since they were in reserve? Funny that GW would over look such a possibility (though kind of expected).
Blood God, you bring up a lot of good points. You did miss a point of Possessed generally being able to fill your fluff requirements though. Possessed aren't going to win the game single handedly, and all of your exampled of what would kill the possessed are true for the Berzerkers. The only thing is, is that some possessed are going to survive a Battlecannon round, while the zerkers will be flattened. I have to say about your seventh thing to be taken into account about Possessed, anyone can blow them into oblivion no matter what power they roll if they feel it's a threat. Most of the time they will, and while you may feel it's a lot of points to be spending on a fodder unit (which at that point it will be) they will probably stay alive for 2 turns depending on how many Demolisher rounds get thrown at them.
The other point you made is, yes, there are things that it'd be better not to assault with Possessed. This is true of any unit (except maybe Nightbringer). You just have to know where to strike is all. If you roll a 4 or 6, go Termy hunting. If you roll a 5, and have Icon of Nurgle, throw them at an Ork Horde and watch the madness. Fleet and Scout fulfill the same purpose which is get them into combat faster, or Furious Charge isn't really game changing, so send them at MEQ's or GEQ's since they aren't equiped at that point to deal much else, but will dice them sufficiently.
EDIT: Blighter, took like 10 minutes to write this up and the thread moved on, heh.
EDIT of an EDIT: Also, try not to turn this into a flame war. Counter each others points, but be courtious.
EDIT of.. whatever: I don't use Lashes and they work just fine. It takes having bigger 'SHOOT ME' signs running around the battlefield, I'll admit, but Lash isn't essential.
"fluff" means nothing in a forum about tactics and math. Also, I doubt "fluff" means using possessed makes you fluffier than using lots of noise marines, or using lots of berserkers, etc.
No unit wins the battle single-handedly. Possessed just have more weaknesses than strengths when you combine it all together. Your Opponent KNOWS exactly what they're "good at" for that game, and if it's termie-hunting for that game, he can just blow up that rhino and attack your possessed with non-termies. The possessed player will likely not be doing as well as if he brought extra models who are Always good and more flexible because of a champion who is dangerous.
And no, it is Not true that possessed are going to be just as good as berserkers. Berserkers can charge a walker with 4 S9 attacks and blow it to pieces. Possessed can do nothing but wait to die if they are locked into combat with a dreadnaught.
Again, his proposed unit of possessed costs 330 points. That ends up 33 points per 1 guy if you divide it out. That's easily 50-70 points more than most squads. Maybe you have possessed instead of zerkers, but your opponent gets Zerkers + Obliterators because of the saved points costs.
Edit: For those same 330 points you could get 9 Terminators, 1 Chainfist, 8 Power Weapons, and 9 Combi-meltas or 9 Combi-plasma. If they deep strike in and blow up ONE 220 point landraider, then you only have to kill 110 points of guys with your 10 terminators before they've paid for themselves. 2+/5++ means they'll survive at least twice as much AP3+ fire. If they rapid-fired 9 plasmas they'd kill 6.66 of the possessed right away. Combine any other shooting and possessed are wiped off the map while every terminator is still alive.
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This message was edited 1 time. Last update was at 2009/03/04 08:37:12
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![[Post New]](/s/i/i.gif) 2009/03/04 08:33:17
Subject: Yes, those darned Possessed
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Fixture of Dakka
Chicago, Illinois
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Does Fabius bile's ability work with Possessed?
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2009/03/04 08:39:00
Subject: Yes, those darned Possessed
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Angry Chaos Agitator
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Hollismason wrote:Does Fabius bile's ability work with Possessed?
Nah. Fabius Bile can only use his ability on the regular CSM squads. Not on terminators or possessed or anything else.
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![[Post New]](/s/i/i.gif) 2009/03/04 08:52:01
Subject: Re:Yes, those darned Possessed
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Angry Chaos Agitator
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Furthermore, since all possessed have going for them so far is arguing meta-game rather than having math to rely on, I'll use your scenario.
You get scout rule, zoom up ahead, drive up your rhino of possessed far ahead of your main army, my front unit is a squad of Plague Marines.
Your aforementioned 9+1champ w/ rhino combi-melta, extra armor so they stand a chance of getting into combat or scratching a walker. 330 points.
For same cost, 10 Plague Marines + 1 champ. The Plague Marines carry 1 Plasma gun and 1 Meltagun to blow up your rhino.
If you happen to get the charge on them...
9 Possessed + 1 Champ, 21 attacks on the charge against plague marines (blight grenades), 10.5 hits, 7 wounds, 2.33 failed saves, 1.17 Plague marine dies after Feel No Pain.
8.83 surviving Plague Marines + Powerfist Champ attack, 17.66 normal attacks. 8.83 hits. 4.415 wounds. 1.47 Possessed die from non-Pfist attacks.
Powerfist Champ gets his attacks. 1 hit, 0.83 wounds, 0.56 Possessed die from powerfist attacks.
Totals after Possessed got the charge = 1.17 Plague Marine dead, 2.03 Possessed dead. This is WITH possessed getting the charge. It'd be even more of a massacre if plague marines charged your possessed, and even more of a massacre if your possessed had to charge plague marines in cover.
Not that amazing as far as shock troops go, IMO.
In comparison. 9 Termies w/ 2 Chainfists and 6 Combi-meltas. Shoot, kill 3.33 Plague Marines before charging. Charge, 14 Power weapon attacks, 7 hits, 3.5 wounds, 3.5 more dead Plague Marines. 4 Chainfist attacks, 2 hits, 1.67 more Plague Marines killed. Those Termies just took out 8.5 Plague Marines in one turn while Possessed took out 1.17. Termies hugely win combat, Possessed would slightly lose combat against plaguers, certainly Not beat them up.
The aforementioned Termies also can blow up landraiders and dreadnaughts, and kill landraiders and dreadnaughts in close combat as well. 6 Chainfist attacks on charge, 4 Chainfist attacks normally = win.
With tactics like Lash and holding down units in combat with plague marines, terminators will end up charging just as well as possessed, the difference is they would be much more dangerous a lot of the time.
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This message was edited 1 time. Last update was at 2009/03/04 09:01:27
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![[Post New]](/s/i/i.gif) 2009/03/04 16:42:44
Subject: Re:Yes, those darned Possessed
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Banelord Titan Princeps of Khorne
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TheBloodGod wrote:Again wrong. A squad of Noise Marines or Berserkers w/ Pfist of equal size to your proposed unit, will be far less points, allowing multiple units which can counter-attack the enemy from multiple directions.
You are incorrect, which is 40kenthusiast's point.
10 'zerkers including champ + fist and rhino = 285
10 possessed including rhino = 295
10 noise marines including champ + fist and rhino = 275
10 plague marines including champ + fist and rhino = 305
Not very far off in points really. The possessed get 5+ inv, and S5, can take an icon, or whatever. The cult marines can be tailored a little bit as well. What we are saying is that fearless chaos marines in rhinos are good really, and that you are really splitting hairs about which is "better" depending on your army. My point was that the fact that possessed are "ELITE" means that I would rather take another squad of cult marines, because they do the same thing and are troops. However, their 5+ inv save and S5 can be pretty nasty where 3+ saves don't cut it. Also note that in the case of noise marines and plague marines, you probably have some extra gear in their like 2x special weapons, or sonic blasters and doom sirens.
My army has 3 squads of zerkers in rhinos and 1 squad in a land raider. So I have 4 scoring mobile units. I could easily just take possessed in a rhino instead of one unit of 'zerkers, but then I only have 3 scoring units, and they really fill the same role. So I don't use them. But they are not...horrible.
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![[Post New]](/s/i/i.gif) 2009/03/04 17:02:14
Subject: Re:Yes, those darned Possessed
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Longtime Dakkanaut
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@TBG: I'm actually pretty good at this game. I was in the top ten at the invitational and gladiator, won my local 'ardboyz and the sectionals at Borderlands, and was top 20 on the 2009 tournament circuit. There are better folks out there, but the odds are you aren't one of them.
The only strawman I'll bother to knock down is your description of FNP as twice as good as 5+ invul. If you've played MEQ's for a while you know that most of what kills them is stuff that ignores their armor. Most of that stuff is AP 2 or CC, and most of what IS AP 3 is s 8. Thus, FNP doesn't apply. FNP gives you a double save vs. bolters, heavy bolters, cc attacks, etc. 5+ invul gives you a save vs. everything but warscythes. I listed them in my last post, but a 5+ invul save wards a lot of dangers.
Or, here, let's use CC as an example. A smurf squad has 9 attacks, 2 fist attacks. They'll get 4.5 hits, 2.25 wounds, odds are 5/9 you fail one of those saves, FNP might save you from that. One of the fist attacks hits and wounds, 5+ invul save might save you from that. See, very similar?
Obviously there are examples that favor either side. An Orc mob charging you makes FNP invaluable, while bloodletters charging you makes 5+ invul save look good. Really, it's roughly equal.
This is the KO pattern for a CSM army vs. a scrub list, where CSM go first in spearhead or pitched battle.
Round 1 Move: Drive rhinos forward, smoke (except for lasher rhino in rear, which drives forward 6" and lashes)
Round 1 Shoot: If enemy in transport Oblits attempt to pop transports. If enemy on foot lash out of cover and into clumps, oblits shoot plasma cannons
Round 1 assault: None
Enemy turn: Enemy has choice of firing at Oblits/Vindies/defilers or smoking rhinos that moved > 12". Nothing much gets done. Possibly they pop a rhino or two, and assault a squad. CSM fight back hard.
Round 2 move: Assaulters leave rhinos, move towards enemy (or you just keep driving, if they back up.)
Round 2 shoot: Lashers drag enemy into assault range HS keeps shooting
Round 2 assault: Assaulters destroy 2-3 enemy squads
Enemy turn: Their big counter attack vs. the first wave assault. They do pretty well.
Round 3 sees the CSM heavy support and second wave counter assault/shoot and finish off the enemy's main elements.
This is a rough outline, but that's the basic idea. What precisely is in your rhinos doesn't matter. It isn't "coddling" the Berserkers/Possessed/Whatever to lash the enemy into ideal charges, it's optimal.
The best thing a Lasher can be doing is setting up an ideal charge. The second best is to push away dangerous enemy units. Clumping up for template fire is a distant third. Assault is a much more sure thing in 5th than shooting.
Let's do the numbers, though they shouldn't be driving your decision. Let's be clear here. You got 4 rhinos fulla fearless guys? You got a strong HS section? You got 2 lash sorcerers? Then you've got the tourney CSM list. No secrets here.
I'll emphasize this next point.
Your wins/losses will be overwhelmingly determined by matchup and lash rolls, and not precisely how many guys you kill on a charge.
That said, let's get mathy.
Ok, so we'll compare 10 Possessed with Khornate icon vs. 10 Berserkers with Pfist vs. 10 Noise Marines shooting + charging vs. 10 Ksons with warptime sorc rapid firing plus charging. We'll leave out Plague Marines for this purpose, since they typically sit in 5 man squads with 2 plasma guns in the back rhino on the objective.
The target squad will be MEQ. Varying this will, once again, vary the unit effectiveness, but MEQ's are the most appropriate common foe. In particular, giving the foe ws 5 would hurt Berserkers.
Berserkers: 36 attacks, 24 hits, 16 wounds, 5.33 kills + 4 Pfist attacks, 20/9 more kills, round to 7.5 kills
Situationally they may fire their pistols pre-charging, which would give the generic one kill for 10 shots. You might not want to chance this, for fear of pulling yourself out of the charge, particularly if you've already lashed them into ideal charge range. Call it 8.5 under ideal conditions, or 9.5 under ideal conditions with 2 plasma guns
10 Noise Marines: 20 shots, 40/3 hits, 20/3 wounds 20/9 kills + 30 attacks 15 hits, 7 or 8 wounds 2 kills. So, roughly 4.5 kills.
The big variable here is the boss with the doom siren. You figure he'll ordinarily get 2 or 3 more guys before charging, but that's killing 4 guys prior to the charge, which is almost certain to leave you stranded. Thus, in my example there's no doom siren, but we all know that you never see a noise marine squad without one. With Lash in the mix to make the charge possible post siren, and to group up the targets, we can add 2/3 of the target size to the Doom Siren. A fair number is 6 or 7 more kills for the siren, so the ideal lash supported charge gets 10 or 11 kills, while the ordinary one gets 4.5, or 7-8 if they pull off an unlashed siren without losing their charge.
10 Ksons w/Warptiming Sorc: 20 shots, 40/3 hits, 20/3 wounds + 18 atacks 9 hits 4.5 wounds 1.5 kills + 3 hits for sorc for 2.25 wounds.
So, total wound be, what, 10 wounds, 11 wounds? This is, of course, once again contingent on them making both the rapid fire and not pulling themselves out of charge range (since they are SAP this is a bigger concern). I also treated the rerolling pistol as a bolter for ease of math
10 Possessed w/ Icon of Khorne + scouts/FNP/fleet 40 attacks, 20 hits, 13 wounds, 4 kills
10 Possessed w/ Icon of Khorne + Furious Charge 40 attacks, 20 hits, 17 wounds, 6 kills
10 Possessed w/Icon of Khorne + Rending 40 attacks, 20 hits, 13 wounds, 3 are rends (1/4 of wounding rolls), so 6 kills
10 Possessed w/Icon of Khorne + Power WEapon 40 attacks, 20 hits, 13 kills
So there's the math, to put it in matrix form, on the charge:
Zerks shoot 2, punch 7.5
NMarines shoot 2, punch 2 (Siren can get up to 2/3 of squad with optimal lash)
Ksons shoot 6 punch 3
Basic possessed shoot 0 punch 4
Good possessed shoot 0 punch 6
Great possessed shoot 0 punch 13
Next round the possessed will obviously look better, as there's no shooting and furious charge has worn off
So Zerks punch 4
NMarines punch 1 or 2
Ksons punch 3
Basic possessed punch 3
Rending possessed punch 4
Pweapon possessed punch 10
So there you have the CSM assault matrix. Possessed fit right in. They are more enduring than all the others except plague marines, and sometimes Ksons. They are on the expensive side, but not extraordinarily so. (290 with Icon vs. 250 for fist zerks, 280ish for Noise Marines w/siren +sonic blasters, 280ish for Ksons) They do more damage if they roll power weapons than anyone, and all their damage comes from assault, rather than from shooting, so they never shoot themselves out of assault. Further, they have the chance to get fleet or FNP, and just be dominating. I think you can justify filling one of your rhinos with possessed.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2009/03/05 01:37:10
Subject: Yes, those darned Possessed
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Arch Magos w/ 4 Meg of RAM
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Alright, I think the mathhammer has been laid out well enough. I don't want anymore mathhammer in here. Part of the fun of Possessed is that you never know what powers they are going to get, but that's the fun of them. Rule number one of the game (even check the rule book) is to have fun. What I find fun in the lore of Chaos is that it doesn't have to make sense! The Gods do what they want, for no reason, some reason, whatever. From a worshippers standpoint, it doesn't make sense, but it's always going to be a show. Possessed are an embodyment of that. I'm not saying that's the only thing Chaos is, but that's what makes it fun for me. I have two things to say to The Blood God. First, you've made your point you don't like the possessed and you've offered solid evidence as to why it isn't smart to take it. Second, is this really a math and tactics ONLY forum? Right then, back to story time then, eh?
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This message was edited 3 times. Last update was at 2009/03/05 01:58:35
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![[Post New]](/s/i/i.gif) 2009/03/05 03:05:50
Subject: Yes, those darned Possessed
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Decrepit Dakkanaut
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The hilarious part is that people roll dice in Warhammer 40k to hit, to wound, to save, to run away, to rally, to hold their ground, and sometimes even to move. Yet Possessed are random...
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![[Post New]](/s/i/i.gif) 2009/03/05 04:25:25
Subject: Yes, those darned Possessed
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Longtime Dakkanaut
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Nurglitch wrote:The hilarious part is that people roll dice in Warhammer 40k to hit, to wound, to save, to run away, to rally, to hold their ground, and sometimes even to move. Yet Possessed are random... 
Amen. I actually like possessed. I agree that for the most part cult marines can perform the same function and benifit from being troops, however taking possessed will not diminish your striking capability that much. I enjoy the tactical flexibility they provide in the game. Much like a Daemon army, there is a randomness to the pre-game strategy, however that should not preclude them from being successful in the game, it merely functions to facilitate a unique battlefield roll for the possessed in nearly every game. This can allow for a more enjoyable tournament experience when you are not playing the same tactics and strategies each and every game.
The more I think about it, the more I would like to field a chaos army with plenty of units other people think are worthless. Not the entire army mind you; I would still need Oblits and such, but so far I've got a unit of Possessed in Rhino and 2 Chaos dreads. I'm sure I could be competitive against the tier 1 lists in the current metagame.
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![[Post New]](/s/i/i.gif) 2009/03/05 04:29:14
Subject: Yes, those darned Possessed
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Serious Squig Herder
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Someone recently made a list that I like to call 'CSMzilla'. I think you'd find it interesting. I certainly got a kick out of it. 3 Defilers, 3 Dreads, Plaguers (for those objectives), and 2 DPs and probably a Greater Daemon too.
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![[Post New]](/s/i/i.gif) 2009/03/05 04:29:38
Subject: Yes, those darned Possessed
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Arch Magos w/ 4 Meg of RAM
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Yeah, that was me Nofasse, lol. 'Ere be da link: http://www.dakkadakka.com/dakkaforum/posts/list/231912.page I've had some really bad experiences with Dreads in tournaments though. I rolled 3 ones on sanity against the only list (in 750pts) that didn't have atleast one landraider in it. I think the only unit that can't be saved is the Spawn though. I might take it if it had a 5+ save (just how nuts I am).
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This message was edited 1 time. Last update was at 2009/03/05 04:32:31
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![[Post New]](/s/i/i.gif) 2009/03/05 04:36:21
Subject: Yes, those darned Possessed
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Frightening Flamer of Tzeentch
in Canada
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possesed are fun. Whether thier worth the points or not is a gamble. If you get the power wpns or feel no pain they become very useful, if you get scouting... well you have very expensive pieces of crap. Hooking them up with mark of tzeecntch seems the smartest option imo. 5 up invun is pretty good plus their is always the fact that their S5.
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This message was edited 2 times. Last update was at 2009/03/05 04:37:27
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![[Post New]](/s/i/i.gif) 2009/03/05 04:47:52
Subject: Yes, those darned Possessed
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Serious Squig Herder
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DarkHound wrote:Yeah, that was me Nofasse, lol.
'Ere be da link: http://www.dakkadakka.com/dakkaforum/posts/list/231912.page
I've had some really bad experiences with Dreads in tournaments though. I rolled 3 ones on sanity against the only list (in 750pts) that didn't have atleast one landraider in it.
I think the only unit that can't be saved is the Spawn though. I might take it if it had a 5+ save (just how nuts I am).
Lmao I really should get into the habit of looking at army list authors.
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![[Post New]](/s/i/i.gif) 2009/03/05 11:40:20
Subject: Re:Yes, those darned Possessed
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Rough Rider with Boomstick
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Just my 2 cents: I play guard mostly against chaos and in a battle against a khorne army (Kharn, Berzerks and possessed in rhinos) this happened: Lascannon wreck the rhino, basilisk ( str 9 AP3) hits the massed berzerks and kills all 10 of them. Possessed disembark from immobilised rhino and (just lucky) i get a direct hit with the other Basilsk on them. 8 inv saves later i only manage to kill 2 of them
I hate inv saves!
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You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
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![[Post New]](/s/i/i.gif) 2009/03/05 16:48:39
Subject: Yes, those darned Possessed
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Arch Magos w/ 4 Meg of RAM
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Good, more stories like that (or about them dieing, but actual stories). I had a game recently against orks. I rolled furious charge and ran after the nearest thing I could see. It was a friendly game so neither of us were actually paying attention, just running in and chopping stuff. Turns out charging a mob of 5 Nobs with 6 Possessed is a bad idea. Got munched by 12 Big Choppas and 6 Power Klaws. I did manage to take a wound off of all of them, but Possessed are a huge point sink below 1000pts.
The game ended a draw because we were both tired of rolling for 10 Plague Marines against 20 'Ard Boyz with neither of us killing anything.
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![[Post New]](/s/i/i.gif) 2009/03/05 17:39:29
Subject: Yes, those darned Possessed
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Regular Dakkanaut
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lambadomy wrote:
A comparison - a unit they might compete with for role/points: Khorne Berzerkers
10 berzerkers with Champ, powerfist, 2 plasma pistols is the same cost as 10 possessed with a champion - 270 points.
They're both fearless marines.
Possessed have +1 Str, and a random power
Berzerkers have +1 WS and furious charge, and a hidden fist.
Zerks also have 1 more attack because of Bolt Pistol/ CCW. They have grenades and some pistol attacks Possessed do not. I don't know why you'd want plasma pistols though.
Of course Possessed could buy the Icon of Khorne to get the same number, but that's another 30 points.
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![[Post New]](/s/i/i.gif) 2009/03/06 01:04:48
Subject: Re:Yes, those darned Possessed
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Devastating Dark Reaper
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The golden rule for Possessd is "Always bad, all the time"
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This message was edited 1 time. Last update was at 2009/03/06 01:05:04
The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable |
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![[Post New]](/s/i/i.gif) 2009/03/06 01:09:33
Subject: Yes, those darned Possessed
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Pulsating Possessed Chaos Marine
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Personally i think 40kenthusiasts breakdown is the most accurate and compelling. I was writing my list off the top of my head and obviously left out the INV save, which is obviously useful, and at least against MEQ rending is better than furious charge.
I still think that the way 5e favors troops hurts the value of possessed more than anything else, but if you have plenty of troops already or don't plan on using the possessed in a way that you'd rarely need them or expect them to score, then they are a fine choice. Best possible? No, but how many options are? They look cool and work well enough if you want to play with them, they're not going to torpedo your army unless it also has other shortcomings.
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'12 Tournament Record: 98-0-0 |
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![[Post New]](/s/i/i.gif) 2009/07/11 01:39:46
Subject: Yes, those darned Possessed
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Dominar
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DarkHound wrote:Turns out charging a mob of 5 Nobs with 6 Possessed is a bad idea. Got munched by 12 Big Choppas and 6 Power Klaws. I did manage to take a wound off of all of them, but Possessed are a huge point sink below 1000pts.
Then what is the fundamental difference at 1500, 1750, and 2k points that make them no longer a point sink? Simply saying that you have more points to "fit them in" isn't a very compelling argument. Look at Vanguard, widely regarded as a horrible point sink, for comparison. 2,000 point armies are no better served than 1,000 point armies by taking that unit.
To 40kenthusiast who has by far given the most compelling counterpoints as to why Possessed may have utility:
What I have been shown by your arguments, especially your comparison of their offensive/defensive uses, as you say, is that possessed "fit right in".
Here then is my question: Why do I need Possessed if all they do is fit right in? To illustrate my point, let's look at the bland Powerfist/Storm Bolter Terminator. The standard Termie has 2 S8 attacks and 2 S4 shots at 24". He can also take up to 2 heavy weapons per squad of 10 that grant extra ranged firepower. Why, then, is the classic Terminator so often ignored in competitive lists? Because they're an all-rounder shooty/ cc unit that the more specialized SM codex doesn't really have a need for; it can take Assault Terminators as a specialized close combat unit and it has plenty of ranged firepower available in the form of Land Speeders, Predators, and Sternguard. Their ability to plant in some terrain 24" away and create a solid firebase is largely ignored because they can't score.
So standard Terminators in a vacuum are a solid unit. There is nothing wrong with them at all, and honestly they're fairly cheap points-wise. The problem is that having "nothing wrong" with a unit is not enough to justify its inclusion, because there has to be "something good" about the unit to warrant its inclusion.
For example, saying Possessed work well with Lash. The simple fact is that everything works well with Lash. Lash can be used to mitigate their lack of assault grenades, but it can also be used to maximize the offensive output of Obliterator Pcannon fire, or to line up a unit to eat the assault of 20 basic CSM, and either of those scenarios will achieve as much or more yield. Being able to add viability with Lash is an argument that doesn't count because other units would get more effect for an equal points cost. It's basically a utility curve.
Likewise the comparison to other cult troops, who have similar point values. Against medium targets ( MEQs) Possessed have almost as much combat potential as charging berzerkers, more if you roll Power Weapons. However 'Zerk ability to guarantee they attack at I5 often turns the fight to their favor; Possessed don't have that option. Against Hard targets, though, like a vehicle or T6,7,8 MC, Zerks have the advantage due to grenades and a S9 Pfist. Possessed get their invul, but this scenario requires a hammer unit, not an anvil.
Possessed have less survivability than PlagueMarines, more if all incoming attacks wound on 2s and ignore armor and FNP. However, their inability to score largely negates any reason that you would need for them to stand in a spot and suck down an attack, especially compared to a much cheaper screening unit like Lesser Daemons. They certainly do better in the assault, but this scenario requires an anvil unit, not another assault unit.
So to boil it down into basic talking points:
The chaos codex is already filled with assault units. Every single Marine of any variety is at least as good as a basic assault Marine, so to be taken on an assault basis Possessed need to really stand out, especially compared to Khorne Berzerkers. 5/6 of the time, they're closer to even, if not slightly worse.
The chaos codex is not filled with anvil units, but it does have one of *the* best anvil units, Plague Marines. Likewise the purpose of an anvil unit is to sit on an objective and score, which Possessed can't do meaningfully.
Possessed are a better screening or tarpitting unit in the scenarios where combat resolution and 5+ invul saves are meaningful, but let's be honest, those are very limited. And Lesser Daemons can do it equally well while scoring at half the points, which makes them a better choice for that role.
Like a standard Terminator, Possessed are not a bad unit. But they're also not a good unit, and when building a competitive list you need a reason to take a unit, not no reason not to.
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![[Post New]](/s/i/i.gif) 2009/07/11 02:12:26
Subject: Yes, those darned Possessed
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[DCM]
Sentient OverBear
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Threadnomancy!
Isn't there already a thread out there kicking around about this?
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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