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Made in us
Regular Dakkanaut





From most threads I've read (most being well over a year old), most CSM lists should consider taking some Obliterators. I like them a lot, very versatile, and one-of-a-kind in terms of faction individuality, but I can't figure out how many points I should be spending on these guys.

(Note: This is not a question of what I could/should bring for HS slots, I do intend to bring Obliterators, just can't figure out how many!)

What they do:

So these guys can Move D6" and shoot anything in their list of guns, have 2 wounds, 2+/5+ saves, can Deep Strike to icons or behind the army and only cost us 75 points each. This versatility is exceedingly useful for fighting any army and I currently own 4 (terminator model converted) models myself.

I'm trying to build a 1500 point and a 2000 point army, the 2000 basically being a slightly more expanded version of the 1500, and I am trying to figure out how the units should be set up so that I get the most bang for my buck for them.

Should I be running 3 slots of 2, or 2 slots of 3? Or should I be considering a completely different formation altogether? Though they are infantry, these suckers are still pretty bulky, especially when it comes to ground coverage, so having a unit of 3 each, though it grants 6 wounds, poses difficulties in attempting to find cover for them occasionally.

Summary:
Trying to figure out how many units of how many models each I should be fielding of Obliterators for 2000, 1500, and even 1000 and 750 point armies so that I'm still getting the most use out of them while at the same time not field TOO MANY of them (half an army of 6 models isn't very scary looking).

Thanks in advance for any tips.

Zech

This message was edited 1 time. Last update was at 2010/10/04 05:27:54


 
   
Made in us
Awesome Autarch






Las Vegas, NV

Oblits move 2d6" and take the highest. They most likely won't be moving much though, once in a good firing position, so don't sweat it.

Chaos is most powerful at 1500 points. If you are looking for pure efficiency, take 9, even at 1,500 points. That gives you a ton of firepower and the GT winning lists nearly always have 9.

If you take 6, run them in 3 slots of two. It's an extra KP, but it allows you to fire at a larger amount of targets which is critical in a mech heavy environment.

It really depends on how you are running your list, but Oblits can fit into any build and perform well.

Typical GT Chaos lists (going for maximum efficiency)

lash prince x 2

Oblits x 9

PM's x 2

That gives you assault power, tough scoring units and crazy firepower.

At 1000, I'd drop down to 4 oblits, 2 x 2, and a prince.

At 1750 and 2000, increase your scoring units first, then take what you like. Chaos Dreads with 2 x DCCW and a HF are excellent, cheap units. Can't go wrong with them.

To answer your fist questions, Oblits are extremely efficient and you can not go wrong by taking as many as possible. They are good against EVERY enemy unit you can face. They can use more than one type of deployment method and they are not shabby in assault.

   
Made in us
Battleship Captain




Oregon

Pairs are widely regarded as the optimal build, so either 2x2 or 3x2 depending on the fame size. I think 4 in 1500 or less is about right as you should be using roughly 1000 points on your troops here so that leaves enough for the daemon prince and oblits.
   
 
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