Switch Theme:

Can Obliterators please be explained to me.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Thrall Wizard of Tzeentch





Looking around for some general chaos info and I see alot of people saying to always take obliterators and I dont quite understand why they seem to be the bees knees.
   
Made in us
Huge Hierodule





Louisiana

Well they are in terminator armor (but are slow and purposeful) and carry just about every heavy weapon the army can take aside from assault cannons. How's that for a start?

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Smokin' Skorcha Driver




If you intend to take them in squads of 3, dont. Take havoks instead.
They're worth their points for a suicide unit at 1 oblit.
At 2 you're pushing it and better off with auto/las pred.
At 3, you're better off with 10 man havok squad with 4 autocannons or 2 of the said predators.
   
Made in us
Deranged Necron Destroyer





They carry every weapon, have 2 wounds, deepstrike, and run around in Termie armor

Kilkrazy wrote:There's nothing like a good splutter of rage first thing in the morning to get you all revved up for the day.

 
   
Made in us
Longtime Dakkanaut






They work very well because they synergize well with Lash of Submission. Lash allows you to bunch enemy units up, and Obliterators pack Plasma Cannons. Nuff said.

Oblits are also fairly durable. 2+ saves and 2 wounds protect them against small arms fire fairly well, especially if you keep them at range. They do get easily smoked by things like Lascannons though.

Because they're Slow and Purposeful, they're also Relentless. A tactic that I often use with Oblits is to place them directly behind a wall of a ruin that blocks LOS. On my turn, I move them through the wall (you can do this with ruins), and fire whatever I like. This way, they're safe on T1 if your opponent goes first and if your opponent siezes the initiative.

If you want suicide units, Terminators are far more reliable. 3 Terminators with combiweapons is only a little bit more expensive than a single Obliterator. Take 3x3 and max out your Heavy Support slots if you're going to run them.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

Since the codex came out I've never feilded an army without them. They are the jack of all trades.

Anti-tank, Anti-horde, Anti-MEQ, Anti-Termies, etc. They are expensive, but they can fill various roles, not only in your list but in the changing needs of the battle at hand.

REPENT for tommorrow you DIE!!!!

Chaos


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in au
Screamin' Stormboy





Melbourne

I really enjoy combining their verstility with deep strike. If you're using them as a lascannon platform, go with predators.

I like leaving them in reserve, watching how the game is panning out, dropping them where I need them and unleashing merry hell. You also don't need to worry about risky deep stikes, because they can generally pop their target from range (Unless you're trying for melta/flamer)

They also have a psychological affect (effect? I always mix them up). Because everyone thinks they're awesome, you're opponent will worry about them, and it puts him off his A game (This works very well if they're in reserve)
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

terranarc wrote:If you intend to take them in squads of 3, dont. Take havoks instead.
They're worth their points for a suicide unit at 1 oblit.
At 2 you're pushing it and better off with auto/las pred.
At 3, you're better off with 10 man havok squad with 4 autocannons or 2 of the said predators.
Sooo this is basically all completely wrong. Obliterators are commonly taken in top level armies in groups of 3 and are definitely not comparable to predators or havoks.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, my EC army usually fields 6 Obliterators and they never disappointed me. Deep strike is an option, but I generally do not keep them in reserve. Deploying them in cover will increase their survivability. As said, they synergize well with lash Princes and they psychologically affect the enemy.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

terranarc wrote:If you intend to take them in squads of 3, dont. Take havoks instead.
They're worth their points for a suicide unit at 1 oblit.
At 2 you're pushing it and better off with auto/las pred.
At 3, you're better off with 10 man havok squad with 4 autocannons or 2 of the said predators.
Also not only is this wrong, but it is correct for a different unit: terminators. Terminators are good as a 3 man suicide unit with combi-meltas, and not so useful in larger quantities. Luckily they occupy they moderately useless elites slot.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

ph34r wrote:
terranarc wrote:If you intend to take them in squads of 3, dont. Take havoks instead.
They're worth their points for a suicide unit at 1 oblit.
At 2 you're pushing it and better off with auto/las pred.
At 3, you're better off with 10 man havok squad with 4 autocannons or 2 of the said predators.
Also not only is this wrong, but it is correct for a different unit: terminators. Terminators are good as a 3 man suicide unit with combi-meltas, and not so useful in larger quantities. Luckily they occupy they moderately useless elites slot.
Why is this wrong? Your damage out-put and durability are significantly higher with any of the choices he listed compared to Oblits. Oblits are a gap covering unit for armies that can't balance themselves properly. Show me some math or proof that says otherwise. "Top armies use them so they must be good" is the same argument I can make for Lesser Daemons.

Incidentally, Oblits are statistically only efficient when being used like Termicide, to make use of their short-ranged TLed weapons.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
Jihallah Sanctjud Loricatus Aurora Shep Gwar! labmouse42 DogOfWar Lycaeus Wrex GoDz BuZzSaW Ailaros LunaHound s1gns alarmingrick Black Blow Fly Dashofpepper Wrexasaur willydstyle 
   
Made in gb
Resentful Grot With a Plan






They are good. Take them depending what army you are against. You can take them in a usual chaos army and there is no need to spend points changing weapons to suit as they are all already there.

   
Made in us
Water-Caste Negotiator






I personally think that they are a pretty big point sinker.... I run Blood Angels and I find them easy to trap in cc with my Assault Marines... sure the power fist hurts but my Sarge carries a power weapon of some sorts.... and taking out 10 will take forever, not to mention it will be 30 if you are facing Orks or Nids. I guess their point costs can be kind of justified because they look and sound so badass....


Why buy expensive 40k at retail price?


http://www.dakkadakka.com/dakkaforum/posts/list/0/469464.page#4727302


See the link above and get decent 40k armies for a decent price.
 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Diesel Stradin wrote:I personally think that they are a pretty big point sinker.... I run Blood Angels and I find them easy to trap in cc with my Assault Marines... sure the power fist hurts but my Sarge carries a power weapon of some sorts.... and taking out 10 will take forever, not to mention it will be 30 if you are facing Orks or Nids. I guess their point costs can be kind of justified because they look and sound so badass....

If 30 of da boyz charge your oblits, your either suicide deepstriking them, or your doing it wrong. Oblits Suck in CC. The only time you really want them in CC is to A) wreck a vehicle B) charge a unit being tarpitted by say a Dreadnought or C) charging into a close combat already going between a squad of CSM troops vs TEQ's.

Whilst I agree something like Assault Marines can snare them up pretty quick, I'd probably have mine in area/difficult terrain (so dangerous terrain for you(Hell I'd even chill out in dangerous terrain, as I have 2 wounds and an invul )) with a squad of zerkers in a rhino within charge range. Please, charge my oblits

   
Made in us
The Hammer of Witches





A new day, a new time zone.

Diesel Stradin wrote:I personally think that they are a pretty big point sinker.... I run Blood Angels and I find them easy to trap in cc with my Assault Marines... sure the power fist hurts but my Sarge carries a power weapon of some sorts.... and taking out 10 will take forever, not to mention it will be 30 if you are facing Orks or Nids. I guess their point costs can be kind of justified because they look and sound so badass....
Counting on your opponent to be an idiot is rarely a sound strategy. Here's the thing about Obliterators - they're just as good facing those boys or nids as they are going up against tanks or space marines. The ability to change weaponry on the fly, deepstrike, on top of the 2+ armor save is what makes them almost a no-brainer.

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in us
Scuttling Genestealer





Colorado

If you think obliterators suck then you are doing it wrong. Even taking 2 squads of 2 in combo with a lash prince is just rediculous. i lost 30 hormagaunts like it was nothing the first time i faced this combo. I have seen a dreadknight lose all 4 wounds on the first turn thanks to these guys. just the fact that you have all the heavy weapon options make them worth taking everytime.

2012 Record to date

5k hive fleet kraken W: 13 D: 0 L: 2
7k Iron Falcons W:7 D: 0 L1
4.5k Grey Knights W: 3 D: 0 L: 0
3.5k Orks W: 0 D: 0 L: 0
3k W: 0 D: 0 L: 0  
   
Made in us
Thrall Wizard of Tzeentch





Thanks I think I understand a bit better. I can see how they are good in a lash list. They just stand out as termis with 2 wounds and alot of guns. Which is great and all I just think they would be easy to deal with.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

to be fair,my opponent tody lost 30 to a dreadnought.they were shot at and were out of synpase range so ran.next turn,thety passed the regroup tset but failed IB so charged the dread.the dreadfought back,killed 1 leaving 27 alive


I then proceded to roll a 6 for sweeping adfvance to his measly 2,so bludgeoed them all with seismic hammer and DCCW

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in au
Shrieking Guardian Jetbiker




Perth, AUS

Diesel Stradin wrote:I personally think that they are a pretty big point sinker.... I run Blood Angels and I find them easy to trap in cc with my Assault Marines... sure the power fist hurts but my Sarge carries a power weapon of some sorts.... and taking out 10 will take forever, not to mention it will be 30 if you are facing Orks or Nids. I guess their point costs can be kind of justified because they look and sound so badass....

Like others have stated, if they get hit by a horde of orks, they're doing it very wrong. If they suicide strike in, 3 TL flamers on the horde is going to do some damage, if they sit back and plug away, your gonna cop 3 plasma blasts a turn then the TL flamers if they're in range. Same deal with marines, plasma blasts, get too close TL plasma gun then charge with powerfists, those 10 guys aint going to last long. Their point cost is justified because they're good units.

Altansar -7k
Black Legion - 4k
My Blog - Getting It Done 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Deadshot wrote:to be fair,my opponent tody lost 30 to a dreadnought.they were shot at and were out of synpase range so ran.next turn,thety passed the regroup tset but failed IB so charged the dread.the dreadfought back,killed 1 leaving 27 alive


I then proceded to roll a 6 for sweeping adfvance to his measly 2,so bludgeoed them all with seismic hammer and DCCW


I'm drawing a blank on what this has to do with obliterators in any way, shape or form....

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

wrong thread sorry.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!

Credit to Castiel for banner. Thanks Cas!
 
   
Made in us
Devastating Dark Reaper




They are good because they are never bad... No matter what army you are playing against they have a weapon to eat face... In my competative armies i run 3squads of 2 oblits, from 2000 pt tournies to ard boyz... I almsot always keep them in reserves and deepstrike them with icons... The reason they are the best Heavy in Chaos and easily one of the best in the game is simple. They never ever ever have to worry about not having the right gun.

You play against orks, lascannons for tanks, flamer/plasma for infantry.

MEQ, Multi-Melta, Twin plasma/melta, Plasma Cannon

Dark Eldar. Lascannons and heavy flamers/plasma cannons

Eldar, Multi Meltas, Twin plasmas....

They never come in and have nothing to shoot. They can abuse 5thed cover saves, are nearly immune to autocannons, missiles ect ect ect... Yes lascannon and meltas hurt. But lascannonas are few and far between and once your in melta range of chaos all of a sudden oblits are less scary since the zerkers and daemons are hungry.

2500+

Chaos, Both CSM and Daemons
7000+

Blood Runs. Anger Rises. Death Wakes. War Calls!
Maim, Kill, Maim, Burn, Kill, Maim, Burn, Kill, Maim, Burn, Kill, Bunny, Maim, Kill, Maim.....(Noise Marine found the wrong rhino)

Attention all WA, Oregon, Idaho wargamers, Look up facebook group "Northwest Wargamers" 
   
Made in us
Tail-spinning Tomb Blade Pilot






They are the high end version of a swiss army knife, they are good in every situation, and often better than the standard choice.

IE:

Regular marines with plas guns are not TL and only recieve a 3+ against gets hot. Oblits reroll gets hot result and significantly reduce the chance of taking a wound. It takes three rolls of a one in a row to cause a wound, instead of one 1 and a 2 or less, not to mention that they will hit at a significantly higher rate and can shoot at max range after moving due to relentless.

Meltas: same deal, they are TL versus the option on regular or plague marines not being TL.

Las canon: can move and fire all the weapons, predators cant do this. predators can also be stunned/shaken preventing them from firing, oblits can NEVER be stunned/shaken.

Plas canon: the only unit in CSM that can take them and wont fire frenzy onto your own units. Also, relentless and can move and fire heavy weapons.

multi melta: again, only choice for this weapon that doesnt fire frenzy, and again relentless can move and fire this weapon.

Flamer: All other units with flamers are not twin linked and oblits are, unless you take a tzeench prince with warp time and wind of chaos.

They can deepstrike and fire any choice of weapon at full range or rapid fire due to relentless rules.

They can deep strike next to a unit with an icon and not scatter, guaranteeing great positioning for use of the correct weapon.

They ALWAYS have the correct weapon for the job and are simply better at using most of the weapons they have vs the other choices in the codex, ALWAYS! Not to mention the potential deadly combinations with other units like a lash prince! I personally dont use them, but its because i dont have the models yet, i occasionally borrow them from my friend and wish i had bought them insetead of my crappy LR, the worst version of the LR in any marine army....

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

A basic question is to let them deep strike (using icons) or let the start at the board.

Deep striking: If the army contains Rhinos and units with icons, then deep striking will be an option. Then they can bring their short-ranged twin-linked weapons to bear. The enemy has to deal with them ASAP, otherwise he might face more casualties or popped tanks in the next turn. In KP missions it is advisable to have squads of 2 or 3. A downside is that they might arrive (too) late.

Starting at the board: They can bring their long-range weapons to bear from the start, while their short-ranged weapons are eventually not applicable for the whole game.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Purposeful Hammerhead Pilot






Vermont

Got to give respect for the oblits being a good choice for an all comers list.

 
   
 
Forum Index » 40K General Discussion
Go to: