psyklone wrote:Are these things worth it?
40 points for a damaged rhino that can't transport. When it charges you get 1, maybe
2d6 hammer of wrath at
str 4, instead of the normal 1d6 at str6 for other chariots. Though they do have rending, so MIGHT turn out to be good, but could also be dead crap (and just how many charges will these things get in a game anyway?).
The exalted one is 90 points, and thats pushing it for those extra hull points. 270 points for 12 hull points, or 120 for 6. Math says 120 is the better option, unless survivability is a big issue.
What are people's thoughts and experiences?
What do they do well, and what are they hopeless at?
I'm not adverse to using them as fodder. God knows my Fateweaver pays for himself more through all the shooting he weathers in place of my other units rather than the rerolls he grants them.
I'm considering getting a few to fill my last heavy slot.
I run them to great effect, but they need to be taken en masse. I've run them two ways: 3 x 3, or 2 x 3 with fateweaver. Either way works well. They have a 5++ which is nice, and are immune to bolters. The 12" flat out move is nifty too, and lets them drop safely and also screen. The key is really target saturation, so your opponent has too many similar targets to engage.
Exalted look like a trap to me...too vulnerable, and youre giving up the cheapness. I can see an argument for running one plus two regular chariots, but i'm not sure.
The trick in using them is to remember they are cheap and disposable. In addition, you have to set up your charges properly, because you only get the hammer of wrath if you make base.