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The only reason helbrutes are disliked so much is because in higher point games CSM dont usually have much in the ways of armor, so your opponent usually blows its AV12 ass up with all of its anti-armor at once, and many of its loadouts for close range such as dual heavy flamers are impossible to use as it has no way of getting into CC as the CSM dex has no drop pod. That said, in 500 point games they are great. Your opponent will have little or no Anti-Armor, and what the helbrute brings naked is great for this point range. His multi-melta is great for blowing up light vehicles like rhinos predators vindicators and such. His S10 Power fist hits are also great at doubling out multi-wound HQ choices from many codexs. I don't think taking one would be a problem at all. As I'm seeing from your models, you're going for a death guard list. Marks at this point level may not be wise Against orks, who usually have lots of bodies and a few transports, id take some anti-armor and a lot of anti-infantry. I know the heldrake is all the fashion these days, but in a 500 point game, having 170 of your points off the board for two turns and then potentially attacking once then going off somewhere where it cannot attack such a small force may be a bad idea. In 2000 point games enemies are everywhere so a zooming flyer has a ton of targets to hit, but in this case I fear the heldrake will come in turn 2 or 3 and kill one squad of orks then be done. Lord- Burning Brand of Skalathrax, Black Mace Helbrute- Multi-Melta, Power fist with built in heavy flamer 8 CSM- flamer, combi-flamer on champ 7 CSM- flamer, combi-flamer on champ Thats 500 points exactly. 5 flamers and the black mace should cover you on Anti-Infantry, and the power fist and multi-melta should give you all the armor killing you need. The multi-melta, if it penns(which it will a lot as you roll 2D6 for armor rolls), will have a 50% chance of exploding the vehicle as you add +2 to penn results because it is AP1. If that doesnt do the trick, punch it with your S10 Fist. The black mace should really screw stuff up. Most orks have a 4+ or 5+ or 6+ armor save if im not mistaken, so the AP4 of this weapon, which is normally its one weakness, should be a non-issue. Good luck! I hope this helped
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