Saldiven wrote:@Makutsu: The Skull Cannon is a solid unit because it is a pretty darn good chariot that happens to also be carrying a move-and-shoot cannon.
It packs
d6+1 S6 impact hits followed by 2 WS5 S5 at I4 attacks and 3
WS S6 attacks at I2. If I remember correctly, it's T5 with 4 wounds. It has a 3+/5++ save, and with Daemonic Instability, it is effectively unbreakable.
That cannon and ability to heal itself after doing impact hits are just gravy. On multiple occassions, I have charge a single Khannon into a unit of 3 Demigryphs and run them off.
Also because it's a Daemon Engine and not a true chariot, spells & special rules that affect chariots won't have any effect on the Khannon.
They're simply very undercosted for what you get, and when combined alongside the other main no-brainer choices in the
DoC book, (ie: large regen'ing Plaguebearer block w/Herald
BSB + lots of Beasts), it can cause enormous butt-hurt in most opponents.
However, keep in mind that Daemonic Instability is as much of a hindrance as it is a bonus, (Ld7 & you'll almost never run a Khornate General unless you enjoy playing the game on Lunatic mode), as one bad round of combat and/or rolling double 1's on the Reign of Comedy table and you'll pretty much auto-pop.
Also, like all other Khornate units, rolling an 8 on the
RoC table and getting hit by the 'Dark Prince Thirsts' result will also basically auto-kill your Khannon. (or very close to it)
So while they're really good at killing big beasties and/or mowing down high armour save targets, they can just as easily get gimped by their army's own special rules. Hence, they're not game-breaking, despite the massive internet hate they get...
Beasts of Nurgle are much more heinous!