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![[Post New]](/s/i/i.gif) 2015/12/22 17:38:30
Subject: Mutilators anygood?
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Been Around the Block
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Building my chaos army and found some mutilators for a good deal, are they a good unit to add to my roster?
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![[Post New]](/s/i/i.gif) 2015/12/22 17:45:59
Subject: Mutilators anygood?
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Longtime Dakkanaut
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I wish I could do anything other than laugh.
No.
No, they are not any good.
They are quite bad.
Unless your opponent is particularly dim-witted that they let themselves get assaulted by these things, they will not get assaulted by these things, and they will have wasted your points.
Do yourself a favour and convert them to Obliterators. Or hold them for 6 months in case the next Chaos Codex comes out and they suddenly become awesome.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2015/12/22 19:22:24
Subject: Mutilators anygood?
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Lesser Daemon of Chaos
New England
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Mutilators are the worst unit in our codex... And we have the worst codex... Like Yarium said, you'd need to face a particularly dim-witted opponent for them to be of any use... Like a young school child or a mentally handicapped opponent.
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![[Post New]](/s/i/i.gif) 2015/12/22 19:29:58
Subject: Re:Mutilators anygood?
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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The only thing I've found them useful is in The Purge Detachment.
Just put in separate 2 solo Nurgle Mutilators to satisfy the min requirement for that detachment. Use them to deepstrike opponents backline for cheep distraction or deployment zone VP accruements.
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Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2015/12/22 19:37:21
Subject: Re:Mutilators anygood?
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Longtime Dakkanaut
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Bad rules, ugly model, badly costed. The trifecta of death.
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![[Post New]](/s/i/i.gif) 2015/12/22 19:44:53
Subject: Re:Mutilators anygood?
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Krazed Killa Kan
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Add to that Finecast and you have a superfecta
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/12/22 20:00:52
Subject: Mutilators anygood?
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!!Goffik Rocker!!
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Can be used as solo deepstrikers when you can't get obliterators for some reason. Anywayz, better than possessed,
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![[Post New]](/s/i/i.gif) 2015/12/22 22:16:06
Subject: Mutilators anygood?
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Mekboy Hammerin' Somethin'
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They're pretty bad, but they're not quite as bad as people like to pretend.
You can feasibly run one or two as distractions, DS them near the enemy and menace vehicles / shooty units, and with MoN are decently tough to tie things up.
That said, they're usually overshadowed by obliterators in most cases. They're only better against vehicles or total chaff, because they can turn on chainfists / lightning claws as opposed to just always a powerfist.
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![[Post New]](/s/i/i.gif) 2015/12/22 22:46:44
Subject: Mutilators anygood?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Dtox wrote:Building my chaos army and found some mutilators for a good deal, are they a good unit to add to my roster?
They are very useful, sicne they take up an Elite slot. I use them to increase target saturation with very credible melee threats that are tiresome to kill. They drop in alongside the Raptors, Obliterators and Rhinos to force a huge glut of targets all at once.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/12/23 10:34:17
Subject: Mutilators anygood?
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Lesser Daemon of Chaos
New England
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Can't charge the turn they deep-strike and are slow and purposeful, so they can't ever run to catch up to something.... They're never going to catch anything. No opponent that has any skill will waste a turn shooting them, they will just avoid them so that they don't get charged. They are a waste of points that will NEVER earn their points back. Regardless of what some people say, they are only a distraction unit when you are playing games against the mentally handicapped.
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![[Post New]](/s/i/i.gif) 2015/12/23 12:14:00
Subject: Mutilators anygood?
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Longtime Dakkanaut
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Wouldn't a unit of 6 or 8 with multiple casters buffing them up and protecting them with invisibility be ok. It would be slow, but everything that can not fly over them would sooner or later get charged by them.
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![[Post New]](/s/i/i.gif) 2015/12/23 12:18:30
Subject: Mutilators anygood?
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Khorne Veteran Marine with Chain-Axe
Bodt
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Makumba wrote:Wouldn't a unit of 6 or 8 with multiple casters buffing them up and protecting them with invisibility be ok. It would be slow, but everything that can not fly over them would sooner or later get charged by them.
Except they can't run, so they move 6" per turn. Period. Putting buffs on them is really just a waste of psyker powers. You would need a few units of them to try and shepherd a unit towards a corner and maybe hope they spend a few turns shooting at them instead of something more important, and at that point you're using so many points on them.
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4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store. |
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![[Post New]](/s/i/i.gif) 2015/12/23 12:19:25
Subject: Mutilators anygood?
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Longtime Dakkanaut
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That is stupid, why can't they run? A melee unit that can't run won't ever reach melee.
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![[Post New]](/s/i/i.gif) 2015/12/23 12:27:32
Subject: Mutilators anygood?
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Battleship Captain
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They have slow and purposeful. It's a nasty rule - it means Obliterators can't fire overwatch, and Mutilators can't run.
They do have deep strike, though.
They actually suit a Purge Detachment quite well - there is an argument that massed solo mutilators are quite good, especially in maelstrom games - because of the sheer number of units you're being asked to cope with, and the fact that it takes a disturbing amount of fire to put down even a single nurgle mutilator. Plus, they can dismantle most units if they catch it - the trick is spreading out multiple solo models into a drag-net so your opponent has to fight his way past some of them, not running after him with a big block that's slower than he is.
At the same time.....still about the worst unit going.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/12/23 12:36:26
Subject: Mutilators anygood?
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Longtime Dakkanaut
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They are better then Mega Nobz. But chaos Space marines have better options such as obliterators.
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/12/23 12:50:22
Subject: Mutilators anygood?
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Battleship Captain
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Meganobz can work better, though - they have access to the Bully Boyz formation and the Blitz Brigade, which can deliver them into combat very quickly.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2015/12/23 14:33:02
Subject: Mutilators anygood?
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Longtime Dakkanaut
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Lol,
Mutilators can deepstrike and have access to fething landraiders. The clumsy blitz brigade can't beat that.
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/12/23 15:21:09
Subject: Mutilators anygood?
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Longtime Dakkanaut
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I have yet to see a game where a lemman russ or land raider survives turn 1.
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![[Post New]](/s/i/i.gif) 2015/12/23 15:41:26
Subject: Mutilators anygood?
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Lesser Daemon of Chaos
New England
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Hahahahahahaha
A Mutulator in a Landraider is 285 pts. Before either have ANY sort of upgrade. Oh yeah, that's so awesome.
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![[Post New]](/s/i/i.gif) 2015/12/23 17:49:20
Subject: Mutilators anygood?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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KhorneontheCobb wrote:Can't charge the turn they deep-strike and are slow and purposeful, so they can't ever run to catch up to something.... They're never going to catch anything. No opponent that has any skill will waste a turn shooting them, they will just avoid them so that they don't get charged. They are a waste of points that will NEVER earn their points back. Regardless of what some people say, they are only a distraction unit when you are playing games against the mentally handicapped.
It doesnt matter if they can charge the round they come in. They get you pinned up against the board, and slow and purposeful makes sure you don't stop fleeing marines from going right off the board. This is really okay.
When you land 9 credible melee threats in someones front lawn, the Mutilators will have made their value known to you. 3 Obliterators, 3 Mutilators and three Raptor/other Squads. All at once. Its a good time.
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This message was edited 2 times. Last update was at 2015/12/23 17:50:59
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/12/23 18:07:03
Subject: Mutilators anygood?
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!!Goffik Rocker!!
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I'm all here with Jancoran. Nurgle mutilators can be decent if you use them in a right way. The opponent runs away? Good, now he's off the objective. And where is he supposed to run? Towards your spawns and bikes, probably.
I like chaos terminators more simply cause of combi-plazma. But for the price of them, you can get 2 solo mutilators that don't have ld problems and can choose cc weapons. C-plazma is not bad, though.
And meganobz are good cause of trucks.
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This message was edited 1 time. Last update was at 2015/12/23 18:07:20
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![[Post New]](/s/i/i.gif) 2015/12/23 20:00:11
Subject: Re:Mutilators anygood?
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Been Around the Block
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so yeah, I decided against getting mutilators for the time being. It was a really enticing sale, but the overwhelming amount of negative thoughts towards them made me reconsider. It'd be nice if they didnt have slow and purposeful, or if they at least had a useful reason for having it.
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![[Post New]](/s/i/i.gif) 2015/12/23 20:06:22
Subject: Re:Mutilators anygood?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Dtox wrote:so yeah, I decided against getting mutilators for the time being. It was a really enticing sale, but the overwhelming amount of negative thoughts towards them made me reconsider. It'd be nice if they didnt have slow and purposeful, or if they at least had a useful reason for having it.
Saturation. way worth it.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/12/23 20:35:50
Subject: Mutilators anygood?
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Longtime Dakkanaut
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KhorneontheCobb wrote:Hahahahahahaha
A Mutulator in a Landraider is 285 pts. Before either have ANY sort of upgrade. Oh yeah, that's so awesome.
Hey I am not claiming that they are great just better then Mega nobz
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/12/23 20:49:21
Subject: Mutilators anygood?
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Auspicious Daemonic Herald
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oldzoggy wrote: KhorneontheCobb wrote:Hahahahahahaha
A Mutulator in a Landraider is 285 pts. Before either have ANY sort of upgrade. Oh yeah, that's so awesome.
Hey I am not claiming that they are great just better then Mega nobz 
Except you're wrong. Mega Nobz are actually playable especially with Da Bully Boyz formation.
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![[Post New]](/s/i/i.gif) 2015/12/23 20:50:21
Subject: Mutilators anygood?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Mega Nobz have always been playable. Meganobz for the WIN
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/12/24 17:38:56
Subject: Mutilators anygood?
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Decrepit Dakkanaut
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Jancoran wrote: KhorneontheCobb wrote:Can't charge the turn they deep-strike and are slow and purposeful, so they can't ever run to catch up to something.... They're never going to catch anything. No opponent that has any skill will waste a turn shooting them, they will just avoid them so that they don't get charged. They are a waste of points that will NEVER earn their points back. Regardless of what some people say, they are only a distraction unit when you are playing games against the mentally handicapped.
It doesnt matter if they can charge the round they come in. They get you pinned up against the board, and slow and purposeful makes sure you don't stop fleeing marines from going right off the board. This is really okay.
When you land 9 credible melee threats in someones front lawn, the Mutilators will have made their value known to you. 3 Obliterators, 3 Mutilators and three Raptor/other Squads. All at once. Its a good time.
koooaei wrote:I'm all here with Jancoran. Nurgle mutilators can be decent if you use them in a right way. The opponent runs away? Good, now he's off the objective. And where is he supposed to run? Towards your spawns and bikes, probably.
I like chaos terminators more simply cause of combi-plazma. But for the price of them, you can get 2 solo mutilators that don't have ld problems and can choose cc weapons. C-plazma is not bad, though.
You've got to be kidding me.
1. They don't have reliable means of getting into melee. They have an inaccurate Deep Strike, cannot run, and if you're not in ownership of the IA with the Spartan Assault Tank, they only have access to the gak Land Raider.
2. They're not actually dangerous for the points. You wanna Deep Strike them near me while the Raptors come in close? Uhhhh okay. I'll just shoot the Raptors. Why am I going to care if the Mutilator charges? If I'm in cover, even the Necrons will strike first. Other armies just have enough units to shoot with that it won't cause much trouble.
3. Mathematically I'm going to do more with Terminators. While it isn't the same for minimum investment, what else were you going to spend the points on? Neither can sweep, but at least Terminators can run and can take cheap Combi-Weapons.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/12/24 17:40:33
Subject: Mutilators anygood?
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Locked in the Tower of Amareo
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These people are talking like assault is a thing for a unit like the mutilator.
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![[Post New]](/s/i/i.gif) 2015/12/24 17:44:18
Subject: Mutilators anygood?
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Longtime Dakkanaut
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I've used one to shoot emplaced weapons previously.
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![[Post New]](/s/i/i.gif) 2015/12/24 17:52:36
Subject: Mutilators anygood?
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!!Goffik Rocker!!
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You don't always need to get into assault with a melee oriented army to win games.
Half of my games with orks are won with just a few minor assaults or even withour them completely. Even though half of my list is pretty much choppaboyz and shootaboyz.
Use your melee stuff to controle the board. The enemy won't be able to close distance in time to outscore you.
Mutilators are usable and can be useful sometimes. Another question is their ugly models. Ugly in a bad way - even for csm. If you can build them yourself or get 3-d party than there's no reason not to take mutilators in an assault-oriented list when all the obliterator slots are taken.
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This message was edited 2 times. Last update was at 2015/12/24 17:55:11
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