Switch Theme:

Hellblasters - any good?  [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 gb
Annoyed Blood Angel Devastator






I like the look of the weapons, could they work as mini mobile devastators?

They seem expensive, but does the mobility and firepower make them work?

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in us
Posts with Authority





If used correctly, they can shred a lot of stuff on the table. IMHO the standard Plasma and the 'assault' versions are far better than the other. Your mileage may vary.

Mob Rule is not a rule. 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Kind of. They are a great unit on paper and they work like you want Marines to work (point in positive). However, they are still fragile and because of their firepower puts them high up on enemy targets making them a proverbial glass cannon.

DA helblasters have a few legs up the n that they have a really good plasma strategem which makes them deadlier and Azrael to negate some of the fragility mentioned above.

They are also costed fairly which really means they aren't spaamable and thus will never be on OP choice.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Annoyed Blood Angel Devastator






yes, I think the only advantage of them over regular devs is the fact that you get a 5 man plasma squad that isn't heavy. They just seem so pricey points wise..

the range is good, I'm thinking using a libby to give them some sort of invuln.. popping them out from hiding and letting rip to kill what I want dead.

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in us
Longtime Dakkanaut




They also seem potentially usable in DW, where they cost 1 point more (pesky pistols) but can have intercessors (that cost 2 more but actually kill things to soak through the first 10 wounds of damage.

There is also a strat to deepstrike them, which could be fun.
   
Made in gb
Annoyed Blood Angel Devastator






Do you think if they had a 5+ invuln they could work better? Obvs it takes some setting up and relies on a libby + roll but I like the highs of contrived situations working

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in gb
Longtime Dakkanaut





UK

Hellblasters are pretty good but you need some support to get the most out of them.

1. You need some way to reroll 1s sothat you can overcharge them without too much risk of blowing up. Normally that will mean a Captain, probably best kept fairly cheap unless you plan to advance them up the field.

2. Anything that boosts their survivability is a good bet. Apothecaries, invulnerable saves, cover, you name it. Blood Angels do well here with their "Standard of Sacrifice" which gives them a 5+++ save.

3. Punish the enemy for killing them. A Chapter Banner is a nice idea as each time a model dies, it can make a "parting shot" on a 4+ (even if you die due to your own overcharging).

A 5-man squad of hellblasters will likely get focussed down by the enemy before they can do much but a larger squad with a bit of support will do a lot of damage and require real effort from your opponent to wipe out. All of which can take the pressure off the rest of your army.

The following can all make particularly good use of Hellblasters.

Deathwatch: Mix them in your Intercessor squads for ablative wounds.

Dark Angels: Built in rerolls of 1 when stationary. Stratagem for extra damage. Azrael for full rerolls and a 4++.

Blood Angels for their 5+++ Banner

Raven Guard for -1 to hit outside 12" range.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in dk
Regular Dakkanaut




... and Space Wolves with the “on the hunt” stratagem.
   
Made in us
Regular Dakkanaut




If you can get them within rapid firing range without dying, they're very strong. Getting them in range when not RG or DW seems like a bit of a trick though as they tend to be a fire magnet. The assault variant solves the range issue, but in trade you lose that S7/S8.
   
Made in au
Precocious Human Child





You can bring and use them to great effect but you 100% need a supporting squad whether it be devestators etc because they will be focused on.
   
Made in us
Locked in the Tower of Amareo




Another problem plaguing them now is all the invulns in the game.
   
Made in hk
Steadfast Ultramarine Sergeant




Martel732 wrote:
Another problem plaguing them now is all the invulns in the game.


Yes, basically those all kind of Eldar trickery, You know Harlequins? They have natural army wide 4++ and army wide -1 to hit on their dirt cheap points transports. When you shoot your overcharged Hellblaster at them, they pop a stratagem to drop your prescious marine shooting accurracy you pay for by their tremendous points down to Orks shooty accurrate level. Bravo, now you kill yourself on 1 2 and 3s to hit!!!!!. Then they shrug off your rare hits by their 4++, then the guys inside disembark, advance and charge into you with millimons of attacks and kill your expensive guys easily.

This message was edited 1 time. Last update was at 2018/05/27 07:33:34


 
   
Made in ca
Commander of the Mysterious 2nd Legion





Northern85Star wrote:
... and Space Wolves with the “on the hunt” stratagem.


Space Wolf Long fangs can take a plasma gun on their sergent, and re-roll 1s natively, so not sure hellblasters are worth it for them.

Opinions are not facts please don't confuse the two 
   
Made in gb
Longtime Dakkanaut





UK

BrianDavion wrote:
Northern85Star wrote:
... and Space Wolves with the “on the hunt” stratagem.

Space Wolf Long fangs can take a plasma gun on their sergent, and re-roll 1s natively, so not sure hellblasters are worth it for them.

I run both, often with Bjorn to provide the Hellblasters with rerolls. This kind of threat saturation is important as your opponent will rarely be able o kill both squads before you do some significant damage.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Regular Dakkanaut




Neophyte2012 wrote:
Martel732 wrote:
Another problem plaguing them now is all the invulns in the game.


Yes, basically those all kind of Eldar trickery, You know Harlequins? They have natural army wide 4++ and army wide -1 to hit on their dirt cheap points transports. When you shoot your overcharged Hellblaster at them, they pop a stratagem to drop your prescious marine shooting accurracy you pay for by their tremendous points down to Orks shooty accurrate level. Bravo, now you kill yourself on 1 2 and 3s to hit!!!!!. Then they shrug off your rare hits by their 4++, then the guys inside disembark, advance and charge into you with millimons of attacks and kill your expensive guys easily.


Yeah, this is why my new list version is trying all Aggressors instead of some Aggressors and some Hellblasters. Both are glass cannons, but while Hellblasters are quite good at that Imperial T7/3+ type armor, Aggressors tend to outshoot them at everything else. On paper I'm liking the look of Aggressors a lot more now, though I also admit that at local games Imperium is still vastly over represented compared to what tourney placings show.

Though, I think if I were running a more traditional gun blob with a banner, I'd still like the Hellblasters more. 6 free bolter shots on death just isn't as awesome as 2 free overcharged plasma.
   
Made in us
Bounding Assault Marine





Baltimore, MD

I'm not sure whether or not they're costed appropriately, but 99 points for a Starweaver doesn't sound "dirt cheap" to me. They are tough to take down with the -1 to hit and a 4++, though. Seems to me something like an autocannon would be better suited against them than plasma.

2500 pts Raven Guard, painted 
   
Made in nl
Elite Tyranid Warrior




I'm pretty sure Neophyte's post was satire
   
Made in ca
Secretive Dark Angels Veteran



Canada

My Dark Angel Hellblasters are money-makers. A full squad of ten with Azrael, a Lieutenant and an Ancient can kill almost anything if you are willing to roll the dice on over-charging. Tanks, dreadnoughts and even superheavies have all been reduced to slag in one volley. Targets with -1 to hit modifiers are a problem, though, and I agree that 4+ invul saves are a pain.


All you have to do is fire three rounds a minute, and stand 
   
Made in it
Waaagh! Ork Warboss




Italy

I prefer devastators or long fangs if you play SW, but IMHO all standard marines' units are better than their primaris counterparts. Maybe just the primaris dread is better than the standard ones.

 
   
Made in au
Longtime Dakkanaut




Dark Angel Helblasters backed by Azrael are rock solid, those 4+ invulnerable saves and re-rolling all failed hit rolls with that special supercharge stratagem is typical to a lot of competitive Dark Angel lists I've seen. Probably the best way to run Helblasters overall. Otherwise, they are a solid unit but a juicy - and relatively easy - target for most opponents.
   
Made in us
Oozing Plague Marine Terminator





I also find that H.B. backed by an Ancient is always annoying to shift. It has been coined "The final F.U.".
   
Made in ca
Death-Dealing Devastator




Arkansas (Not Canada)

A squad of 10 from Deathwatch deep striking for 1 CP is scary, I also kinda like the classic blob of 10+Captain+Lt+Relic Banner+Apoth, although that's probably not as good as multiple 2-4 man Vet squads with Plasma in a Pod (or Jump Packs if BA)+ similar support.

7500+
4000+
3000+
1500+
1000+
1000+
1000+ 
   
Made in de
Nihilistic Necron Lord






Germany

DA Hellblasters dont need a captain babysitter, for re-rolling 1s when you didnt move. If you want something better go plasma inceptors. 177 points for 6D3 plasma shots, re-rolling 1s, if they stand still. Use the weapons of the dark age stratagem for 3 damage when overcharging.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

DA don’t need to supercharge if there’s a - to hit modifier just use weapons of the dark age strategem and they are still inflicting straight 2 damage each shot that gets through any save. Any ranged weapon will have the same problem versus invulnerable save so it’s not a good argument against the effectiveness of plasma incinerators.

This message was edited 1 time. Last update was at 2018/05/30 08:37:04


Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Locked in the Tower of Amareo




For non-DA it is. -1 to hit makes BA hellblasters very sad. And DW, for that matter.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Not everything is always a perfect situation and sometimes you just have to go for it.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in gb
Longtime Dakkanaut




Hellblasters fall into the wonderfully sub par Marine/Primaris statline trap with a high PPM cost with no chumps to tank the early wounds.
GW seams to gave some belief that the marine statline gives them the ability to be tanky but put them on the table and watch high rate of fire D2 or D3 weapons remove them with ease.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

Line of sight blocking terrain is a thing where I play.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Locked in the Tower of Amareo




 Primark G wrote:
Not everything is always a perfect situation and sometimes you just have to go for it.


Marines absolutely can not afford to kill themselves in their own shooting phase.


Automatically Appended Next Post:
 Primark G wrote:
Line of sight blocking terrain is a thing where I play.


Irrelevant, as los blocking is as likely to hurt hellblasters as help them. And it doesn't help at all vs ig.

This message was edited 1 time. Last update was at 2018/05/30 18:07:10


 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

DE and IG always the SM bane. Maybe soon to be Harlies and Orrucks.

But seriously if the HB kill say something like a Shadowsword it is totally worth the overheats and you can take a banner to shoot again on 3+.

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
 
Forum Index » 40K General Discussion
Go to: