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Showing posts with label Helldiver. Show all posts
Showing posts with label Helldiver. Show all posts

Monday, May 30, 2011

Spotlight: Helldiver; part 2

Continuing this article, I'd like to talk a little bit more about the Helldiver. When I look at my statistics there's no caster I've lost more games with, than I have with Mortenebra, and in the words of Roosevelt "You gain strength, courage and confidence by every experience in which you really stop to look fear in the face". This means I'll be trying for more games with Mortenebra, and that means more thinking.

In every game with Mortenebra, the Helldivers have been instrumental to my success, and when I've lost it's been by no fault of theirs. The Helldivers are three points worth of pure gold, with a mind-boggling amount of game applications. I talked a bit about this in the last article, but I'd like to expand a little on the possibilities that a Helldiver brings to the table, particularly slamming.

Slamming. In every game there are models you would just love to slam. This could be a model you need moved, knocked down, or slammed into another model in order to get that second model on the ground. The main problems associated with this move is the resource investment in Models, Actions, and Focus (M.A.F), as well as the problem of angles because the slam is limited to moving directly towards the target. A Terminal Velocity Helldiver solves every problem in that equation.
  • Resources: The Helldiver is only three points, and often requires no investment of Focus to perform. This means the Slam is incredibly cheap in M.A.F, and allows you to apply your M.A.F to a kill instead.
  • Emerge: When the Helldiver emerges, you may position it as you please in any legal position, which means that if there's room for it, you will get the perfect angle and range for the Slam. Slamming anyone at an angle you choose, makes for some very interesting possibilities.
  • Range: The Helldiver can hit a living target within fifteen inches of the burrow marker. This is a range just rivaled by the Ghordson Basher, does not require a Jack Marshall, and is extremely hard to prevent.
  • To hit: Will be boosted against living targets, but against DEF 11+ non-living targets it will probably require a Focus. This can be supplied by the Warwitch Sirens, if you really need Mortenebras Focus elsewhere, or if the Helldiver is outside Focus allocation range. If this is happening during Mortenebras feat turn, you can assume that anything without DEF 15+ is going down hard.
Since the Helldivers can strike where they like, and at any angle they like, you can keep an eye out for Warjacks on the edge of your opponents control area, and slam them out of it. This will probably hurt your Helldiver, but even heavies will have problems wrecking the Helldiver without Focus, and will have to spend an action getting up in the first place. In a kill-box scenario you also have the option of chain slamming a caster outside the box (as Rick has noted in a comment, chain slamming only works against casters immune to knockdown), in case you have issues taking him down with raw damage, which will probably result in heavy objects being thrown at your face in real life.

Slamming is such a versatile tool, that having multiple slams in a round with a very low M.A.F cost, becomes a massive force multiplier. Whether you need Mulg out of the equation, a caster on the ground, or room for your assassination piece by his caster, a Terminal Velocity Helldiver will solve your problem.

A special mention should go to Head-butting as well. This is much the same as slamming, but only works against medium bases with a Helldiver. This is a nice option if there's no room for picking up speed to slam, or free strikes would become a problem. Head-butt is fun, since it requires no movement at all, so if there's room for the Helldiver, that caster is going down.

Terror. It's not on the card, but Helldivers cause terror, though not as a game mechanic, but against players. These little homing missiles are coming at him, and there's not a damn thing he can do about it, so either he denies them a charge or he takes his chances on the dice. The most effective way seems to be building a castle, but this dictates how the entire game unfolds, and a predictable opponent is a dead opponent. At some point the Helldivers will get an opening anyway, or just slam multiple models on the caster, and you can send in something else to kill the pile of knocked down models.

Defense. Though I rarely get to use them like this, the Helldivers are excellent defensive models. Most opponents seem to forget that you get to choose the facing when the Helldiver emerges, so you can hit anything within 13-15" in any direction. The two Manhunters I took down for the price of one Focus (had to buy an extra attack) was probably the best hit I've made, but the owner of the Totem Hunter (in a forest, behind my army) made the most memorable face.

Objectives. There's no stopping the Helldiver, and we've already established the merits of slamming. Three Helldivers will clear an objective rather effectively, if your opponent relies on tough single models to contest it. Since most scenarios are simply disguised caster kills, a lot of opponents tend to forget that you can actually win on objectives, and if you keep that in mind it will happen (exactly why I lost a game this Saturday... sigh...). With the great slam angles, you can even use the larger models to clear out a few contesting infantry while you're at it, or just load up the Helldivers with a bit of Focus and have them end up in a position to chomp the last couple of guys.

Threat.  I was playing a game of Warhammer 40.000 a while back, and I had a couple of Grot Missiles. For those of you that are unfamiliar with these, they're cruise missiles with a suicide pilot. They have a massive blast, and are deadly to packed infantry. I'd brought six of them, and I'd launched five, doing a massive amount of damage to my opponent, but I never fired the last missile. A friend who watched the game asked me about the remaining missile, and why I didn't just fire it and kill of some more infantry. I explained to him that "as long as I have one left, I dictate how his army moves". He could never bunch up, he could never effectively charge a vehicle (that requires bunching up), and he always had to think about cover, which would slow him down.

Helldivers are like that, because as long as one of them lives, your opponent has to take that threat into account, and then you control his army. When your last Helldiver dies, that threat is gone for good, so before you throw the last one away to kill some random solo, you should think about how that will allow your opponent to play from there on. No, strike that... unless it's a game winning move, you should never throw away your last Helldiver.
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Monday, April 11, 2011

The Scavenger is... amazing?

Tonight I faced Trolls in my first 50 points game ever, and what a game. I faced Mulg for the first time, and though it was really painful, it was rather funny seeing him wreck two Helljacks in a round. I made some stupid mistakes in deployment, and I payed for it when Grim popped his feat and basically shut down my army for a round.

I tried to minimize the damage, and sacrificed a Harrower to keep my army in fighting shape, but it was a mess when my turn finally came. I lost all three Slayers and my Harrower, taking out 4/5 Helljacks as well as one of the Sirens. I had to finish it right there and then, since I wouldn't last another round.

Accurate portrayal of Grims last moments!
Two Helldivers pop up with lanes to Grim Angus, Mortenebra walks up and feats before casting Terminal Velocity and Spectral steel one Helldiver. The Helldiver charges Grim and rolls triple six on damage... sadly he had a Fury to transfer, but doing 31 damage on a charge with a 3 point model was fun though ultimately pointless.

Second Helldiver gets a Focus from a Siren and charges for 25 damage against ARM17, but misses his second attack. Then Deryliss moves up and moves Spectral Steel to a Scavenger that's just within range of Grim, so with Flight, Terminal Velocity, Finisher, and it's one focus, it charges up and beaks Grim in the face for 29 damage... he makes his Tough check. I buy another attack for my Focus and of course he makes another Tough check...

With only one chance left the last Harrower moves up, Ghost shot to the face, and Grim finally fails his tough check. One more tough check and I would have lost, but for once I had a deserved win, even if it was way to close for my taste. So while the Scavenger didn't actually kill Grim Angus, he should have...

I have to admit that the Scavenger is worth every point in a Mortenebra army. It's a nigh unstoppable homing missile taking out any caster that isn't ARM20+, as long as it has a damage point on it. With two Focus it can do two fully boosted weaponmaster attacks with re-rolls to hit and damage.
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Friday, April 8, 2011

Spotlight: Helldivers... Part 1.

Since I now have three Helldivers in my army (until I change my mind like I always do), I got to thinking about it. It's actually a pretty survivable little machine at three points. With DEF14/ARM15 and 22 health boxes, it's a lot tougher to take out than your average three point solo, can boost it's attack and damage, and benefit from Battlegroup buffs. Add to that the ability to burrow and the Helldiver strikes where it likes, and has a pretty good chance of surviving it.

So why is this wondrous machine just three points... There have been epic discussions about this on the privateer press forums, and some of it actually made sense:
  • Focus: Operating at the front or behind enemy lines, makes it hard to keep the thing within control range so you can assign Focus. This drawback is made less annoying with Terminal Velocity, as Mortenebra can move up and fire her pulse, to allow the Helldiver to be 20" away from her at the beginning of the round. There's also Deryliss, but having him so far up the front is asking for trouble.
  • Movement: The Helldiver is slow and tops out at just above ten inches per round, with burrowing, which is faster than running. It does so without using any Focus, but the main issue is, that the Helldiver works best when it's out in front of the army, pushing back ranged units or making the opponent jump through hoops to avoid a burrow charge through his lines. Cryx is a faction of SPD6-7 models, and being left behind means the Helldiver will do nothing for the entire game. With Mortenebra there's a slight offset in the T4 bonus, that increases the deployment zone by two inches, but this really isn't enough. The thing I see here is, that I'll have to slow the rest of my army down in order to maximize the three Helldivers, and that could be an issue in scenario play.
  • Offensive capabilities: It's only MAT6 & PS13. While this is true, when running it with Mortenebra it becomes able to charge for free and roll 3d6+6 to hit with Terminal Velocity, making it able to pull of a fully boosted charge without spending any Focus at all. Giving it two Focus allows it two fully boosted attacks, which will take down a lot of the weaker casters, and if Mortenebra burns her feat on it, something is going down hard. The Helldiver also has the option of a boosted slam for no cost, as Terminal Velocity allows free power attacks and slams. This can set a caster up for some real world hurt, if they get slammed through their own troops and into the arms of a FULLY OPERATIONAL DEATHSTAR... or Slayer/Harrower. There's also the added little thing, that a Terminal Velocity Helldiver is amazingly fast on the charge: 3" Unburrow + 1.57" base +10.5" charge = 15.07 inches... not a lot of jacks that can do that.
  • No Arc Node: Typically the only bonejacks that see play in Cryx are Arc Nodes, and the Helldiver doesn't have one. The argument is, that for one more point it could be a Nightwretch or Deathripper, and this makes the Helldiver bad. Guess what, Mortenebra doesn't need a node.
So why am I bringing three? Well the main concern when facing a Helldiver is the astounding number of angles it can attack from, and as Aduro from the Privateer Press forum says: having one coming at you, with pretty much Nothing you can do about it until it attacks, has a Very distinct psychological effect on most opponents. (...) really messes with your opponent's head and plans.

This means that with three Helldivers coming at him, not only will it be next to impossible to stop them all from coming through, but it will mess up everything from deployment to assassination attempts, since he constantly has to worry about three little diggers turning his day into a nightmare of Terminal Velocity boosted charges. Fielding Helldivers is not about averages, it's about potential, and the potential for three free charges/slams at almost any angle is exceptional.

I've been thinking about letting my opponent go first in scenario play. Edit: This turned out to be an amazingly bad idea, and has been removed from the post!

Part two of this article is now up.

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