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post #11 of 20 (permalink) Old 04-25-15, 03:37 PM Thread Starter
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looks good! how many points?

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post #12 of 20 (permalink) Old 04-25-15, 03:38 PM
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looks good! how many points?
2000

Sorry should included that.

Its the number I build most my lists to. But It can be cut back to 1500 by trimming Oblits and Spawn.

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post #13 of 20 (permalink) Old 04-25-15, 03:51 PM Thread Starter
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eh, an aquila strongpoint at 1500 is mean...

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post #14 of 20 (permalink) Old 04-25-15, 03:52 PM
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eh, an aquila strongpoint at 1500 is mean...
It is...its basically a LOW and I think should move to that slot.

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post #15 of 20 (permalink) Old 04-25-15, 04:18 PM Thread Starter
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until then, if you play a list with 6 mutilators, shame on those that call cheese on you!!

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post #16 of 20 (permalink) Old 04-25-15, 05:26 PM
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I played one experimental "Obliterator Cult" list way back in the day with mostly proxied minis. It ran up against a Slaaneshi Daemons list the one time I fielded it and was rended to death immediately, but, to throw it back together in a hurry...

1750 "End of Entropy"

230 - Typhus

50 - 10 Plague Zombies
50 - 10 Plague Zombies
50 - 10 Plague Zombies

183 - 3 Mutilators w/ MoN
183 - 3 Mutilators w/ MoN
183 - 3 Mutilators w/ MoN

72 - 2 Spawn w/ MoN
72 - 2 Spawn w/ MoN

228 - 3 Oblits w/ MoN
228 - 3 Oblits w/ MoN
228 - 3 Oblits w/ MoN

I suspect the original list had more plague zombies and no Spawn, but I want some mobility after DSes are resolved.

Idea behind the list: 19 multi-wound T5 models with 2+ saves. Add some fearless FNP zombies to shamble onto objectives, garnish with some T6 W3 Spawn...

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post #17 of 20 (permalink) Old 04-25-15, 05:51 PM
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Warpsmith (110pts)
(To Fix the Castle, and Man the Main Gun)
Only question--since buildings have the Building Damage Chart instead of Hull Points, and Emplaced Weapons instead of taking "weapon destroyed" results on the vehicle damage table... can a Warpsmith even repair anything about it?

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post #18 of 20 (permalink) Old 04-25-15, 09:06 PM
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Only question--since buildings have the Building Damage Chart instead of Hull Points, and Emplaced Weapons instead of taking "weapon destroyed" results on the vehicle damage table... can a Warpsmith even repair anything about it?
That is a good Question! I bet it cannot... Bah humbug. Never the less... he will be fun in the building and a cheep way to get BS5 on the Macrocannon. (and he can even fire one of his other weapons at the same target! Becuse you allways need to flame something when you have fired a D St gun at it!)

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post #19 of 20 (permalink) Old 01-13-16, 09:09 PM
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I don't know if threadomancy is looked down on here, but I have some comments about Mutilators.

I am a glutton for punishment so I use warp talons, possessed, mutilators and all the other sucky things in our codex. But Mutilators can actually be pretty useful, though. They aren't godlike, but they don't have to suck.

Chaos doesn't use its elite slots much since you will have cult marines as troops and nobody takes any of the other stuff. Take 3 individuals with MoN. I have deep struck (deep striked? which one is it?) 3 individual mutilators and it has been amazing. If they mishap, its only 61 points. If they don't than they are a huge thorn. Your opponent is going to have to shoot them/assault them and any excess wounds that go through are lost since you don't have any more models in the unit. So your opponent can spam them with small arms fire and pray that you roll 1s, or they can send AP2 shots at you and the excess wounds are wasted overkill. The best part is if the mutilators survive they will almost assuredly kill enemy tanks. I wouldn't charge too many walkers because at I1 you are gonna get squished before you get a chance to hit, but vindis, preds, LRs, rhinos, wave serpents, etc. are all prime targets because 3 attacks with a chainfist is going to do some serious damage to any vehicle. 3s to hit a vehicle and armorbane. That is 2 hits with a 2d6 for the pen roll and+1 on the damage table. You are going to tear vehicles up.

You can also use them to support another charge. Turn 2 deepstrike = turn 3 charge, which is perfect timing for the rest of your army. If you have some spawn, bikers, or marines that are going to assault, the Mutilator is a great asset to help win the combat.

But if they fail and it all comes crashing down, you have only spent 183 points to jack up your opponents shooting/movement/assaults etc for an entire turn. They don't work well as bodyguards; they don't work well as large blobs; they don't work well w/out deepstrike. But they can be awesome if you solo deepstrike 3.

My 2 cents.
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post #20 of 20 (permalink) Old 01-13-16, 11:32 PM
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I don't know if threadomancy is looked down on here, but I have some comments about Mutilators.
Only if the ressurection post adds nothing to the discussion.

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