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== How to beat MURDERWINGS == MURDERWINGS is kind of like the antithesis of [[Chapter Master Smashfucker]]. While the latter is absurdly tanky and eats elite units like it's his job, the former is more of a glass cannon and specializes in shredding infantry. MURDERWINGS' ultra-high number of attacks makes him a supremely effective hard-counter to hordes of MEQ or GEQ. While he can indeed solo vast hordes of infantry, his melee attacks are only S4 AP3, and so they can be stopped by two key things. TEQs can simply laugh at his wounds, as he can only statistically kill 1.8 terminators a turn, while they will proceed to instagib him at S8 during the I1 step. He can also be slowed down considerably by [[Carnifex|T6 or T7 models]], while he outright cannot harm anything [[Wraithknight|T8 and above]] (short of wasting his only orbital bombardment on it). He can still churn out enough attacks to burn through a carnifex in only 2 turns, but the distraction of a high-toughness target can allow other melee units to come in and pile on the attacks to his semi-squishy 2+/4++ body. Any tarpit with Fearless can also temporarily distract him, if only for a few key turns. For example, Conscripts with a Priest in them can tarpit MURDERWINGS for about 3 turns, more than enough to stop him from doing any real damage to your army. If you spread out your fearless mob to their absolute maximum, it's also possible to intentionally abuse MURDERWINGS's problem of making his own retinue useless, since his I5 attacks can kill 12 Conscripts, but those 12 conscripts should be more than enough to stop his retinue and yourself from making base contact, which forces him out of the melee and resolves sweeping advances (which you're outright immune to thanks to fearless). But, MURDERWINGS in a Raven Guard decurion can then proceed to voluntarily fail his morale check a-la Combat Tactics and bug out of combat to charge someone else, or, when he's taken as part of a Bladewing Assault Brotherhood, do a Baharroth and jump out of combat into Ongoing Reserves, so there's that. You can also attempt to keep your distance away from him and shoot him to death, or simply not allow him to get the jump on you by avoiding his LOS blockers. Deep striking squads with heavy weapons can also be used to flush him out of his ambush zones, if not outright kill him if he chooses to deploy without ablative wounds. However, with Raven Guard Chapter Tactics allowing him to use his jump pack in both Movement and Assault phases, few units can hope to catch him or run away from him, except vehicles and Jetbikes. If you're playing a Green Tide, you can also choose to paradoxically bunch up your boys in preparation for getting charged by him. You will probably eat an orbital bombardment in the process, but having your models closer to the melee can stop MURDERWINGS from chewing you out of combat, and thus sweeping your entire 100-man squad off the board in one go. Then again, if you play the Tide without the relic that grants you Fearless you deserve what you get.
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