Chapter Master Smashfucker: Difference between revisions
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==The Bane of Smashfucker== | ==The Bane of Smashfucker== | ||
Okay, we've seen what Captain Smashfucker is. How do we effectively counter him? Cheap units that have fearless, eternal warrior, and/or a fuckload of models, namely Hormagaunts from Tervigon or a unit of 40 conscripts a commissar/CCS behind them with the laurels of command. Note that this tarpitting strategy is only a temporary solution as Smashfucker inflicts around 4 wounds per turn to the tarpit unit, and might also have a retinue to thin it out. The strategy also suffers heavily if Smashfucker just decides to use his mobility to go around the blob. | Okay, we've seen what Captain Smashfucker is. How do we effectively counter him? Cheap units that have fearless, eternal warrior, and/or a fuckload of models, namely Hormagaunts from Tervigon or a unit of 40 conscripts a commissar/CCS behind them with the laurels of command. Note that this tarpitting strategy is only a temporary solution as Smashfucker inflicts around 4 wounds per turn to the tarpit unit, and might also have a retinue to thin it out. The strategy also suffers heavily if Smashfucker just decides to use his mobility to go around the blob. | ||
Strenght 10 weapons are actually quite good in this regard: even tho most rounds blink off 3++ or 2+, the master is still T5 so he gets no FNP. Also remember that Gorgon's chain loses quite lot of it's power once the master gets wounded. Coordinate your weapons fire with this in mind. | |||
Knights will actually give Smashfucker issues, as he only hits at S8 with no extra capabilities for armor penetration, and will have trouble going through AV13 with a 5++ for a Lancer, or 4++ from divination psykers. Meanwhile, D-strength weapons prevent FnP from coming into play, and a roll of 6 is likely to kill outright, as are good stomp results. While the biker command retinue can be a threat (if equipped with melta bombs), decent shooting can thin the scouts out. | Knights will actually give Smashfucker issues, as he only hits at S8 with no extra capabilities for armor penetration, and will have trouble going through AV13 with a 5++ for a Lancer, or 4++ from divination psykers. Meanwhile, D-strength weapons prevent FnP from coming into play, and a roll of 6 is likely to kill outright, as are good stomp results. While the biker command retinue can be a threat (if equipped with melta bombs), decent shooting can thin the scouts out. | ||
For Chaos! Maulerfiends with magmacutters can cause pretty gory results if you manage to get one or two of these guys in combat with smashfucker: S10 and extra attacks from magmacutters will chip off few wounds, and that's all that is needed to deactivate gorgon's chain... | |||
==The Matchups== | ==The Matchups== |
Revision as of 19:00, 21 February 2015
Smashfucker is one of the most cheesey, rapey, deadly character builds in Warhammer 40,000. An Iron Hands Chapter Master with a monstrous set of wargear, he is practically immortal and will smash your shit with extreme prejudice.
Codex: Space Marines version
Smashbane, Smashfucker's original incarnation, is an Iron Hands Chapter Master on a bike, with Artificer Armour, the Shield Eternal and a weapon (usually a Thunder Hammer), as well as usually having Digital Weapons. This gives him 4 wounds,toughness 5, a 2+ armour save and a 3++ invulnerable save, 6+ Feel No Pain, 5+ It Will Not Die, Adamantium Will, and Eternal Warrior. If you take a Thunder Hammer - and there's really no reason not to, you're paying so much for him as it is that there's no point in trying to save points - you'll be hitting at strength 8, AP2 with Concussive, and you won't need to worry about initiative as you're not going to die anyway. While he won't win against everyone - notably, he'll (mathematically) lose against Be'lakor, Skarbrand, Abaddon, and a Waaagh-buffed Ghazghkull - he's still dead 'ard and dead killy.
Also of note is the fact that he managed to go head-to-head with Darnath Lysander and the two punched each other out, despite Lysander's S10.
One should strongly consider putting him in a Scout biker squad in the beginning of the game. For 54 points minimum you can give him Scouts, allowing him to start 12" closer to enemy and give him a few extra T5 wounds as well. Don't expect the scouts to survive with 4+ armor but if they do, consider tooling them for harassment w/ AGLs and a melta bomb.
If you're not facing high Toughness/Initiative units or want extra unit killing ability you can also take the Burning Blade in lieu of a thunder hammer. Thunder hammer most of the time is more optimal however, as well as being cheaper.
Clan Raukaan Supplement version
With the release of the Clan Raukaan supplement, Smashbane evolved into Smashfucker: although he can't take the Shield Eternal any more, he can now take the even better Gorgon's Chain. This piece of gear doesn't take up a weapons slot, unlike the Shield, and not only do you get 3++ and Eternal Warrior, you ALSO get +1 to your Feel No Pain!
The only downside to this is that its effectiveness decreases as you take wounds, first losing the Feel No Pain boost, then the Eternal Warrior, and then having its 3++ decreased to a 4++. However, you're unlikely to get that far, and if you regain wounds with your IWND, you get the previous levels of the Chain back! As it doesn't take up a weapon slot, you can use that for a Lightning Claw - giving you an extra attack and the chance to strike at initiative - and replace his bike's boltguns with the Betrayer's Bane, an infinite-use Combi-Melta (throw in the Tempered Helm to re-roll ones in the shooting phase for extra rage) Betrayers bane is already Master crafted, but tempered helm WILL come in handy if you equip your cheap biker HQ's Command squad with bikes and grav guns (or put him with grav cents, he can always split off and murder an entire unit by himself. This becomes even more hysterical if you roll Master of the Ambush and infiltrate the entire unit). And if you also got the Warlord Trait that gives you an EXTRA +1 to your FnP, then your opponent may as well save himself the trouble and surrender.
If you field it, they will die. Almost nothing short of a Daemon Prince of Nurgle wielding the Black Mace can even touch this guy, and even then the Daemon Prince might lose given one bad roll.
But if you really want to make someone's life a living hell, ally together a Clan Raukaan force and a Codex:SM force (fluff it as the Iron Hands and a successor chapter) to bring both Smashbane and Smashfucker (super smash bros). Or, if you're feeling particularly devious, field the Forge World Salamanders apothecary Master Harath Shen; seeing as he gives the unit a 4+ FNP that's increased to a 3+ by Smashfucker's Gorgon's Chain. He also gives you access to a Command squad for extra goodness although he doesn't have a bike and so reduces the squads mobility... But then again, with a lucky warlord table roll you're rocking 2+/3++ then FUCKING 2+ feel no pain(!!). Also: Another thing worth mentioning is that if you roll him with a biker libby and command squad with apothecary on bikes, don't be cheap, invest those 40 points into storm shields, roll on sanctic daemonology, pray to the Emperor, Ferrus Manus and Omnissiah for sanctuary. Enjoy having your Chapter master protected with 2+ invulnerable save followed by 3+ FNP, which is also lot more likely to obtain if your army is battleforged. Apothecary and libby get 6++ and they are also protected by other bikers with Toughness 5 and 2+ invulnerable save and 5+ FNP
The Bane of Smashfucker
Okay, we've seen what Captain Smashfucker is. How do we effectively counter him? Cheap units that have fearless, eternal warrior, and/or a fuckload of models, namely Hormagaunts from Tervigon or a unit of 40 conscripts a commissar/CCS behind them with the laurels of command. Note that this tarpitting strategy is only a temporary solution as Smashfucker inflicts around 4 wounds per turn to the tarpit unit, and might also have a retinue to thin it out. The strategy also suffers heavily if Smashfucker just decides to use his mobility to go around the blob.
Strenght 10 weapons are actually quite good in this regard: even tho most rounds blink off 3++ or 2+, the master is still T5 so he gets no FNP. Also remember that Gorgon's chain loses quite lot of it's power once the master gets wounded. Coordinate your weapons fire with this in mind.
Knights will actually give Smashfucker issues, as he only hits at S8 with no extra capabilities for armor penetration, and will have trouble going through AV13 with a 5++ for a Lancer, or 4++ from divination psykers. Meanwhile, D-strength weapons prevent FnP from coming into play, and a roll of 6 is likely to kill outright, as are good stomp results. While the biker command retinue can be a threat (if equipped with melta bombs), decent shooting can thin the scouts out.
For Chaos! Maulerfiends with magmacutters can cause pretty gory results if you manage to get one or two of these guys in combat with smashfucker: S10 and extra attacks from magmacutters will chip off few wounds, and that's all that is needed to deactivate gorgon's chain...
The Matchups
http://suptg.thisisnotatrueending.com/archive/28464888/ (The birth of Smashfucker. He's made near the end.)
http://suptg.thisisnotatrueending.com/archive/28734574/ (Keep in mind that this doesn't factor in the warlord traits, digital weapons, the Betrayer's Bane, or the Tempered Helm.)
http://suptg.thisisnotatrueending.com/archive/28818975/ (Some recalculations were made. Made some assumptions on Daemon Weapons and on Stalker and Disarming Strike abilities, as well as disregarding any rolled Powers)