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Chapter Master Smashfucker
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==The Bane of Smashfucker== Okay, we've seen what Chapter Master Smashfucker is. How do we effectively counter him? Cheap units that have fearless, eternal warrior, and/or a fuckload of models, namely termagants from Tervigon or a unit of 50 conscripts with Ministorium Priest attached to them. 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. Although it is quite hard to go around 50 model units as they have the ability to smear themselves over the table. Astra Militarum blobs specifically give CMS problems as he cannot reliably inflict enough wounds, and most likely the blob is going to have primaris psyker attachments that WILL ruin smashfucker's day with their instant death power axes and possible psychic powers etc. Large Units with mass rending attacks at high initiative, like Genestealers or Daemonette (or units with enough AP2 attack base would be better but those are very rare) might be able to inflict an ass ton of damage but no guarantee that would work thanks to feel no pain, though his retinue might take a major hit. Strength 10 weapons are actually quite good in this regard: even though most rounds blink off 3++ or 2+, the master is still T5 so he gets no FNP, and AP2 or 1 weapons will force him to use his slightly worse 3++ instead of the 2+. This is the primary reason why Lysander and Ghazkhull do so well against him. Also remember that Gorgon's chain loses quite a lot of its power once the master gets wounded, and the third S10 hit will instagib him, having lost Eternal Warrior. 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 armour 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. Also note that knight attacks first, so hope for those 6's! 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 a few wounds, and that's all that is needed to deactivate gorgon's chain. A Daemon Prince with Nurgle, Wings, Armour, and Black Mace would ruin Captain Smashfucker pretty good, WS9, I8, 5+D6 Attacks, at S6 AP2, wounding on 2+. While Black Mace's Toughness tests are flimsy at best against T5 units, it might get a wound off, but don't bet on it. Daemons have a good counter in the form of a Bloodthirster of Insensate Rage. Thanks to its wings, high WS and D Strength hits, the Bloodthirster has the means to catch up to Smashfucker and take him out. Even without rolling a '6' on the chart, D wounds ignore FnP and deny him a huge chunk of his lasting power. On the subject of psychic powers, he also lacks innate psychic defense, although this can be countered somewhat since he is a space marine and so can have a librarian in the same detachment to give access to psychic hoods. Most notable he has no way to counter psychic deathstars that spam invisibility, he may pulp what he hits but if he's only hitting on 6's that will stop him and he will be slowed down by the strategic summoning of demons to block charge lanes. And of course, there's spamming Wraithguard and their Strength D shots as Eldar like a douche. Smashfucker's biggest bane however is objective based missions in general and Maelstrom of War in particular. While he may destroy what ever he charges, he is not in any way cheap and his "zone of control" (part of the game board he threatens in one turn), is limited to his bike move+average charge, and he can only commit himself to one charge per turn. If a unit takes three turns to finish off, (very likely against big blobs) then he's spent half the game pulping some conscripts/hormagaunts/boyz/guardians/sisters/scouts, and not helping his army. Most likely tho the rest of the CMS's army is tailored to counter what counters Smashfucker (in very "[[Just as Planned]]" way) so chances are that you need to get creative with the tarpits or they get squashed out beforehand. However, if you manage to delay Smashfucker and obliterate his anti-tarpit forces then your victory is most assuredly guaranteed since CMS is HQ choice and thusly lacks Objective Secured special rule (because you have it like a good boy, right?). See the Smashfucker despair as he has those Secure Objective 1 and Domination Maelstorm cards on his hands, only to see a 40-man conscript blob sitting on objective 1. But that's what Thunderfire cannons are for... Win by objectives!
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