Mutilator: Difference between revisions

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Crunch: After the recent edits the tone of the piece wasn't making sense so this is just ironing it out.
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==Crunch==
==Crunch==
[[Phil Kelly|The guy that wrote this codex]] seems to have a serious problem with internally balancing his works. For example, his most celebrated work, Codex Dark Eldar in 5th edition had a handful of units that were [[Counts As#Mandrakes|terminally]] [[Warp Talons|useless]] versus much more useful choices. Sadly, this is exactly what Mutilators are - useless point- and slot-sinks that cannot compete in their segment. Let's take a closer look at them, shall we?
[[Phil Kelly|The guy that wrote this codex]] has some interesting ideas when it comes to internal codex balance. For example, his most celebrated work, Codex Dark Eldar in 5th edition had a handful of units that were [[Counts As#Mandrakes|generally to almost]] [[Warp Talons|entirely useless]] versus transparently better choices. Mutilators certainly give off an aura of the former - let's take a closer look at them:


====PROS====
====PROS====
*2 wounds and attacks
*2 wounds and attacks (Stocky and an alright number of strike per turn)
*2+ armour save from Fleshmetal
*2+ armour save from Fleshmetal
*Daemon (5++ and causes fear)
*Daemon (5++ and causes fear, but vulnerable to Grey Knight shibozzle)
*Deep Strike
*Deep Strike
*Come with the following weapon pairs: Power sword/axe/mace, Chainfist, Lightning Claw
*Come with the following weapon pairs: Power sword/axe/mace, Chainfist, Lightning Claw, which cannot be used twice in a row (the Chainfist is straight-up better than the axes and the Claws for the swords, so they're just back-ups for protacted combats)
*Fairly inexpensive at 55 pts./model
*Fairly inexpensive at 55 pts./model
*Access to the full gamut of Marks of Chaos, at a slightly more expensive cost than the norm. While Slaanesh is useless, Khorne and Tzeentch are alright and Nurgle is *amazing* as it prevents Krak missiles and lascannons from IDing them


====CONS====
====CONS====
*They have Slow and Purposeful for no good reason at all, because...
*They have Slow and Purposeful, which robs them of running and sweeping advance to grant them Relentless, which they don't need because...
*No ranged weapons, which means...
*They have no ranged weapons - so  ...
*Deep-striking these guys will see them offed by a volley of plasma/melta shots, which wouldn't have been a big deal, except...
*Deep-striking these guys will will open them up to a volley of fire without any sort of counter-attack, compounded by the fact that . . .
*Unit size is capped at 3 models max!
*Unit size is capped at 3 models max!
*Additionally, they have to change weapons every turn. Basically, if they fail to kill something in a round of combat, depending on their target they will likely be less effective against them next round.
*Additionally, they have to change weapons every turn. Thanks to the aforementioned weapon redundancy this isn't too much of an issue unless the best weapon against a target, in a protracted combat, is power mauls (low armour save, highish Toughness, Initiative vital? when will this happen) in which case Mutilators will be screwed on the off-turn
*Much like Warp Talons, they also lack assault grenades, meaning they will have lots of trouble tackling cover-camping foes (although they can handle it better due to their tougher armour).
*Much like Warp Talons (and a plethora of other units [Possessed, certain Tyranids), they also lack assault grenades, meaning they may have trouble tackling cover-camping foes that they aren't attempting to Fist (although they can handle it better than most examples due to their tougher armour). Bear in mind of course that Mutilators generally go after high armour save targets, who are less likely to bind themselves to cover than most.  
*They take up an Elites slot, which has both cult marines and more cost effective options namely Possessed and the far more preferential Chaos Terminators. ALL of these can do what Mutilators do and can either do more or do it better or both.
*They take up an Elites slot, which has both cult marines (if the army isn't led by a correspondingly marked Lord, which is a given for armies planning to use one sort - basically this is only an issue for armies with multiple cult units) and options such as Possessed (that bastion of reliable design) and the versatil but often suicidal Chaos Terminators.  


===Conclusion===
===Conclusion===
They could have been sweet! Really, they could have been a nice go-to assault unit if they were less [[Obliterator]] and a little more Possessed/Terminator. If instead of Slow and Purposeful they had fleet or outflank or something that could otherwise <i>get them into close combat faster</i>, that would have helped tremendously. Failing that, if they had a higher unit cap could withstand punishment better or perhaps assault weapons (leaving obliterators to take even more of a heavy weapon ranged role), that would have helped too. However, we're left with a unit that has been effectively hamstrung such that it doesn't step on other units' toes in the crowded elites slot.
On the whole, a unit that is very limited in its combat usage but for it's cost pretty dang tough, and outright solid with the Mark of Nurgle. If used as a typical combat threat, the unit will generally perform poorly - it lacks speed, it has no shooting for pre-combat and it doesn't even have grenades. Instead, by making the most of its Deep-Striking capacity and combined great tough-to-cost ratio and combat flexibility, a a single Mutilator with the Mark of Nurgle can act as a cheap, easy-to-deep-strike, annoyingly-tough-to-kill distraction.  


On the other hand, a a single Mutilator with the Mark of Nurgle is a cheap, easy-to-deep-strike, annoyingly-tough-to-kill distraction. Does your enemy waste plasma and las fire, railguns, Vindicator rounds et al removing a single two-wound model, or does it let it get away with occupying squishy backfield units in melee and/or ripping and tearing fortifications and [[Basilisk]]s new anuses? Does your enemy disrupt it's carefully layed-out battle lines and possibly waste turns of fire for units with heavy, salvo and ordnance weapons to avoid this one guy? Is this cheaper, more disposable and just as effective as 3 [[Terminator]]s? Will your opponents allow you to use an Oblit as a counts-as? Why not find out for yourself?
Does your enemy waste plasma and las fire, railguns, Vindicator rounds et al removing a single two-wound model? Or does he ignore it and let it get away with grarbling squishy backfield units in melee and/or ripping and tearing fortifications and [[Basilisk]]s new anuses? Does your enemy disrupt it's carefully layed-out battle lines, possibly wasting turns of fire for units with heavy, salvo and ordnance weapons to avoid this one guy? And as for the potential user, one must ask: is this cheaper, more disposable and just as effective as a trio of [[Terminator]]s? Will your opponents allow you to use an Oblit with the guns magneted off as a counts-as? Why not find out for yourself?


They are also suitable to bastion-breaking, being able to lay in with multiple chain fist attacks and can be thought of as a kind of "Chaos Assault Centurion" in that regard. They are also useful as bodyguards for HQ units that aren't directly supporting another, lesser unit.
(seriously though, they are quite suitable to bastion-breaking, being able to lay in with multiple chain fist attacks and can be thought of as a kind of "Chaos Assault Centurion" in that regard. They are also useful as bodyguards for HQ units that aren't directly supporting another, lesser unit.)


{{Template:Chaos Space Marines}}
{{Template:Chaos Space Marines}}

Revision as of 14:07, 25 May 2015

RIP AND TEAR! PROMOTIONS!

The Mutilators are massive horrible abominations of flesh and metal, who live only to RIP AND TEAR. They are often called melee-oriented Obliterators, but though crunch-wise (and model-wise, to the extent of having the exact same torsos and legs) they are practically identical, fluff-wise they are nowhere near.

Fluff

Mutilators were once Terminator champions, who were so obsessed with close combat, that they merged with their weapon into one being. Apparently, spending 90% of your time in the fucked up hell-dimension of the Eye of Terror you can do such things without any daemonic techno-virus help. So now their bodies are covered in grown-in terminator armour, power weapons, chain weapons, lightning claws, and various other sharp objects, as well as their souls, which have merged in all of the machine-spirits of all the weapons they have absorbed. Unlike Obliterators they still can speak non-binary language, but being absolutely batshit-insane butchers they rarely have anything to tell.

Crunch

The guy that wrote this codex has some interesting ideas when it comes to internal codex balance. For example, his most celebrated work, Codex Dark Eldar in 5th edition had a handful of units that were generally to almost entirely useless versus transparently better choices. Mutilators certainly give off an aura of the former - let's take a closer look at them:

PROS

  • 2 wounds and attacks (Stocky and an alright number of strike per turn)
  • 2+ armour save from Fleshmetal
  • Daemon (5++ and causes fear, but vulnerable to Grey Knight shibozzle)
  • Deep Strike
  • Come with the following weapon pairs: Power sword/axe/mace, Chainfist, Lightning Claw, which cannot be used twice in a row (the Chainfist is straight-up better than the axes and the Claws for the swords, so they're just back-ups for protacted combats)
  • Fairly inexpensive at 55 pts./model
  • Access to the full gamut of Marks of Chaos, at a slightly more expensive cost than the norm. While Slaanesh is useless, Khorne and Tzeentch are alright and Nurgle is *amazing* as it prevents Krak missiles and lascannons from IDing them

CONS

  • They have Slow and Purposeful, which robs them of running and sweeping advance to grant them Relentless, which they don't need because...
  • They have no ranged weapons - so ...
  • Deep-striking these guys will will open them up to a volley of fire without any sort of counter-attack, compounded by the fact that . . .
  • Unit size is capped at 3 models max!
  • Additionally, they have to change weapons every turn. Thanks to the aforementioned weapon redundancy this isn't too much of an issue unless the best weapon against a target, in a protracted combat, is power mauls (low armour save, highish Toughness, Initiative vital? when will this happen) in which case Mutilators will be screwed on the off-turn
  • Much like Warp Talons (and a plethora of other units [Possessed, certain Tyranids), they also lack assault grenades, meaning they may have trouble tackling cover-camping foes that they aren't attempting to Fist (although they can handle it better than most examples due to their tougher armour). Bear in mind of course that Mutilators generally go after high armour save targets, who are less likely to bind themselves to cover than most.
  • They take up an Elites slot, which has both cult marines (if the army isn't led by a correspondingly marked Lord, which is a given for armies planning to use one sort - basically this is only an issue for armies with multiple cult units) and options such as Possessed (that bastion of reliable design) and the versatil but often suicidal Chaos Terminators.

Conclusion

On the whole, a unit that is very limited in its combat usage but for it's cost pretty dang tough, and outright solid with the Mark of Nurgle. If used as a typical combat threat, the unit will generally perform poorly - it lacks speed, it has no shooting for pre-combat and it doesn't even have grenades. Instead, by making the most of its Deep-Striking capacity and combined great tough-to-cost ratio and combat flexibility, a a single Mutilator with the Mark of Nurgle can act as a cheap, easy-to-deep-strike, annoyingly-tough-to-kill distraction.

Does your enemy waste plasma and las fire, railguns, Vindicator rounds et al removing a single two-wound model? Or does he ignore it and let it get away with grarbling squishy backfield units in melee and/or ripping and tearing fortifications and Basilisks new anuses? Does your enemy disrupt it's carefully layed-out battle lines, possibly wasting turns of fire for units with heavy, salvo and ordnance weapons to avoid this one guy? And as for the potential user, one must ask: is this cheaper, more disposable and just as effective as a trio of Terminators? Will your opponents allow you to use an Oblit with the guns magneted off as a counts-as? Why not find out for yourself?

(seriously though, they are quite suitable to bastion-breaking, being able to lay in with multiple chain fist attacks and can be thought of as a kind of "Chaos Assault Centurion" in that regard. They are also useful as bodyguards for HQ units that aren't directly supporting another, lesser unit.)

Forces of the Traitor Legions of Chaos
Leaders: Chaos Champion - Chaos Lord - Daemon Prince - Dark Apostle
Master of Execution - Sorcerer - Master of Possession - Lord Discordant
Unaligned: Chaos Chosen - Chaos Raptors - Chaos Space Marine Squad - Chaos Spawn - Chaos Terminators
Cultist - Havocs - Mutilators - Obliterators - Possessed - Tech-Assassin - Warp Talons - Warpsmith
Negavolt Cultist - Greater Possessed - Dark Disciple - Heretek
Faction Aligned: Khorne Berzerkers - Plague Marines - Noise Marines - Rubric Marines
Great Crusade-era: Breacher Siege Squad - Consul - Despoiler Squad - Destroyer Squad - Esoterist Consul - Legiones Decurion
Legion Herald - Legion Outrider Squad - Legion Vigilator - Moritat - Master of the Signal - Praetor
Reconnaissance Squad - Seeker Squad - Sky Hunter Squad - Tactical Support Squad - Inductii
Structures: Noctilith Crown - Skull Altar
Walkers: Chaos Dreadnought (Ferrum Infernus - Chaos Contemptor
Hellforged Leviathan - Hellforged Deredeo
) - Helbrute
Vehicles: Bike Squad - Chaos Land Raider (Land Raider Hades Diabolus) - Infernal Relic Predator
Kratos Heavy Assault Tank - Mastodon - Predator Tank - Rhino Transport - Sicaran Battle Tank
Stalk Tank - Vindicator - Typhon Heavy Siege Tank - Spartan Assault Tank - Rapier Armoured Carrier
Whirlwind Scorpius - Termite - Cerberus Destroyer - Fellblade
Flyers: Harbinger - Hell Blade - Hell Talon - Fire Raptor
Storm Eagle - Xiphon Interceptor - Thunderhawk - Stormbird
Spacecraft: Dreadclaw Assault Pod - Kharybdis - Doomfire Bomber - Swiftdeath Fighter
Titans: Daemon Knights - Chaos Emperor Titan - Feral Scout Titan
Ravager Battle Titan - Chaos Warlord Titan - Woe Machine
Unaligned
Daemon Engines:
Decimator - Defiler - Death Wheel - Forgefiend - Heldrake
Maulerfiend - Soul Grinder - Wirewolf - Venomcrawler - Helstalker
Daemon Engines
of Khorne:
Blood Reaper - Blood Slaughterer - Brass Scorpion - Cauldron of Blood - Death Dealer
Doom Blaster - Kytan - Lord of Skulls - Skull Reaper - Tower of Skulls
Daemon Engines
of Nurgle:
Blight Drone - Contagion - Foetid Bloat-Drone - Myphitic Blight-Hauler
Nurgle Plague Tower - Plague Hulk - Plagueburst Crawler
Daemon Engines
of Slaanesh:
Hell-Scourge - Hell-Knight - Hell-Strider
Questor Scout Titan - Slaanesh Subjugator
Daemon Engines
of Tzeentch:
Aether Ray - Doom Wing - Fire Lord of Tzeentch
Mirrorfiend - Silver Tower of Tzeentch - The Auruntaur
Auxiliaries: Chaos Daemons - Death Guard - Thousand Sons - Emperor's Children - World Eaters - Fallen Angels