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Mutilators

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Post  Lore Weaver Fri Dec 14, 2012 11:01 am

I'm coming around on Mutilators in the Chaos book.

Combined with Huron or Ahriman, they can be quite beastly, and 55pts for a 2 wound 2+/5++ is quite decent.

I'm giving them a couple more play-tests before I buy some models, so far, they've made their points. They get the priority infiltration (so if I roll a 1-2 on my D3, it's them first) and I deploy them 18" from what I want them to assault. Then they start the slow march forward. All 4 marks are good for the Mutilators:
- Khorne gives counter attack and rage. They basically have 3 attacks base, so 4 if you charge them, 5 if they get the charge... nice
- Nurgle gives them T5... no insta-death from S8/9
- Tzeentch gives them a 4++ save
- Slaneesh gives them initiative 5, so you get to beat on I4 guys with your Mauls, Swords, Claws

Even un-marked they can be good.

I would hesitate to deep-strike them, I feel they're really only unlocked by deploying them as infiltrators, in my opinion. Without fleet or the ability to run, deploying them up close to a target of your choosing seems to be the best way to go. Once they get in there... whoooo boy, they lay down the beats.
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Post  Rhaevyn Fri Dec 14, 2012 11:43 am

i think the real problem that mutilators have is that they have no guns. Terminators do have guns. And, they come at roughly the same price per wound/attack as mutilators do. subtract one wound and you have a plethora of gun options.

I'm not saying they aren't OK models, just expensive and you have other options that are probably better. there are not tooo many situations where a unit of infiltrated obliterators isnt going to accomplish the same job and provide an even larger threat level. Granted the oblits will be 210 points and the mutilators only 165. but you should probably be taking the oblits anyway. If they truly wanted to differentiate those units, they probably should have taken the power fists off of obliterators.
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Post  Lore Weaver Fri Dec 14, 2012 12:29 pm

Mutilators have 2 of whatever weapon they use, so have one more attack, they're also 15pts cheaper base (55 vs 70) The close combat weapons also give you interesting options, like using Power Mauls against Ork Nobz in 'eavy armour, or lightning claws against marines.

I agree with your comment on lack of shooty, it hasn't really impacted me though, as I generally join Ahriman to the unit and he can bring a fair amount of shooty in the form of doombolt, psychic scream, firestorm, or whatever he rolls.

Also, I've been fielding both :-) Yay obliterators for being awesome.
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Post  judchic Fri Dec 14, 2012 1:17 pm

i want to use 3 of them marked with nurgle. they are fairly durable and for 183 pts they can kill most things they go up against but ya the problem is mobility...
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