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Obliterator Tactics [PROOF READING]

Submitted By: Date: August 22, 2004, 02:33:12 PM Views: 4035
Summary:  

Obliterators


Written by: Sage


“Marine and armour become one entity, growing down the centuries into hulking, weirdly baroque leviathans able to spew death at their enemies. Obliterators are no longer even Chaos Space marines instead they are an amalgam of Marine, Daemon and Armour, each part inseparable from the rest.” - Codex: Chaos Space Marines

I do not think the Games Workshop writers could have put any better! Obliterators are by far one of the jewels of the Chaos Space Marine codex, and a unit that will be undoubtedly noticed by any unwary opponent. The ability to morph any weapon you need, when you need it, is a skill that no other army can boast, and something that shouldn’t be forgotten by any Chaos commander. Lets take a look at what makes these monsters tick…


Morale:

Being a cult, these guys benefit from the same morale rules that other cults enjoy: complete and utter immunity from morale and pinning tests. This translates into a solid unit that you know will not fall back even in the face of terrible odds. This also allows Obliterators to wade into combat with units that force enemies to fall back automatically, and tie them up for at least as long as you think is necessary.


Obliterator Weapons:

The Lascannon option will usually be used for long range tank hunting, but also remember that it’s the only long range AP 2 weapon, so it can be used for pot shots at enemy heavy infantry as well.

When mowing down hordes of rabble is necessary, consider the Heavy Bolter, Frag Missile, or Autocannon options. Utilize the Autocannon at longer ranges, and as the enemy closes in, switch to the Heavy Bolter for more shots. The Frag Missile is usually not strong enough to penetrate armour, so should rarely be used.

The Twin-Linked Plasmagun option can massacre any opposing heavy infantry (i.e.: Space Marines!) that stray too close. This option should always be considered because you will invariably hit anything that is targeted. Also, because of the Slow and Purposeful rule, moving doesn’t restrict the amount of shots that can be dealt out.

Is that Land Raider lumbering towards you full of terminators? Twin-Meltagun(s) should be able to deal with it easily. This is the ultimate close range tank busting weapon, and should always be used against any tanks that decide to drive a little too close for comfort. Consider another option for this gun as well: Instant Death. Because of its high strength and linked weapons, the ability to kill characters that have lost the protection of nearby squads is also a reasonable option.

Are those hordes of rabble actually making to your battle line? Then whip out the Flamer and begin toasting! This weapon is great because your opponent will usually forget about this option and curse as you incinerate an entire chunk of his squad. It best acts as a precursor to an assault move.

Speaking of Assault, Obliterators are decent there as well, because of their extremely high strength Power Fists. Just remember that they don’t have a lot of attacks and will be overwhelmed by numbers. Assault should be considered when you need to tie up an enemy squad, or more importantly, support your other squads.


Deep Strike:

Similar to their Terminator brethren, Obliterators have the ability to teleport anywhere on the battlefield via Deep Strike rules. This should only be used in circumstances where the elimination of an enemy tank or fire support squad is of absolute necessity. Why not all the time? Because these guys obviously don’t come in numbers, and having them secluded and isolated from the rest of your army means that they’re easy pickings for the opponent.


Slow and Purposeful:

Most beginners once again point to the limiting factor of this rule, and how it encumbers movement and assault moves. However, the fact that Obliterators move slower then normal marines is not really a problem. Remember that Obliterator’s prime functions are fire support. They can move any distance and still shoot any weapon, which should not be underestimated. This ability means the range of your weapons is theoretically increased D6 inches. When it comes to bloody melee, they are not meant to get stuck in! If you assault, you should be coming in after an assault has started, and turn the combat in your favor (if it isn’t already) with the Obliterator’s Powerfist.


Daemonkin:

With the advent of daemonic possession come daemonic properties. These benefit the Obliterator with an invulnerable save as well as an increased armour save. The advantage of these abilities are obvious, but there are also disadvantages as well. With the release of the Daemonhunters codex, the Imperium have been granted new and devastating units to field against the forces of chaos, and especially any units that are infused with daemonic energies. Thus, be careful of Inquisitors and their psychic powers, as well as Grey Knights and their special abilities as well!


General Strategy:


1, 2, 3 or more?!

One of the questions many beginners ask is how many Obliterators is necessary in different points games. I go by this chart:

500-750 pts: 1 Obliterator
751-1250 pts: 2 Obliterators
1251-2000 pts: 3 Obliterators

This way, you have enough Obliterators to cover whatever point game you are playing. And of course, if you play the deadly Iron Warriors legion, you can field even more! Although I will leave that question to the Iron Warriors tactica in our Chaos Website.


Screening and The Leap Frog Tactic for Iron Warriors:

Although Obliterators are extremely tough, there are some armies that still would not see them as a threat if they can be neutralized through shooting. Probably the most devastating army would be: Eldar, and their rampant use of starcannons! To avoid this and many other armies with some degree of shooting power, simply screen your Obliterators with your normal troopers. This way, the enemy have to plow through your normal Chaos Space Marines first before they get to the monstrosity that is shooting death at them every turn (the Obliterator!). This way, your Obliterator can relaxe and not worry about it’s safety, as well as being able to support the squad ahead of him both with shooting power and assault potential.

In the case where you have multiple Obliterators units in an Iron Warriors army and they have been stranded from the rest of your forces, try the Leap Frog tactic. For example, say you have 2 Obliterators, each considered their own unit. The enemy has the ability to train weapons on both of your Obliterators. Simply move one right behind the other! This way, only one can be targeted, but both can shoot back at the enemy. And as your roll your dice for movement, if the front one rolls poorly and the one behind rolls high, you can leap frog! This way they exchange position and increase the survivability of both.

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