Tuesday 19 September 2017

The Hellforged Contemptor wants your lunchmoney


I've been pretty vocal in the past on the subject of Forge World's work on their Indexes for 8th Edition, but despite that (and thanks, in part, to a fairly prompt FAQ/ Errata) there's some fun stuff in the Chaos index. The one that stood out most to me was the Hellforged Contemptor dreadnought. As is usual for me, rather than get the official Forge World model (and to be honest I'm not even sure which model that would be at the moment) I built my own. You can read more about the modelling side of things over on my DA account.

Here, though, I'm going to talk a little about what the HFC can do, and why I like running one, because I can. There are two things which primarily distinguish the HFC from the loyalist Contemptor- the Hellforged rules, and the weapon loadout. Of these, the thing that jumps out first is the combination of the Hellfire Reactor and the Machina Malifica.

Devil in You
The Hellfire Reactor is similar at first glance to the Atomantic Shielding of a standard Contemptor, giving a 5++ save, but the difference is that the HFC also gains a 4++ in close combat. It also explodes a little more dramatically in that Psykers caught in the explosion lose D6 rather than D3 wounds. The improved save in melee combines with the Machina Malifica, which allows the Dreadnought to gain a wound back on a 5+ if it kills an enemy in combat. Since this ability can heal multiple points a turn, it's possible for the thing to regain four or even more wounds in a single phase in this manner. The downside (clarified by the FAQ) is that the HFC cannot be repaired by other means. Obviously, though, this is a machine that wants to get stuck in.



Gunning up
The HFC has access to the usual range of Forge World Chaos weapons (as well as the Havok Launcher after the FAQ) like the Butcher Cannon which with its -2 modifier to the Leadership of the target might well see use with some Morale manipulating strategies, and with a BS of 2+ base it's certainly a reliable platform for them, but there's no 'mortis' dual-gun option and we're already looking to get stuck in, so we'll be concentrating on the options which can be built into the melee weapons. The stand-out weapon here is the Soulburner, an Assault D3 weapon with a 24" range that does a Mortal Wound for each hit scored. These things are brutal- they perhaps don't have the raw damage output of heavier weapons but they can quite easily scour heavily-armoured troops out of cover and are very handy against the natural enemy of the assault walker, Storm Shield Terminators. Since they're Assault and can be fired on the Advance by a model with a 9" move and a 2+ BS, they're also quite easy to bring to bear.

I'd like to play a game..
The final piece of the HFC puzzle is the choice of melee weapons. The stock Hellforged Deathclaw, with x2 Strength (effective 14) -3 Save, and 3 Damage, is already a very nasty piece of cutlery but for maximum terror look no further than the Chainclaw upgrade. This thing is -4 Save and a horrifying 4 Damage per wounding hit, which is utterly savage. I did miss a trick by upgrading both weapons on my model, which technically isn't necessary since the +1 Attack bonus simply requires two melee weapons. (UPDATE: As of Chapter Approved, this is no longer the case- you get a big discount for taking a pair so it's actually cheaper.) In any case, the five Attacks this leaves the HFC with (six if it's a World Eater and charges, since the FAQ added the HELBRUTE keyword) can potentially put 20 (or 24) Wounds on a target, almost enough to destroy a Fellblade in one round. Even seriously damaged, the WS of the model only degrades to 4+ and it keeps all of its Attacks, so it can never be counted out. When combined with the 4++ save, a HFC in melee is capable of weathering a lot of damage and even possibly getting healthier- I've had mine take out a fully healthy Trygon in one round whilst on 1 wound, and receive the charge of Marneus Calgar and kill him.

There are other worlds than these
Of course the Khornate route is just one approach to the HFC. I'm a purist, so I don't take Sorcerers with my World Eaters, but the model would obviously benefit from Warptime and any of the Mark-specific defensive buff spells, as well as Dark Fury. Running one as a Renegade Chapter model allows it to advance and charge, which combined with the Soulburners is particularly appealing. Going Alpha Legion for the -1 to hit at 12" or above, especially combined with defensive buffs, is a great way to assure that the thing will survive, because believe me it doesn't take long for one of these things to become a fire magnet. However it's fielded, the Hellforged Contemptor is going to make an impact, one way or another.



Tuesday 5 September 2017

The Commissar-Conscript Conundrum


With the recent BOLS article on the winning list from NOVA we're once again seeing that 40k seems to have a bit of an issue with blob units pared with morale-boosting abilities. Whilst some might say that Orks, with Nobz and Mob Rule, and Chaos, with Dark Apostles, are too good at keeping large units in the fight and immune to morale (I would tend to disagree) the outright leader in the field are Conscripts paired with a Commissar. For a low cost, this combination allows a 40-strong blob to soak up a ludicrous number of casualties and still only lose one model to Morale. As with most things in 40k, this isn't necessarily a problem on its own, but if you start seeing multiple units of Conscripts, all being buffed with Orders and all being basically impossible to get rid of, it starts to look like an issue.

Have Hat, will Inspire
So, let's firstly look at how a Commissar works, and what he's meant to be doing. The Commissar, or his HQ equivalents, all have a 6" bubble of Leadership (8 for basic, 9 for Lord/ Yarrick). They also have another 6" bubble within which ASTRA MILITARUM units only lose one model if they fail a Morale check. This, let's remember, represents the Commissar shooting a member of the unit, making it clear to the rest that they'll get the same if they run.

The first issue I'd raise here  is that the range of both bubbles is the same, which makes the Morale buff almost irrelevant in the Conscript case. Since 6" is half the effective range of a Bolt Pistol and a Commissar is a BS 3+ model, it seems a bit of a stretch to have him able to pick off a fleeing trooper (who we can reasonably assume is trying to avoid him) at that range. So fix number one that I would suggest is this:

Fix #1: Reduce the range of Summary Execution to 3".
Make the removed model the one nearest to the Commissar.

This also leads nicely into the next point. We know that a model with a Bolt Pistol can usually only fire it once per turn. The Commissar is already 'firing' out of his own turn but this presumably exists in the same temporal bubble that Overwatching units use, so we'll let him skate on that. But there's certainly no reason to assume he could, er, 'encourage' multiple units at once- there has to be a limit on how many is reasonable. So fix number two would be this:

Fix #2: Limit Summary Execution to only affect one unit per player turn.

With these two tweaks, we still maintain the ability of a Commissar to do his job without allowing him to hold an entire army in place single-handed. We still have the issue of Conscript units being almost impossible to remove, since 40k now has far less attacks that hit all members of a unit or all models in an area. For the third tweak, then, we need to reduce the effect the Commissar has on big units without removing his signature ability. I would suggest the following third fix:

Fix #3: Summary Execution reduces the number of models lost to Morale by the Leadership of the Commissar, to a minimum of 1 model.

I think this one is pretty elegant. For a standard-sized squad, it leaves the ability basically unchanged- even a base LD 8 Commissar will prevent a standard Guard Squad losing more than 1 man to Morale, just as the God Emperor intended. But for a 40-strong blob that should lose 15 men to a single test, the Commissar would reduce that loss to 7- still a lot of guys, but a fair level of mitigation.

I wouldn't necessarily advocate applying all three of these fixes- #3 might be enough on its own if the biggest issue is perceived to be that Conscripts hang around for too long, rather that the ability of Commissars  to hold multiple units. I'd be interested to hear the thoughts of other players on the matter.