Bloodcrushers of Khorne

In a nutshell: Hey new kit, let's make them overpowered so they sell like hotcakes. Coming soon to a Daemon army near you! ;)

Pros: Gee, where to start. WS5. S5. T5. 2 wounds. An armor save. Power weapons. Furious charge for S6 and I5. 4 attacks on the charge. Good against just about everything.

Cons: Slow slow slow. Too effective. Almost anything they touch, dies. Sure normally that's great, but in 5th edition that's not so good when the opponent has sacrificial units, blocking units, and heavy shooting units standing by to smoke you. They are also incredibly vulnerable to enemy Dreadnoughts, who they realistically cannot deal with.

Tactics: Avoid Dreadnoughts and Land Raiders. Try not to get suckered into bad charges, you are T5 but only have a 3+ save so you can be torrented down. Besides that, charge! Don't be afraid to run right up in front of someone if they are trying to keep out of charge distance. You'll either get eaten or you'll eat them the next turn, but it's better than dying slowly and not doing much.

Final word: One of the, if not the, best units in the Codex. They really do, well, crush the enemy. This is one of those few cases where rules and model match up in the GW universe. The model is sweet, the rules are over the top, can't imagine why everyone has ten of these. They also work very well in Fantasy. Unless you have no need for a deadly CC unit, you should probably invest the dough and get some of these.

1 comments:

Lord Rao said...

Well, 6th ed. has just hit and we're still trying to figure out what works and what doens't.
Does the Random Charge Length actually improve the Bloodcrushers (a little)?
It's probably the same kind of argument that can be made for CC dreds these days.
Thoughts?

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