Wednesday, July 31, 2013

The Might of Abaddon the Despoiler

Abaddon is so mighty on the tabletop that it is quite likely that he will see the galaxy burn if left to his own devices.

In game, the model is a wrecking ball.  Ask yourself this question:  does YOUR HQ get a STR 8 weapon that doesn't go last and has shred?  Does he also (not instead of) carry a STR 5 AP2 weapon that can attack 12 times on the charge?  Hatred against Space Marines?  Terminator Armor with a 4+ invul?  Is yours an ETERNAL WARRIOR as well toting four wounds like a BOSS?  The dude is stupendously dangerous and hard to kill at the same time.  He grants preferred enemy to all within 12" of him as well.   Yikes.

So I have seen a LOT of Chaos lists lately and frankly am stunned that not one of them has Abaddon in the list.  WHY?  Rumor has it that the Black Legion supplement will hi-lite him even more than he already is by the regular Chaos Marine codex (though when that will drop is a good question).

So I thought I would explore this guy a little here.  The first important thing about his lists is that he can take Chosen as his troops.  Chosen have ridiculously good stat lines.  3 attacks to start with because they have pistols, and then if you Mark them with the Mark of Khorne, they are simply blenders on a charge and before it.  For example:

233pts  6 Chosen (4 Plasma Pistols, 1 MeltaGun, Champion with PowerFist, Mark of Khorne, Icon of Wrath)
40pts  Rhino (Dirge Caster)

Looks Expensive, right?  Well it is, but it could also be the most unbelievably jarring thing the enemy could experience.  Kills 3 of just about anything outright with shooting, and then you're being charged (Rage and re-rolls on either charge dice).  6 of these bad boys fire off a ton of wounds.  10 MEQ targets will literally be wiped from the map between the shooting and charging of this unit with a little softening from Fire support.  What is it worth to be able to say that?  They will also wipe an entire unit of Tactical Terminators (Assault Terminators will live to fight back of course).  The Preferred enemy from Abaddon will make this much more likely than the enemy wishes it were!

As usual, getting troops to the objective is a function of both the number of units you have and the number of defensive/interference units you can use to block for them so that they can do their grisly work.  No less than 4 troops will do in any 6th Edition army so this is a considerable amount of points.  Four such units with their master is 1357 points.  Give them fire support on the way in and you will find yourself able to crash a side and maintain it.

Obviously, volume of fire is the way to go against such an army.  Prioritizing the targets that can really torrent you down is a must.  Being able to do so early and often is important.  

There is no bigger wall that you can put in front of the enemy than Land Raiders to insure the package of pain is delivered.  So lets make sureTHAT happens as well.

So here's a fun list for using Abaddons best attributes:

265pts  Abaddon the Despoiler

233pts  6 Chosen (4 Plasma Pistols, 1 MeltaGun, Champion with PowerFist, Mark of Khorne, Icon of Wrath)
40pts  Rhino (Dirge Caster)

233pts  6 Chosen (4 Plasma Pistols, 1 MeltaGun, Champion with PowerFist, Mark of Khorne, Icon of Wrath)
40pts  Rhino (Dirge Caster)

233pts  6 Chosen (4 Plasma Pistols, 1 MeltaGun, Champion with PowerFist, Mark of Khorne, Icon of Wrath)
40pts  Rhino (Dirge Caster)

223pts  6 Chosen (4 Plasma Pistols, Champion with PowerFist, Mark of Khorne, Icon of Wrath)
40pts  Rhino (Dirge Caster)


235pts (Land Raider w/ Dirge Caster)

235pts  (Land Raider w/ Dirge Caster)

180pts  Havocs (3 Flakk Launchers, 1 missile Launcher, Mark of Nurgle)


 What we are attempting with this list is to saturate the place with armored hulls, hiding behind even BIGGER armoured hulls.  We laugh at STR 7 weaponry.  We have the Anti-aircraft weapons we need if the enemy gets cheeky, but they can move forward or just sit like a lump on an enemy objective, along for the ride in a LandRaider.

This is a relatively simple army to use.  Very few models, quick turns, brutal on the charge and the Dirge Casters stop Overwatch which is a very important issue.  AV 14 makes sure that there are few opportunities to screw with whats inside until they are good and ready to charge and the STR 8 and 9 the army possesses is plenty rough enough to get First Blood and to rock important anti-tank elements.

Overall it is not an elegant army at all.  Abaddons arrival from Deep Strike when appropriate and from the insides of the deadly Land Raider when necessary heralds the final approach.

I don't know whether this is a tourney army but it is competitive and in the right hands, could be like the blows of a hammer to the hopes and dreams of the Imperium.








11 comments:

  1. i like the concept, 2 land raiders really mess up a lot of the current meta lists out there. not sold on the very small scoring model count, and the icons are pretty points-inefficient for small squads, especially when those squads can't assault from their transports.

    ReplyDelete
  2. Two of them will be in Raiders much of the time, so they WILL be able to charge out after their other two buddies kill the surrounding threats. The extra Rhinos are there for Dirge Caster goodness. Just ram into the eenmy with the extras, especially against Tau, so that none of them are gettign the chance to stop you.

    Small scoring units are not anyones favorite form of them, but then, few troops choices do what Chosen can do. At some point you have to fight and some people have to die. Not everyone gets to walk away from war. The banner is important. Its not cheap but failing a charge with any of those precious units would be MORE disastrous. And with smaller units, they tend to break on the correct turn. larger ones dont always follow orders as well on that note. =)

    In objective missions the wall sort of cuts the enemy off from getting to objectives behind it as you'd expect, and then the wall just kind of moves forward to kill and contest.

    Abaddon is a unit unto himself and he will blend any unit into soup. Terminators are dealt with via plasma+Lascannon storm.

    Two Land Raiders are no joke to take down. Multimeltas are the most dangerous weapons agaisnt such a force and would need to be priorities. But overall I think you will find that the normal meltas have to get far too close than is good for them to kill the beast and live.

    Have you used Abaddon at all? I failed a charge (ironic) and got bolter'd to death last night, which really illustrates my point on the banners and how important they are. I had already taken a wound from an exploding transport and from a melta shot later on, so the failed charge kind of doomed me, that and the enemy rolled like a champ and I rolled like a chump. Still he probably saved two units on his own just by being the tough bastard that he is. The enemy couldn't fire at anything else for an entire turn for if they did, their troops choice was going bye bye! Very fun to have a threat like that around.

    ReplyDelete
  3. I don't think chosen troops can take plasma pistols, just the sgt can.

    ReplyDelete
  4. I stand corrected, I guess I should look at my codex more often and not rely on Army Builder. Why choose plasma pistols over melta guns out of curiosity? I can see that you want the ability to charge after shooting, so you don't want a plasma gun (RF) but wouldn't a melta gun be both cheaper and better since it has the same range as a plasma pistol, its S8 instead of S7 and it doesn't get hot?

    ReplyDelete
  5. The extra close combat atack is not unimportant to a smaller unit like this. It's not a bad idea to take at least one Melta, I don't disagree and wouldn't tell anyone they were wrong for doing it. One or two meltas isn't a bad option, but to answer your question, the extra attacks add up. six extra attacks is pretty good.

    ReplyDelete
    Replies
    1. Replace plasma's with melta's, add another model! You save 10 points, only lose 1 attack per squad, and get rid of gets hot, because losing even on model to gets hot and there goes 4 attacks on the charge for just that one model, with a chance of four models 16 models getting hot every shooting phase your bound to lose a few,

      Delete
    2. and on the charge you lose 0 attacks lol

      Delete
    3. Meltas are cool. One must take ones shot when one can though given the charge rules. One is often forced to dismount due to circumstance or damage.

      Delete

Note: Only a member of this blog may post a comment.