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 Hellions current use

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Doomseer92Y
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PostSubject: Hellions current use   Hellions current use I_icon_minitimeThu Nov 14 2019, 13:07

With recent abudance of cheap ($$$) Hellions on Ebay, is there a point in getting 40 (or any number at all) of them and using them? Are they worth the effort? Edge cases, autoinclude, general use, what is the opinion? How to use them these days anyway? I like their price on Ebay atm, and are nice for painting, all that leather clothes!
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Lord Asvaldir
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Nov 14 2019, 15:41

I've tried using 30 hellions before, they really are not good. I try to be optimistic and use units that aren't great, but hellions really just are in a rough spot. End of the day you're paying more pts than a tactical marine for a model that dies as easily as a guardsmen, and they don't really have an impressive punch to make up for that. It's a shame because I really do love the models.

All that being said, if you really like the models I'd say go for getting 10, I've been thinking of doing the same seeing how cheap they've become on ebay. You could throw 10 in a list and not feel too bad about it considering it's not a huge investment. Definitely don't try 40 though, they just can't make their pts back when you take that many.
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Nov 14 2019, 17:35

Such a shame, really nice sculpts.
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Gelmir
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeFri Nov 15 2019, 08:44

I sometimes use 2 squads of 5, but in my group I'm almost the only one using shooty thingies. I mostly play against Nurgle Daemons or Tyranids. I use Hellions to get to some nasty big creature (usually the only shooting model my opponent has) to occupy it while my Wracks or Wyches get closer. They actually do pretty well with +1A because of Strife, and +1T because of drugs.

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amishprn86
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeFri Nov 15 2019, 10:27

Get them for 1/2 price if you can, they'll be good again one of these days.
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LemonStar
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeFri Nov 15 2019, 15:36

Is some errata/update expected?
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Garion
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeFri Nov 15 2019, 16:31

Chapter Approved 2019 is almost here. We can always dream...
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Doomseer92Y
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 19:12

I don’t understand how these aren’t good units. If you put them in a cursed blade Detachment and give them extra attacks they are Moving 14 inches, shooting 2x 18 inch range poison weapons, And getting a little over 40 strength five attacks with hit-and-run and pistols. The only problem is their large footprint. Am I wrong here I haven’t played much of them but on paper they look great if played correctly?
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Sarcron
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 20:04

The main issues are their points cost and stats.
They cost a lot for what they do.

And they have terrible survivability. They'll get shot off the board before they do anything. If by chance they do actually get in, nearly any unit can deal damage to them. The 2 dmg is attractive, but the target you might want to use that on generally have better than a 5+ save- which makes the 2 dmg rather awful with the accompanying 0 ap
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False Son
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 21:01

I am experimenting with them as Webway deployers with some success. If you think of their cost as internalizing the cost of a Raider, they stack up ok vs Wychs. I've been using Test of Skill lately, and they are a big beneficiary. One of the core duties my Hellions have is to charge flyers.

15 Hellions will inflict 2 wounds on a flyer with a 3+ save by Splinter Pods.
If 12 of them make it into contact with the flyer after Overwatch they will inflict 14 saves (using +1A Combat Drug), resulting in 4 failed saves, 10 wounds total.

It all depends on how many CPs you want to drop into them. 1st turn WWP requires Architect of Pain to get the reroll on charge distance. Even then, you may have to use a CP to reroll one of the D6, instead of both. Turn 2 onward Architect of Pain is still desirable for +1 to hit rolls, but not needed.

Overall, i don't think they are terrible if you can get them into cover on turn 1. Hunting From the Shadows costs 1 CP and will give you a 3+ save.
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Skulnbonz
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 21:42

sadly, though I love the idea of them, they disappear in a puff of blood and smoke if a unit of guardsmen with flashlights even look their way. Add to that no AP, no valid delivery system and no real use in the army other units don't do better, and there you go.
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False Son
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 22:10

True. Clawed Fiends fill the role of Primaris puncher in my army well enough.

The strength of Hellions is their adaptability through Power From Pain and Combat Drugs, with Helglaive. Their biggest problem IMO is the existence of Reavers.
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 22:35

Already said in another topic: RedGrief, 20, in a Bastion.

But I like them too in squads of 10. Far from being solid, they requires an huge skill and knowledge of the game. But they're not unplayable, expecially in this marine meta.
I would not bring them in any tournament anyways, they're too difficult to use and after one game with them your.brain probably is melted.

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False Son
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PostSubject: Re: Hellions current use   Hellions current use I_icon_minitimeThu Feb 20 2020, 23:01

If I was serious about them i'd go Stryf, +1A Drug, Hyperstimm them and watch the guts fly.
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