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Thursday, October 7, 2010

Herohammer and why it doesn't exist


If you recall there was something about this about a month ago in the comment sections of a post on this blog. I could be vaguer but I think that would be rude. So herohammer. This was (and to an extent, still is) much more common in Fantasy compared to 40k and is often completely misunderstood by many players. So, following on from Vt2's 'earning your points back' post, I thought I'd post something about this. Yay me.

First, herohammer is where a couple of models are very expensive, decently hard to kill and can wreck armies pretty much by themselves. These are generally HQ choices with lots of options (think Chaos Lords from 3.5) and most importantly, they are generally cc beasts. The term herohammer was coined because it basically came down to who had the better 'hero' or which one could do the most damage over a given game period. Whichever general did best with their heroes generally won; thus herohammer. This was very common in Fantasy days past and particularly painful in early editions of 40k (I'm thinking 2nd) but in 8th and 5th edition respectively, this has changed. I'll be focusing primarily on 40k since we have 5 codex releases to go on and only rule changes for Fantasy but I imagine they will be the same. This is not to say codices don't have the option for amazing characters with Kill written all over them in blood and gore (*waves to Mephiston*)  but rather their rules are different and the general rules are different.

We'll firstly take a peek at different rules. It's a lot easier to insta-gib characters over the last couple of editions in 40k (and simply damage them in Fantasy) due to the way combat works. Unless with a retinue (and how common are those in recent books?), characters can be picked out in combat and with the decline of immunity to instant death, well characters are looking pretty vulnerable to Power Fists and the like. Add in overall combat changes where you cannot keep a character safe from incoming fire by consolidating/sweeping into new units and the overall damage potential and survivability of characters drops rapidly. Most importantly in 40k is characters now have to hide in squads for protection. Before, if a character wasn't in a squad but within 6" of one, he simply couldn't be shot (Chuck Norris ffs!). Now, this is asking for lascannons to the face which requires a 'babysitting' unit. No more one many versus an army tactics thanks.

Obviously these rule changes move away from solo-characters running amok and general combat armies simply consolidating through your force but being able to hide beefed up Archons or Abaddon in a squad isn't that detrimental in the scheme of things. You can still get mutli-charges off and the character is likely to punch face. However, GW has changed their tune in how they build their codices and I for one am happy of this. Whilst characters are still quite capable of beating units up by themselves, even on a massive scale (TWC Wolf Lord), the majority of HQs and Special Characters are focused on utility, army support and FoC changes. Whilst this might make them more popular overall (which is good for GW sales), it is NOT herohammer. These characters are generally much better at higher point levels where they can affect a greater number of units and are taken for their 'buffing' or army dynamic abilities over their stat-lines. Recall, herohammer was when characters were basically one-man armies. With rule changes this simply isn't possible anymore.

This is a good thing, especially FoC swapping as it ads so much variety to the codex at hand. Being able to run a completely different list because the Troops have changed are an integral party of many characters and armies (i.e. Dante, Biker Captain, Logan, etc.). Added that many characters now have improved unit/army buffing abilities are are not clearly combat focused (i.e. psykers), herohammer certainly appears to be a thing of the past. Again, more characters, particularly special characters appear to be used but they are an integral part of the army rather than an army unto themselves.

Comments (16)

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Polymorphine's avatar

Polymorphine · 757 weeks ago

You forgot O'shovah! He can rock your wor....... oh right, he sucks. hee hee hee!
My Weirdboy will solo nearly any HQ you want.
C'mon biatch!
2 replies · active 757 weeks ago
Polymorphine's avatar

Polymorphine · 757 weeks ago

ha! My ethereal will kick your weirdboys sorry ass hahahahaha
Kharn says no your ass won't.
FortyThree's avatar

FortyThree · 757 weeks ago

ethereal? try fighting my hearld of nurgle in a palanquin!
1 reply · active less than 1 minute ago
Raptors8th's avatar

Raptors8th · 757 weeks ago

"herald" you say? My forgelord fears no "herald."
*sigh* You guys give me greys :P.
Prepare to feel the wrath of Mephy.
Oh, wait - no invulnerable save.

How about some Vulkan lovin'? Sorry - only 3 attacks, and no eternal warrior.

But I'm sure mister Kantor will rape and pillage all your dudes. He's got a badass rep to maintain, you know.
But look at all those army lists with characters in the description!! That obviously means that characters are the overpowered core of that army, there to win the day with their angry special weapons and insane stat line all by themselves, the rest of the army left in the dust at the deployment zone. There's no way they're named that way because the FoC changes they allow redefine the army list as a whole.

So in summary: more named characters = more named heroes = more herohammer. We should all be running around with naked captains or a single librarian (two is unfluffy! How many librarians do you think the chapter can afford, running around with 2 for every ~50 people?!)
2 replies · active 724 weeks ago
RagingDragon's avatar

RagingDragon · 724 weeks ago

Or perhaps the named characters are played for the FoC changes they allow.
RagingDragon's avatar

RagingDragon · 724 weeks ago

To be clearer: the army list is named for the special character, because the army list relies on the FoC changes the character enables.
What about 4 TWC Wolf Lords? You have base T5 so a fist (or anything short of a railrun) won't gib you, ablative wounds (wolves) available as you run up, access to invulnerable saves, and even eternal warrior on one guy if you want it.

--Warr
3 replies · active 757 weeks ago
"What do you mean I need two troop choices? What kind of stupid rule is that!"

A tooled up wolflord, on a mount, with an Inv' save (Shield or the other one) with Eternal warrior (Which you can give to only one, last time I checked) will cost you something like 200 points. Now, times that by four.

Impracticality, thy name is four TWC wolf lords!
Back them up with land raider mounted Grey Hunters!

Wait, this isn't apocalypse?
Sorry, I didn't know we were talking about 1000 point lists. /sarcasm
Shrug. I will say what I said last time. The emphasis may have changed from them killing the whole enemy army to buffing all of yours but it is still Herohammer. Named characters are so much better than what you can build yourself. and neither of us are going to chance our minds on what Herohammer is!

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