|We have 1327 articles and 90% are complete!||Please help review these models from 12+ months ago: (and/or the rest)||(Edit)|
| Helldiver |
The Helldiver drags itself through the earth using its powerful front claws. Though incredibly strong, these appendages are used only for movement, not attacks. The machine's primary weapon is its mighty jaws, which it uses to seize and sunder its hapless victims. Few sights are more terrible than one of the metallic menaces erupting unexpectedly from the earth and shredding every living body within reach.
- Burrow [ 3" ] - You can choose not to deploy this model/unit at the start of the game. If it is not deployed normally, place the burrow marker at the same time as your models with Advance Deployment, up to 20˝ beyond your deployment zone and not within 6˝ of another burrow marker. At the beginning of any of your Maintenance Phases after your first turn, you can place this model/unit completely within 3˝ of the burrow marker and remove the marker from the table. This model can begin dug in when placed in this manner. Additionally, it must forfeit its Normal Movement or Combat Action during its activation the turn it is placed into play.
- Dig In (★ Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.
- Drag Below - During this model's activation, immediately after resolving an attack in which it boxed an enemy warrior model, this model can use Drag Below. The boxed model is RFP'd and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends. This model cannot be targeted by free strikes during this movement.
- Jaws - 0.5" reach, POW 5, P+S 13 melee weapon.
- Other Factions
- Infernal players can use this model in the Hearts of Darkness theme, but only if Mortenebra is leading the army. It gains Accumulator [Soulless] in this theme.
- Mercenary and Convergence players can use it by either:
2019.12 Dynamic Update
- Burrow completely rewritten.
Thoughts on Helldiver
Helldiver in a nutshell
One of the pure combat lights, the Helldiver is a tough bugger to kill with more ARM and HP than usual for a Cryx jack, and a good layout of boxes. Its DEF is lower than norm, but Dig In assures that you'll be safe from most unboosted ranged/spell attacks.
Unfortunately the Helldiver was one of the victims of "over-nerfing" that occurred in the transition between mk2 and mk3, and nowadays its combination of restrictive rules and relatively high points cost makes it one of the least played models in the entire game.
Combos & Synergies
Direct support is usually wasted on such a cheap model, but spells that affect your entire CTRL area (such as Skarre1), battlegroup buffs (such as Mortenebra, either version), or debuffs applied to the enemy target (such as Deneghra1) work just fine with it.
- Though it lacks arc node, it can still be used as carrier for Scything Touch/Dark Shroud into the midst of the enemy ranks. At worst, you can aim an AoE onto it, as it has an effective DEF of 11 on the back.
- Skarre1's feat is great on a Helldiver as it can pop up at the right time and be a massive threat with its P+S 18 jaws attack.
- Its a great jack on Gaspy4, as it can proc Dark Shroud from very far away and barely needs any focus.
- You can combine the two synergies above by giving it to Gaspy in a Skarre1 lead army. The angel of death himself is also a good feat target, giving your list some mean melee prowess. In Scourge of the Broken Coast you can take this even further, as the Helldiver will have Gang Fighter there.
Drawbacks & Downsides
- 9 times out of 10 you'd be better off with a Deathripper for the same points cost.
- It is very slow while burrowed, and incredibly limited in what it can do on the turn it unburrows.
- Even while above ground, it is among the slowest jacks within the faction.
- If you want a combat-oriented light, there are numerous in-faction substitutes, who cost only a tad bit more.
- Most enemies won't stand close enough to the burrow marker for you to attack them on the turn you unburrow.
Tricks & Tips
- Burrow can be used as a bluff to force your enemy second-guessing your intentions with it.
- Special rules that deny Advance Deployment or Ambush, don't deny Burrow.
- Use Burrow to sneak into a scenario zone, then Unburrow mid-to-late game when no one else is there to contest it or attack you. With Dig In and no one nearby you'll be hard to remove.
- You cannot run after unburrowing because you can't forfeit your Combat Action twice.
- Once dug in, be wary of models with 1" or longer melee range. They can run past you, engage you briefly causing you to lose Dig In, but not come close enough to eat a free strike. Placement effects like Agatha's feat also blow your cover.
- If you intend to make more than one attack, remember that Drag Below ends your activation. Plan accordingly.
- Released in Warmachine: Superiority (2006)
- Sculptor: Jeff Wilhelm
- It was nicknamed Dirt Dolphin in mk2 because it could unburrow, advance, and reburrow in a single turn.
Other Cryx models