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| 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.
- 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:
No changes since 2019.12
Thoughts on Helldiver
Helldiver in a nutshell
The Helldiver is a combat light. It's not great at killing things, but it is good at not being killed (for a Cryx 'jack at least). It has more ARM and HP than usual for a Cryx 'jack, and a good layout of boxes making it hard to cripple systems. Its DEF is lower than norm, but Dig In assures that you'll be safe from most unboosted ranged/spell attacks. Lastly the Burrow rules ensures it won't be exposed to danger until you're ready.
There are two schools of thought on using the Helldiver:
- As a scenario holder/contestor. You burrow him off on the flank near a zone, and get ready to pop up and claim it when no one else is around. With Dig In and no one nearby you'll be hard to remove
- As a one-turn surprise. You burrow it near the centre and wait until you can pop up straight into melee and headbutt an enemy, or some such trick.
Historically the Helldiver was overpowered in mk2, then it got over-nerfed at the start of mk3 and shelved by most players. 3 years later it got a new lease on life with a revised Burrow rule, but this merely brings it up to "okay" for its points cost.
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 - but you probably have better feat targets.
- Asphyxious3 gives it Unyielding to make it even more durable, and can speed it up with Mobility.
- If Asphyxious4 wants a cheap-as-possible battlegroup the Helldiver is a decent choice. It can pop up and spread Dark Shroud quite easily. Plus it doesn't really need any focus from Gaspy.
Drawbacks & Downsides
- 4 times out of 5 you'd be better off with a Deathripper for the same point cost. The Deathripper is slightly less durable, slightly less good at melee, but is faster and most importantly has an arc node.
- It is very limited in what it can do on the turn it unburrows.
- It is one of the slowest models in Cryx.
- If you want a combat-oriented light, there are numerous in-faction substitutes that 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.
- 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