Tacita: Heldrake
Introduction
Right, here it is. I see a lot of stuff commented on about the Chaos Space Marine Codex, about how it is not as good as we hoped for, etc – and to an extent, I agree. I was hoping for a return to CSM 3.5 days; on consideration I would rather have played the last codex and had Heldrakes as a White Dwarf inclusion, nonetheless I have to consider what we actually got was balance. But for me, beyond blob cultists – useful with a fearless IC, the unit with the most Charlie Sheen-esque, tiger’s blood for win, is the Heldrake. Having seen Mercer’s recent post, rating Heldrakes as the 10th best chaos unit, I thought I would write a small tacita about the true worth of these birds.
Research
I recently went to a GW Throne of Skulls tournament. Having been quite badly handled with 6th ed C:CSM at previous events, not winning more than 2 from 5, I thought I would join the massed ranks of 4 (Necron) fliers and took a 3 ‘Drake list. Results: 4 from 5, including 3 tablings: of IG/BA, 'Nid horde, and DE. Only loss was against a 3 flier White Scars list. So this is some thoughts about how to get the most from your Heldrakes.
List Selection
Understand, this is about zooming around, burning stuff up and winning. Not fluff, not necessarily balanced, but getting damage done to the enemy. Now I play tested a Nurgle biker lord and attached Nurgle bikers. They came in at 280-ish points, were seen as a priority target, and were just shot down by torrent fire. Repeatedly. Maybe I was playing them wrong – but I asked myself the question can they do as much damage, for what I pay for them, as I could with a 170 point Heldrake? Answer, no. So you must ask yourself the question about any given unit(s) in your army – for every 170 points that you don’t think can do the sheer damage a Heldrake can do, substitute one. Unless you specifically need something a Heldrake ain’t got, such as scoring, AP2, whatever – if it is just a space filler you are considering, ask that question.
The other part of list selection, is making sure they get on. No point in having up to 510 points mooching around in reserve. To maximise the chances of them getting on, Aegis line with Comms relay must be taken. Unless you have some cunning re-roll for reserves, this is a must to capitalise on flying goodness.
Capabilities
So, having become ‘that guy’ with 2-3 Heldrakes, you need to understand their capabilities. There is nothing else I can think of which can do RELIABLE damage to MEQ in both the movement phase and the shooting phase. Maybe some Ork roller tricks but then they don’t get the Bale flamer. That said, you must ensure you position your birds to hit something in both phases. I.e. roll across a unit for the vector strike, and then have your turret nasty ready to burn. Think of the ‘beaten zone’ of the Heldrake – you can place the template 360 degrees, up to 12” away. The template is what, about 8” long? So after moving, you need to be within 20” of a priority target.
Target Priority – Anti Air, then troops
In this model, your Heldrakes are your anti air capability. Don’t worry about 1-trick pony quad guns, or expensive flakk havocs. You need to be vector striking to do this. Explanation: The Hades autocannon is not all that. You will not make points back with it. The daemon-possessed ‘Drake is BS3 – so half your autocannon shots will miss. Even against AV12 I think you are better with D3+1 S7 vector strike auto-hits, than you are with going guns. So prioritise enemy fliers, and again, concentrate effort against them – don’t split your Heldrakes up unless you really need them in 2 different places. Mine cruise around like Von Richthofen and a wingman in tight formation. After fliers, I prioritise enemy troops. Why? Because they score, winning 5 of six missions. Very rare are troops who have 2+, so the Bale flamer, ignoring cover, is awesome. Again, concentrate fire, against one unit at a time. Each time you leave a smoking ruin instead of a scoring unit, the opponent sees one less objective he can claim. It keeps them under pressure and psychologically this is a good thing. Don’t be afraid to one-two the enemy, i.e. vector strike, and then burn the same unit. Also, S7 AP3 can be good against multi-wound, high toughness opponents. The last Bloodthirster I killed, was not drowned in Plasma, but autogun fire from 30 cultists, followed by 3 vector strikes.
Other considerations
There are a lot of special rules and therefore a lot to forget, with Heldrakes. It will not die – at the end of a friendly turn on a 5+ you regain a hull point. Also this is if the model is not removed as a casualty or been destroyed – so I reckon if you have flown into reserves you can still roll. The Bale flamer has Soul Blaze, so on the off-chance something survives, the unit may be on fire, and you roll for this every turn – the book says unless specified, a turn is a player turn, so the opposition may burn in both yours and theirs. The Scouring – fast attack, including the Heldrakes, becomes scoring. But don’t forget they are not Denial units – you cannot speed in for a last turn contest of an objective, you can only hold an uncontested objective. Lengthways deployments – harder for Heldrake. Remember you can go flat out though – up to 24” – so your maximum movement in a turn is 60”. I think the last thing to consider is against other fliers, try and go second – so you can smash them before they get a chance to shoot you.
Summary
The Heldrake is sometimes described as broken. Normally by GK players whose expensive power-armoured heroes are in a slowly cooling pile of blackened goo ha-ha. But point for point it is the most effective unit in the Fast Attack slot, and possibly the codex – in terms of destroying the enemy. Just remember though, if your opponent hasn’t gone heavy on anti air, you may be seal-clubbing and this will not be fun for either of you. So I would say leave 3 Heldrakes for cut-throat, tournament play, or if you want to punish a friend for spamming 18 necroissants, or 2 Storm ravens or some such. Lastly, if Tzeentch is being tricksy and your Heldrakes haven’t arrived or have been blasted from the skies by a gazillion Vendettas, just remember, Chain Axes to the fore, and Blood for the Blood God!