Hello everyone, how are you all holding up today ?
Today I would like to discuss ; The Hell-Pit Abomination
I hear a lot of negative stuff about the units, and I kind of understand why I think.
This is my first Skaven Campaign in all the time I have been playing Warhammer 2 (with is 1600 hours now) and I am having a true blast. The Hell Pit is one of those units I really really looked forward to, and at turn 147 or so, it become a reality.
So far I have used it very limited. I got 2 now, and got another 2 doomwheels in the same army, and that's it. There was a rogue army raiding my capital region, and because of it I was in the - money wise. So I had to do something, I thought, maybe its possible to just attack them with the aforementioned units, even while the rogua army had 12 untis with 3 of them Chaos Knights.
Well they won, and they don't look THAT BAD as people say. But again, I am just starting to use them, today I will find out most likely how they are truly holding up.
Let discuss. The Hellpit, what are the opinions about this most awesome looking unit !? Truly the pinnacle of Skaven engineering/experiment/magic combined together I would say !
Dark Lord D the Fearsome (I) ~~~ First Dark Lord of the Old World.
--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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It's gimmick, the resurrect, isn't even that powerful. It just regens 1000hp when near death instead of actually coming back to life like the phoenix.
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0 · Disagree Agree"I like small words" - Winsy C
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0 · Disagree AgreeTruly ? I thought they could really have a change to revive them self, and on top of that, have a change to regain 1000 health when under 10% health !
so that is not the same as a change to resurrect when they actually DIE ... hmm that is a bumper to say the least !
It is such a shame they are not viable. I will have to try it out myself though. I just need to make them work, they are to awesome to skip upon
I think the Hell pit would have been better off as an Anti Infantry unit. A good Anti Infantry unit beside the globadier, would be a very welcome addition. One that is more agile and melee instead of the short range option you have now with Globadiers.
--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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0 · Disagree AgreeBut purely about performance, it seems to be a bit underwhelming then ?
--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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0 · Disagree Agree--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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0 · Disagree AgreeThey are your best unit for dealing with TKs, VC, and Lizardmen. To an extent, Greenskins and Norsca too. Any enemy that can bring a ton of monster OR is low leadership is a great reason to bring one or two A-Bombs.
Sad fact of the matter is, you have to swap them for other units sometimes.
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0 · Disagree AgreeThat said, it's got some issues because it's attack animations slow down it's actual dps rather bad. It definitely needs a little tweaking.
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1 · Disagree AgreeIn tabletop the Hellplit has impact his and is devastating on the charge. Considering it's middling speed, cycle charging with it would be difficult anyway. I'd support upping it's charge bonus to respectable numbers.
If you have any questions about tactics or mechanics in Total War Warhammer multiplayer, feel free to PM me.
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1 · Disagree AgreeI had an interesting super small scale fight agaisnt a skaven army with one fielded and I was using Skarsnik and his gobbos.
The both fights I sent skarsnik to deal with the HP abomination and on the first try I ended up losing the fight because it triggered the 1000hp heal and I couldn't kill it
The next try it didn't and I won...
I would never count on a dice roll like that if I was playing skaven, but there are those times they make a difference I guess.
Every other fight I saw them in i just focused with ranged infantry, GREENSKIN ranged infantry, and I forgot about it for the duration of the fight. Under focused fire the thing would just melt, even to **** ranged units.
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0 · Disagree AgreeIt's such a strange strange unit. I do use it now, 2 in my main army, it's just to cool to pass on. I'll find a use for it. Using it as a tank now, kinda works. And if course I use it against middle tier cavalry, large monsters for pinning then down.
I would have loved it to be better. It's such a crazy cool looking unit. And definitely a true horror in the lore. They didn't give him the fearsome name in game as it deserves.
--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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0 · Disagree AgreeHellpit is should fight non anti-large cav armour piercing infantry etc, and never send your giant monster alone in the fight it will probably get swarmed.
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0 · Disagree AgreeClear off the enemy ranged units, and keep it supported. Do this, and it will kill star dragons, kharibdyss, and carnosaurs. Duel them instead, and it will die, without regenerating a significant portion of it's massive health pool.
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0 · Disagree AgreeMy impression was that Skaven table top were very high-risk high-reward. That units could just explode, or fire into the backs of their own troops. The HPA fits into that by giving you a chance of coming back entirely from the dead.
It seems the big trouble with the HPA is the trouble with Skaven as a whole. They can't implement the risky nature of the table top in Total War, so instead we get a watered down version that simply has a regen.
If it was a unit that could literally come back from the dead at full HP then would you be essentially rolling the dice on paying 2-for-1. That would make bringing them to battle far more worthwhile, or a terrible disaster.
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0 · Disagree AgreeBasically. The issue with Skaven's TT "Random Numbers Game" nature being brought into TW is that it would ruin your campaign at some point. Eventually you'd lose all of your armies faster than you could replenish them. Or you COULD get lucky and just faceroll the whole map.
CA had to bring that down to a reasonable level. In the TT all Skaven war machines and artillary had a chance to simply explode. And Rat Ogers had the "stupid" trait and had to pass leadership tests to actually be useful.
CA could have done a better job at bringing it over to TW. But they had to think about ALL of the Skaven strengths and weaknesses. Skaven should technically have nearly unbreakable leadership so long as you have a big army. But they couldn't do that (hence Skurry Away taking the strength in numbers trait's place) and they had to make sure you couldn't lose an entire army based on RNG..
In the TT it worked because you only played one battle at a time, and the Skaven special rules balanced out. But in TW? Nah. You'd be guaranteed to eventually lose because somewhere, somehow, all of your Doomwheels would explode with no way to get new ones, your Abombs would never come back, your artillary would explode, your weapons teams would backfire etc.
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0 · Disagree AgreeIt's such a strange strange unit. I do use it now, 2 in my main army, it's just to cool to pass on. I'll find a use for it. Using it as a tank now, kinda works. And if course I use it against middle tier cavalry, large monsters for pinning then down.
I would have loved it to be better. It's such a crazy cool looking unit. And definitely a true horror in the lore. They didn't give him the Because we are just having a talk for fun reason. Nothing more nothing less. Doest always have to be a plead for a change, I come to this forum to share excitement of our shared love for the game, and discussing diffrent units is for me one of them .
Good day.
--~~ let them hate me as long as they fear me ------------------------- Gaius Julius Caesar Augustus Germanicus, Roman Emperor
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