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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Like I said, I'm going to wait until I can afford Lictors and Mycetic Spores in the list before I have Termagants.
Hive Guard are decent, but, really not that important as this stage. I like their ability to shoot through walls. :smallbiggrin:
HAX!
If you are going to be dropping gaunts in a pod, you want to drop devil gaunts (devourers) as you get way more bang for your buck
Hive guard's usefulness is amplified many times at low points - anything heavy you face they specialise against and they are a pain in the a**e (english spelling of a**) to kill
why do you need lictors to drop in mycetic spores? - they have reliable DS anyway (move minimum amount to legal position). Also lictors are elite - NOOOOO get away from my precious elite slots, away, shoo, away *shove*
;P
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
How do the various Tyranid themed armies tend to perform?
Big Bug army- tyrants, tervigons, harpies, and carnifexes, termagants in order to take Tervigon troops.
Elite army- hive guard, warriors, shrikes, lictors, etc
Stealer-heavy army
Little bug army- termagants, hormagaunts, gargoyles
Burrowing army- lots of raveners, Trygon, Mawloc
Does the mixed army tend to outperform all of these, or are any especially difficult to beat, even though overspecialized?
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by slimy_te_t_cles;792066[Spores
have reliable DS anyway (move minimum amount to legal position).
That isn't the issue. Spores can still Scatter off the table. Or scatter in the direction that you don't want.
Quote:
Originally Posted by
hamishspence
Big Bug army- tyrants, tervigons, harpies, and carnifexes, termagants in order to take Tervigon troops.
Not well. Too many points. Not enough models. The same failing that Nidzillas had in the last edition.
Quote:
Elite army- hive guard, warriors, shrikes, lictors, etc
We'll find out in a few months, won't we? :smallamused:
Quote:
Stealer-heavy army
About as well as a Khorne Chaos Marine army. Providing there's enough terrain on the board and your enemy doesn't pack Bolter-fire en masse.
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Burrowing army- lots of raveners, Trygon, Mawloc
Depends how well your Deep Strikes go. I would guess. So far I haven't been too impressed with the Trygon. I like the Mawloc. But, that's only because I've never faced more than one at once. I'm sure three Trygons/Mawlocs at once will most likely make most players crap themselves. They're even cheaper than Monoliths.
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Little bug army- termagants, hormagaunts, gargoyles
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Does the mixed army tend to outperform all of these, or are any especially difficult to beat, even though overspecialized?
This is actually the ideal army. Or, the army that GW thinks you'll put together. Hence the release of all the boxes for said units, backed up by a few Raveners and Warriors and Canifii or Trygons/Mawlocs.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
hamishspence
How do the various Tyranid themed armies tend to perform?
Big Bug army- tyrants, tervigons, harpies, and carnifexes, termagants in order to take Tervigon troops.
Elite army- hive guard, warriors, shrikes, lictors, etc
Stealer-heavy army
Little bug army- termagants, hormagaunts, gargoyles
Burrowing army- lots of raveners, Trygon, Mawloc
Does the mixed army tend to outperform all of these, or are any especially difficult to beat, even though overspecialized?
what happened in the recent book is most individual units were slightly (or majorly) nerfed [except warriors and stealers] but the possibilities for comboing units and abilities (and objective capping ability) increased massively. The problem with specialised armies is that generally each ability works best used with a unit of a vastly different type (FNP or Paroxysm good for non-elite non-big units but found on elite units)
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
So, pre-emptive starter lists;
Hive Fleet Stalker
Spoiler
Show
Tyranid Prime Alpha Warrior - 100 Points
Boneswords, Scything Talons, Adrenal Glands
Tyranid Warriors (x5) - 180 Points
Deathspitters, Scything Talons, Barbed Strangler
Tyranid Warriors (x5) - 180 Points
Deathspitters, Scything Talons, Barbed Strangler
Ripper Swam (x4) - 40 Points
Total: 500 Points.
I would go for a second Tyranid Prime (the name doesn't make any less sense than Tyranid Warrior) as soon as possible, definately in 1000 points and possibly in 750. You could swap the rippers and 2 warriors to have 2 5 man squads with WS 5 but in 500 points it isn't so good an idea.
Quote:
Originally Posted by
Cheesegear
Plus Zoanthropes and Hive Guard. 'Cause they're almost mandatory now. :smallannoyed:
Zoanthropes were warrior genus in 2nd edition when I started tyranids. But now I can't buy any more zoanthropes because they won't match my 1 (who's basically a fire magnet who never hits anything, but an awesome stops bullets and lasers with his brain fire magnet none the less).
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Closet_Skeleton
I would go for a second Tyranid Prime (the name doesn't make any less sense than Tyranid Warrior) as soon as possible, definately in 1000 points and possibly in 750. You could swap the rippers and 2 warriors to have 2 5 man squads with WS 5 but in 500 points it isn't so good an idea.
Mmm. 5 Ws--> 6ws not worth it - still hit on 3+ get hit on 4+
BS3-4 is worth it but 1 tyranid prime=3 warriors or 20ish gaunts so you still end up losing firepower.
IMO, primes are (ironically) not as good used with warriors as used as unkillable synapse and nasty bite in big units of gaunts
So I advise against more than 1 HQ unless you are not including many warriors in the force (as then you'll need the synapse).
this is all IMO so could be wrong
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Not well. Too many points. Not enough models. The same failing that Nidzillas had in the last edition.
Really? I had thought Big Bugs was the default Tyranid tournament list with the old codex? Or was that way back under fourth edition rules?
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Winterwind
Really? I had thought Big Bugs was the default Tyranid tournament list with the old codex? Or was that way back under fourth edition rules?
Well, with 5th Ed. having such a massive reliance on Troops, things changed. Under 4th Ed, any unit could capture objectives and the game used Victory Points where 'making points back' actually counted for something.
1 Carnifex used to be able to capture a table quarter, as well as net his player ~450 VPs in kills. And if he got killed, he'd only give up about ~150 points. Now, Victory Points aren't used anymore. And 'making points back' is now a bad criteria for choosing units as it no longer makes a difference.
Big Bugs would be backed up by Genestealers and Hormagaunts. With Termagants next to useless.
Then in 5th, things changed. And only Troops can capture things. The more Big Bugs you have, the less Troops you have. Sure, there were still double Hive Tyrants, but, there weren't six Carnifii running about the board as well. Then, it was all about Genestealers and Hormagaunts Termagants.
Now the 5th Ed. Codex has come out, Hormagaunts took another nerf (but at least their points came down). All MCs took a nerf. etc. Nidzilla works even less well than it used to. Not it appears it's all about Genestealers and Termagants (and Tervigons). :smallconfused:
4th Ed. Big Bugs were fun.
4th Ed. Big Bugs under 5th Ed. rules were less fun (reliance on Troops gone. VPs gone. The fact that your Hive Tyant can kill five units by himself no longer makes a difference as only one game uses Kill Points, etc).
5th Ed. Big Bugs doesn't really work.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Ah, I see. Makes sense.
Though one thing confuses me:
Quote:
Originally Posted by
Cheesegear
Then, it was all about Genestealers and Hormagaunts.
Now the 5th Ed. Codex has come out, Hormagaunts took a nerf. All MCs took a nerf. etc. Nidzilla works even less well than it used to. Not it appears it's all about Genestealers and Termagants (and Tervigons). :smallconfused:
...huh. In other WH40k forums I read, I got the exact opposite impression regarding Horma/Termagaunts - that in the 4th ed. codex, Hormagaunts were being considered hopelessly overpriced and not worth taking, with Termagaunts being the unit to go for, and the 5th ed. codex made Hormagaunts viable in the first place (though Termagaunts remained a good choice nonetheless)... :smallconfused:
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Winterwind
Though one thing confuses me:
...huh. In other WH40k forums I read, I got the exact opposite impression regarding Horma/Termagaunts - that in the 4th ed. codex, Hormagaunts were being considered hopelessly overpriced and not worth taking, with Termagaunts being the unit to go for, and the 5th ed. codex made Hormagaunts viable in the first place (though Termagaunts remained a good choice nonetheless)... :smallconfused:
I meant Termagants and Genestealers. Need more time to edit things. It's fixed now. :smallannoyed:
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Well, with 5th Ed. having such a massive reliance on Troops, things changed. Under 4th Ed, any unit could capture objectives and the game used Victory Points where 'making points back' actually counted for something.
...
Then in 5th, things changed. And only Troops can capture things. The more Big Bugs you have, the less Troops you have. Sure, there were still double Hive Tyrants, but, there weren't six Carnifii running about the board as well. Then, it was all about Genestealers and Hormagaunts Termagants.
I guess that the main reason why that hapened was because a lot of players were playing as few troops as possible, and spending their points in big elite units.
Ork armies were all nob bikers and two minimum size groups of boyz (because they were forced to take them) and IG didn't take guardsmen at all, instead picking up that trait to get two stormtrooper squads as troop choice for cheap. Or as your example, 6 carnifexes trampling around the battlefield.
I guess GW decided that there wasn't enough carnage around for there to be true GRIMDARKNESS, so they shifted things to make cheap infantry more usefull, so now you have some elite units backed up by lots of troops instead of the other way around.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Anyone wana Jugde make comments on the this little 1200 points list?
I'm not sure I wana change much because of my tactical choices and I need a all comers list because I don't know my opponnent(s) this weekend.
HQ: 165points
Space Marine Captain, Terminator Armor, Thunder hammer, Digital Weapons, Storm Bolter (fixed model)
Troops: 115points
4 Scouts; 3 sniper rifles, 1 rocket Launcher, Camo Cloaks 1 scout Sarge; Sniper rifle, teleport homer, Camo Cloak
Troops: 220 points
Tactical squad, 9 Space Marines, 1xflamer, 1 Rocket Launcher, 1 Sarge; Melta bombs, chainsword
Dedicated Rhino Transport; Hunter killer missle upgrade.
Troops: 220 points
Tactical squad, 9 Space Marines, 1x Meltagun, 1 xHeavy bolter, 1 Sarge; Melta bombs
Dedicated Drop Pod with Locator Beacon
Elite: 130 points
Dreadnought: Assault Cannon, Extra Armor
Elite: 230 points
Terminator Squad, 4 Terminators; 1x Assault cannon, 1x Terminator Sarge
Fast: 120 points
Assault Squad: 4 Space marines, 1 Sarge; Power weapon, combat shield
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
The School of 'Fish
Spoiler
Show
Shas'el (Ishma'el) - 122 Points
Cyclic Ion Blaster, Missile Pod, Targeting Array
Hard Wired; Multi-Tracker, Drone Controller {x2 Shield Drones}
Fire Warriors (x10) - 135 Points
Shas'ui; Bonding Knife, Drone Controller (x2 Gun Drones)
Fire Warriors (x10) - 135 Points
x9 Faire Warriors; x2 Carbines
Shas'ui; Bonding Knife, Drone Controller (x2 Gun Drones)
Devilfish - 90 Points
Gun Drones, Multi-Tracker
At first I went completely overboard with the Commander (I forget who gave me the idea of painting my Hammerheads white, but, I love it), and I've since named my Commander Ishma'el, which works well with the Tau language. His Missile Pod is his Harpoon Gun. :smallwink: Expect that conversion.
His background is that he lost one of his legs to a Mawloc. But, then they put him in a Crisis Suit and he's all good. :smallamused:
If I ever give him an Ejection System (unlikely), I know how I have to model the Pilot. :smallbiggrin: I may just model the Pilot anyway. Fire Warriors come in boxes of 12, I only need 10. :smallamused:
Fluff for this army is heavily based on Deep-Sea fish. The little fish (Fire Warriors) will be bright and shiny blue. The larger Crisis Suits will be Darker Blue. And both Pathfinders and Stealth Teams will be in the default colour scheme for Stealth Teams, and they'll be shining lights on things.
(Get it...Dark Deep-Sea Fish...With Markerlights...)
Tanks will be white whales. :smallwink:
Next 500 points goes into a Hammerwhale, more Fire Warriors, more Devilwhales. Maybe some Pathfinders.
Did I do it right?
Yes, you absolutely did it right. The idea for an all white Hammerhead (don't forget the battle damage near the front for it's crooked bow!) was my suggestion, Cheese. I personally would've tried to work the name into Ahab, Ishma'el is far, far more Tau sounding, and I love it. :smallbiggrin:
I fully support a Moby Richard (if I short-hand it, it gets censored :smallconfused:) themed army, sir. Extremely classy. :smallwink:
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
lord_khaine
Ill throw in a vote for whatever Eldar army got the most votes, as well as a question regarding Wraithguards, are they still usefull and if so at what?
I was personally considering if it would be worth it to stuff them into a Wave serpent.
Wraithguard are useful at killing everything, and being very survivable. They don't have the number of shots to kill hordes, but they will take out any semi-elite or better units quickly and make short work of all vehicles.
Their relative short range means a wave serpent would be helpful to get them where they need to be, but that makes an already expensive unit even more expensive. They've also got the survivability to take a lot of fire before going down, so having them go on foot isn't a bad option either as long as they can't just be avoided.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
The School of 'Fish
Spoiler
Show
Shas'el (Ishma'el) - 122 Points
Cyclic Ion Blaster, Missile Pod, Targeting Array
Hard Wired; Multi-Tracker, Drone Controller {x2 Shield Drones}
Fire Warriors (x10) - 135 Points
Shas'ui; Bonding Knife, Drone Controller (x2 Gun Drones)
Fire Warriors (x10) - 135 Points
x9 Faire Warriors; x2 Carbines
Shas'ui; Bonding Knife, Drone Controller (x2 Gun Drones)
Devilfish - 90 Points
Gun Drones, Multi-Tracker
At first I went completely overboard with the Commander (I forget who gave me the idea of painting my Hammerheads white, but, I love it), and I've since named my Commander Ishma'el, which works well with the Tau language. His Missile Pod is his Harpoon Gun. :smallwink: Expect that conversion.
His background is that he lost one of his legs to a Mawloc. But, then they put him in a Crisis Suit and he's all good. :smallamused:
If I ever give him an Ejection System (unlikely), I know how I have to model the Pilot. :smallbiggrin: I may just model the Pilot anyway. Fire Warriors come in boxes of 12, I only need 10. :smallamused:
Fluff for this army is heavily based on Deep-Sea fish. The little fish (Fire Warriors) will be bright and shiny blue. The larger Crisis Suits will be Darker Blue. And both Pathfinders and Stealth Teams will be in the default colour scheme for Stealth Teams, and they'll be shining lights on things.
(Get it...Dark Deep-Sea Fish...With Markerlights...)
Tanks will be white whales. :smallwink:
Next 500 points goes into a Hammerwhale, more Fire Warriors, more Devilwhales. Maybe some Pathfinders.
Did I do it right?
I would drop the 6 drone, the targeting array on Ahab and the cyclic ion blaster. Put a fusion gun on Ahab
This nets you another 90 points for another devilfish which should be a better value than everything you dropped.
Than use Ahab as a tank hunter and the devilfish squads as hard troop choices.
you may also wish to drop 1 warrior to get disruption pods on each fish for better survivability.
also I would skip the carbines all together. without markerlights to guarantee pinning they are not as powerful.
my suggestion for the next 500 points would be
Spoiler
Show
hammerhead 165
railgun
burstcannon
multitracker
disruption pods
2 warriors (to add to the old squads) 20
pathfinders 96
8x pathfinders
devilfish 95
disruption pods
multitracker
Shas'el (Ishma'el) - 18
Cyclic Ion Blaster, Missile Pod, positional relay,
Hard Wired; Multi-Tracker, Drone Controller {x2 Shield Drones}
battlesuits 106
twin linked fusion blaster, targeting array
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
I kill your unit...In return, I get D6 Rippers per kill. Up to...30 Rippers if it's Parasite's Assault. Put him up against Guard or even Gretchin. He should massacre everything.
Each kill takes a toughness test, and if failed, then then each kill that failed it provides d6 Ripper bases.
Good, but not quite as good as automatically getting D6 bases per kill.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
hamishspence
Each kill takes a toughness test, and if failed, then then each kill that failed it provides d6 Ripper bases.
Good, but not quite as good as automatically getting D6 bases per kill.
Also get a toughness test versus every model entering from reserves for moar Rippers. Gribbly joy!
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
hamishspence
Each kill takes a toughness test, and if failed, then then each kill that failed it provides d6 Ripper bases.
Good, but not quite as good as automatically getting D6 bases per kill.
Yes! Take that, you guardsmen with your weakling T3! How does it feel now to be just one third the price of us [Chaos] Marines, huh? Huh?! :smallamused:
...erm, sorry. Not sure what got over me there. :smallredface:
Incidentally - how do modifications of Toughness from bikes or marks of Nurgle affect Toughness tests? Both say the Toughness bonus does not affect whether a unit is instantly killed, but they say nothing about whether they affect tests or not, so I assume they would work?
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Huh...Well, what's wrong with 20 Sluggas, 20 Shootas ('Ard Boyz), and the last ten in the Trukk from the Battleforce? :smallconfused:
I'm putting the Nobz and Warboss in the Trukk, since they're bullet magnets.
But if I do stick the Boyz in the Trukk, I assume I should make them Slugga Boyz, hm?
Quote:
Well, I'd consider using him as a 'Free Model', and use him to convert up a Painboy. If you fail, it's no big loss because it's an extra model that you don't really need. If you succeed...Well, you have a Painboy. Grats all 'round.
If you're not comfortable with that, yeah, stick him in your Nobz squad.
Is a Painboy only allowed a 'Urty Syringe and Dok's Tools? Or can he also take a Power Klaw or other normal Nob weapon?
I'm thinking that to convert him into a Painboy, I'll Green Stuff a surgical mask and smock onto his face and torso, then dabble him with blood and ground up sprue to represent Orky bits, chunky salsa style. I'll give him a sluggga, then cut it down so that there's only the handle, and then plasticard and green stuff a syringe onto it. As for the Dok's tools... How about cutting off his hand, building a motor housing and whatnot out of sprue and gluing it onto his wrist, and then making a circular saw out of plasticard to go into the housing? Ta-da! Okry surgical saw...
By the way, Cheesegear, you never told us the funny story about 'Nids on bikes. I want to hear it. :smallamused:
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
EleventhHour
Gribbly joy!
(In best Homer voice) Mmmm, gribbly.....
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Winterwind
Incidentally - how do modifications of Toughness from bikes or marks of Nurgle affect Toughness tests? Both say the Toughness bonus does not affect whether a unit is instantly killed, but they say nothing about whether they affect tests or not, so I assume they would work?
It should work. I've had this argument for like, twenty minutes during a game. A Marine riding a Bike is 4(5), he's not really tough. The Bike just gives him extra protection. But, then you get a Nurgle Marine who also 4(5), he is tough due to all the crap going on inside him. By the numbers, there's no difference.
We had a huge argument over it. And the fact that Space Wolves Thunderwolves had to be upgraded to actual T5 instead of T4(5).
...I just let the matter drop. It wasn't a big deal. We were wasting game-time. And I ended up winning anyway.
Ask yourself; Do you want to be a git? If yes. Parenthesis numbers count. If no, then they don't.
Quote:
Originally posted by Lycan 01
Is a Painboy only allowed a 'Urty Syringe and Dok's Tools? Or can he also take a Power Klaw or other normal Nob weapon?
No. "Painboy replaces slugga and choppa with..." - Page 98.
'Special' Nob weapons need to take the place of the Slugga and Choppa. A Dok doesn't have those weapons in the first place, and therefore can't get Nob weapons.
Depending on what the rules on "Is the Painboy a Nob or not?" he might be able to take 'Eavy Armour, Bosspoles, Waaagh! Banners or Ammo Runts? Maybe.
He can have a Bike or Stikkbombz though.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Wraithguard are useful at killing everything, and being very survivable. They don't have the number of shots to kill hordes, but they will take out any semi-elite or better units quickly and make short work of all vehicles.
Their relative short range means a wave serpent would be helpful to get them where they need to be, but that makes an already expensive unit even more expensive. They've also got the survivability to take a lot of fire before going down, so having them go on foot isn't a bad option either as long as they can't just be avoided.
ok thnx, hmm i can then imagine the big advance of Wraithguards is when the opponent waste time killing them instead of gunning for squishyer targets.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
lord_khaine
ok thnx, hmm i can then imagine the big advance of Wraithguards is when the opponent waste time killing them instead of gunning for squishyer targets.
Also their high toughness makes them hard to actually wound. The warlock which is a must in each unit gives them a 5+ cover save in the open. And the farseers in your army are most likely making you re-roll failed saves. Drop them in real cover and they become even harder to deal with.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
On the other hand, platoon of guardsmen or some other cheap infantry can easily keep them tied for the rest of the match in melee.
And you can't really get away from charge range, since wraithguard's weapon range is too short. Your oponent can afford to ignore them while they're away, and then send a random squad to tie them up when they close in.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Oslecamo
On the other hand, platoon of guardsmen or some other cheap infantry can easily keep them tied for the rest of the match in melee.
Not totally wrong. But, this tactics doesn't work with Guard unless you use lots. And then you're losing a lot more than you're gaining. As at T6 and a 3+ save, Guard will rarely cause a wound. Wraithguard, at S5, will cause wounds, and at a 5+ save, the Wraithguard might just win combat.
Guard are Ld 7 - losing combat by one or two on top of that. They run. If you're using Guard, you should be shooting at all units, all the time. The only time you should ever Assault is when it would be worse if you don't. Wraithguard guns have one shot each. When you're playing Guard, you can let those slide.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
You should really only try this theory when you have a large fearless unit. Otherwise, especially with guard, it is just better to destroy it before it comes near. It really shouldnt be hard considering the amount of firepower the guard have with all their tanks, artillery and heavy weapon teams. Not to mention their plethora of lasgun rounds flying towards you.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Guard are Ld 7 - losing combat by one or two on top of that. They run. If you're using Guard, you should be shooting at all units, all the time. The only time you should ever Assault is when it would be worse if you don't. Wraithguard guns have one shot each. When you're playing Guard, you can let those slide.
But Wraithguards only get one hit per turn in melee as well. And that hit can actualy be stoped by the flak armor.
Meanwhile, well, lasguns hit just as hard as guardsmen punches, and hit just as often. With the extra attacks from charging, you may actualy drop one wraitguard!
However, I'm not saying to charge halfway across the battlefield. I'm saying to shoot the wraithguards as they aproach, and only charge at the last moment. As you pointed out, I believe it will be better for the guardsmen to get in melee than let themselves be shot when facing wraithguard.
In particular if there's a valuable tank/sniper/stormtrooper just at the side of the guardsmen squad wich otherwise would be hit by their disintregator guns.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Cheesegear
Guard are Ld 7 - losing combat by one or two on top of that.
Just a minor correction. The Sergeants of the Infantry squads are Ld 8, so they're a bit less likely to run. Furthermore, Infantry squads can add a Commissar to their numbers. This grants them Ld9 and Stubborn. Now, in a single squad this isn't such a big thing. In a huge combined Infantry Blob, that's an entirely different matter. The Guardsmen won't be able to actually hurt the Wratihguard with their skinny arms without a well-placed Straken, but that's a mas of men that aren't going anywhere anytime soon.
Just something I thought I'd mention.
-Archetype
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Exactly. I once had a winged tyrant assault a mob of 30 guardsman. He killed 5 or so, and overran. Now if I had any commissar models at the time, that same tyrant would have been in combat for the rest of the game.
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Re: Warhammer 40K Tactics V: Everyone Is On Fire. Some Moreso Than Others.
Quote:
Originally Posted by
Myatar_Panwar
Exactly. I once had a winged tyrant assault a mob of 30 guardsman. He killed 5 or so, and overran.
Yep. That's about par for the course actually. This is the default outcome when Guard try to Assault anything.
Quote:
Now if I had any commissar models at the time, that same tyrant would have been in combat for the rest of the game.
The problem is that Commissars cost more than half the rest of the unit. Thus, they rarely get a place in my army.
Except, he really does shine when Combining Squads (I use a squad of 50 :smallamused: ...But only in really big games. :smallfrown:). A Commissar with his extra Leadership is also handy for receiving Orders.