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SW with no vehicles


Vulcanus

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When I build 40k lists I usually go ALL IN on vehicles or exclude them completely. Why? Well, becuase with a fully mech army my opponents AT gear will often not be enough (under the assumption that his build is "balanced") and I will start the game with an advantage. Similarly, if vehicles are left out all together, my opponent's AT weaponry will become almost obsolete.

With MEQ in 5th, I have always opted for the first option (ie all in on the mech).

 

However, with the synergy btw LFs, GHs and Scouts in the SW list, I feel like trying out option 2.. What is your take?

 

@Lord Ragnarok: This was the point I was trying to make in the topic you just closed. Hope its a bit claearer now.

 

//Vulcanus

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Bikes and Jump Troops can help mitigate a lack of speed in Infantry Heavy armies. But if you play a lot of Imperial Guard the infantry heavy option is a lot less appealing, particularly in the face of one or more Colossus Siege Mortar's. Str 6 AP 3 and denies cover saves. Which means anything not in a tank or with Terminator/Artificer armor is just plain dead meat and an IG player can take 9 of these for relatively little cost.

 

There are also a few other tactics that can devastate infantry heavy marines, such as Sisters using Divine Guidance with a bunch of flamers, every 6 counts as AP 1 with no cover saves allowed, nasty.

 

But bar those two little else is as devastating and Infantry Heavy armies can easily make heavy anti-tank armies far less effective and strain an opponents ability to deal with massed power armor.

 

The important thing to remember with infantry armies is it always helps to have some way to be speedy if need be with bikes or jump troops, scout or infiltrate and its also very important to keep snazzy upgrades and expensive units to a minimum. Numbers matter most when you're relying on Infantry to carry the day so take Power Fists over Thunder Hammers, don't take 4 HQ's with Runic Armor and expensive saga's. Don't take 3 units of Lascannon Long Fangs and so on and so forth.

If you want to exclude mech units then why don't you try TWC? They'll give you great mobility which is normally where most infantry lists struggle.

 

Bikes do something similar and can be durable with their 3+ cover save but they don't have the sheer hitting power that TWC do. I'd also argue that the TWC are more survivable because they can make use of cover as they move towards the enemy. That means that they can take a bit more damage consistently.

If you want to exclude mech units then why don't you try TWC? They'll give you great mobility which is normally where most infantry lists struggle.

 

Bikes do something similar and can be durable with their 3+ cover save but they don't have the sheer hitting power that TWC do. I'd also argue that the TWC are more survivable because they can make use of cover as they move towards the enemy. That means that they can take a bit more damage consistently.

 

Actually Thunderwolf Cavalry are only marginally faster than average infantry and make for a much bigger and juicier target. Unless you've got an army built around them then they won't make up for the decrease in mobility very well. I prefere the smaller and easier to hide Jump Troops or Bikes that can turbo-charge and get a 3+ Invulnerable save while they close the distance.

 

Not to mention without an official model Thunderwolf Cavalry present a difficult conversion and modeling dilemna.

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