Jump to content

Dozer Blades!


Zhukov

Recommended Posts

Hey,

 

This little thing has come into my mind already a couple of times. In previous codexes Dozer Blades were never worth it, as they only worked when you moved up to 6". However that limitation is gone.

 

The numbers are pretty easily. Without them you have a:

 

-1/6th or 16,67% of getting immobilized when driving into/through terrain.

 

With them that drops to:

-1/36th or 2,78%

 

I'm normally a Chaos player (where we have still the old sucky Dozer Blades), but recently started Space wolves. I think Space Wolves are using some of their transports fairly aggressive (Grey hunters work best within 12"). Should it not be worth the 5 points on each transport you are going to drive a lot with, to making it much saver driving into terrain? I know I sometimes go around it just to avoid that 1/6th chance of getting immobilized.

 

What are your opinions on this?

 

Also the strangest thing in the whole codex: the allmighty Land Raider tank, who can drive through almost everything according to the fluff hasnt even got an option for Dozer blades B)

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/
Share on other sites

Here's why I don't run dozer blades:

1) Transports, as long as they've moved my guys further than they otherwise would have gotten, have completed their jobs and can bog as they like.

2) Dozer Blades only matter 16% of the time, if I enter terrain.

3) I dictate the movement of my Rhinos in virtually every scenario, meaning I can avoid driving into terrain

4) If my Rhino bogs, it can repair itself in later turns with a 16% chance each attempt

5) Dozer Blades cost points. Points that can be spent making my guys better in melee, shooting, or just plain looks (thunder hammer!)

6) An immobilized Rhino is still a stationary pillbox from which my troopers can fire while being immune to enemy fire. Or cover.

 

Dozer Blades are pretty meh, to be honest. Like searchlights were, before we started getting them for free.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370012
Share on other sites

In previous rules editions, when dozer blades were available on LR's, I saw them modeled to cover only the track sections, leaving a clear space in front of the ramp.

 

It was almost as silly as the Leman Russ track design, from a physical world point of view, as the blades (unless both were angled away from the central chassis only, and not chevron'd as in most configurations) would pile dirt up in between the tracks, resulting in any trailing Land Raiders grounding out on the raised dirt piles.

 

Oh, 40k. When will your vehicle designs ever appear to function in anything but flat concrete land?

 

 

At least, I'm pretty sure that'd be how it worked out... but then again, that tank does weigh a few tonnes... hmm...

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370022
Share on other sites

Maybe the dozer blades are... gasp, just in front of the tracks.

 

Either way, if you have... say... 6 transports, that's 30 points tied up in something that will, as said before, only matter 16% of the time, IF you enter terrain. I'd rather have another power fist somewhere, and a melta bomb.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370024
Share on other sites

Maybe the dozer blades are... gasp, just in front of the tracks.

 

Either way, if you have... say... 6 transports, that's 30 points tied up in something that will, as said before, only matter 16% of the time, IF you enter terrain. I'd rather have another power fist somewhere, and a melta bomb.

Well its not like you have to put them on every transport you got.

 

Most list surely include squads like this:

-8 Grey hunters; MotW, Wstandard, meltagun

-1 WG; Pfist, combimelta

Mounted in a rhino.

 

If you have 3 of such squads its only costs you 15 points. That not much for something which can be really helpful. Yes its only a 17% chance each time. 2 times is already 30%...

But indeed its nowhere gamebreaking of course, maybe it depends on playstyle too. I like to drive my rhinos where I want them and thats often through terrain or in terrain.

 

I would not put in on Razorbacks which you are holding back of course.

 

Also the fact that Land Raiders dont have an option for Dozer Blades isnt really important, but maybe they should ignore terrain or include a special rule which functions the same as a dozer blade/siege shield.

Its just kinda silly that this: '....and even smash its way through the rockrete walls of a fortress without sustaining any major damage.' can get immobilized because he drove through some kinda of almost flat ruïn. But also outside of fluff: Its a heavy transport with AV14 allround which role is getting your troops where you want them.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370104
Share on other sites

I use them. Have got two Rhinos and a Razorback kitted with dozerblades purely for that little extra when needed. My only issue with mine is they are glued on and I try as much as possible to play wysiwyg. And at 15pts, it's not really busting your army's pocket, especially at 1500pts and above so I recommend them

 

DGC

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370408
Share on other sites

it's nice to be able to enter cover like a forest (which we always seem to have on our tables) and use the cover bonus without panicking about getting stuck in there. The repair for a rhino is a nice add-on, but on average you are going to have to wait 6 turns to get the repair, in which case the game will be over.
Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370811
Share on other sites

actually, on average, you'll wait roughly 3-4 turns for the repair to kick in. After 6 you'll have statistically guaranteed a repair, but by turn 3-4 the law of averages ought have rolled around and gotten you a repair.

 

15 points = another power weapon, plasma gun, or WG power fist. Or another Grey Hunter come to think of it.

 

I guess they could be useful kit in City Fight, if your streets are choked with rubble (as they should be!)

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2370893
Share on other sites

I don't tend to take them, only things I'd really bother with them on are the Razorback for my LFs, as having it survive moving through terrain is pretty important, and a Siege Shield on my Vindicator so it can ram it's way into a building and sit there lobbing shells out at people :D.

 

I never bother on my Rhinos as if they've made that initial 12", then well they've pretty much put the GHs within 12" of the enemy usually anyway.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2371139
Share on other sites

I find that if the cover is dense enough to give a cover bonus, my vehicles cannot physically enter the cover. Almost all terrain in my experience will only give cover if the vehicle is behind it. The 50% rule causes this effect. Therefore, I just drive around the terrain unless I'm desperate for time (Ask me for anything but time.)
Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2371226
Share on other sites

I use them... but only in cityfight campaigns or on vindicators... because a vindicator doesnt look right without the seige shield, and Ill shell out 5 pts for aesthetics.

 

Mostly its the WYSIWYG nature of most tournaments and my reluctance to potentially butcher a rhino while I figure out what to do to make it easily removable.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2371299
Share on other sites

Magnets. That's what I ended up doing to my Vindi to make the siege shield removable. Takes some fancy cuttin', but once you get everything lined up and working smooth, you've got a hot swappable dozer blade.

 

In retrospect, I ought not've bothered magnetizing the Vindi. Not having the shield doesn't bug me and I never pay the points for the thing.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2371496
Share on other sites

Considering the front assault ramp, how do You imagine assaulting out of a LR with dozer? "Get'em! Chaaaarge.... Bang, bang.... Damn, driver, lift that stupid thing again!"

 

.. It's easy. You cut the dozer blade in half and mount each half in front of the tracks.

 

 

I advocate the use of dozers, personally, especially the Vindi's siege shield. It's not a vindicator without that wall of steel on the front of it.

 

Every time I find I need them, I don't have them, so..

 

I will say, Razorbacks and rhinos don't deserve them. Preds, Raiders and Vindicators are the only ones that make real use of dozers.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2372551
Share on other sites

I will say, Razorbacks and rhinos don't deserve them. Preds, Raiders and Vindicators are the only ones that make real use of dozers.

Preds? Preds function as more or less pillboxes in every codex, except the BA one. As soon as you move: you shoot only 1 weapon. If you get immobilez with a pred it doesnt matter that much, you'll probably be in position anyway more or less and you probably only move them 1 time in each game. Raiders cant take them as said.

Link to comment
https://bolterandchainsword.com/topic/198963-dozer-blades/#findComment-2372819
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.