Brother Caleb Posted June 11, 2010 Share Posted June 11, 2010 Brothers, While I succeeded in my most recent match against the 'Nids, I realized that I simply don't have the instincts to properly use transports. One of my GH packs didn't even participate in the fight because I waited to long to disembark. It seems I play too defensive. This is a severe self-nerf. Any pointers? Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/ Share on other sites More sharing options...
wolf363839 Posted June 11, 2010 Share Posted June 11, 2010 It depends on how you use your transports. It may sound funny, but I use my Rhinos as assault vehicles. I motor up the field as fast as possible and then sit inside while I take whatever shooting comes my way (I have a lot of other "priority" targets that usually limit the amount of firepower directed at my rhinos). Next turn, or whenever tactically appropriate, I dismount, move 6", and assault (obviously, your Rhino can't move until after they have dismounted). These mobile bunkers would exceptionally well at both speedy transportation and are fairly survivable. If you don't play the mech assault way, then you will have to play test the effectiveness of moving to take advantage of terrain, etc, and then dismounting to unleash some close range firefight goodness. Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431493 Share on other sites More sharing options...
Requiem of the Wolf Posted June 11, 2010 Share Posted June 11, 2010 Brothers, While I succeeded in my most recent match against the 'Nids, I realized that I simply don't have the instincts to properly use transports. One of my GH packs didn't even participate in the fight because I waited to long to disembark. It seems I play too defensive. This is a severe self-nerf. Any pointers? Well..when fighting 'nids,you want to stay in your transports as long as possible. their swarm troops cant do anything to a rhino,so youc an keep shooting them again and again and again without concern. Now as for when to disembark...it depends on what your troops are set to do. Generally if you are planning on assaulting with that unit,then you disembark at the beginning of yoru turn befor ethey move as long as they are within 12 inches... If you are planning on playing defensively,there is nothing wrong with that. You just focus on Rapidfire weapons,and making your opponent suffer for every step he takes towards you. Generally with anything other then Thunderwolves I stand back,blast with rapidfire until they are within range,then move forward,blast with pistols and then charge. It works really well tbh. Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431495 Share on other sites More sharing options...
WG Vrox Posted June 11, 2010 Share Posted June 11, 2010 I would not feel bad about having a Rhino full of troops that did not get to assault, as long as you won. means you played the rest of your army very well and you didn't need to engage your reserve troops. Now if this Rhino was on the other side of the board no where near the fighting or an objective and your opponents had everything on the table shame on ya, you might need to rethink your strategy Keeping a pack of GH mounted and mobile during the last 2 turns of a game is exactly what you want to do. Having them in a central spot ready for last minute objective grabbing or countering some sort of last minute move on your opponents part. Over committing is a blunder many of my opponents seem to do, they love to wipe out a unit and when that unit is no where near an objective or a decoy to get them out in the open, they later pay for their mistake. Random length games and random dice are why having a pack of GH held slightly back in their Rhino an effective reserve unit. A general who does not have to commit their reserves in order to win a battle is a general worth fighting for. Vrox Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431545 Share on other sites More sharing options...
Brother Caleb Posted June 11, 2010 Author Share Posted June 11, 2010 I would not feel bad about having a Rhino full of troops that did not get to assault, as long as you won. means you played the rest of your army very well and you didn't need to engage your reserve troops. Now if this Rhino was on the other side of the board no where near the fighting or an objective and your opponents had everything on the table shame on ya, you might need to rethink your strategy Keeping a pack of GH mounted and mobile during the last 2 turns of a game is exactly what you want to do. Having them in a central spot ready for last minute objective grabbing or countering some sort of last minute move on your opponents part. Over committing is a blunder many of my opponents seem to do, they love to wipe out a unit and when that unit is no where near an objective or a decoy to get them out in the open, they later pay for their mistake. Random length games and random dice are why having a pack of GH held slightly back in their Rhino an effective reserve unit. A general who does not have to commit their reserves in order to win a battle is a general worth fighting for. Vrox Interesting. We did end on turn 3, and two of his reserve units didn't make it to the table. If we had go to turn 6, it would have been a different story. Thanks for the dose of perspective, Vrox. Edit: I won by 2 VP, for those interested. Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431584 Share on other sites More sharing options...
Blarmb Posted June 11, 2010 Share Posted June 11, 2010 Brothers, This is a severe self-nerf. Not really. If you've got a ton stuff out there that's better at assaulting than you, there is no shame in staying in the transport. The primary function of Troops is to be scoring and they can do they just fine sitting a transport. Even if isn't in play you don't want to give up a (mostly) free KP by throwing them in front of the bus.. Generally these are all good indications that you might want to disembark. 1: There are no major threats in range that could kill the contents of the transport with little reprisal. 2: There is a something around that the unit contained in the transport could kill with little reprisal. 3: You can get into cover between your disembark and move. 4: Some other reason you need the transport to be empty. There is no shame with playing with a bit of a defensive edge. There is no shame in only bringing out the Troops when you need the tools they bring to the table (Mid-Short Range Shooting and Assaulting soft targets), and keeping them inside when faced with things they're ill equipped to handle (Long range or low-AP fire, dedicated assault). Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431758 Share on other sites More sharing options...
Brother Caleb Posted June 11, 2010 Author Share Posted June 11, 2010 Brothers, This is a severe self-nerf. Not really. If you've got a ton stuff out there that's better than assaulting than you, there is no shame in staying in the transport. The primary function of Troops is to be scoring and they can do they just fine sitting a transport. Even if isn't in play you don't want to give up a (mostly) free KP by throwing them in front of the bus.. There is no shame with playing with a bit of a defensive edge. There is no shame in only bringing out the Troops when you need the tools they bring to the tab le (MId-Short Range Shooting and Assaulting soft targets), and keeping them inside when faced with things they're ill equipped to handle (Long range or low-AP fire, dedicated assault). Well said, and thanks for the list. Helped focus my cluster of ideas. Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431820 Share on other sites More sharing options...
Marshal Wilhelm Posted June 11, 2010 Share Posted June 11, 2010 I was going to talk tactics, but your brothers have covered all the good things. Nice. The only I can't see mentioned was the mobile bunker. You stay in the Rhino and fire your 2 special weapons from the hatches. So you can trundle around 6" and fire 4 Pg shots at MEq, or 2 Mg shots, or 2 flamer templates ~ which can be extra nasty after you have pushed the unit closer together with tank-shock. You stay in the Rhino until it gets blown up. Unless a better opportunity comes along :P Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431887 Share on other sites More sharing options...
Requiem of the Wolf Posted June 11, 2010 Share Posted June 11, 2010 I was going to talk tactics, but your brothers have covered all the good things. Nice. The only I can't see mentioned was the mobile bunker. You stay in the Rhino and fire your 2 special weapons from the hatches. So you can trundle around 6" and fire 4 Pg shots at MEq, or 2 Mg shots, or 2 flamer templates ~ which can be extra nasty after you have pushed the unit closer together with tank-shock. You stay in the Rhino until it gets blown up. Unless a better opportunity comes along ;) Indeed...a very good point Wilhelm. Link to comment https://bolterandchainsword.com/topic/203937-when-to-disembark/#findComment-2431965 Share on other sites More sharing options...
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