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First 6th Ed game, TDA wrecks


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Hello all,

 

A friend and I had our first 6th ed game today, so we picked our way through it slowly. There is quite a lot of page flipping, and brain rewriting. I played my Templars facing off against his daemons. Overall, the game was very fun, very random, and in general, much more strategic. We played "the purge" (which was invaluable for my win) I noticed a few things though, and thought I'd record my thoughts:

 

The most outstanding item:

 

Hammernators: wreck everything. Everything. I fielded a 5 man thunderhammer unit running about with the emperor's champion, they literally chewed through over half of his army, and this was a 1250 pt game. 200pts of doom, and worth every penny. I still used AAC, and it was amazing. If you can time your charges well enough, it is incredibly effective. They chewed though quite a few bloodletters, 2 deamon princes, and his bloodthirster. 4 attacks each on the charge is BRUTAL, not to mention TDA is unstoppable now with the shields. his monstrous creatures were the only AP2 threat, and they just couldn't do the job. If I had my terminator chaplain finished, oh dear, the mess they WOULD have made would have been even better on the charge.

 

Landspeeders: are now feeling quite a bit more fragile. 2 glancing hits and poof, dead. However, the constant jink ability kind of balances it out. a constant 5+ is very nice. Im thinking typhoons, all the time, would be excellent to increase their survivability. Moving flat out is also great, you can get quite the distance out of them.

 

Warlord traits: I managed to roll master of maneuver for my trait, giving the marshall and his unit outflank. I think this is one of the better choices on the personal traits table. It didnt come in very handy by the time he came in, but it would be far more deadly against camping armies with terminators.

 

Rhinos: not being able to assault out of a stationary rhino is pretty harsh, it really makes you think long term. In the future, I know I will have to reconsider my actions a turn early if I plan on assaulting with my assault equipped crusaders.

 

Mysterious objectives: Definently one of the most fun parts of the game. during the game my friend and I would both get pretty stoked when someone was inspecting an objective for the first time, just to see what zany modification would be added. Of the one's we rolled, the choice that allows for halving charge range is by far one of the more brutal ones, especially since it was in area terrain.

 

the other possible warlord traits:

on the command table:

choice 1: is useless if you field a marshall or run a cheap chappy aplenty list

choice 2: meh

choice 3: great for blacktide lists

choice 4: again, great for black tide lists

choice 5: since when should your warlord be camping an objective? :P

choice 6: adding 1 inch to the assault distance, not that much of a benefit, but sometimes that 1 inch is a deal breaker, so I kind of like this one

 

on the personal table:

1: great for some deployment maps, but I see myself more on the offensive

2: :) great for some deployment maps if you like getting up close and personal

3: is this possible to use with say your warlord, his termy retinue, and a LRC? :) :) :)

4: it is really too bad the EC cannot have this ability, however I think a twin LC marshall issuing challenges like its going out of style would make great use of this.

5: could be good if your attacking someones objective, especially if oyu have a large blob of templars accompanying him

6: scoring warlord? sure, that could be good

 

strategic table:

1: great for city fight, but not for all maps

2: meh, I dont have night vision, so I would find this a liability

3: the only infiltrators I have that could outflank would be sword brethren, and we all know how we feel about those

4:only good if you like keeping many reserves

5: only good if you think your enemy will choose a reserve based game

6:I guess this is good if you got first turn

 

personally, I think I like the personal table more, but the command table would be really great for black tide lists. not so excited about strategic.

 

 

In his list, he had 2 flying deamon princes, which I thought would be really tough to deal with, but since his princes were good in assault, he would only use gliding mode anyway, so I wasnt so concerned about swooping. overall, I dont think were hurting for skyfire too badly unless were up against mechanical flyers, then were in trouble.

 

Anyways, hope you enjoyed my 2 cents. I think Ill run terminators much more often now, they are just too good

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Thank you for your insights brother :tu:

 

I've got a feeling that hammernator squads + TDA chaplain will see alot of action this edition. Quite keen to test this out myself ;)

 

As for the rhinos nerf and AA firepower needs, I've been thinking about buying a couple FW hyperios turrets to convert rhinos into Whirlwind Hyperios tanks. Let the LRCs deal with transportation needs and use the Rhinos hulls as weapon platforms.

 

Cheers

-T14

im not really sure as I dont use command squads that often, but yes, I believe you are right. Since infiltrate grants you outflank in this edition, its now a matter of, does your LRC also come with you when you outflank with the command squad
Infiltrate gave Outflank in 5th edition as well. And when it comes to our veteran skills, no, they specifically state that if you choose a dedicated transport, you cannot also choose Infiltrate as a veteran skill for a command squad nor a sword brethren squad. However, if you got the outflank warlord trait, you WOULD be able to take a dedicated transport with them.

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