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Razorback packs


Brom MKIV

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I am not as versed with mechanized infantry as many of you here and im having a tough time deciding what I want when pts are tight so I looking for preference and experience. When you take 1 or more GH packs in razorbacks (this or last edition) what is your preferred setup and why.

 

Im already set on the twin asscan for the RB, but for my packs im torn between 5 strong minimal upgrades or 6 strong with wgpl, standard, flamer and motw, i.e. a pack that will hang with a full tac squad or similar. Help me decide brothers.

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5 man squad with melta gun in a razorback with twin assault cannons with a wolf guard with power weapon and combi-melta

 

that is what i usually ran with 3 of those and then a bigger pack of blood claws in a landraider crusader with a wolf priest to keep them in check...

I run my small GH packs similar to yours Brom. I usually give them a plasma gun & MOTW just cause I usually have them sitting in my deploymnet zone holding an obj. THe plasma gun is more pts but it makes the pack a little more useful in supporting my assault units. I also use the twin linked plasma gun & lascannon on my RB but again, more for fire support. But if points are tight I usually change the RB to HB's.

Is MOFW...mark of effing wulfen?!! If so my packs need to upgrade! Seriously though it seems everyone has their own preference, which is a good thing.

 

Capitano- your packs look like what I commonly faced in 5th edition, very efficient when expecting mech. Do you still run this same setup or have you evolved with 6th? The 10 pt power sword is tempting both for reliability and the low cost compared to motw although wulfens rending and potential 8 attacks makes the pack feel larger than its size of 6.

 

Rift Blade- Im back and forth on plasma vs flamers actually but its the cost of 0 plus the emphasis on infantry that currently makes me lean towards the flamer right now. Hard to go wrong with something as deadly as plas though. Im curious how you find the HB razorbacks perform? Ive considered squeezing pts by putting the best equipped pack in a HB razorback and more minimally equipped packs in TL asscan RBs.

 

eyeslikethunder- holy...you pack some serious heat in your squads man, probably too pricey for my purposes since Im bringing 3 such packs, but still really cool. In fact the only thing that packs missing is a second PW and a plas pistol to be completely maxed. Hmmm I wonder how such units would perform, maybe inside a HB RB for low cost?

 

Hmm maybe something like this:

 

5 ghs- pg, pp, motw, p.axe

wgpl- cbmelta/p.sword

razorback- hb

total- 203 pts

 

Not bad for a troops choice that can put out 3 plas and 1 melta shot up close and 3-8 rending + 6 ap3 attacks in combat.

RB HB's units are like anything else. When used right they perform great. In my gaming group I've watched other Space Marine & even another Wolf player use them & drop them cause they didn't "work out". What they were doing was using them enemy transports--you have to roll 5's & 6's to penetrate, units like Terminators, Oblit's & Mega Nobs--2+ saves, & other hard to damage units expecting god results. Hb's work best against your average infantry for most armies. Eliminate your opponents troops & he cannot score. Whenever possible, fire on those types of units & you should do all right. Can they hurt other units? Sure, with some luck. But the dice gods are fickle so don't count on them. Besides, your RB can target 1 unit while your GH pack can go after something else once they are out. My 2 cents anyways.

Every mission in the BBB has First Blood, and a Razorback/Rhino is a perfect target for this "free" victory point.

 

In my games so far in 6th Edition, every game I have used a Rhino/Razorback and went second, I have lost one for that VP to my opponent. I probably could have placed the Rhino/Razorback out of LOS, but it's a tricky deployment gamble. You take a transport to move your guys quickly from your deployment zone to an objective or somewhere else on the table. If you have to place the transport so far away that it'll take multiple turns for the transport to make it to an objective, then you should be considering why you are taking it in the first place.

 

I now take at least one Lascannon in every army due to First Blood. Just thinking about it right now, I should maybe start thinking about HK Missiles. 10 points, unlimited range... hmmm. Anyways, back to the Lascannon. That chance to pop a low AV target in the first turn of the game and score a VP is totally worth it. There is the psychological impact on your opponent- before he even gets to do anything, he loses a unit, and is now behind on VP's. The game effect- your opponent is now down a transport and his models may well have to take some saves, and might even be pinned. Pretty much disaster for a unit that was depending on that transport to get across the board.

 

Just something to consider before going all mechanical in 6th ed. :wallbash:

Tamwulf- Thanks, and point taken, but im not ignorant to these factors. I have always played the anti-meta game, more for my only challenge and satisfaction than anything else, and I will continue to do so. That being said im not convinced that light mechanized infantry is that bad really (not that your implying that).

If I were to worry too much about first blood I wouldnt be using any mech at all, or anything smaller than a full 10 man pack for that matter. What I will do is ensure that I am also capable of taking first blood should I get the opportunity.

 

I do know this, in a world of boltgun infantry and plasma, mech is alot more survivable than during the age of melta spam.

 

Edit- hope this didnt come off as snarky, that wasnt my intent, just wanted to shed light on where im coming from. As a long time gamer im more about modelling and fun as well as my natural tendancy to go against the grain.

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