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Legion Breacher Siege Squads


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Hey guys, could somebody please try and justify to me why I should include legion Breacher Siege Squads over tactical squads..... I want to love them but I just cant see it atm.... 75 pts more for 6+/5+ invul plus template rerolls (that probs arent gonna be too useful cos the scary squad killer templates are generally such a low AP they dont get an armour save anyway). Access to graviton guns is cool, but then you have to pay on top of an already pricey squad for them :/ bah. Yes dedicated transport is now LR slight advantage in mech heavy lists...... but i just cant see them doing any one thing better than another squad.....

 

Assault = better assault (5+ invul in CC fairly nullified then)

Shooting/anti-infantry/anti-mob = Tactical mob squads

holding objectives = Tacticals more cost efficient

 

any suggested use/ tactics that really let these units shine??

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Because a full twenty man unit of shield wielding marines looks awesome.

 

That's what I keep telling my therapist!

 

A related question. I don't play (or collect - anymore) 30/40K, apart from books, but, just out of curiosity and for the reason Dono stated with scientific accuracy: forget point costs, how effective/useful is a close-combat oriented Breacher Squad?

The benefit i see, would be a chaplain and 20 marines with 3+/5++ in melee. (Maybe fnp) be tarpit blob for, maybe a primarch. Considering fearless and 5++, the primarch would have to kill all 20. Pricy, but only tactic i can think of. The question still remains, if tactical would be better tarpit.

The Breachers arent dedicated CC, they dont have access to Power Weapons (well the Serg does), nor do they have CCW. They are a bit of a hybrid, they are going to be hard to remove with shooting because of the void hardened armour and the boarding shields but they wont dominate in Close Combat (though to be honest 20 marines in Close Combat is effective whether they have additional attacks or not).

 

So they're role, IMO, is a mid-forward objective/strategic point holder. They dont have the raw firepower of the Tactical squads fury of the legion, but they are more resilient, they also have access to up to four special weapons, giving them a more versatile role than the Tac squad.

 

Hammer and anvil tactics; use the Breachers as the anvil, they are tough and resilient but still hurt enough that the enemy cant ignore them, use another squad as the hammer, maybe an assault squad who excel at CC.

  • 8 months later...

I actually just played my third Zone Mortalis game last weekend w/a plain 20 man squad of Breachers lead by my Praetor w/a Paragon Blade against a Death Guard Pride of the Legion Terminator army and they make an excellent tar pit. Three games of being this swirling abyss for Terminators to get sucked and never come out. I do fight mostly Pride of the Legion "Deathwing" armies and I can honestly say that w/out my Breacher-Praetor combo I would have three losses instead of three ties

I'm eventually picking some up to run my Legion's Rite of War. I want the option to run two full Breacher Squads as compulsory troops... the way I look at it is, they're tough as nails. Throw an Apothecary into the mix and they're REALLY tough as nails. This would make the perfect anvil to a multiple Veteran Squad hammer.

I think the options for Melta and Graviton guns make them the one troops choice that can really look after itself, and gun down both infantry and vehicles and hold their own in melee.  They've got some flexibility, but they pay pretty dearly for it.  I don't think they're bad, just a kind of niche unit that pretty well reflects their fluff.  They're built to withstand the brutality of close-range engagements against all threats.  They have the toughness, numbers, and weapons to do that.

The biggest issue with Breachers is their prohibitive cost. A maxed squad of Breachers is much much more than a maxed squad of Tactical Marines. They'll have less attacks, but they last longer. They also cause a huge dent in your available points. That's the problem I'm having.

Aside from the alredy mentioned tactics, one thing I can think of is that they are pretty good for blocking lines of sight. Other marine sized models are going to have a very difficult if not impossible time drawing line of sight trough the breachers. So if you have a squad that needs to be protected from enemy fire, say something carrying the Relic for example, just form a shieldwall between them and the enemy.

I know I'll be having two full squads for my Iron Hands when I get around to making them. It works particularly well for them with their special rules of -1 str to all ranged attacks against them... Throw artificer armour and a cyber familiar on the sergeant with an apothecary in the back? You've got a 20 man unstoppable killing machine led by a Terminator with feel no pain... I'll take that, thank you.

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