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D weapons and Transport Choices


hallodx

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Hey guys.

A issue came to my mind, that should we still use expensive but tough (to other OLD STANDARD weapon) transport or just give up and spam rhino, since D weapon can pop up your LR with a 2+ anyway.

Unless we want to pack a bigger unit, maybe termies or centurions, we have no choice but LR, but if just something else, like Honor Guard or Henchmen, they are considered assault units, but since their transports will be popped up easily anyway, why not just take rhino, flat out, maybe flat out again if lucky, rhino popped, and walk/charge for the rest distance?

 

I know drop pads serve us like always, but since now every imperial guy can take Corteaz, cast Warp Quake and I've been expecting you to protect back line, besides some units just can't take DP, I think it's necessary to think another way to send our warriors forward.

You may ask why I insist taking CC units? Because it's the only way seal their guns. And most case, shooty units sucks at CC.

 

So what's your idea?

 

Cheers.

 

 

 

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Spam ML1 telepahty psykers in pods! You can cram in 7 of them in a power armor list and you are bound to roll 'puppet master' a few times :D

 

The primaris and 'terrify' isn't half bad either...

Even if you do get puppet master off the squad that casts it is still dead the next turn. Drop pods don't necessarily buy you anymore time than reserving a unit out. They buy even less for the half that has to go in first turn.

 

Since D weapons are all templates and pop a land raider as easily as a LSS what about a more radical departure. Running 5 man scout squads in LSS's. Use the mobility of the storms to spread your units out and minimize the threat from template weapons. The speed to reposition to line of site blocking terrain as quickly as possible, and the transport to absorb the first hit. You can also infiltrate with them and potentially get close enough to your opponent that d weapon scatters can be just as dangerous for them as you.

 

It also keeps you in the many small units mode of play which limits the damage a single super heavy can do to your whole army in one round.

Who cares if your squad gets wasted as long as you get to use that D weapon against your opponent? :)

 

Trying to run a 'serious' game of 40k with D weapons involved is doomed from the start, just have fun with it instead. 

Theres a reason theyre rare and valuable right?

LSS's are a good choice, and combi-melta on the squad sarges will give you some AV killing to try and take out that superheavy.

 

As for puppetmaster... its a great idea honestly, sure it wont stop 1-2 units dying, depending on superheavy, but it will make your opponent cry a bit.

The best transport to use versus D-weapons is an Emperor Titan: 54 hull points, 8 void shields, 26 D-plates, and 104 transport capacity (divided between 10 units, 5 per leg). Yes, it won't fit in an Escalation SH slot, and yes, its fodder for all those enemy anti-titan forces. But OMG, it'll be glorious!

 

SJ

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