Firepower Posted December 14, 2014 Share Posted December 14, 2014 It seems to me the important thing is that so few units land in the 'bad' category. Link to comment Share on other sites More sharing options...
jeremy1391 Posted December 14, 2014 Share Posted December 14, 2014 Having these decussions is good. This means we have a semblence of internal balance. I would say the codex is actually pretty internally balanced with few things that can be abused. The things that I would say are pretty bad are Yuchi and van vets because they are outclassed by sanguinary guard and death company. Except they can multi charge with impunity, which is good. Link to comment Share on other sites More sharing options...
Brother Navaer Solaq Posted December 14, 2014 Share Posted December 14, 2014 q. do we have access to a dedicated AA unit in the new codex? I have not picked up a copy of the codex yet. Link to comment Share on other sites More sharing options...
simison Posted December 14, 2014 Share Posted December 14, 2014 For better or for worse, no. If you want AA, either bring in a Stormraven, a fortification, Flakk missiles, or that one lucky unit that can somehow hit flyers all the time. Link to comment Share on other sites More sharing options...
Firepower Posted December 14, 2014 Share Posted December 14, 2014 Kind of ironic really, all things considered. The Chapter most adept at deploying from the air has the least ability to maintain air superiority. Link to comment Share on other sites More sharing options...
Drunken Angel Posted December 14, 2014 Share Posted December 14, 2014 I have never worried too much about air in the last year. Its less and less of an issue these days. Being able to multi charge at full strength is great for Vanguard. Always tuck a few melta-bombs in them and hit the unit next to the tank and the tank. Link to comment Share on other sites More sharing options...
simison Posted December 14, 2014 Share Posted December 14, 2014 I suppose one ridiculous way we could get an AA attack is to give all jump units the ability to open fire on enemy flyers on the turn they deep strike at full ballistic skill. Or make one close combat attack as the fly past the target. :) Link to comment Share on other sites More sharing options...
Firepower Posted December 14, 2014 Share Posted December 14, 2014 Being able to multi charge at full strength is great for Vanguard. Always tuck a few melta-bombs in them and hit the unit next to the tank and the tank. It seems to me the relative simplicity of the Death Company or even the Sanguinary Guard outweigh a situational advantage like that. The potential for durability by Storm Shields seem to be a more compelling argument for taking Vanguard. Link to comment Share on other sites More sharing options...
ThatOneMarshal Posted December 14, 2014 Share Posted December 14, 2014 Actually thinking about it more vanguard veterans could make good MC,walker, and vehicle hunters. Give 1-2 storm shields and the rest melta bombs and go hunting. Link to comment Share on other sites More sharing options...
Drunken Angel Posted December 14, 2014 Share Posted December 14, 2014 Yep MB's and a few shields make them an interesting unit. Whats really changed the dynamic is native Initiative 5 Strength 5 charges in all our units. That was our strength in 5th and now its back we have to go out and test it again. I think it will be surprisingly effective few units actually consider dealing with dedicated assault now. Sure shooting is king but we can still shoot and charge better than any other PA army. A lot has changed just with that I5 S5. Link to comment Share on other sites More sharing options...
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