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Extra CCW on tacticals


v6v77

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@sanct

 

May i ask what you mean when you say you wouldn't take apothecaries?

 

 

For the cost of the apoths you could take more dudes or another unit.  

Depends how highly you value the augury scanner and which legion tactic you take (RaW creates a unusual "can you infiltrate a scanner?" question but i'm being silly there)

EDIT: Again it's personal choice. The units lose some tankiness from FnP but gains actual models (so more dice throwing and less morale tests)

 

Plus take a look at your havoc unit.  Looks like they are incorrectly priced (should be about 280 not 215)

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Have you thought about running just one squad with all the upgrades and leaving the others bare?

 

The problem is that the enemy would just kill that squad first.

 

All I know is that in 40k my marines would kill for extra cc but they don't only have 1 attack so they can't. I like the idea of ccws they can make tacticals pretty well all rounders. However in my opinion it's gets better with more men. Since your main enemy is marines your hitting on a 4 meaning your going to need a lot more. Now does it make tacticals into super killers like three vindicators or terminators? He'll no I would be worried if that was the case. The ccw tacs depend mostly on the legion. World eaters for example would rather have just ccw and pistol. It means they can run more and you won't need a bolter because your to busy running towards the enemy. Likewise their on hands would rather be shooting and taking advantage of their special rules. The legion that benefit from it are sons of horus, nightt lords, reaping death guard, iron warriors, word bearers, salamanders, and imperial fists Alpha legion usually don't want them. Especially if your running the harrowing and don't want to take infiltrate. Their forced into rhinos. Then their just objective grabbers.

 

That's my take away. It's probably flawed as it's all speculation.

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The problem with vaccuum theorycrafting is that it favours reliabilty over potential.

 

In a game where dice are involved, which are ultimately not reliable, it's much harder to justify, as you give up quite a bit of potential along the road. I always take extra CCW on my 20 man blobs because my opponent will ultimately close distance with me try to engage with hard units. They might not have great effect on paper, but during my last game, I was able to kill 3 terminators by scoring 9 wounds and he failed 3. This turned a sure slaughter of my troops into a stalemate and a thin charge, an event that could not have occured had I not the chance to cause so many wounds. I am very aware of the anecdotal, but it reflects the reality of a dice base game. It is not reliable nor does it have guaranteed outcomes.

 

I don't think that a single 40 point investment or 120 point invest anywhere else could have prevented that terminator unit from doing work.. So you can say that I beleive in insurance policies. Because sometimes they are "wasted" but other times they are worth every penny. You just have to find the cost of the policy appealing enough for the potential return.

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The ccw tacs depend mostly on the legion. World eaters for example would rather have just ccw and pistol. It means they can run more and you won't need a bolter because your to busy running towards the enemy.

...unless they're World Eaters with a mind to stay tactically flexible; fully able to shoot, move and communicate; who don't mind putting a bolt in your brain housing group before separating it from your shoulders.

 

You can choose to run regardless of whether or not you took the extra weapon. You're paying those extra points for the ability to choose, mid-battle, what role you want that squad to play. You may start the game with every intention of sitting on an objective and throwing as many rounds down range as possible. Or you may want them to run full tilt at that squishy squad over yonder. But the enemy has a say in your plans, and even the best laid plans fall to pot. If you have the points to be flexible, I say take em'.

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^^ Remember too, that you retain "Fury of the Legion" even if you do swap for BP/CCW. Doesn't come up too often, but every once in awhile an opportunity presents itself. 

 

Case in point, my second game in 7th edition of my World Eaters vs Dark Eldar and Harlequins. Solitaires are scary. But it made an awesome story when he failed a 6" fleet charge only to have a squad of World Eaters bolt pistol FotL him into red mulch. :D

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That's true, some legions and army builds make taking tactical squads at the bare minimum a good idea while other have that more squads the better. All I know is that my night lords benefit from extra ccw when not taking terror assault. It helps whittle the enemies numbers which allows you to get talent for murder on them. And I think iron warriors can benefit from it if you take hammer of Olympia.
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