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Die for the Emperor, or die trying - AM 8th Index review


Feral_80

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Effectively or cheap?

 

I think Hellhounds would be a very good option

Otherwise Scout Sentinels are probably the cheapest and yet somewhat effective way of doing it too. 

The fact that this isn't ironic makes me love this edition.

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I'm making up two squads of Rough Riders to cheaply fill out those fast attack slots (and a Sentinel since I have one somewhere anyway...)

 

They look really good in this edition! Pop up in the backline with good precision and take out (or at least take on to stop them firing) a Devastator squad or the like. Really cheap and hit hard on the charge.

 

Rough Riders..... Rough Riders are a decent option....

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I'm not thatcrazy about roughr riders due to their actually rather modest CC capabilities. I'd go with 3 units with them, have them outflank together and you might achieve something.

 

However, I'm more eager to use my FA slots for Hellhounds and esp. Bane wolves. At least until the DKK rough riders come out :D

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I'm not thatcrazy about roughr riders due to their actually rather modest CC capabilities. I'd go with 3 units with them, have them outflank together and you might achieve something.

However, I'm more eager to use my FA slots for Hellhounds and esp. Bane wolves. At least until the DKK rough riders come out biggrin.png

Banewolve looks like a beast against infantry. But it´s not exactly a cheap option for filling your FS slots. (105 pts each - including HF)

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Banewolves do look ace... I may have to get one! Rough Riders aren't amazing but they're so cheap and are useful at the vey least.

 

I also love the idea of, say, an Eldar gunner, blazing away with his Hi-tech hover weapons platforms, hearing something behind him and seeing 10 horsemen crest a hill.

 

"What in the world...."

 

"Tally Ho chaps! Charge!!!"

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I figure we are all missing something with Battle/Earthshaker Cannons - Frankie and Reece from Frontline Gaming who playtested the edition say they are *really* good, and I've heard a few reports from people using them on the table that they are solid as well. I am unconvinced, mathematically they're not that great, but they keep getting good reviews.

 

I can't speak for the Earthshaker cannons, but for the Battle cannons I think it has to do with the heavy weapons rules impacting vehicles too. Vehicles are no longer reliable mobile heavy weapons for BS4+ (previously BS3) armies because of they take the -1 to hit penalty, but the Battle cannon (or other turret weapon) ignores that. I've been mainlining eighth edition games on youtube from various channels and mobility for heavy weapons is a huge deal in many of them.

 

The other part of those changes is it changes the aptitudes of many units. Scout Sentinels used to be 'meant' for getting side and rear shots on vehicles with heavy weapons and armored sentinels were for toting can't-get-hot plasma cannons. Neither of those are as useful with the changes to vehicles/movement/heavy weapons and plasma weapons; but the heavy flamer is now a viable option for scout sentinels deployed to protect a flank. Armored sentinels have become, in my mind, a more expensive, unarmored heavy weapons team (find something that gets you cover and fire away).

 

The other aspect is weight of fire. In my local scene, anti-infantry weapons went in squads (autocannon was weapon of choice because it could double duty against light vehicles) and anti-tank weapons went on vehicles (or suicide meltagun outflankers). This new edition means a noticeable increase in weight of fire required for taking out vehicles while the new morale rules make it more straightforward (not necessarily easier) to reduce infantry numbers. Reliable 4+ shooting from stationary heavy weapons squads and splitfiring lascannons from command squads next to them with an officer is, I think, a back line that will shine. The anti-infantry strength of IG tanks has been made clear by the number of comments about the Hellhound line of chassis. Imagine backing up each Hellhound with an escort of 3 heavy flamer armored sentinels with 2-point upgrade sawblabes and a double flamer chimera with Bullgryns ready to pop out to counter charge any attempts to assault the formation. Such a group would be able to constantly move down a flank and threaten infantry.

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