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Since I'm on the fence about adding this unit to my Raptors or IH, I thought a bit more input might be useful. And going for a levi sounds a bit cheap to me, the obvious-and-to-be-nerfed choice isn't exactly what I go for. Also, PopGoesTheMonkey now has ways to make them look better.

 

In dev doctrine:

-6x S7 AP-2 2D (autocannon)

-2d6 S5 AP-2 (flamer)

-3x S5 AP-2

-6x S4 AP-2

No penalty for moving, no degrading profile until it loses 10W, and the cost is only slightly higher than a geared-up dreadnought.

 

But unlike the dread, this one is in charge range turn 1 if it wants to, or starts off on midfield objectives. The usual approach might be nice for a gunline, but this one could give us board control and applies pressure.

 

Using a phobos HQ with Ironstone could create quite a resilient firebase in the midfield - or a blob of 39W of walkers that rampage through the opponent's deployment zone turn 1, while shrugging off a lot of damage. Only T6, but reducing plasma/autocannon damage to 1 each would require bigger guns or CC to take them down quickly. Which in turn takes pressure off the backfield heavies.

 

Any thoughts on this one?

Edited by MajorNese
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I like the idea of this but

 

1. You get either the autocannon or flamer shots not both

2. Wouldn't the Heavy Bolter be 6 x S5 AP - 2 due to being in half range?

3. Getting a 9" charge off is very difficult.

 

Other than that :tu:

Edited by casb1965

1. Sure, we either get flamer or autocannon. But since both are Heavy, the AP becomes interesting.

 

2. It's Heavy, not Rapid Fire. Always 3 shots.

 

3. A 9" charge becomes significantly easier by moving 10" first - Invictors begin the game 9" from enemy models/deployment zone, they can act regularly in the first turn. So you're guaranteed to end at least 3" inside the deployment zone (when rolling snake eyes for charge range).

1. AP -2 still is 5+ on SM so 6 shots = 4 hits = 2 wounds with a 5+ save.

 

2. Ah yes, forgot about the "heavy" part.

 

3. This is assuming deployment zone edge hugging by your opponent. You could be setting up 21" away from your opponent in some scenarios if they terrain hug at the back of their deployment zone and you have to set up 9" away from the edge of their deployment zone. A 10" move doesn't help much then.

Edited by casb1965

Exactly. That's the issue I have with RG Invictors - it's absolutely fluffy, but just walks around with guardsmen's BS.

 

With our doctrine bonus, we might as well infiltrate them out of LoS, then march out and still hit perfectly. Also speaking for autocannons, it is more flexible - depending on opponent we could infiltrate them either up front to charge stuff, or if facing a CC army we place them in our backfield and they are still in range with everything except for the fragstorm.

Edited by MajorNese
  • 3 weeks later...

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