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Hi All,

           Trying to get my head around transports for 10th as it's changed a lot.

 

Points cost is my biggest gripe, the repulsor tanks are so expensive it makes the land raider almost a default option.  The Rhino is hard to replace it seems.

 

Which raises the question about a storm raven. I know flyers suck in 10th but what's people's thoughts?

 

Don't know what I am transporting exactly yet, probably Mephiston and assault intercessors at the moment and probably assault terminators or foot DC later on.

 

Or is it just the land raiders edition.

 

Thanks.

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Storm ravens in hover mode do a very convincing Land Raider imitation, just a little less durable, though their ability does do quite a bit to mitigate.

 

Add in the ability to drive that mephiston squad PLUS a brutalis dreadnought have me liking the look of them. I just haven't played a game yet with any of my three. 

First off, check your restrictions for what can go in what. Then see what fits the force you are building.

 

"Suck" is a fairly subjective term tbh; what doesn't work for one person works for another after all (I often use Drop Pods and I'm waiting for an excuse to use my list that contains Razorbacks and a Termite.) The Stormraven issue can be mitigated depending on Deployment setup and what goes in it, if anything. If it goes into Reserve, it's not going to be dropping anything off until T3 at the earliest and as the cargo you highlighted above doesn't have a jump pack, it wont be able to charge. Therefore, it's more useful for carrying other things.

 

Land Raiders see play currently as they have become more points efficient and can move slow stuff like Assault Centurions/Aggressor blobs into the midfield reliably. Impulsors seem to enjoy things like Eliminators or Sternguard right now. 

 

If there's something you want to make work, build a list around it and experiment. Alternatively, see what the meta lists do and mimic it for BA if that's more your bag.

Transports are expensive and the shrinking pool of units that can use a Rhino adds to the problem.

 

I have found Land Raiders very good in this edition. But you pay a premium for the ability to Disembark and Charge so to get the best return on investment, they are best for melee squads like Terminators and Bladeguard Vets. Land Raiders also have 4 Lascannons shots which means that they can pull pretty effective anti-tank/monster duty.

 

I usually include a selection of squads that do not rely on Transports which can mean units with Jump Packs, units with Deep Strike and units which can infiltrate. Starting Scouts/Infiltrators/Incursors in the midfield means that you can get some cheapish units onto Objectives straight away which the opponent has to react to. If they do not kill them, they will start scoring VPs on turn 2 (or even T1 for some types of Objective). If they do kill them, they are not shooting at your killier stuff.

 

Inceptors can drop in within 3" of the enemy and unleash a lot of firepower which can be great for taking out Objective campers. Sanguinary Guard, Death Company and Vanguard Veterans are all fast enough and durable enough to take the fight to the enemy and make them suffer if they get into punching range.

 

Our Transports are expensive so a fully mechanised list may struggle but we have several options for making units mobile so you can usually find various ways to get capabilities you need where you need them.

 

I like the look of the Storm Raven Mephiston/Brutalis flying party bus but the only time I have used it, it got shot down T1 so I cannot offer fair comment on its effectiveness,

16 hours ago, Jolemai said:

First off, check your restrictions for what can go in what. Then see what fits the force you are building.

 

"Suck" is a fairly subjective term tbh; what doesn't work for one person works for another after all (I often use Drop Pods and I'm waiting for an excuse to use my list that contains Razorbacks and a Termite.) The Stormraven issue can be mitigated depending on Deployment setup and what goes in it, if anything. If it goes into Reserve, it's not going to be dropping anything off until T3 at the earliest and as the cargo you highlighted above doesn't have a jump pack, it wont be able to charge. Therefore, it's more useful for carrying other things.

 

Land Raiders see play currently as they have become more points efficient and can move slow stuff like Assault Centurions/Aggressor blobs into the midfield reliably. Impulsors seem to enjoy things like Eliminators or Sternguard right now. 

 

If there's something you want to make work, build a list around it and experiment. Alternatively, see what the meta lists do and mimic it for BA if that's more your bag.

I've got a pre-DC JP/SG update list and a post one sans points. You've talked me out of the drop pod in unit of the week and suck should probably have been articulated as manoeuvering is more difficult in 10th with flyers.

 

Think I'd always use a stormraven or a land raider but they are harder to split than in previous editions.

 

Plus as brother DGS pointed out, you can strap a dread on a storm raven and that gives it points in the ability to saturate threat. 

 

*Can only imagine the dreadnaughts indignation as it's dragged through mud in hover mode.

17 hours ago, DemonGSides said:

Storm ravens in hover mode do a very convincing Land Raider imitation, just a little less durable, though their ability does do quite a bit to mitigate.

 

Add in the ability to drive that mephiston squad PLUS a brutalis dreadnought have me liking the look of them. I just haven't played a game yet with any of my three. 

Yes this. Dropping a dread off doubles the threat and a big reason I've favoured the SR in the past.

Yeah the mental image of the new redepmtor chassis making the back end of the stormraven drag gets me chuckling LOL.

 

I think there's a play with the storm raven having a 6man bladeguard with a judiciar, and then a captain and the 4 man honor guard, and a brutalis. 20" movement, drop the absolute craziest melee bomb between the brutalis and the bladeguard+ancient, then the honor guard and captain can flex spot; they do ok in melee but also solid shooting.  Either drop the guys off into cover, or wait til the next turn and disembark first to be able to move and charge.

 

Idk. Might be worth exploring.

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