Inquisitor_Lensoven Posted 22 hours ago Share Posted 22 hours ago (edited) 56 minutes ago, DemonGSides said: Who cares if your Chimera gets +1 to wound? That's worthless. +1 to wound on a unit of Kasrkin or Scions dumping out of their respective expected transports is way more powerful and meaningful than your the transport being slightly better at getting their anemic damage through. Reroll 1's is fine but even that isn't very exciting. Bridgehead is probably just the better version of it, though, that's for sure. Mechanized Assault is one of the meh detatchments. I mean, 2 damage heavy bolters on a chimera wounding TEQs on a 3+ is pretty nice and wounding a lot of monsters and vehicles on a 4+ regardless of hull and turret option. taurox’s autocannons likewise wounding all monsters and vehicles on a 4+ with a reroll isn’t bad. and again, this can all be done pretty much every turn for free, unlike the +1 to wound after disembarking which is likely going to be one shooting phase per unit, or cost a lot of CP to pull it off, but also making those same Kasrkin more likely to hit. +1 to wound doesn’t help too much if you roll a 1 on the hit. Edited 22 hours ago by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089392 Share on other sites More sharing options...
Emperor Ming Posted 22 hours ago Share Posted 22 hours ago None of those detachments are good enough to pull me away from lethals Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089394 Share on other sites More sharing options...
Inquisitor_Lensoven Posted 21 hours ago Share Posted 21 hours ago 57 minutes ago, Emperor Ming said: None of those detachments are good enough to pull me away from lethals Yeah the internal balance in this codex is pretty trash. Emperor Ming and CyderPirate 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089401 Share on other sites More sharing options...
DemonGSides Posted 17 hours ago Share Posted 17 hours ago (edited) 5 hours ago, Inquisitor_Lensoven said: I mean, 2 damage heavy bolters on a chimera wounding TEQs on a 3+ is pretty nice and wounding a lot of monsters and vehicles on a 4+ regardless of hull and turret option. taurox’s autocannons likewise wounding all monsters and vehicles on a 4+ with a reroll isn’t bad. and again, this can all be done pretty much every turn for free, unlike the +1 to wound after disembarking which is likely going to be one shooting phase per unit, or cost a lot of CP to pull it off, but also making those same Kasrkin more likely to hit. +1 to wound doesn’t help too much if you roll a 1 on the hit. I just don't see how it's any more useful; that same infantry squad that you says can't disembark multiple times is also not going to be alive to give your transport any sort of bonus after they've disembarked, because if people think that suddenly your transports are dangerous after disembarking, they are either going to kill that transport prior to disembark (And you're back to a god awful detachment rule) or they're going to kill the infantry in overwatch/at their first opportunity, keeping that bonus limited to 1 turn anyways. Unless your plan is to transport to dump units out into a ruin and then leaving the transport out and hoping it can survive, I don't think your idea of a fix is all that compelling. Edited 17 hours ago by DemonGSides Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089457 Share on other sites More sharing options...
Inquisitor_Lensoven Posted 15 hours ago Share Posted 15 hours ago (edited) 1 hour ago, DemonGSides said: I just don't see how it's any more useful; that same infantry squad that you says can't disembark multiple times is also not going to be alive to give your transport any sort of bonus after they've disembarked, because if people think that suddenly your transports are dangerous after disembarking, they are either going to kill that transport prior to disembark (And you're back to a god awful detachment rule) or they're going to kill the infantry in overwatch/at their first opportunity, keeping that bonus limited to 1 turn anyways. Unless your plan is to transport to dump units out into a ruin and then leaving the transport out and hoping it can survive, I don't think your idea of a fix is all that compelling. It doesn’t rely on the squad that disembarked to get the bonus. It just needs to be near an infantry model. my infantry hasn’t been super durable, but in cover I’ve had plenty of success keeping at least a few of them alive until T3, especially with the take cover order. depending on the size of the ruin the transport can also get benefit of cover at the very least. besides the whole guard shtick is lots of vehicles and lots of infantry. in a 2k game it’s pretty reasonable to get 6+ chimeras on the table. In fact along with 6 Cadian squads that’s 900 points, so you could literally have 12 chimeras and squads of infantry in a 2k game, and still have 200pts for supporting units like officers and maybe a HWS of mortars. chimeras aren’t super tough, but when there’s 12 of them it will take a lot of dedicated AT to take them out in a timely manner. Meanwhile they’re gettin and giving the bonuses. or you do like I do, and give your opponent targets that they perceive as more threatening like russes or dorns and fewer transports. Heck the heavy armor might be more of a threat, but that doesn’t mean that the transports and their infantry aren’t still big threats with those buffs. Edited 15 hours ago by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089461 Share on other sites More sharing options...
sairence Posted 13 hours ago Share Posted 13 hours ago (edited) I think the mech detachment is one of the stronger ones personally. +1 to wound when disembarking is a powerful buff on our more elite infantry with all their special weapons. The enhancement to sticky an objective through a transport feels amazing. Clear & Secure is an incredible buff. 4 of the stats are pretty incredible movement shenanigans, including to enable you to keep triggering the detachment buff consistently. And mobility wins games. The only downside for me is really onky that the base buff is aimed at running units like Kasrkin and Scions, which gives it some overlap with Bridgehead. Which prob explains why Bridgehad didn't make the cut into the Codex proper. I'm a but more disappointed in Hammer myself, because the buff is very situational and the strats kinda encourage you to buff one specific tank. I would have loved it if the detschment buff was Assault for Squadron units instead...and if Baneblades had gotten Squadron. Then it would be pretty damn interesting. Edited 13 hours ago by sairence DemonGSides and CyderPirate 2 Back to top Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089468 Share on other sites More sharing options...
DemonGSides Posted 7 hours ago Share Posted 7 hours ago 8 hours ago, Inquisitor_Lensoven said: It doesn’t rely on the squad that disembarked to get the bonus. It just needs to be near an infantry model. my infantry hasn’t been super durable, but in cover I’ve had plenty of success keeping at least a few of them alive until T3, especially with the take cover order. depending on the size of the ruin the transport can also get benefit of cover at the very least. besides the whole guard shtick is lots of vehicles and lots of infantry. in a 2k game it’s pretty reasonable to get 6+ chimeras on the table. In fact along with 6 Cadian squads that’s 900 points, so you could literally have 12 chimeras and squads of infantry in a 2k game, and still have 200pts for supporting units like officers and maybe a HWS of mortars. chimeras aren’t super tough, but when there’s 12 of them it will take a lot of dedicated AT to take them out in a timely manner. Meanwhile they’re gettin and giving the bonuses. or you do like I do, and give your opponent targets that they perceive as more threatening like russes or dorns and fewer transports. Heck the heavy armor might be more of a threat, but that doesn’t mean that the transports and their infantry aren’t still big threats with those buffs. I don't think that's a compelling argument. Our infantry are OC not fighting people, except for our elite infantry, which are suicide squads most of the time. Our transports aren't good. You're happy about TEQ when TEQ arent a threat band in the current game worth overloading on HBolters for. I'm with Sairence. The current bonus is way better. And if you really want to push transports, I think the Hammer is the go to as it directly benefits the chimera plan you're looking to do. Zoom those transports directly into the enemy to box them in while bigger stronger things in the backline move up and get into killing position. Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089537 Share on other sites More sharing options...
Inquisitor_Lensoven Posted 5 hours ago Share Posted 5 hours ago 1 hour ago, DemonGSides said: I don't think that's a compelling argument. Our infantry are OC not fighting people, except for our elite infantry, which are suicide squads most of the time. Our transports aren't good. You're happy about TEQ when TEQ arent a threat band in the current game worth overloading on HBolters for. I'm with Sairence. The current bonus is way better. And if you really want to push transports, I think the Hammer is the go to as it directly benefits the chimera plan you're looking to do. Zoom those transports directly into the enemy to box them in while bigger stronger things in the backline move up and get into killing position. So you’re saying the detachment best for mechanized assault is not the mechanized assault detachment…so it’s a pretty bad mechanized infantry detachment. DemonGSides 1 Back to top Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089558 Share on other sites More sharing options...
sairence Posted 5 hours ago Share Posted 5 hours ago No, he said if you want to push transports, Hammer is pretty good, because it lets them zoom up the board like nobodies business. Mech Assault offers pretty amazing support to what's inside the transports, aka the stuff that actually matters. DemonGSides 1 Back to top Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089564 Share on other sites More sharing options...
Inquisitor_Lensoven Posted 4 hours ago Share Posted 4 hours ago (edited) 50 minutes ago, sairence said: No, he said if you want to push transports, Hammer is pretty good, because it lets them zoom up the board like nobodies business. Mech Assault offers pretty amazing support to what's inside the transports, aka the stuff that actually matters. Mechanized units are transports and infantry. If the detachment doesnt encourage them to work together it’s not a very good mechanized detachment. Edited 4 hours ago by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089567 Share on other sites More sharing options...
sairence Posted 2 hours ago Share Posted 2 hours ago Good thing this one does then, through its detachment buff, enhancements and strategems DemonGSides and SteveAntilles 2 Back to top Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089616 Share on other sites More sharing options...
DemonGSides Posted 2 hours ago Share Posted 2 hours ago 2 hours ago, Inquisitor_Lensoven said: Mechanized units are transports and infantry. If the detachment doesnt encourage them to work together it’s not a very good mechanized detachment. You're the one who thinks this, and just because you think something doesn't make it automatically true. The detatchment does encourage them working together, you just want that cooperation to be a different thing. That's fine, but it doesn't take away from the fact that the detatchment does what it says on the tin, and in a much more effective way for the game than the made up way you came up with. Link to comment https://bolterandchainsword.com/topic/385016-platoon-command-squad-and-platoon-infantry-squads-gone/page/4/#findComment-6089625 Share on other sites More sharing options...
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