I've been a little burned out on 1750,
GT format games. I'm starting in on some 2500 point list building, and I'm also focusing more on expansions.
I just pored over the cities of death book and got excited. It doesn't really require a whole lot of tweaking to iron out the edition discrepancies. I have the terrain for the most part. I'm actually pretty excited about taking on the challenge of list tech in this expansion.
So, gonna have the Sprue Posse help me iron out our house rules, and I'll probably post those along with our almost finished apocalypse house rules soon. But this post is about theory.
What normal
40k conventions are voided by the dense terrain? Fast attack is pretty crappy in low points games, and looks to be just as bad or worse in cities. Move through cover, assault, and barrage weapons look to be better than they are in standard
40k. what specifically would you add or remove from your own lists if you planned to play some seriously competitive turney style cities of death games? I am interested in any codex you might be playing with. But I'm going to be focusing on orks first.
I have almost no experience with cityfighting in either 4th or 5th. So feel free to start slow with me.
I've got some early theories and some questions specific to cityfighting orks that I'd like to start the discussion with. Bikers and transports seem to lose a lot of their lustre, those dangerous terrain tests look absolutely murderous. With the gaps between buildings being less than 6". There could even be places where battlewagons couldn't physically reside. I usually generate my own cover with orks, and stay the hell away from area terrain with all orks except lootas. With difficult terrain being a certainty, is run now much more important? If I'm going to be running, should I be trading shoota boys for slugga boys? Without transports or bikers, is running going to be the only way to get to enemy held buildings in their own deployment zone? Could trukks with rams be even better here, or will the ram not be enough to make the limited placement of the trukk models worthwhile? Ultimately, how we rule on the building walls interacting with the vehicles will have a lot to do with transport effectiveness. In standard
40k we've been ruling that you can go through the walls just fine, but if your movement wouldn't carry your model completely through, then you have to stop short, losing the extra movement.
I immediately think that a straight up trade of kommandos for lootas is logical and competitive. I'm also contemplating downgrading the shootas to sluggas, and just running. batteries of guns with longer than 24" range seem to lose effectiveness exponentially, so with kannons and lootas being uninteresting. What support and attack units are there to replace them?
KFF meks supporting kans seem to be just as good as before, although now DANGEROUSLY slow moving. Are warbosses escorting foot nob units more interesting with the game getting slower and more intimate? Or is the slowness and intimate-ness just a misconception I've created?
Thanks for participating in the discussion, general cityfighting wisdom, and army specific thoughts from all codexes are more than welcome!