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Made in gb
Rampaging Reaver Titan Princeps






Bristol

I haven't had much success against mech armies lately (namely ork armies with trukk boyz, bikes and wazdakka and mech BT) and was wondering whether people have had more success against mech armies. I was also wondering whether people think you can only win nowadays with a mech list.

I'm only asking because i was wondering whether i should make my new renegade guard army a mech army or a more traditional static fire base.

Any comments welcome.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I'm not too experienced in 5th edition (most of my gaming came in 3rd, and I'm just getting back in!) but from what I've seen, models on foot can do great! There are cover saves everywhere! AND they're a 4+ most of the time

I'm also trying out a static firebase army (gunline Tau) but I definitely would be doing better with some more transports. It's hard to claim objectives without having a lot of mobility.

So all that to say, I've had trouble against models on foot (tyranids) due to all the cover saves, but for myself I can see I'd be doing better if I were mechanized. It's an oxymoron!
   
Made in us
Been Around the Block





You can win with a mech army. Thing is, in a lot of the current codexes, mech is so good or cheap that a lot of builds are improved by making them mech builds. 35 point rhinos are almost a no-brainer for the MEQ lists with access to them.

On top of that, some of the common tournament armies (Daemons, some Ork builds) have trouble with mech, while the really excellent anti-mech builds are either rare or not top level tourney armies right now (dark eldar, Tau)


Automatically Appended Next Post:
RiTides: Vehicles get cover saves too.

This message was edited 1 time. Last update was at 2009/06/04 22:49:29


 
   
Made in gb
[SWAP SHOP MOD]
Killer Klaivex







I have much success against mech lists.
Why?
Because I play Dark Eldar and pack a minimum of 5 Dark Lance sniper squads into a 1500 point game.

And then there's the ten disentegrators hitting at Strength 7.

And then the Blasters on my jetbikes.

'Nuff said.

This message was edited 1 time. Last update was at 2009/06/04 22:51:21



 
   
Made in us
Nasty Nob






Joplin, Missouri

I think the fact that the rules in 5th allow for transported units to actually stay in their transports longer has helped as well.

One of the things about 4th edition that I hated was the auto departure due to penetrating hits.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in gb
Rampaging Reaver Titan Princeps






Bristol

yeah i see where you're coming from. I think im going to try a firebase to start with and hope i roll annhilation or capture and control. lol. i still used to struggle against ork bikers when i played my mech Crimson Fists army back in 4th ed though, so maybe its me!

This message was edited 1 time. Last update was at 2009/06/04 22:57:11


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

My Orks have little trouble smashing up rhinos and the like. I see to do rather well taking everything in trukks and wagons. I have played a couple games being the foot slogger guy, havnt done so well in those games. Yes you get a 4+ cover from practically everything, but when you have 30 ork mobs its hard to hide 50% behind a pile of rocks.
   
Made in gb
Morphing Obliterator





5th changed how vehicles worked. They are now much harder to deal with than in previous editions. In objective games they perform exceptionally because they have both speed and durability, not to mention that trrops inside them can still score. Mech lists can suffer in KP games, but this is one of the reasons for the inclusion of KP games in 5th.

For many armies dealing with large amounts of vehicles is difficult. Usual anti-tank has to be evaluated and new options looked at (this is why you see plague marines and IG vets running around with meltas instead of plasmas). Mech armies are also immune to the majority firepower of an army, which makes them very powerful.

Until we see DE, tau or necrons re-done (all armies that have been very good at killing tanks) then mech armies will remain good.

So while they are not a necessity, having a mech army will aid you more in winning games than a flootslogging army will (which is what everyone whos been paying attention has been saying since 5th came out).

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Mech rules.

I have never failed to seize on 4+ in my life!

The best 40k page in the Universe
COMMORRAGH 
   
Made in us
Ground Crew




Houston, Tx

With so many people focusing on mech and taking out tanks that a swarm army would throw people off their game. You would however get wtf pwnd in VP matches.
   
Made in us
Loud-Voiced Agitator



San Diego

I have always ran mech ever since 3rd ed. I do well against mech the same as ketara dark eldar with dark lances. Remember you can contest with transports too. So it's a nice way to deny objectives last turn.

Bolter Fire is my worst nightmare  
   
Made in us
Been Around the Block






Mech all the way. For 2/3 of games you want the ability to move quickly. Troops in an APC are much better at holding an objectives than they would be if they were just sitting out in the open.

First they have to crack the APC, then your troops probably get a cover save to boot if they manage that and then start shooting at the troops inside.


 
   
Made in gb
Sister Vastly Superior




That is, if the wreck isnt blocking LoS on the guys who disembarked...

Someone buy me a whole load more Armoured vehicles so I can go mech?

I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. 
   
 
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