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![[Post New]](/s/i/i.gif) 2010/04/27 20:39:20
Subject: Infantry Platoon configuration - more tank or more gun?
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Sadistic Inquisitorial Excruciator
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So I've been trying to decide between two configurations for an infantry platoon for my 'Ard Boyz list. In practice games, both have done well, but sadly my practice pool of opponents is limited to a few friends on vassal, so I haven't faced too many Space Marines (when the tournament itself will be predominately marines).
Configuration #1:
Platoon Command Squad - Chenkov, Autocannon, Flamer, Vox, Chimera
2 Combined Infantry Squads - 2 Autocannons, 2 Plasma Guns, Vox, 2 Chimeras
2 Combined Infantry Squads - 2 Autocannons, 2 Plasma Guns, Vox, 2 Chimeras
Special Weapon Squad - 2 Flamers, 1 Demolition Charge
Notes: This gives me two units that can reliably receive orders, cover large areas of the board, and are stubborn. There are 5 chimeras (for a total of 8 in the list), 5 autocannons, 4 plasma guns, 3 flamers and a demolition charge. The only issue in this configuration is that Stubborn is somewhat less flexible: if Chenkov dies, both units lose stubborn; the units are pretty small, so if assaulted by a unit that can kill all 20 in two combat phases, you don't have the option of sacrificing the Commissar to force a break.
Configuration #2:
Platoon Command Squad - 4 Flamers, Chimera
3 Combined Infantry Squads - Commissar, 3 Autocannons, 3 Plasma Guns, Vox, 3 Chimeras
2 Heavy Weapon Squads - 6 Autocannons
Special Weapon Squad - 2 Flamers, 1 Demolition Charge
Notes: Basically, I'm trading a chimera and a plasmagun, for 4 autocannons and 3 flamers. I've actually been using this configuration more, and it's been surprisingly effective given how much hate heavy weapon squads get. Although they suck at taking orders, they put out a lot of shots and it's still a 50% chance to succeed with no penalty if you fail (unless you roll a 12). And yes, they are fragile, but every S6+ anti-tank weapon fired at them is one less fired at the chimeras, and in cover with a standard nearby they need to be wounded six times before they're silenced. The one 30-man unit can only engage one target and covers less area than two 20-man units, but they can hold up almost any unit for up to three combat phases and can break almost on cue.
So what do you folks think? I know the current paradigm is all about bare-bones infantry in as many tanks as possible, but I think I'm improving my ability vs. both infantry and tanks without losing too much durability.
How would your typical 'Ard Boyz list deal with either of these configurations? If it helps, the rest of the list is a mounted CCS with meltas, Inquisitor Lord with plasmas, Marbo, two mounted vet squads with melta/demo (one with harker), three vendettas, two manticores and an executioner.
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This message was edited 1 time. Last update was at 2010/04/27 20:44:53
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![[Post New]](/s/i/i.gif) 2010/04/27 21:21:35
Subject: Infantry Platoon configuration - more tank or more gun?
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Decrepit Dakkanaut
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If you're going around with big, mobbey squads then there's not much of a point to bringing chimeras. I'd stick with the first if you want the flexibility of plopping lots of stubborn units on objectives, and the second if you intend to keep your blobs in tact basically all the time.
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![[Post New]](/s/i/i.gif) 2000/04/27 21:45:15
Subject: Infantry Platoon configuration - more tank or more gun?
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Sadistic Inquisitorial Excruciator
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There is always a point to bringing chimeras. One is automatically reserved for the Inquisitor, and the rest can be ridden by the heavy/special weapon squads for safety. Plus, they get popped regularly, so having some redundancy is good.
10-man stubborn squads are actually a liability. There is no advantage against ranged attacks, and in close combat the small numbers mean they just finish you off during your assault phase and are then free to do whatever on their turn. Neither option locks me into how I use the squads. I can blob/reserve/mount them in any combination.
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This message was edited 1 time. Last update was at 2010/04/27 21:47:13
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![[Post New]](/s/i/i.gif) 2010/04/28 09:24:26
Subject: Infantry Platoon configuration - more tank or more gun?
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Wicked Warp Spider
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I'd pick option 2. Commissars seem more reliable than chenkov, and 30-man stubborn blob is more useful than 2x20 men. With option 2, you're getting more guns and less resilience - but with a competitive guard army, you already have so many units on the field, it's better to go with the firepower IMO.
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2010/04/28 13:01:05
Subject: Re:Infantry Platoon configuration - more tank or more gun?
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Fixture of Dakka
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I would go with #2 as well. i'm still not big on the points sink of characters(except Marbo, of coarse!).
2 things. i don't like the flamer paired with the AC. it's just me. have you tried GL instead? just curious. plasma is still my first choice, but points.....
and do you put the HWS in Chimeras all the time? if so, does it help with the fragile factor, or make them a bigger target?
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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
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![[Post New]](/s/i/i.gif) 2010/04/28 15:42:06
Subject: Re:Infantry Platoon configuration - more tank or more gun?
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Sadistic Inquisitorial Excruciator
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Are you talking about the flamer in the Chenkov squad? The reason for it was because I would usually deploy him rearward in my lines, both to keep him safe and catch runners before they hit the edge, so the GL was frequently out of range. As for the flamer, it is meant to slightly enhance the unit's assaulty capability. I've had two games where a marine squad wandered near to contest the objective (you know, one of those stupid min-sized squads so people can squeeze out more razorbacks  ), only to have Chenkov disembark, hose them with the flamer, and finish them off with his power weapon.
Really, the "point-sink" characters are actually pretty good. Both Chenkov and Al'Raheem are quite useful, Straken and Creed can radically change how your list plays (i.e. give it a melee twist), Harker has been worth his weight in gold, and even Pask is useful if you put him in an Exterminator. Nork, Bastogne and Mogul are really the only disappointing characters in the book, with the first probably being the worst point-for-point model in the game and Mogul coming in a close second for that honor as he's an actual DOWNGRADE for his unit.
But yeah, I don't go crazy with the characters unless the game is 2000+ points.
I'm strongly leaning towards option #2 more and more. I don't put the HWSs in chimeras all the time, far from it. I usually only do this if the opponent has S6+ large templates to throw at them (or some other way to very quickly eliminate them), otherwise I'm happy fire to be directed at them. 48" range makes it relatively easy to keep them out most anti-infantry fire, and as I said in the OP, a long range AT weapon firing at them instead of a chimera is a win in my opinion. The large bases make them useful for anchoring the sides of deployment zones, preventing deep strikes or outflanking.
As for making them a big target, that's kind of unavoidable. No one likes a tank that is spitting 3 S5, 3 S6, and 6 S7 shots per turn at them. But if they fire at it, that's still only 130 points that will have to be destroyed piece-miel and they still have to overcome AV12 in cover (possibly with another chimera giving it up to a 3+ save). And shots directed at this chimera are shots not targetting my CCS/Inquisitor Lord/Veterans/Vendettas.
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This message was edited 1 time. Last update was at 2010/04/28 15:46:03
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![[Post New]](/s/i/i.gif) 2010/04/28 19:00:48
Subject: Re:Infantry Platoon configuration - more tank or more gun?
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Elite Tyranid Warrior
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The problem with sticking HWS in Chims is that they have to give up a turn of fire to get inside the thing.
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