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Made in au
Killer Klaivex






Forever alone

My Orks are leaning towards Kult of Speed, but my IG are staying as a gunline with lots of Russes and Bassies.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Footslogging is a slow way to die.
Mech armies are better. If you play SM or CSM, transports are cheap and resilient (thanks to cover saves and the new armor penetration table).

Former moderator 40kOnline

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Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut






When it comes to guard, footslogging can still win. You can play them like a horde army. They can be especially effective in objective games. Good luck getting a squad of 40 guardsman off an objective, at the same cost as a 10 man marine squad.

You'd have to maximize heavy weapon squads if you did this and I'm not sure it's doable with no tanks.

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Both.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Hanging Out with Russ until Wolftime







Kasrkinlegion wrote:When it comes to guard, footslogging can still win. You can play them like a horde army. They can be especially effective in objective games. Good luck getting a squad of 40 guardsman off an objective, at the same cost as a 10 man marine squad.

You'd have to maximize heavy weapon squads if you did this and I'm not sure it's doable with no tanks.
Easy, I charge a Chaplain in, cause a few wounds, then sweeping advance them because they cannot being all their attacks to bear (iirc a max of 28 can "reach" the chaplain).
Kthnxbye 40 guardsmen.

This message was edited 1 time. Last update was at 2009/05/22 16:53:31


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Made in us
Regular Dakkanaut






Gwar! wrote:Easy, I charge a Chaplain in, cause a few wounds, then sweeping advance them because they cannot being all their attacks to bear (iirc a max of 28 can "reach" the chaplain).
Kthnxbye 40 guardsmen.


Commissar with a power fist and they'll last forever... Chaplain will eventually die too...

 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Kasrkinlegion wrote:
Gwar! wrote:Easy, I charge a Chaplain in, cause a few wounds, then sweeping advance them because they cannot being all their attacks to bear (iirc a max of 28 can "reach" the chaplain).
Kthnxbye 40 guardsmen.


Commissar with a power fist and they'll last forever... Chaplain will eventually die too...


Only commissars in command squads can have powerfists.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
Hanging Out with Russ until Wolftime







willydstyle wrote:
Kasrkinlegion wrote:
Gwar! wrote:Easy, I charge a Chaplain in, cause a few wounds, then sweeping advance them because they cannot being all their attacks to bear (iirc a max of 28 can "reach" the chaplain).
Kthnxbye 40 guardsmen.


Commissar with a power fist and they'll last forever... Chaplain will eventually die too...


Only commissars in command squads can have powerfists.
What he said. Also Chaplain Cassius Laughs at your power fist.

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
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Made in us
Fixture of Dakka






on board Terminus Est

willydstyle wrote:Anti-infantry firepower has become so cheap and effective with the more recent codices that you pretty much have to go mech or die, regardless of what codex you use.


What about Nidz?

G

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Made in gb
Hanging Out with Russ until Wolftime







Green Blow Fly wrote:
willydstyle wrote:Anti-infantry firepower has become so cheap and effective with the more recent codices that you pretty much have to go mech or die, regardless of what codex you use.


What about Nidz?

G
They get to go:

Gojira

This message was edited 1 time. Last update was at 2009/05/22 22:13:41


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Grumpy Longbeard




New York

Green Blow Fly wrote:
willydstyle wrote:Anti-infantry firepower has become so cheap and effective with the more recent codices that you pretty much have to go mech or die, regardless of what codex you use.


What about Nidz?

G


Well, there's a reason you don't see them doing well in tournaments anymore.
   
Made in us
Servoarm Flailing Magos





Alaska

Terrain is also an important consideration. In cities of death, you may not be able to move mech armies around easily, making any movement advantage they had null. May as well take hordes in that instance. On the other hand, if you are playing on a board with little/no terrain, mech armies can use the transports to get troops into assault/firing range quicker.

Even so, I have typically seen horde armies faring better in recent games. GW planned? Maybe...

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Danny Internets wrote:
Green Blow Fly wrote:
willydstyle wrote:Anti-infantry firepower has become so cheap and effective with the more recent codices that you pretty much have to go mech or die, regardless of what codex you use.


What about Nidz?

G


Well, there's a reason you don't see them doing well in tournaments anymore.


Yes, there was a second option in my statement

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
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Hanging Out with Russ until Wolftime







Does everyone ignore me just as standard now?

I said GOJIRA!!!!!!!!!!

Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
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Made in us
Regular Dakkanaut






You don't let nids get into cc with your 50 man squads... that's just silly...

Power Sword would work almost as well and throwing the command unit into the fray with a power fisted commissar along side your 50 man squad would be just as effective...

 
   
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Long-Range Black Templar Land Speeder Pilot




Chicago

Gwar! wrote:Does everyone ignore me just as standard now?

I said GOJIRA!!!!!!!!!!


I pay attention to you, Gwar. Bog knows why.

GOJIRA would make nidz cheap. But he's only super-effective against japanese buildings.

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Guard Heavy Weapon Crewman






FoxPhoenix135 wrote:Terrain is also an important consideration. In cities of death, you may not be able to move mech armies around easily, making any movement advantage they had null. May as well take hordes in that instance. On the other hand, if you are playing on a board with little/no terrain, mech armies can use the transports to get troops into assault/firing range quicker.


Definitely- terrain is a big consideration. Terrain limits effective corridors for transports to advance through (By effective, I mean clear terrain- nothing impassible or dangerous), excluding of course skimmers. Tread-heavy mechanized troops can get bottle necked if they only have one or two real passes to get to the enemy, but can blitzkrieg an army to smithereens if there is plenty of room to maneuver.
Of course, in Cities of Death, everything goes out the window and you're better off with static fire platform IFVs, rather than sweeping APCs.

This message was edited 1 time. Last update was at 2009/05/23 16:29:48


 
   
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Stubborn Dark Angels Veteran Sergeant




Ontario

Terrain is also an important consideration. In cities of death, you may not be able to move mech armies around easily, making any movement advantage they had null. May as well take hordes in that instance. On the other hand, if you are playing on a board with little/no terrain, mech armies can use the transports to get troops into assault/firing range quicker.

Even so, I have typically seen horde armies faring better in recent games. GW planned? Maybe...


The best mech armies, (read here as Tau or Eldar) get ridiculously good in Cities of death. You have no idea how much of a pain JSJ becomes in a city fight, they just hid behind a wall that you can't go directly through and jump over shoot, jump back. Also their skimmers allow them to become even more mobile in comparison to your own army. To add insult to injury the Tau vehicles can buy sensor spines and not even have to take dangerous terrain tests so they can get their cover saves too... Sneaky gits.

That and dropping a load of Firewarrior on top of a building where you can't get at them in assault is always a great tactic.

This message was edited 1 time. Last update was at 2009/05/23 23:40:19


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Regular Dakkanaut






Does anyone even play Cities of Death any more? Did anyone ever really play it?

I thought it didn't work with 5e...

 
   
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Implacable Black Templar Initiate




Poconos, PA

Well most armies have a huge weapon locker full of stuff that will kill off footslogging infantry, while some armies are very limited in terms of anti-vehicle weaponry. There is about 3 or 4 anti-infantry weapons for every anti-tank one it seems. And those anti-infantry are usually amazing at their jobs where the anti-tank ones are at best are AP1, melta, and/or lance.

Some armies are better than others in this field but with the cheapness of new transports, why wouldn't you bring em? And even if are opponent has the guns, it takes 3 good rolls to break a vehicle (To Hit, To Pen, Result) so luck is a bit more on your side and with the right upgrades available you can put that favor more into your side.

4500 Points
 
   
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Towering Hierophant Bio-Titan



UK

Fleeting beast charge ranges make nids horrible aslong you you add a couple of flyrants. Either run away from either, save you a turn, cost you a turn of h.wep & 24" rapid fire; shoot at one, get charged by the other or just get unlucky with movement & get charged by the hormagaunts & finished off by the flyrants. - This is with blob guard in mind here.. one of the weaknesses im worried about & why I may un-blob a feeder 10man squad. Mech-types, read below..

Vehicle hulls extend the range of the charge-threat. If thier inside the threat range, you basically concede a further 6" of shooty space. Vehicle squadrens with rear AV10 - Cant wait till a squad like scorpains, hormagaunts or charging orks have a go at a squad of three russes, scoring treble thier points in one assault.

This message was edited 2 times. Last update was at 2009/05/24 01:00:57


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
 
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