Ailaros wrote:Mannahnin wrote:Opponents don't have a choice about bunching up when they pile out of an exploded transport.
Opponents don't have a choice about bunching up when they disembark a unit from a wrecked transport with only one hatch.
Assuming the other player hasn't already neutralized the
TFC, which is pretty easy to do.
Plus, they very likely get cover in this case,
Which is totally irrelevant. Because if their armor save is poor, you can choose the cover-ignoring shot. And if not, you choose the S6 standard, and just force a ton saves, like I said the first time.
Ailaros wrote:...or are squads that are cheap enough the TFC will still struggle to get its points back.
Did you seriously just say "get its points back"? I know you play 5th edition, so what could move you to such an outdated figure of speech? Heck, that was a poor guage of a unit's worth even when
VPs mattered.
Ailaros wrote:Mannahnin wrote:Opponents don't have a choice about bunching up when they're bunched up from an assault, win, and then roll a 1 for Consolidate distance.
Opponents don't have a choice about bunching up when they Deep Strike, Run and happen to roll that 1. Or 2 or 3 with a large unit.
Opponents don't have a choice about bunching up when you tank shock them.
I said competent opponents. These situations are all pretty easy to work around. Plus, once again, you're assuming that the
TFC survived past turn 1, so that any of these things are a possibility.
None of my situations require an incompetent opponent. All of them are commonplace situations in everyday games. It is disingenous of you to pretend otherwise. Almost any unit can die on turn one. This may be difficult to wrap your head around for a guy who primarily plays horde guard, but most of us are accustomed to dealing with the possibility that any of our vehicles could theoretically be killed before we get a turn, up to and including Land Raiders. It's far from an insurmountable problem or overawing fear.
Ailaros wrote:Mannahnin wrote:Opponents often choose to bunch up...
In which case, they're either being foolish, or the
TFC poses an insufficient threat. In the case of the latter "it's good when your opponent realises it's bad enough to ignore" is hardly a ringing endorsement.
Not true at all. The
TFC creates situations (in some ways like a Vindicator) where your opponent's movement and squad positioning is impacted by its very existence. He either spreads out, making his movement less efficient and more hindered by terrain and other units, or he bunches up and the
TFC punishes him for it. Hopefully he's like you and dismisses it as not actually dangerous.
Good units and good army lists force people into "damned if you do, damned if you don't" situations and choices. The
TFC is one of them. It's cheap enough to be a minor loss if it dies. It's lethal enough to represent a disproportionate threat for its cost.
Ailaros wrote:In the end, you're spending triple digit points for a single space marine that doesn't even gain the benefit of hiding in a squad.
What? You're spending 100pts for a gun which has a 60" range and can ignore cover. One of the only units in the game which can realistically clear a unit of Grots or Pathfinders or Kroot or Scouts or
IG Going to Ground in cover off of an objective without assaulting them. Or which can put as many blast marker hits on a squad as a whole unit of devastators or long fangs, only at S6 instead of S4. Once (if) it dies, you have an
IC left over with a 2+ save, fist, flamer, and
TL plasma pistol.
I'm not sure why you're so attached to this argument, when you clearly haven't fielded it yourself or faced it used by a competent
SM player.