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Made in us
Stone Bonkers Fabricator General





Beijing, China

 DarkHound wrote:
That's a tough call. With infantry saturation like that, Possessed won't be bad unmounted. Spawn are basically better than Warptalons in the list you're describing, since you need all your boots on the board. I'm most concerned about your ability to deal with armor, especially flyers.
 Exergy wrote:
now that you cant sit in your rhino a turn and then assault out of it I think jump infantry are the way to go. obviously assault ramps are better but i just dont think the rhino works
There's actually only a small difference between 5th edition mech assault and 6th edition mech assault. Now you have to deploy your infantry to the side of your Rhino instead of in front of it. You lose about 2" over all. You don't have to deploy the infantry in cover; you use the Rhino as cover. It worked in 5th, it works now.

Mech lists can move without consideration for cover. Jump infantry have to hug it to be safe from bigger guns.


but in 5th, if your target runs away you are still in the vehicle and can run up. in 6th, once you get out you are committed. and yes you can use your rhino as cover, but they can FF the front few models and deny your assualt. you are also out of your rhino, which opens you up to a lot of shooting. I think the pendulum has swung far towards the jump infantry/bikes. maybe not full swing but far.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

In 5th you were committed, you just didn't get out of the transport. You couldn't assault out of a moving Rhino, so you had to sit for a turn anyway. The fact that you can run away from the Rhino hasn't changed.

As to cover, you're looking at it as a player. At table-top level, you can hide a 7 or 8 man squad from everything except their target. All you need do is place the Rhino at an angle between the squad and the majority of threatening fire. They might be able to nab an end man or two, but nothing crippling unless you severely misplay.

It should also be noted that assaults don't work in uneven numbers. If you're assaulting into 1000 points of enemy with a single squad, you won't be able to cover them with a Rhino. Hell, they won't do much damage even if they do reach the line. When I disembark for assault, it's with 2 squads of marines and a block of daemons. Two Rhinos are a much larger screen, and 20 marines are much harder to slow.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in us
Stone Bonkers Fabricator General





Beijing, China

 DarkHound wrote:
In 5th you were committed, you just didn't get out of the transport. You couldn't assault out of a moving Rhino, so you had to sit for a turn anyway. The fact that you can run away from the Rhino hasn't changed.

As to cover, you're looking at it as a player. At table-top level, you can hide a 7 or 8 man squad from everything except their target. All you need do is place the Rhino at an angle between the squad and the majority of threatening fire. They might be able to nab an end man or two, but nothing crippling unless you severely misplay.

It should also be noted that assaults don't work in uneven numbers. If you're assaulting into 1000 points of enemy with a single squad, you won't be able to cover them with a Rhino. Hell, they won't do much damage even if they do reach the line. When I disembark for assault, it's with 2 squads of marines and a block of daemons. Two Rhinos are a much larger screen, and 20 marines are much harder to slow.


no you werent committed. You ran up and got in position. if they target runs, you move up again closer to them and will assault next turn. now you have to disembark from a rhino that only moved 6" in that turn and if they run, you are still out in the open and cannot give chase.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I don't understand how they can run away from you, preventing your charge. Models move 6" a turn, but assaulting models move 6+2D6". Last edition you were in range to charge when your tank was within 6". This edition, you're within charge range at 2D6". In order to assault, you need to be able to match their 6" movement, then rely on your additional assault move to catch them. Being able to stay in your Rhino last edition is a moot point, because you didn't ever need to, except to absorb your target's small arms fire.

Additionally, the movement speed of the Rhino is better. Before you could move 12" constantly before disembarking. Now you move 18" before the final 6" where you commit. Over longer distances, you now have faster assaults.

Now to Tangent. Yes, our only AA options are Havocs, Helldrakes, and fortifications. But, if I may shift your idea a little bit, you have allies. In particular, Imperial Guard.

Fabius
1 or 2 Techpriest Enginseers
10 Possessed
20 Enhanced CSM
PCS with Chenkov
10 Infantry
10 Infantry
Horde of infinitely respawning Zombie Conscripts
3 Spawn
3 Spawn
2 Hydras
2 Obliterators

This should fit 1500 points, though you'll need 1 more CSM troop choice (I'd go with Cultists, but they clash aesthetically with the IG). Then take some fortifications to add to your ranged firepower. After all that, it'll be a pretty well rounded army, with plenty of anti-air and anti-transport.

Aesthetically it's like attacking the mad scientist's lair. He's bunkered up in his castle fill with grunts, and an endless stream of horrors and madmen come rushing out of its gates.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
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Made in gb
Ghastly Grave Guard





Cambridge, UK

That. Is. So. Bad. Ass!

I want to run a few things by you... this is now really far off topic but I STARTED THIS THREAD DAMMIT (no I didn't).

As for the allies, I'm not too familiar with them but if I'm not mistaken... if you're going to take allies, you must take 1 HQ and 2 troops choices from your allied detachment. I'm assuming that's what Chenkov and the two 10-man infantry squads are. One thing I'd be worried about with this list is taking objectives when half of my scoring units are weak IG dudes.

Also, there's no Typhus in there, and I think you have to take him to get the zombies.

Do the Hydras have Skyfire? Not too familiar.

1500
500
Vampire Counts 2400
300
Circle Orboros 20 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Let me move this to private messages. I used to do stuff like this all the time.

Coordinator for San Diego At Ease Games' Crusade League. Full 9 week mission packets and league rules available: Lon'dan System Campaign.
Jihallah Sanctjud Loricatus Aurora Shep Gwar! labmouse42 DogOfWar Lycaeus Wrex GoDz BuZzSaW Ailaros LunaHound s1gns alarmingrick Black Blow Fly Dashofpepper Wrexasaur willydstyle 
   
 
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