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![[Post New]](/s/i/i.gif) 2017/07/18 16:42:52
Subject: Chapter Focus: White Scars!
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Marmatag wrote:This might make Daemonettes more powerful.
You cannot withdraw from combat with them.
Pack Daemonettes into your combat, with more powerful units, and you negate a lot of these chapter tactics.
Just another reason why summoning is really powerful, too. You're facing white scars? Summon Daemonettes, instead of Bloodletters, Pink Horrors, or what have you.
What makes you think Daemonettes prevent units from backing out of combat with them>
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2017/07/18 18:09:53
Subject: Chapter Focus: White Scars!
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Storm Trooper with Maglight
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Dionysodorus wrote:Deadawake1347 wrote:
Automatically Appended Next Post:
vonjankmon wrote:
This will wreck the hell out of the current "OMG Conscripts are SO GOOD". Unit of assault marines charge the conscripts to get close, fall back, fly over the conscripts to land where they can either shoot the commissar and/or charge him or charge something juicy that the mass of conscripts were protecting.
Why aren't the Conscripts just falling back and then shooting the Assault Marines alongside a bunch of other stuff? Is this actually how people are playing Conscripts, where they're trying to tarpit Assault Marines?
I think it depends, if the conscripts fall back and you don't wipe out the assault marines entirely in that shooting phase they are going likely hurt you. If you stay engaged you force the marine player to kill off a few conscripts, lose 1 to moral (thank you Commissar), and prevent them from rushing behind your line. The deciding factor is whether you are willing to devote enough firepower to wipe them out or whether you need to hold the unit in place while you deal with the rest of their army and then come back to them later. If the White Scar player can pull off the first turn charge, speaking as a Guard player I would be happier just holding them in combat while I spent a turn wiping out their long range firepower and then come back to them. If the charge is 2nd or 3rd turn then I've likely taken care of their long range firepower alread and would just fall back and shoot.
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This message was edited 1 time. Last update was at 2017/07/18 18:10:17
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![[Post New]](/s/i/i.gif) 2017/07/18 18:28:12
Subject: Chapter Focus: White Scars!
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!!Goffik Rocker!!
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Let's think logically. Which unit benefits the most from advancing further and is mellee-oriented while also being vulnerable to getting tarpitted and would really appreciate being able to charge after disengage?..
The dreadnaught. So, white scar tactics is really great for dreadnaughts. Good that white scars like the concept of...oh wait a sec...
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![[Post New]](/s/i/i.gif) 2017/07/18 18:36:31
Subject: Chapter Focus: White Scars!
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Perfect Shot Ultramarine Predator Pilot
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The Raven Guard trait seems to be the same way.
From a fluffy stand point, the trait does make sense for their army, to be good for their prefered style of combat. But once it comes down to actual gameplay, the benefits are suited more for different unit types.
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Skaven - 4500
OBR - 4250
- 6800
- 4250
- 2750 |
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