Switch Theme:

Nerfing the Gunline  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stalwart Tribune





Nerfing the Gunline

The gunline list, it seems to be the easy choice. You have easy and cheep access to uncompromising cover to hide your list behind. There are fast accurate ways to deliver scoring units into your opponent’s lines. Big guns get even better. Snap fire makes those lascannons a bit more maneuverable, and the lack of half strength from blasts make those artillery only that much more dangerous.

Now look at your melee armies. A two D6 charge can be very random. It can send you flying down field or it can leave you dead in your tracks. When a dedicated unit fails a charge, you can bet they won’t get a second chance. Even if they make it they will need to push through overwatch shots.

Well folks the charge an’t dead. Your melee army still has a few tricks up its sleeve. The best friend of the assault army is Fleet. The ability to reroll one or both dice is invaluable. Fleet by itself changes your average charge range from 7in to 10in. not more importantly Fleet gives you a more controlled charge range. It’s likely a unit with fleet won’t botch an easy 5 in assault.

Now lets look at transports. It seems they are no longer the friends of the melee unit. Yes its true, rhinos can no longer deliver those Berserkers to your buddy’s frontlines, but the landraider has become much stronger by comparison. Transports with the assault universal special rule can move 6in unload move 6in and then charge the average 7in. giving he average assault range of 18in after taking the base size into account. That’s not so bad.

Last but not least are those new flying monstrosities. bloodthirsters and tyrants can both be relatively easy to deliver, and once there can cause havoc on even the most elite army.

So what about those defensive barricades, how do you deal with them. It’s easy; you just need to get into base contact with it. Don’t waist your time shooting at the units at the other side, unless of course you have little else to shoot at. I’ve found dark elder witches especially nasty. Load them out with haywire grenades (or nerf bats as I like to call them), and then launch a couple units downfield in raiders.

This only scratches the surface of melee possibilities. It still works, and it still works well. It will be interesting to see what lists people come up with assaults in mind

http://www.tomahawc.com/

www.TOMAHAWC.com
join komos world, its fun, in that oh so very odd way
5000
2500
5000
500
3000
1000
2000
4000
1500 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

komosunder wrote:
Now lets look at transports. It seems they are no longer the friends of the melee unit. Yes its true, rhinos can no longer deliver those Berserkers to your buddy’s frontlines, but the landraider has become much stronger by comparison. Transports with the assault universal special rule can move 6in unload move 6in and then charge the average 7in. giving he average assault range of 18in after taking the base size into account. That’s not so bad.


Take another look at the rules for disembarking from a transport. Its 6" from the access point to the front of the base. You don't get a free 1" (or more for models with bigger bases) anymore...

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in gb
Longtime Dakkanaut





Melee is still far more potent than shooting, it's just toned down a bit. So what if your charge randomly fails very occasionally?
Oh sup, 1000 points of firepower just completely missed, you can cope with failing a charge every now and then.

You also got a gaurenteed 3 inch pile in, meaning a lot more guys make it into combat now, and you no longer have to be in charge range to get the plus 1 attack bonus.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Stalwart Tribune





Chimera_Calvin wrote:
komosunder wrote:
Now lets look at transports. It seems they are no longer the friends of the melee unit. Yes its true, rhinos can no longer deliver those Berserkers to your buddy’s frontlines, but the landraider has become much stronger by comparison. Transports with the assault universal special rule can move 6in unload move 6in and then charge the average 7in. giving he average assault range of 18in after taking the base size into account. That’s not so bad.


Take another look at the rules for disembarking from a transport. Its 6" from the access point to the front of the base. You don't get a free 1" (or more for models with bigger bases) anymore...


Read it one more time. You first place the modal in base contact with the door. Then can make a full 6 in move.

www.TOMAHAWC.com
join komos world, its fun, in that oh so very odd way
5000
2500
5000
500
3000
1000
2000
4000
1500 
   
Made in gb
Longtime Dakkanaut





You have to stay 6" from the exit point though. Whether you place the model next to the hatch first, then move, or not. It's irrelevant.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Focused Fire Warrior





komosunder wrote:
Chimera_Calvin wrote:
komosunder wrote:
Now lets look at transports. It seems they are no longer the friends of the melee unit. Yes its true, rhinos can no longer deliver those Berserkers to your buddy’s frontlines, but the landraider has become much stronger by comparison. Transports with the assault universal special rule can move 6in unload move 6in and then charge the average 7in. giving he average assault range of 18in after taking the base size into account. That’s not so bad.


Take another look at the rules for disembarking from a transport. Its 6" from the access point to the front of the base. You don't get a free 1" (or more for models with bigger bases) anymore...


Read it one more time. You first place the modal in base contact with the door. Then can make a full 6 in move.


you have to be fully within 6" of an access point, which measures from the access point to the far end of the base. It's as if they used the "lost" movement to get out of the transport. The range is still sizable, I was wrapping my head around it the other day. The amount of spacing you can achieve is impressive!



Check out my modeling albums: http://yotsubasnake.imgur.com/ 
   
Made in us
Longtime Dakkanaut





An allied Imhotep will be gobs of help against a gunline.
   
Made in us
Regular Dakkanaut




Ohio

Kevlar wrote:An allied Imhotep will be gobs of help against a gunline.


Until he starts zapping your allied troops with lightning...

Better off with a couple of crypteks if you wanna try the night fight thing (which isn't nearly as devastating as it used to be in any case).
   
 
Forum Index » 40K General Discussion
Go to: