Switch Theme:

Tank squadrons more viable?  [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
Regular Dakkanaut




I heard 6th edition improved a lot of rules regarding vehicle squadrons. This makes me think about squadding up Leman Russ tanks, particularly in higher point games. Their main vulnerability would be to assault, but they'd be able to spew out an impressive amount of fire and are resistant to all but the strongest ranged weapons. Anybodu tried it?
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Squads had the one awful rule that made them not worth taking ever lifted. That said, they're still not necessarily worth taking. You've still got to target the same unit with all of the vehicles in the squad, which means you're risking serious overkill problems in order to be able to shoehorn more armor in.

Of course, if you really wanted to do this anyways, you not have little stopping you.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Regular Dakkanaut




Squadrons also have effectively free extra armor and squadmates dont block each others' line of sight. You also have the benefit of moving one squadmember and snapfiring, while the other stays still and alphastrikes, "leapfrogging" across the map.
   
Made in ca
Longtime Dakkanaut





Toronto

Also, you can move damaged vehicles to the rear and let a fresh tank take the hits.

Although I still think taking seperate units is more effective, as long as you have the slots for them (like, dont squad up russes if you still have free HS slots)

   
Made in us
Shas'la with Pulse Carbine





Sounds like broadside dinner lol

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
Made in gb
Longtime Dakkanaut





Squadrons are rubbish. Your tanks will die far more quickly, and not do that much more firepower.
Much more welcoming is the double FOC at 2k. 6 Russes

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 gb
Longtime Dakkanaut




Actually the old wound allocation was pretty good compared to how the tank wounds are distributed.

Most shots come through as single glances or pens, then you could the results to the same tank of your choice, rather now when the enemy has a big say about who gets hits and hull points will add up.

Yes, squadrons are better in a load of ways now but not all.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I think squadrons have gotten better not a lot better, just better and this from one my 1st 6th edition games.
I general run three Land Speeders, in this game I got to close to a Marine Tactical Squad and it inflicted 1 Penetrating and 2 Glancing hit my opponent decided to roll and see if he got a 6 on the roll, but only got a Crew Shaken Result. The 1st two Hull Points were taken off the closest one and the third. The on my turn I could still do something.
If this was 5th edition, that would have been three Crew Shaken or Crew Stunned Results spread over the three, leaving either Unable to Fire or Fire and Move.
Instead one died and the rest lived to die under an assault later in the game.

Think about the Leman Russ Squadron, now you have to inflict 9 Glances to kill them off, not 3 Glances to shut them down.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Regular Dakkanaut




Dont forget squadrons ignore crew stunned. And now, an immobilized result isnt a kiss of death.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I've tried some squadrons. It works really well for some things and less for others. They key is that you have to shoot at the same target, so you might get overkill.
Shooting 2 vendettas at one stormtalon is overkill, for example. Shooting 2 hellhounds at 30 orks is not.

Testify wrote:Squadrons are rubbish. Your tanks will die far more quickly, and not do that much more firepower.
How is that the case?
   
Made in us
Dakka Veteran




Squadrons are a little better now thanks to allies. Take a psyker with Divination and let those large blast templates go to work. You can manipulate the rolls a little bit, hope 1-2 of them scatter to kill more stuff.
   
 
Forum Index » 40K General Discussion
Go to: