Punisher wrote:The dislike of Barges in this edition is unjust, the barge is one of the most durable tanks in the game with an effective 5HP if you want. The issue with it being attacked from the rear armour is a null point when comparing it to how it was, because before you couldn't even assault with the chariot and now you have that option with the
d6 attacks it gives. The only real downside is the reduced sweep attack distance, which granted is a disadvantage but not as terrible as people make it out to be, your still sweeping on 12" which is enough to get over units.
The only other issue is that necrons as a whole got a lot better at taking out vehicles, which the barge lord excels at, so hes not required for that task anymore. Plus in some metas the amount of mech has died down so you aren't required to take a lot of
AT to survive anymore.
The way I run a Barge lord is with some other fast hitting units so that my opponent can't just target me 1 at a time as I approach. This can be done with veilteks, to deepstrike at your opponent while your smart missile flys at the enemy or wraiths or another barge lord.
The barge lord is a pretty effective smart missile that will hit your opponents line on turn 2, just dont send him alone, since he can't tank the entire enemy army by himself. Also if your so worried about the enemy hitting your back armour in assault, there is no reason that you can't just jump out of the transport and assault, it is an assault transport after all. Plus when you jump out and assault like people used to do with the Barge lord you can now just "ram" your barge into the
CC to get an additional
d6 str6 attacks in, no where does it say that a chariot must be manned in order to assault an enemy.
So all in all a 80pt transport with a str5 ap3 gun, that is ridiculously fast and durable, plus can gain additional attacks in the assault phase is a decent use of points.
Personally a
Faq is needed for the Chariot to clear up all its hastily written rules and wording then we might see a return of the Space scooter.
As it stands its biggest fault, it that units aren't locked in combat so you get
SM squads survive a round, move to the rear and melta the
CCB. Added to this fact that you can split your melee attacks so the bolter chumps attack the Lord and the powerfist/metla bomb sarge wreaks the
CCB since he is hitting on 3's and striking rear amour which is stupid. Plus all units are counted as in
B2B with the Chariot so can't even try and avoid the powerfist/metla bomb by assaulting at an angle where he can't get within 3''.
Just lazy design by
GW has ruined a really cool Unit. Now I struggle to field a Overlord since he is wasted in Warrior/Immortal units and LychGuard are terribly over priced.
You raise some good points about the
CCB, I will give the idea of having the Lord get off his Space Scooter and both units assaulting as that could get around a few of the problems. I feel the
CCB worst match up is
SM since most units will have a metla/Powerfist/Grenades and with
ATSKNF if you win combat
SM players auto fail morale, can't be swept, auto rally and target the
CCB with metla/Powerfist/Grenades.
Price is another issue, 80 points for a transport is fairly expensive + the 100 For the Olord and you'll want to deck him out with
MMS and maybe Phase shifter, if you plan on having the OLord assaulting outside of the
CCB then the Weave is a must.
The Total is 210 (255 with the
PS), that's the same as 6 Wraiths which will wreak anything from Av14 (if your super lucky) to
TEQ.
.