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Made in gb
Legendary Dogfighter





RNAS Rockall

Yaho,

After promising myself i'd do it for at least 3 years; i've sprung for port-a-bastion #2. This now provides me with enough high LOS blocks to render 3 manticores and the mighty MoO/Sgt Harker untouchable in a corner. I'm ever so close to Porta-a-Bastion 3 and have an entire artillery park behind a wall of t9.

Since introducing it into my 2k army i'm 2 for 2 against plasma primaris and derp strike DA. However it's obvious I either need a bit more flexibility; possibly in the form of discount scout sentinels for DS blocking or some more punch in/behind.

So Dakka; what is your experience with serious fortifications in 8th, and how do you get the most out of them?

Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in au
Regular Dakkanaut




I've run a couple of games with a bastion full of dark reapers. The extra survivability is great tho comes with the cost of not being able to target them with psychic powers. Plus the line of sight blocking is super handy.
I need to test it out a bit more as it makes an expensive unit a heap more expensive, but with good positioning they can be super annoying.
   
Made in nl
Prophetic Blood Angel Librarian




Now that units inside cannot shoot a forts weapons and the weapons have to fire at bs5+, you're seeing less and less forts used, especially with the price hike. That's because very few units in the game can directly take full advantage of a fort as very few units (aside from those like the aforementioned DRs) can take full heavy weapons. Yeah, they may add incredible durability to a Guard HWS or some Devestators for example, but at that price you may as well just take more HWS's or Devs. Before, at least extra models could make use of the forts guns.
Now if they took away the absurd 1 unit only rule, that would be a different matter. Suddenly 3 HWS's in a Bastion doesnt sound anywhere near as bad.
The only real advantage of them is as you mentioned, if you are running artillery and want LoS blocking terrain on demand.
Side note - bunkers always had the widest firing ports rule wise, now they have the smallest... what's that about?
   
Made in gb
Ship's Officer



London

I think I'd go with bunkers with 5 dark reapers in each. I see people talking about putting reapers in wave serpents and that seems like an obviously worse idea.

You can't cast guide on them but you can put misfortune on the unit they are shooting at, so it's not all bad.
   
Made in us
Fixture of Dakka






Mandragola wrote:
I think I'd go with bunkers with 5 dark reapers in each. I see people talking about putting reapers in wave serpents and that seems like an obviously worse idea.

You can't cast guide on them but you can put misfortune on the unit they are shooting at, so it's not all bad.


The point of a wave serpent is to have 1 drop and 1st turn protection, you can have 2 units of 5 and 1-2 HQ's. As Ynnari you can have 2x5 Reaper units with Yvraine all as 1 drop instead of 3 drops.

Since WS are one of the best transports in game, its not likely to die turn 1 making them impossible to kill right away.

Edit: Also the WS can move and shoot, charge, and just generally do more than a Bunker ever will.

This message was edited 1 time. Last update was at 2017/09/27 17:45:50


   
Made in gb
Ship's Officer



London

 Amishprn86 wrote:
Mandragola wrote:
I think I'd go with bunkers with 5 dark reapers in each. I see people talking about putting reapers in wave serpents and that seems like an obviously worse idea.

You can't cast guide on them but you can put misfortune on the unit they are shooting at, so it's not all bad.


The point of a wave serpent is to have 1 drop and 1st turn protection, you can have 2 units of 5 and 1-2 HQ's. As Ynnari you can have 2x5 Reaper units with Yvraine all as 1 drop instead of 3 drops.

Since WS are one of the best transports in game, its not likely to die turn 1 making them impossible to kill right away.

Edit: Also the WS can move and shoot, charge, and just generally do more than a Bunker ever will.

Ok, fair point on putting two units in the WS. I guess you could even put 5 reapers and 5 fire dragons in one, then have the reapers get out while the fire dragons drive off.

The bunker instead provides protection for as long as it lives, so it's just a very different deal all round.

Characters can get into the bunker too, so that's not really an issue either way.
   
Made in us
Fixture of Dakka






Mandragola wrote:
 Amishprn86 wrote:
Mandragola wrote:
I think I'd go with bunkers with 5 dark reapers in each. I see people talking about putting reapers in wave serpents and that seems like an obviously worse idea.

You can't cast guide on them but you can put misfortune on the unit they are shooting at, so it's not all bad.


The point of a wave serpent is to have 1 drop and 1st turn protection, you can have 2 units of 5 and 1-2 HQ's. As Ynnari you can have 2x5 Reaper units with Yvraine all as 1 drop instead of 3 drops.

Since WS are one of the best transports in game, its not likely to die turn 1 making them impossible to kill right away.

Edit: Also the WS can move and shoot, charge, and just generally do more than a Bunker ever will.

Ok, fair point on putting two units in the WS. I guess you could even put 5 reapers and 5 fire dragons in one, then have the reapers get out while the fire dragons drive off.

The bunker instead provides protection for as long as it lives, so it's just a very different deal all round.

Characters can get into the bunker too, so that's not really an issue either way.


All those buildings can have characters, i was just saying 1 drop vs 3 when talking about characters.

   
Made in au
Regular Dakkanaut




The advantage of dark reapers in wave serpent as opposed to a fortification is you get the first turn protection and then can guide and word of the Phoenix them so they fire twice in first turn. Hopefully you disembark into cover and another unit embarks on the wave serpent so it's not wasted, but even then not many opponents will let them shoot again next turn.
With the fortification you give up the brutal first turn of shooting for more survivability. 20 t9 wounds isn't necessarily easy to crack. And if they are shooting the bastions it's shots not going into the other tank options causing mischief.
The one unit rule definitely does limit the fortifications effectiveness making it a real Niche unit to even be useful.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I've had success with a bastion stuffed with grav destroyers in my Ad Mech. It helps offset the squishiness.

It is freaking expensive in points though.

FOR is way overcosted now. Aegis lines are ok, haven't tried the others out in 8th yet.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Tried out the Aquila. Decent firebase, as long as no-one is spamming mortal wounds (frickin electropriests...)

the guns aren't worth it though. They never hit much, and are pretty much gak for what they are supposed to be firing.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
 
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