Switch Theme:

The most efficient take and hold units  [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 gb
Twisting Tzeentch Horror






So recently I made a thread referencing a WarCom article about marine killing.

The other day they published another article of 'the top 5 take and hold specialists.'. So, in the lieu of my last thread, what do you guys think are the actual best take and hold specialists? For their cost, for their durability, or for the simple fact that once on an objective they will not be removed.

 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in us
Regular Dakkanaut




Rubric marines from Tson lists can be very annoying to blow off objectives, if they get weaver on them and the stratagem theyre 2++ against D1 weapons and 3++ vs D2+, the amount of firepower to remove them is hideous. Thats the hold part, the take part is where they are not so strong unless they started close enough to the objective to walk on it.
   
Made in it
Waaagh! Ork Warboss




Italy

Ork boyz aren't that good, and 'ard boyz are definitely bad since they don't worth the 2CPs stratagem. Loot it is never used on boyz. A single unit, even the max one, isn't hard to kill and it's 240-250 points, so not cheap either.

Deathskullz dual killsaws meganobz. 200 pts for T4 2+ 6++ 15W obj sec and very killy if charged with their 4A S10 AP-4 D2 hitting on 4s plus one re-roll to hit and to wound per unit.

Empty 65ppm trukks and solo 35ppm koptas are extremely annoying for that role, they're cheap, fast and durable enough for their points. Not obj sec but they can deny opponent's objectives against other non obj sec units.

A full battery of Smasha Gunz is also 240 points for T5 5+ 36W and huge footprint (6 small vehicles and 30 25mm bases). Great firepower also, so not just something that sits on objectives.

 
   
 
Forum Index » 40K General Discussion
Go to: