Switch Theme:

Troops. Do you really want to take them?  [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
Locked in the Tower of Amareo




If I could, I'd leave every BA troop at home.
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Yes, always. Multiple's of as well usually.

Not only are they usually quite iconic unit's they usually provide good value as well.
   
Made in gb
Snivelling Workbot




Bath, England

Both as a Marine player and a Mechanicum player, I'd never leave home without my troops. For Marines, the Tactical Marine is still pretty damn verisitile, able to gear up to tackle most threats. Plus the Rhino is a fantastic, cheap transport that can easily act as a wall if need be

As for Mechanicum, the Thallax are incredibly sticky, provided you keep S10 templates away from them, able to very quickly hop around with a good range of wargear options. Tech-thralls are VERY cheap troops who can (with the right upgrades and support) get boosted up to a 4+ FNP. Sit them behind an Aegis and go to ground, watch your opponent never remove them



8000pts Space Marines

3000pts Mechanicum 
   
Made in us
Locked in the Tower of Amareo




"s still pretty damn verisitile"

But incapable of actually getting anything done. They are 4th rate at all the jobs in game.
   
Made in nz
Pulsating Possessed Space Marine of Slaanesh





Christchurch, NZ

Depends on the army.

Daemonettes are awesome. Cheap, killy, resilient and deep strikable.

The bare minimum of Tactical Marines get taken to unlock the Razorback. I give them a ML and park them on the backline, then send the bus up.

This message was edited 1 time. Last update was at 2015/03/09 01:29:54


CSM/Daemon Party

The Spiky Grot Legion

The Heavily-Ignored Pedro and Friends


In the grim darkness of the 41st Millenium, there are no indicators. 
   
Made in ca
Fixture of Dakka






Martel732 wrote:
"s still pretty damn verisitile"

But incapable of actually getting anything done. They are 4th rate at all the jobs in game.


I'm not on love wit tacticals, but they aren't THAT bad. 4th rate would be.... Tactical terminators . Remember when cyclones were good?!? (how long ago was THAT lol)
   
Made in us
Dark Angels Librarian with Book of Secrets






 Zed wrote:
Depends on the army.

Daemonettes are awesome. Cheap, killy, resilient and deep strikable.

The bare minimum of Tactical Marines get taken to unlock the Razorback. I give them a ML and park them on the backline, then send the bus up.


Yes to all but the resilient. They die to a stiff breeze. Pink Horrors are more resilient than they are.

~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'd love to take Troops, but GW doesn't want me to.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in nz
Pulsating Possessed Space Marine of Slaanesh





Christchurch, NZ

 jreilly89 wrote:
 Zed wrote:
Depends on the army.

Daemonettes are awesome. Cheap, killy, resilient and deep strikable.

The bare minimum of Tactical Marines get taken to unlock the Razorback. I give them a ML and park them on the backline, then send the bus up.


Yes to all but the resilient. They die to a stiff breeze. Pink Horrors are more resilient than they are.


Ah true. Resilient in the sense that they aren't going to run away. Making them one of four or five threats to deal with at once also helps.

CSM/Daemon Party

The Spiky Grot Legion

The Heavily-Ignored Pedro and Friends


In the grim darkness of the 41st Millenium, there are no indicators. 
   
Made in us
Dakka Veteran




Well what is meant by "Troops" exactly ?

I notice some armies have what might be called "irregular" troop choices such as:


Dredmob Orks: Deff Dreads

Space Marine Siege Assault Vanguard: Dreadnought Talon, Centurion Siege Assault Squad

Mechanicum: Castellax

Farsight Enclaves: Crisis suits.
   
Made in us
Locked in the Tower of Amareo




 Talys wrote:
Martel732 wrote:
"s still pretty damn verisitile"

But incapable of actually getting anything done. They are 4th rate at all the jobs in game.


I'm not on love wit tacticals, but they aren't THAT bad. 4th rate would be.... Tactical terminators . Remember when cyclones were good?!? (how long ago was THAT lol)


They really were never good, even in 2nd.
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

Necron Warriors and Marines are more or less equivalent in durability (with variation depending on what is shooting at them), so I think it's a little funny that the former are regarded in Internetland as absurdly durable and the latter as dying to a stiff breeze.

I think this impression exists because Warriors are taken in big 10- or 20-undead robot blobs, whereas people tend to min-max Tactical Marines, seeing the bolter guys as ablative wounds for a special or heavy weapon. Which I believe is the opposite of the designers' intent, which was for them to do most of their killing with bolter and CC attack weight of fire, the special or heavy being a supplement rather than the main feature.
   
Made in us
Locked in the Tower of Amareo




Well, reanimation protocols does significantly change the math.

I myself respect the durability of meqs (more or less), but I despise their offense/pt. At least Necrons have gauss on their weapons can threaten a wider range of targets.
   
Made in us
Dark Angels Librarian with Book of Secrets






Alcibiades wrote:
Necron Warriors and Marines are more or less equivalent in durability (with variation depending on what is shooting at them), so I think it's a little funny that the former are regarded in Internetland as absurdly durable and the latter as dying to a stiff breeze.

I think this impression exists because Warriors are taken in big 10- or 20-undead robot blobs, whereas people tend to min-max Tactical Marines, seeing the bolter guys as ablative wounds for a special or heavy weapon. Which I believe is the opposite of the designers' intent, which was for them to do most of their killing with bolter and CC attack weight of fire, the special or heavy being a supplement rather than the main feature.


To my knowledge, there is no Chapter Tactic that can give Marines army wide 4+ FNP. This is why the "former" are regarded here in Internetlandia as so strong, which they are.


Automatically Appended Next Post:
 Zed wrote:
 jreilly89 wrote:
 Zed wrote:
Depends on the army.

Daemonettes are awesome. Cheap, killy, resilient and deep strikable.

The bare minimum of Tactical Marines get taken to unlock the Razorback. I give them a ML and park them on the backline, then send the bus up.


Yes to all but the resilient. They die to a stiff breeze. Pink Horrors are more resilient than they are.


Ah true. Resilient in the sense that they aren't going to run away. Making them one of four or five threats to deal with at once also helps.


Definitely. That is probably one of Daemons best features, is the semi-Fearless rule.

This message was edited 1 time. Last update was at 2015/03/09 18:19:00


~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Of course. Necrons, Eldar, and GK are my favorite armies.
They have very useful troops.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Proud Triarch Praetorian





Martel732 wrote:
Well, reanimation protocols does significantly change the math.

I myself respect the durability of meqs (more or less), but I despise their offense/pt. At least Necrons have gauss on their weapons can threaten a wider range of targets.
Threaten on a 6 only haha

as opposed to the "wound everything common on their save" or "instagib anything commonly seen on a 2+" options of the Grav & Melta respectively option

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Locked in the Tower of Amareo




 IHateNids wrote:
Martel732 wrote:
Well, reanimation protocols does significantly change the math.

I myself respect the durability of meqs (more or less), but I despise their offense/pt. At least Necrons have gauss on their weapons can threaten a wider range of targets.
Threaten on a 6 only haha

as opposed to the "wound everything common on their save" or "instagib anything commonly seen on a 2+" options of the Grav & Melta respectively option


Grav on tactical marines is terrible Grav on biker troops is very good, but everyone knows biker troops are awesome in general. Tacs can only get two melta shots, which is very unreliable and only threatens hard targets at a paltry 6". Gauss can glance out a LR from 24". That's much more useful, imo.
   
Made in gb
Proud Triarch Praetorian





Martel732 wrote:
 IHateNids wrote:
Martel732 wrote:
Well, reanimation protocols does significantly change the math.

I myself respect the durability of meqs (more or less), but I despise their offense/pt. At least Necrons have gauss on their weapons can threaten a wider range of targets.
Threaten on a 6 only haha

as opposed to the "wound everything common on their save" or "instagib anything commonly seen on a 2+" options of the Grav & Melta respectively option


Grav on tactical marines is terrible Grav on biker troops is very good, but everyone knows biker troops are awesome in general. Tacs can only get two melta shots, which is very unreliable and only threatens hard targets at a paltry 6". Gauss can glance out a LR from 24". That's much more useful, imo.
Yeah, granted.

But bearing in mind, we have absolutely no special weapons at all, we're stuck on that "hope for a 6" mentality to everything that our infantry shoot at, at least a Plasmagun or Melta can hurt an MC/Vehicle reasonably efficiently

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

When I play orks its a must you need a good amount of boyz.

SM I find some usage in tacticals but it is annoying at times to figure a good balance of points for them.


First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in be
Flashy Flashgitz




Antwerp

I use the green tide formation so I say hell yes to all da boys.

Krush, stomp, kill! 
   
 
Forum Index » 40K General Discussion
Go to: