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Made in ru
Ork Boy Hangin' off a Trukk




I'm building Eldar army and can't put any decent melee units in my roster, always go over the limit of points. So, I wonder if it is okay not to have any CC units, only shooty ones?
   
Made in gb
Sneaky Striking Scorpion





Oxfordshire, UK

Should be OK. Some counter assault can be handy, but not essential.

This message was edited 1 time. Last update was at 2015/05/16 18:54:09


 
   
Made in us
Decrepit Dakkanaut




My main Necron competitive list doesn't use a single CC Unit. Everything is relentless, but I never really charge unless I decide it'll win the game.

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Indeed - what sort of bastard would want to use their codex?

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Made in us
Slashing Veteran Sword Bretheren






I wouldn't really expect armies like Tau, Eldar or even Necrons to bring close combat units. Although Necrons do have wraiths and swarms. But other than that, those armies are pretty much all shooty. In fact by bringing a CC unit in an Eldar army you may catch your opponent offguard.

But by no means do you have to take a CC unit. Do you want a unit that may be able to handle an enemies CC? perhaps. Maybe something to stand in front and absorb the first wave of CC the enemy throws at you, thats not a bad idea.

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Made in us
Regular Dakkanaut





Up until this codex's changes to the melee aspects, bringing a CC Eldar unit was 100% a bad idea. Now it's acceptable, but probably unnecessary
   
Made in us
Irked Necron Immortal




It's fine to not bring a dedicated assault unit, but I do like having something that doesn't automatically fold to an assault. Necrons in a Decurion gives everything enough durability to stand up to a lot of units in CC.

For Eldar, if you don't bring anything that would hold up to any kind of assault, then I would imagine that you would need supreme maneuverability to kite away from the assault threats. Either that or all the scatter lasers you can fit into a CAD.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Thing is, the best counter to a CC unit is a long range unit and vice versa (it all depends on how they hit the table). A CC unit, if they get the assault on a long range unit will rip them apart. But if they can't get to assault, they will get picked off at range.

Ultimately, if you have all long range, you will probably do fine as numbers will make up for it.

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Made in gb
Shas'ui with Bonding Knife




Well Tau has no close combat units...
   
Made in us
Fixture of Dakka




Temple Prime

Assault hasn't been good except with really fast and durable units for a long time anyway.

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Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I play Orks and have given up on offensive CC. Last month's tournament all 3 opponents charged at me! I had defensive counter attack CC including my Stompa but I don't bother with offensive CC anymore.

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Made in us
Fixture of Dakka





I always try to bring some CC in my Eldar lists, as it tends to make the games more dynamic, and thus more fun for my opponents. That said, Eldar do great at out-Tau-ing Tau, as far as just shooting the other guy off the table.

Really, any faction I play I try to bring some CC. Even when fielding Tau, while not CC options, I try to bring some short range options.
   
Made in hk
Steadfast Ultramarine Sergeant




Why not take a Wraith Knight? It is both very shooty and very choppy.
   
Made in gb
Devastating Dark Reaper






Before I added my wraith knight I had no CC and could still happily live without it. I've found with elder having just one anti CC unit doesn't really work anyway as most other armies will sweep them aside and they don't synergise well with the rest of the list. I found this out with scorpions and allied death company. I found it better to spend money on dakka and mobility and deal with CC that way.

This message was edited 1 time. Last update was at 2015/05/18 22:13:54


3500 | 1000 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






 Kain wrote:
Assault hasn't been good except with really fast and durable units for a long time anyway.


Pretty much this. It's like comparing Death Company and Khorne Berzerkers. Both bring about the same combat capability on the charge but death co have access to jump packs and added durability in feel no pain. Its why you see a lot of DC and no zerkers.

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Made in us
Pulsating Possessed Chaos Marine





Vero Beach, Florida

CC has become a difficult task in 7th edition,and it was in 6th edition. Most of my Chaos Marines are shooty and I have one dedicated close combat unit in Kharn leading 20 zerkers but that's about it.

when it comes to my army, shock and awe is all that matters.

"Glory to the Iron father!"


 
   
Made in us
Mysterious Techpriest







Just make sure your army is mobile enough to death with outflanking/deep striking melee units, because that's the only place they'll tend to be much of a threat. Purely shooty armies are very viable in 7th edition.

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Made in gb
Sword-Wielding Bloodletter of Khorne






As others said this edition focuses mainly on shooty armies leaving cc at a loss. That being said cc is one of my favorate phases but remains a difficult task when you play armies like tau or eldar which find it easy to avoid (personal experience)
   
 
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