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![[Post New]](/s/i/i.gif) 2018/01/17 21:10:48
Subject: Deepstrike and movement stratagems vs transports
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Dakka Veteran
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As a player with my bank balance on my mind, as well as modelling preferences, I'd definitely choose a delivery method that doesn't cost me time and money over one that does. Deep striking is infinitely more appealing to me than buying a Rhino that's only going to be used to hoof some dudes up the field faster.
Of course that's not a viable option for every unit in every army, and there are a lot of other ways to use a lot of the transports in game. They're not just shopping trolleys filled with toy soldiers. (and not just because you can't take any money back out of them when you're done with them). I'll definitely pick up a Land Raider at some point, because I like the model, and there are a bunch of options for kitting them out, they're a lovely big target and can pack a punch offensively on their own without a first company assault squad jumping out to maul everyone within charge range. Looked at a Repulsor for some Primaris Aggressors for the first reason too, looks cool as well as being able to drop guys off. Haven't looked at how good they actually are rules-wise, but I imagine it's 50/50 that they'll either be in line with other Primaris era units in that they're given better stats to incentivise purchasing them vs oldmarines stuff or they'll be pretty bloody poor because they are the old Primaris transport so why try harder?
I've got a DE Raider because they're pirates. Of course they're gonna have a pirate ship! I'll be picking up a Land Speeder Storm at some point (probably alongside another Scout Squad) because I can finally paint it as a Blood Angels unit after coming back into the hobby a year ago and seeing how cool it looked but not being able to use it in my BA.
There's lots of reasons to take transport, and lots of ways you can avoid taking them for whatever reason you don't want to. Personally for me, I prefer painting smaller models, of people, or people-like creatures. But I do like the end result on some and their use in game so I'll do one or two along the way.
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![[Post New]](/s/i/i.gif) 2018/01/17 21:15:23
Subject: Deepstrike and movement stratagems vs transports
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Librarian with Freaky Familiar
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Transports suffer from the problem of being a huge target/pinita. It's why you never saw anyone running the god hammer land raider, (standard LR with TH/SS terminators
) Because it's just a huge target
Let's look at the land raider, it's 250 some od points right? Well a good chunk of those points are because you can transport models in it, so it's fire power suffers for that. The best thing to toss in there is terms which is another 250 points so 500 points into a single model that has the same fire power as a laz pred for less. On top or that, I can just drop terminators in deep stike now.
Let's look at rhinos. Sure only 70 points, but if I load a rubric squad in there, that's potentially 300+ points I can remove and only need to get through a 70 point model. They are just not strong enough to protect what they are moving. So it's not worth taking most of the time.
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2018/01/17 23:23:48
Subject: Deepstrike and movement stratagems vs transports
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Ancient Venerable Dreadnought
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I've been running a razorback without anyone in it and making a b-line straight toward objective (regardless whether it can take obj). Giving my opponents something to think about while I have a squad in a Rhino chasing them and dropping terminators in their face.
it's a gamble but it has worked out for me. currently I only see a Land Raider as a tough tank that may also carry troops. It is a bullet magnet and a points sink but since its decently resilient at dealing with incoming fire I think they draw enuff fire away from what I'm actually planning on using for the scenario.
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![[Post New]](/s/i/i.gif) 2018/01/17 23:26:32
Subject: Deepstrike and movement stratagems vs transports
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Dakka Veteran
Australia
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Transports can also be used as LOS blockers and create actual chokepoints on maps with terrain.
It's sad that they disappear when destroyed though.
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![[Post New]](/s/i/i.gif) 2018/01/18 00:06:07
Subject: Deepstrike and movement stratagems vs transports
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Battlefortress Driver with Krusha Wheel
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Yeah, wish you could still get out of transports after they moved (even if you couldn't charge after doing so).
A rhino would be so much more useful if I coukd embark guys before the movement phase then move them like 12" to an objective then disembark them. Makes way more sense to do that.
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This message was edited 1 time. Last update was at 2018/01/18 00:07:32
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![[Post New]](/s/i/i.gif) 2018/01/18 00:23:16
Subject: Deepstrike and movement stratagems vs transports
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Ultramarine Chaplain with Hate to Spare
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Eonfuzz wrote:Transports can also be used as LOS blockers and create actual chokepoints on maps with terrain.
It's sad that they disappear when destroyed though.
I do miss hiding models behind wrecks.
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![[Post New]](/s/i/i.gif) 2018/01/18 00:28:47
Subject: Deepstrike and movement stratagems vs transports
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Dakka Veteran
Australia
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Also, transports can be used to skip down on deployment steps (Getting that +1 to going first is important!), while giving the units starting inside a free 3" move on the first turn.
I'm not too sure about marines and the like, but with Stormboyz this gives them essentially a 15" movement phase. Get that first turn charge off if possible
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![[Post New]](/s/i/i.gif) 2018/01/18 01:28:17
Subject: Deepstrike and movement stratagems vs transports
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Powerful Phoenix Lord
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Insectum7 wrote: Eonfuzz wrote:Transports can also be used as LOS blockers and create actual chokepoints on maps with terrain.
It's sad that they disappear when destroyed though.
I do miss hiding models behind wrecks.
We still leave the vehicles on the table as wrecks...simple.
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![[Post New]](/s/i/i.gif) 2018/01/18 07:44:44
Subject: Deepstrike and movement stratagems vs transports
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Waaagh! Ork Warboss
Italy
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Cmdr_Sune wrote:Does all the deep strike and movement stratagems etc. everyone is getting devalue transports?
Yes, I'd like a game in which the player is encouraged to take transports. In fact in my ideal 40k deep strike wouldn't even exist and the majority of transports would be 50% cheaper than the current points values.
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![[Post New]](/s/i/i.gif) 2018/01/18 07:46:14
Subject: Deepstrike and movement stratagems vs transports
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Freaky Flayed One
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Eonfuzz wrote:Also, transports can be used to skip down on deployment steps (Getting that +1 to going first is important!), while giving the units starting inside a free 3" move on the first turn.
I'm not too sure about marines and the like, but with Stormboyz this gives them essentially a 15" movement phase. Get that first turn charge off if possible
Very valid points
As a Necron player I haven't tried out the transports in 8th yet since the Necron ones are broken (rules wise).
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![[Post New]](/s/i/i.gif) 2018/01/18 07:59:07
Subject: Deepstrike and movement stratagems vs transports
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Regular Dakkanaut
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Steel Legion transports are decent. I've been using 6 chimeras in a 2500k list and they've done very well. Could be target saturation, though because I also run 6 Leman Russes and 2 Hellhounds.
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