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There is one mechanized IG player heavy on Lemon Russ tanks and one blob guard player who fields a slew of artillery pieces however the artillery goes down quick from concentrated strength seven shots, and I usually wipe out his whole battery in one or two turns.
I don't really see the VTs as a waist, I mean the three of them cost only 16 more points then do the broadsides, and only land .25 less of a glance and .75 less of a pen each turn. They do all of this while still being able to jump shoot jump and move up with the rest of my units without having to snap fire. Broadsides would have to sit in the back and wait, making them an easy target for the great many deep striking and outflanking units in my local area. And if they did not they would move a measly six inches a turn and then have to snap fire. My entire army is designed to move up in my enemy's face, given that skyfire behind my units does me no good, I need my 36 inch radius of protection where my tanks are not in the back all by their lonesome. Given that I see them as the perfect compliment to my list as I have one skyfire tank, which will survive anti-infantry flyers, and one skyfire squad of suits, which will survive anti-tank flyers. Not to mention since they are moving up they constantly benefit from being directly behind my Skyray, meaning that the units directly in front of the skyray can not even see them to target them and those that can have to contend with a 4 up save.
I understand that for ordinary stationary lists I would have spent my points poorly, but for a highly mobile list that relies on the speed of its power bomb, which in my army is my tanks with crisis suits hiding behind them, this load out makes more sense. Not to mention I can have my commander join them at any moment as they will be directly next to each other and give them both sky fire and ignores cover, which really helps when dealing with those pesky evasive maneuvers. Besides how many times do you expect to have to hit a flyer to down it? Three crisis suits equipped as I have them will do .75 glances and 2.25 penetrating hits a turn, averaging out to 3 hull points a turn to a flier. Are there fliers with 4 hull points? If not then the extra shots from the broadsides seem wasted.
Not to mention I only have old broadsides and have no plans on buying new models any time soon. I have had the same army for 13 years now, and I don't intend to fall into the trap of spending more money on a game I have more then enough models to play already.
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