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Monday, November 29, 2010

Transports: The army within an army & doubling up the FoC



It is not uncommon to see most units ‘mounted’ up in 5th edition. Although one doesn’t have to run a mech list to be competitive (hybrid and foot work as well), transports no longer are mere transporting devices but rather bunkers or gunboats unto themselves. This is basically a fancy way of saying transports are no longer uni-dimensional in moving forward at breakneck speed, unloading the contents and then basically being a pretty paperweight. This is in part due to the 5th edition ruleset (transports are no longer deathtraps, favourable vehicle damage chart, etc.) and partly due to codex design.

Firstly, most things got a points drop. What you could take with an older codex you can now generally take plus more. This is particularly true with vehicles (i.e. Rhinos from 50 to 35 points, Chimeras from 70 to 55 points, etc.) and transports in general. Call this a marketing ploy by GW (more stuff in games = more sales), good balancing or whatever you want but it has certainly opened a lot of build options, flexible tactics and armies and very enjoyable games in 5th edition. Let’s look at what I mean in terms of flexibility and options and what the hell the title of the post is about.

Obviously having multiple units or choices in each force organisation slot is a boon to any codex. It opens up different builds because you have good options in each slot. Assuming each one can be combined with any other entry and if you just repeat entries, 3 options per FoC gives you a staggering amount of army builds. This obviously isn’t the case as you need to build a cohesive force but looking at some of the more flexible army books such as Blood Angels and you’ll notice how many balanced builds there are. Transports essentially improve this flexibility. Although there are generally only 1 to 2 types of dedicated transports per army, they are a free FoC slot. Why? They are taken as an addition to an original unit and can now operate independently of the parent unit (including picking up other units, etc.).

With certain transports who sport heavy weapons such as Raiders, Razorbacks, Chimeras, Wave Serpents, etc. this is pretty huge. A Heavy Support unit which can take a transport is now capable of bringing an extra 1 or 2 heavy weapons through the transport which doesn’t take up a FoC slot, provides a 2nd unit (so better fire potential and harder to suppress) and adds armor saturation to the field. The only downfall is you double the number of Kill Points per FoC but that’s really a minor issue. In armies which max out FoC slots quickly or are designed around this concept (i.e. BA Immo spam) this gives the army excellent scaling ability and more options which leads to more builds. This is done through why the transports are bought.

We know they already bring extra firepower to the table but they can be bought for two reasons. The primary reason is obviously to transport units with the added bonus of having significant guns, etc. and this is quite often done in ‘spam’ type armies and is the reason for the phrase ‘the army within an army.’ When used as transports, transports provide multiple things. As discussed above they increase the fire potential and armor saturation of an army but they also provide units on foot with protection (you need to kill the transport first) and increased mobility. However, even simply de-meching an opponent leaves a job only half done as the contents inside are just as capable of wrecking your day as the transport itself (the transport in this case is almost a means to an end but is quite capable in its own right). This is where the army within an army concept comes in. You can pop my 3-6 transports in your face but then you have to deal with 30 marines as well. This is why duality and balance within your lists is so important. Even an army sporting 15 tanks can still bring 30-60+ guys with varying armor saves to play as well.

However, transports are (oddly enough) not always bought as a transport. Here their transport capacity is often considered utility. This is where transports are considered gunboats and are bought because they provide an extra tank, a second unit in the FoC and more heavy weapons (which are mobile). Rather than using the transport as a transport, here transports are being used as fire support and as discussed before, adds firepower, fire potential and saturation for the cost of one FoC slot. They can advance as needed or stay back and shoot and if their parent or other unit needs a ride, well they are there for the taking.

Obviously some of you will have noticed some transports are better for the roles described than others. The Rhino for example isn’t the best buy if you’re attempting to use it as a gunboat/fire support but a much better buy if you want to transport a unit (having a higher transport capacity but no main guns). Firepoints are also a very important aspect of transports as the ones with higher capacity often provide the option for the unit inside to shoot with the most extreme example being open-topped vehicles (think Raiders with splinter racks). Some armies are also vastly better at maximising their free FoC slots than others. This has to do with age and special rules. Space Marine variants obviously gain the most by being able to combat squad, having two very good transport choices and being able to effectively utilise one or both in lists. Older armies like Tau don’t really have the options or need to utilise their transport in a capacity which benefits the army whilst Eldar don’t have good units which can buy fire support gunships (i.e. imagine Dark Reapers as an actual option, Guardians with BS4 and multiple gun platforms, etc.). Dark Eldar are unable to take a transport if the squad is bigger than the capacity of transport which limits some options (i.e. 20 man Warrior squads + transport) but are still capable of running transports as both transports or fire support gunboats. Etc.

The changes to 5th edition and army books alike have given rise to the ‘edition of mech.’ Although mech certainly is strong, it isn’t the only way to play competitively. However, looking at the advantages simple transports provide to your army and it’s easy to see why this view is common. By having effective transports, you can create an army which has more units capable of hurting your opponent than FoC slots and essentially field two different armies in one. This flexibility leads to a lot of different and varying lists which is great for the game, balance and ultimately you and me (but not our pocketbooks!).

Comments (19)

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Katie Drake's avatar

Katie Drake · 748 weeks ago

Good stuff Kirbs. A great explanation on why Mech is good and transport vehicles do for an army.
glitterboy2098's avatar

glitterboy2098 · 748 weeks ago

the guard Chimera is a perfect example of the "gunboat" approach. not only does it have semi-decent armor for it's points, but it also has a multilaser and (in the most common build) a heavy bolter, adding plenty of anti-MEQ power to the squad...and it has 5 fireports for the troops insideto shoot out of, that don't make the vehicle open topped. thats right, those guardsmen can shoot out without ruining the vehicles protection. my brother, who plays guard, has used this approach quite well in our local group. he particulalry likes to use command squads with 4 special weapons in them. not only do they get a boost to their orders range, but with 4 plasmaguns they can drive by and really hurt enemy troops. or with 4 flamers, the vehicle can tank-shock the enemy, and lay down 4 overlapping flamer templates on the now bunched up enemies. and while our local group has begun trying to deny him the chance to use these tactics, the effort merely makes them better targets for the stormtroops, russes, and artillery on the board.
6 replies · active 748 weeks ago
All's well and good except you can't use orders out of the Chim. But the drive by flaming with 4 flamers and a Chim heavy flamer is deadly stuff.

Good write up Kirbs :D
IIRC you can use orders out of the chimera, due to "Command Vehicle" or whatever the special rule is called.
And, IIRC, doesn't it wind up expanding your order range a fair bit, due to the way you measure?
Ben and Erwos are correct.

Vinsanity is fail. =D
You can send orders out of a Chim, but they can't get in.
Lol pwnd :( Just read the Chim Command Vehicle entry.
Indeed.

Good article, good read. As usual, I feel I could keep reading when it ends, but that isn't a bad thing.

As for Orders, yes you can give them out of a Chimera, just not receive them inside one. That includes, IIRC, your own unit giving the order.

And, yeah, it increases the range a bit.
How does this balance the game? It might balance space marines and guard against each other but I don't see this playijng out for the other armies, even ones with 5th edition codices like Nids and Daemons. Can you explain further/

It seems that only a hand full of 40k armies can fully take advantage of mech-builds and the flexibility of having multiple transport options. What I see is the 5th edition rules tip the balance in favor of space marine variants and guard who have the best mech, duality and flexibility of army builds. It seems the rest of the armies are left with mono-builds that aren't as reliable and forgiving. It just doesn't seem very balanced to me.
9 replies · active 748 weeks ago
Daemons isn't a 5th edition codex.

Tyranids is balanced against mech because it operates best against non-mech lists; basically if you don't have a properly built foot list, Tyranids will munch you. Against mech they have good enough actual anti-tank (Hive Guard) backed up by suppression fire (T-Fex, HVC, S6, combat) to minimise the defensive and offensive advantages of mech. Ya Tyranids have issues against AV14 akin to Orks but do have a ranged gun which can take it down and their MCs are a little bit better than PK in combat (6/7+2D6 > S9+D6).
Old edition books do suffer (so IG, SM, BA, SW, DE and Nids are the only 'new' books) and you'll find they generally run mono-builds even if their mech is good (like Eldar or WH). Compare across editions and see how many options the new books have (even the non-mech build of Tyranids). Looking back at the older IG and SM books (and BA/SW/DE) and they had far less options even though they were built around the same transport system.
So now we look back to 4th edition and we see...gunlines. 4th edition was basically put as many guns (generally AP2/1 guns to boot) on the table to shoot the other guy off the table and until Daemons/Orks came along, that did very well. Daemons and Orks basically laughed at the AP2/1 and could consolidate into combat thus protecting themselves from more firepower and since the gunlines weren't mobile, Daemons and Orks did very well at the end of 4th. Enter 5th where transports aren't bullshit deathtraps of doom and they are actually usable. So is foot. Now you can actually have mech and foot lists and anything in between play at a high level rather than one or the other (3rd edition it was all about the Chaos and SW Rhino rush where you'd rush forward, pop smoke, rush forward, jump out, rapdi fire assault). Good mech has forced all lists to somehow deal with mobile armies and that's good for the game.
Thanks for the reply.

I haven't seen a Nid army do well since 4th edition but that could just my local circle of 40k friends. Plus the big winners around here are generally Guard, BA and SWs but I'm not really looking at a large enough sample set to make any conclusions about game balance. But from what I gather from your response is, 40k is only balanced if you're playing one of the newer armies, sucks for me (tau player).
40k is more balanced with the newer armies certainly but some of the older armies work too. Namely Tau, Eldar and WH but they are very mono-build.

Tau work well in 5th but need to be run in a particular way and are very unforgiving. Check out the Armies in 5th articles on them (top left of page for navigation link) and the How To: Applied Tau in 5th post (under the How To & Comparisons link). These articles will give you a better idea how to build a Tau list for 5th and how to run it.
Yeah, I've read those and played the tau mono-build enough to know that it isn't well balanced against a lot of the kinds of armies we're seeing out there these days. You said it yourself, they are unforgiving. Which to me means that you aren't on a level playing field as others. Comparing Tau to the newer codices, even the mono-build is a little weak...
Unforgiving isn't the same as weak- played well, a Tau army will stand up to (and usually even beat) most other "good" armies; played badly, it will roll to everything.

They certainly aren't "level" with the others in the sense of being able to do multiple builds, having lots of options, etc, but their one build is just as strong as most any other army out there. (It does suffer against certain other armies, but that's a different question entirely, as every army has weaknesses of some kind.)
I'm not certain it's still on the same level (or that it ever *truly* was) because of it's inability to function effectively at Objective-Grabbing. Tau can get one Objective easily, and maybe 2, but C&C is auto-draw for them more than, say, a 5e book. ANY 5e book, all of which might scrape a win in C&C.
I don't know what your nid friends are doing, but I see a lot of nid wins in my area...now, looking at those games, I think some of the players out there just don't "get" how to play against them. I do have to admit, that a good IG player is a very tough opponent.

Tau...well, that codex is showing some age. It would be awesome for cheaper fish (80 points? for a 18" s5 weapon? really?) with better weapon options (missile pods, rail rifles? Heck, even plasma rifles? Please? How about a single railgun with dual linked plasma next to it? (razor-fish?).

Great article...I do hope that the new tau codex can bring a lot more firepower and options to their transports (an open topped pathfinder skimmer? anyone?).

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