So with NOVA out of the way I want to see what are the major thoughts on army constructs. For example, last edition was primarily MSU mech with the 1+1 (unit and fighting transport) taking precedence over most other lists. There were other strong lists often involving Hybrid elements, some foot armies (Loganwing), etc. but the primary aspect was generally MSU.
Has this changed? I have a few thoughts on this which I've been going through with my posts and seeing more and more in playtesting but would like to see other opinions and what people have found before I do a few exploratory articles. We're still not likely to nail down the exact construct for a while as things continually evolve and new books are released - MSU mech didn't take off right away for 5th remember, but this discussion and following articles should lead us somewhere closer.
So, begin! And remember to be nice to people with contrary opinions to yours.
Kirb your enthusiasm!
"...generalship should be informing list building." - Sir Biscuit

Wednesday, September 5, 2012
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Discussion: Army Constructs for 6th
2012-09-05T09:14:00+10:00
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6th Edition|Discussion|
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Prometheus 101p · 655 weeks ago
I was also interested to see quite a few Dreadkngihts kicking around....I love moine, personally, but had discounted it as uncompetitive. Obviously 6th helped it out in several ways, but I hadn't thought it was enough.
Really, I was wrong in my assumptions in several things.
I was planning a post about it on my own blog tomorrow morning.
DarkLink · 655 weeks ago
They've gotten enough buffs now that they function quite well against most armies. The one thing you have to do is keep them alive until it's time to strike. Keep them away from units with lots of plasmaguns, give enemy lascannons more important targets, etc, and then pounce at the opportune moment. Used well, you can wreak havoc on units like Long Fangs or Eldar Rangers, and tear apart Land Raiders. A good player can make good use of a Dreadknight, and they're a lot of fun.
That said, against most opponents a squad of Interceptors will do better. They're just more points efficient in general.
abusepuppy 121p · 655 weeks ago
MVB · 655 weeks ago
There's definitely a balance to be found, but the new edition royally screws over MSU troops to begin with. What's been clear even in book missions is that your vehicle expenditures better be able to shoot, and be cost efficient, and your troops better be more than 5-man MSU squads.
Prometheus 101p · 655 weeks ago
chumbalaya 79p · 655 weeks ago
Shadar_Logoth 92p · 655 weeks ago
Algesan · 655 weeks ago
Gorsameth · 655 weeks ago
Plus Nightscythe spam will always be bad. Your paying 100 points for a single Tesla Destructor that cannot fire half the game (turn 1 off table, turn 4 your likely to have to fly off the table or spend 2 turns turning back into the battle)
Matt-Shadowlord · 655 weeks ago
There's othing wrong with that, but it gives a skewed view of army constructs in a similar way to an event that used only Big Guns and The Scouring might.
Desc440 68p · 655 weeks ago
James · 655 weeks ago
Desc440 · 655 weeks ago
yazchar 62p · 655 weeks ago
I think in 6th edition the old adage "play to the mission" is really apt.
Potential construct: a good amount of scoring units, usually infantry (out of a transport!) that can hold objectives any way they can!
SageoftheTimes 77p · 655 weeks ago
yazchar 62p · 655 weeks ago
I feel like overall I'd rather take my chances with Fire Warrior's 4 armor, 5 cover save than Kroot's no armor and 4 cover save (if I'm lucky).
You're right though Sage, something like Eldar Rangers or even just Tac Marines would be great too...but strength 5 guns are nice for chipping away hull points from something 30 inches a way! (Opponents frequently don't seem consider worrying too much about exposing rear/side armors to Fire Warriors...big mistake.) I guess Fire Warriors are useful because they are a pretty good mix of survivability, damage output and not to high of a cost...compared to what else I can take anyway. Actually Orc Boyz Might be the strongest choice.
For the purposes of this thread though: still, lots of scoring infantry that can survive, somehow.
ace · 655 weeks ago
and gtg behind an aegis line for 2+ cover if that's important, or take SM scouts with flame proof armor ;) .
Brymm · 655 weeks ago
A local tourney was recently won by Scythe spam though, it was demoralizing watching the players he was playing slowly lose their spirit when they saw how worthless most of their army was against him.
I really like the "play to the mission" adage also. I would think Troops supported by all sorts of things would have a chance. Go figure.
SageoftheTimes 77p · 655 weeks ago
Alastores · 655 weeks ago
It's not that people can't cope with one or two fliers. It's that people can't cope with nine.
James · 655 weeks ago
clever handle · 655 weeks ago
James · 655 weeks ago
James · 655 weeks ago
chumbalaya 79p · 655 weeks ago
Discospawn · 655 weeks ago
MeatPossum · 655 weeks ago
Gorsameth · 655 weeks ago
Marko · 655 weeks ago
Behemothh · 655 weeks ago
DarkLink · 655 weeks ago
Gramps · 655 weeks ago
Discospawn · 655 weeks ago
Azrell · 655 weeks ago
CAG · 655 weeks ago
Azrell · 655 weeks ago
WestRider · 655 weeks ago
Sethis_II 87p · 655 weeks ago
1. Purchasable terrain. There's a huge difference between "you'll probably get cover" and "you WILL get cover". And lots of it. Also, Farseers on Quad guns is hilarious.
2. Fearless. The Avatar is now pretty damn special provided you can keep him alive. All the MC buffs combined with the 12" Fearless bubble is very useful. Last game there was a Command Squad on Bikes with Hammers heading over to tear him a new one, so I dropped 20 Fearless Guardians in the way. Problem solved.
3. S6 torrent is alive and well, and War Walkers do it best. Get some Prescience/Guide going on them and watch them torrent down Psyflemen and Flyers. The problem is getting the Alpha Strike every time, but Scout helps that.
4. Grav Tanks got hit hard with the Nerfbat. Suddenly paying 180+ points for a scoring unit that has to disembark to do so, and only contributes 6-7 S6 shots on a perfect day doesn't look so hot compared to 2 medium sized jetbike units that can hide all game long, but the opponent still has to deal with, lest they turbo 36" and land on an unguarded objective. Or even some allied Space Marines of any colour.
This isn't to say that Footdar have become OMGWTF overpowered, just that I think the power gap between them and Mechdar has narrowed considerably. Therefore we might mock Kirby a bit less the next time he loses to them...
... just kidding. Mock away! ;)
Azrell · 655 weeks ago
Wyrmnax · 655 weeks ago
While on the old edition you could make do with something like 30 marines for troops because of the 2/3rds of the missions being objective based, nowadays we have 5/6s of the missions requiring scoring bodies on the table. Troops become even more prevalent, and they are usually best brough in a 1+1 way. Especially because you still require multiple independent troops.
The trend i see is that anyone that cant combat squad is bringing ~5 troop squad into 2k points. Thats far more than i used to see in 5th. It also royally screws armies that dont have reasonable troops, although this is mitigated by allies.
Vehicles, especially high AV sit back ones, are seeing more play. They are now much less vulnerable to being perma stunned, so you can actually get some use out of them.
Algesan · 655 weeks ago
chumbalaya 79p · 655 weeks ago