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Thread: Transports

  1. #1
    Member J2agnarok's Avatar
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    As everyone here probably knows, 4th edition has not been kind to Transports. First there was the rule to negate assualting from transports. Combining this with the fact that a simple penetrating hit forces disembarkation with pinning test. Also Space Marine players have likely noticed the points hike for their Rhinos. These rules combined with the typically low armour on most transports seem to lead to transports being penetrated every other turn causing pinning tests meaning that they may never even live to see the front lines. So I feel compelled to ask: Are transports actually still worth it?

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    Senior Member kerpal_g's Avatar
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    Most transports are useless. They are ok for DE armies. THey can utilise a WWP and have Raiders fly out and be on the other side of the board by the time that portal opens. Orks too since Trukk Boyz squads are still badass. But otehr than that they are useless. And why do troops get out after a penetrating hit? In real life they wouldn&#39;t have time to get out. And looking a at Rhino, wondering how SMurfs are supposed to fit in a Rhino, I doubt they&#39;d have time to get out before that penetrating hit strikes the vehicle. But with open-topped vehicles it makes sense. They get hit, the vehicle quakes and the riders jump/fall from the vehicle. I mean isn&#39;t the point of an APC to move and protect the troops inside of it? OH YEAH SERGEANT WE GOT SHOT AT, WE&#39;LL LEAVE THE SAFETY OF OUR ARMOURED VEHICLE SO WE CAN BE SAFER&#33; (N) <_<
    R U 0K!??!? BUHHHHST WUUUULFFFFF!!!

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    Well if in the first turn you can move 24" then i dont see to big of a problem with it.

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    LO Zealot Kirasu's Avatar
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    Yeah they really overdid the nerfs to transports. They went from godly to completely useless due to the automatic pinning BS. I don&#39;t mind the jumping out, just the auto-pin coupled with the fact that the rhino is the worst transport in existance makes them futile

    Im glad space marines can drop pod and maybe GW will realize they screwed transports way too much

  6. #5
    Senior Member TzarNikolai's Avatar
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    wave sepents are still pretty good. if you use them right they won&#39;t be penetrated.
    i still use mine, quite successfully as well some times.

  7. #6
    Senior Member The Incubi's Avatar
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    still... transports have been literally killed. Any army based on that idea is gonna have a tough time. ITs like GW doesnt want the idea of transport anymore.. its wierd. THey are messed up so dearly. Even as a dark eldar player, its tough, heck, our transport blows, our warriors die from the crash anyways, the pinning is a bonus

    Maybe they thought of adding turbo boost to the game would make everyone seem faster to balance out the lost transport.

    incubi
    "There is no middle ground. Strike Hard, strike fast and strike first."

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    Senior Member Squeaks's Avatar
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    DE have definatly been hit hardest by new transport rules. i feel sorry for you guys.

    its hard enough to play DE now this... good luck

    (i hate transports, never use them unless your DE or Orks ) ^_^


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    OH YEAH SERGEANT WE GOT SHOT AT, WE&#39;LL LEAVE THE SAFETY OF OUR ARMOURED VEHICLE SO WE CAN BE SAFER&#33;
    Ok. You sit with the men in your nice little Rhino and suddenly you hear a loud explosion right next to you, or you hear that something hit the vehicle in which you are sitting in. What do you do:
    1) Stay in the vehicle hoping that the enemy will not get two 6s. :hmm:
    2) Tell the drivers to go to the closest table edge (and so revealing you pathetic 10 armor) :huh:
    3) Jump out of the vehicle just in time before it explodes. :blink:


    Also think about the following . What do people do when something flies towards them and they are sitting in their car? Most of the people would stop and jump out, and not drive on.


    Oh and if I remember correctly the guys disembark only if the weapons strength was greater that the vehicles armor value.


    No offence, just wanted to sort out a few things.
    The Night Bringers
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  10. #9
    Cthulhu's Lovechild CBrate's Avatar
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    Rhinos with assault marines are the main guys hit by the changes and I&#39;m fine with that.
    Ork Speed Freeks just keep doing what they do. DE have to be a little more stealthy on the approach. Armoured Fist squads carry on as they always do. Tau, Eldar and Necrons make minimal use of transports anyway. Daemonhunters still have their Landraider and deepstrike options. Sob just disembark and rapidfire.
    And over there we have the labyrinth guards.
    One always lies, one always tells the truth, and one stabs people who ask tricky questions.
    http://xkcd.com/246

  11. #10
    Senior Member Dilandau's Avatar
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    I find the transport rules really arent that bad the only thing i did was replace my origonal chaos marine squads close combat weapons with bolt guns and two plasma guns and i know use them to drive up jump out and pump 16 bolter and 4 plamsa gun shots into them and they work fine. Ive also done it with a chaos Havok squad with four plasma guns and watching what they can do to another squad isent pretty.
    Ask not the ruleboys a question for they shall give you three answers each true and terrifying to behold

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