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Have been talking through and adapting a small idea with a few people from our local club and would like to share it with you lot and see what you make of it:
The idea starts with frustration at how limited Predators can be these days if forced to move; they are only able to fire 1 shot and are utterly outclassed by a PowerFist (auto hitting on armour 10 unless the tank moves).
Note: There are a fair few armies out there that use Predator-like tanks (multi weapon, rear armour 10) Leman Russ & Predator's and to a lesser extent Vindicators & Whilwind's.
The second part to the idea is how annoying the excess of cover saves are in the hands of your enemy in 5th edition and the incredible value Flamers provide (especially in this 'time of the Greenskin Hoard's')
The unit I'm proposing looks like this:
5 x Chaos Chosen | 130points
*5 x Melta Bombs
*3 x Flamers
Their main purpose: to dominate your opponent's movement and long range AT in turn 1 & 2.
Some notes about their use
-They have cheap redundancy, move them towards infantry or tanks (preferably both) and you cause the opponent to alter their plans, moving a tank (that then has less fire capability) maybe spreading a unit of infantry out (meaning in 5th edition more things on the board will be able to shoot at them, "see 1, kill all") or delaying a unit for a turn.
-Assuming the opponent doesn't move away, you stack up 3 lots of flamer template hits on an infantry squad or you get 5 auto hitting Melta attacks on Armour 10 (more than most PowerFists for the same basic cost)
- Only 5 men, they could be killed quickly
- Small squad is potentially an easy kill point
- They are not a scoring unit
I must point out that the unit is not designed to get its points back (in 5th edition this is less important I feel) just by making 1 leman russ or predator move for 1 turn can prevent it popping one of your own armour pieces saving you quite a few points! In the same vein, causing enemy infantry to re-position, could delay a charge for an extra turn. And if they do get to attack anything (3x flamer will easily get you 60+points worth of kills or 5 melta bombs will pop at least 100points worth of tank.
So, I have talked long enough, please give me your constructive thoughts on their pros and con's, and any interesting ideas on how to improve their journey from infiltration to the target without getting shot to pieces.
i like to use them in conjunction with fast attack and transports. in standard games i run a plasma-heavy chosen, and infiltrate where i plan to run my transports, as usually people try to cut you off with heavier assault units. this way, if they go after the transports like normal, i have a large amount of plasma headed there way, and if they send troops to root them out of area terrain, thats less troops they have elsewhere
How Did This Get Here I Am Not Good With Computer
you could also let that squad make a flank march, your opponent will keep his tanks at least 14" away from the board edges if he knows there might be some melta bombs coming from the flank. that should also stir infantry away from the edges since 3 flamers can really hurt, especially if you can choose the angle.
A 5-man squad, infiltrated close to the enemy and away from friendly support, maxed out on equipment and with an important, offensive, close-combat mission is not even a suicide unit. It's an act of complete desperation. Outflanking would work better but would delay the unit and give the oponent time to react. One can find a better use for 130 points...maybe try a 5-man lascan squad, infiltrated into an advantageous position?
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
thats what i'll be testing soon, 5 man lascannon chosen. 125 pt's, all it is is a pain in the ass. nothing more.
i believe it will cause distraction and possibly errational choices about who to shoot at.
people fear lascannons shots at side armor.
Take my words with a grain of salt, i am not the tactical genius i think i am!