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As the title suggests: Which of the chapter traits do you think is the best?
A few things before we start:
Please dont take the characters into account for the purpose of voting in this poll.
I didn't include He'stans chapter trait on this list as I believe there's a wide consensus that his is the best and that the result of the poll would be far more interesting if everyone didn't just pick this one.. Feel free to post and explain if one of the above beats Vulkans trait though =)
I believe we can divide the traits into two categories, the offensive ones (outflank and fleet) that gets you to the opponent, and the defensive ones (stubborn and combat tactics) that'll make you survive longer.
Outflanking and fleet both works best for themed armies, outflanking best with mechanized/bikes, and fleet with assault squads and maybe terminators, and which is the better depends a lot on the list and playstyle. And while both can be powerful, I'd say that outflanking is probably the better of the two anyway as it's slightly more versatile..
The other two are less army-altering and fits any army, they are both for protecting your marines, but do so in completely different ways.. The combat tactics allows you to run away at will, keeping you out of harms way, whereas stubborn makes a failed morale check a rare sight..
One could say that stubborn will kill you against CC specialists, but getting caught while trying to un away isn't much better..
Those are my thoughts.. now let's hear yours
... and I hereby declare the bazaar open!
I think it very much depends on what and how you play. If you play a primarily ranged attack, Stubborn would serve you better. Fleet would be better if you play primarily melee based.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
playing a balanced force i quite enjoy the vanilla trait, the ability to "break free" of a melee is underrated AND awesome.
How come Calgar's isn't on there? Uber-ATSKNF is uber.
Agree with simonilicious, while playing a balanced force the ability to break off with a tactical squad, opening up the ability to fire on whatever assault squad is devastating to the opponent. As 9/10 times that melee squad was doing everything it could to get into CC to avoid ranged attacks.