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I've been playing fifth for a fair few games now, having played against Sisters, Nids and Guard, no marines yet, oddly. I thought I'd share my observations.
"Super Boats" have been fantastic, in a Dawn of War mission the ability to set up your superboat on the table along with a Haemie on a jetbike is a very nice way of denying alot of deployment spqce to your opponent during set up if playing against a fast or assaulty force if you get the first turn/set up etc. When going second its also useful as the opponent forcing you back somewhat has little effect.
I've played all types of mission now and my "Super Boats" have done very well ina ll of them, immunity to S3 fire is brilliant, even if I can't mvoe faster than I would on foot. 2 Cannons on a single boat is devastating and the abiltiy to rapidly redeploy when threatened or when you ave finsihed off a target is brilliant.
The best a "Super Boat" has achieved for me so far has been to take care of several hormogaunt squads (which couldn't hurt it at all) and seriously weaken a warrior squad befoire charging a brod of Gaunts with fleshborers on an objective to shift the little buggers off of it. The powerful assault backed with strong fire power make these squads a must to my mind, fantastic littel toys!
The other stars of my lists have been various things on jetbikes. I have found Reaver Jetbikes with the Punisher succubus to be very effective, easily able to deal with a brood of Tyranid Warriors above their points cost and quite happy to carve through squads of Sisters and Guardsmen. I have been lucky with the Drug rolls though, mostly +1 Attack or +1 Str.
For myself I'm finding squdas of 5 RJBs, 2 Blasters, and the Punisher succubus to do really well. They are useful for harrasing with splinter shots until they need to charge as well.
Haemies on RJBs with Destructors are now fantastic and I am regularly taking htem as my HQ choices, they are cheap (160 for the pair) and capable of dealing so much damage, especially with teh ability to ignore the now ubiquitous cover and to hit multiple squads at once. A destructor blast is often all that is needed as back up to a Reaver charge.
I'm getting set to play my first 5th edition game, and this sounds wonderful. I tried it a bit in 4th, and it is only better now. I'll have to look in to converting a few haemies onto RJBs to complement them as well. Thanks for the report.
What the crap is a "superboat"?
briefly, it is a raider that picks up an unattached 10-man warrior squad with 2 splinter cannons and 2 blasters moving up to 6" and unloading all that weaponry down range.
Last edited by Kabbala; August 19th, 2008 at 20:56. Reason: clarification
Are you sure that's legal? If you can do that, then what's the point of Raider Squads? In the codex, every squad that can be put into a raider will say so in their rules. Warrior squads don't get that option, and you can't simply buy a raider without an attached squad... To my knowledge, raiders are still dedicated transports. That means you can only get it with a unit, and nobody but the unit it comes with can embark. Warrior squads aren't allowed to get one. That's why the Raider Squad option exists... Read the "Dedicated Transports" box in the lower right corner of pg.67 in the 5th Edition rule book. This "superboat" idea is cheating, as far as I can tell... Shame though :'(
Last edited by Archonate; August 19th, 2008 at 23:09.
You buy the raider squad and deploy the warriors disembarked, on turn 1, the raider scoops up ten warriors with the SCs and Blasters, and away they go. Transports are not dedicated to one particular unit any longer (dont have the 5th BRB with me so can't quite the page, i'm sure someone will come along with that).
Pg. 67. I see. You can embark with any friendly infantry after the game has begun. This is good news. I always thought it was dumb that you couldn't use those transports for other units
Raider Squads have the benefit of being allowed to deploy on the Raider at the start of the game. This means they can skim 12", deploy 2", fire or run D6", and then assault 6", all in turn 1.
Super Boats are mainly for shooting, which utilizes the open-topped advantage of the Raider. The downsides being they must start on the ground and then embark on turn 1. This keeps them from disembarking again that turn. Also, there must be another squad that they can borrow a dedicated Raider from (typically a mini-sniper which is 5 Warriors + 1 Dark Lance).
As an alternative to putting Haemonculi on bikes, I like putting 2-3 on a Raider with the rest being Warriors for an even more powerful superboat.
would it be worth having the 2 blasters in the superboat? since they are mainly going to fire at long range, they'll be over 12". also can they still rapid fire on the raider if it moves 6"?
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