Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So... I still run two big 30 boy slugga squads. If I were redoing the army they'd probably be shootas, but i'm not repainting 60 boys. hehe Besides the sluggas are still dead killy and the list is quite 'ard thanks to the KFF mek.
Since that 'core' was from 4th edition the first thing I did in 5th was drop the rokkits. "When am I ever going to shoot those now that I can run" was the current thought. 60 points freed up to run like mad, and life was good.
WAS good, but now mechanized armies are more present than ever. People have really realized that transports are more survivable, and with cheap rhinos and chimerras they are abundant on the table.
I've found myself having to spend more time planning my moves and timing my waaagh rather than just 'slam' forward into the enemy. The wall of steel transports make me less eager to just get close, only to be flamed/boltered to death the following turn.
This is where the title of the post comes in to play. I've been missing my rokkits. Yes they aren't cheap, and with 3 in a squad I'm certainly not gaurunteed to pop that rhino, but still the missing option has been weighing on me.
I know slogging boys seems less in favor these days over cheap BWs, but has anyone else felt the same at all?
Well I do it too....two huge mobs of 30 sluggas.
Those transports you're facing are AV10 in the rear...and screaming sluggas can get through that with enough choppas!
I've taken down a mechanized Tau army this way. The only transport I have any trouble with is the Landraider. But that's why Mork (or Gork) gave us POWERKLAWS!
OH absolutely. There is nothing better than surrounding a rhino with a ton of sluggas and glancing/klawing it to death. "Har har, no wher ta run 'ummies!"
I'm just finding on turn 1 or 2 half the time I'm not running because I'm holding back a Waagh for the following turn (I also run Ghazzie in 1850 lists) or actually want them to move their wall o transports up toward objectives. Now my sluggas are just sitting there and I find myself thinking ''ey, dinna we useta bang off rokkits 'ere?"
With my possible cut in kommandos bodies I'm thinking the rokkits may drop back in with all these mech lists we're seeing.
I personally don't like using rokkits with boyz, meks, kommandos, tankbustas, deff dreads, nobz (combi-rokkits), looted wagons, or battlewagons.
In other words, I don't like firing rokkits with a BS of 2.
The only way to fire rokkits (or kannons/kmbs) are with warbuggies, deffkoptas, killa kans, or units of big gunz. If the shots aren't twin-linked, or fired with a BS of 3, then they just aren't worth the points.
The only exception is a unit of boyz attached to a warp 'ead or Old Zogwort. Since you'll be firing the psychic powers at vehicles, you might as well put rokkits in the unit as well, to help bring the enemy down.
It's not that units of boyz or kommandos can't be effective with rokkits, it's just that there are much better units for it. Despite the cost difference, 5 deffkoptas with rokkits get 5 twin linking rokkit shots, resulting in 3.33 hits. 2 rokkits fired from a unit of kommandos only gets 0.66 hits. For outflanking and shooting back armor, the deffkoptas are the way to go.
In any other circumstance, units of 3 warbuggies and 3 big gunz kannons work better than any alternative, getting 2 hits for 105 points of warbuggies (on the move), and 1.5 hits for 60 points of big gunz (stationary). Even a killa kan gets 0.5 hits each AND they can tear up enemies in close combat.
Boyz just weren't meant to fire rokkits by hand. ^_^
"Any job worth doing, is worth doing with a powerklaw."
Actually, Grax, you have a solution in there I may go with for this tourny. Rather than spend the 60 points for 6 rokkits in my slugga boyz squad I may just field 3 kannons. That will give me another unit in the backfield to help with some of the armor, with the flexibility to always deal out blasts if i need.
The only thing I really hate about artillery (aside from them being easy to pop) is dawn or war deployment. Its bad enough I always struggle getting my lootas in good deployment that first turn.
Still, I think the kannons will help supplement my 2 rokkit buggies, 3 KMB kans, and 13 lootas for anti-vehcile-fire-support in 1850. Plus it only raises my KP to 12.