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!
4 with Blasters in Raider (w NS & FF)
4 with Blasters in Venom (w/ SC upgrade & NS)
2 with SC in Venom (w /SC upgrade & NS)
2 with SC & 3 with Shredders in Venom (w/SC upgrade & NS)
What do you think is the best option for equipping Trueborns?
As for me I'm torn between the 1st and 3rd option. I tend to choose the 3rd because it's allows for a 3 man squad which makes it cheaper, allows me to keep my distance, and really provides some turn one power. However option one seems like something I'm very interested in trying
Last edited by mrvegas; December 31st, 2010 at 14:31.
If you are taking trueborn just for their access to high numbers of heavy/special weapons, don't mix them as none of them have the same range and ideal targets.
If you go for the blasters i'd personally use a raider - the lance means you can pop another tank while the blasters do their thing on something else. At worst you have another anti-tank weapon shoudl the trueborn roll badly. However, the cocnept behind blasters/venom is that once the trueborn pop the vehicle (assuming its a transport) whatever falls out gets hit with a wall of splinter fire - if it isn't you can splinter stuff hiding out of LoS to other weapons in the army.
I am not a fan of that as it basically smacks of "venoms are good, trueborn are good, therfor both together should be awesome" and it totally ignores the immense boost in power the splinter cannon received.
2 splinter cannon in a venom is probably the best way to go IMo as it is pretty cheap and both the vehicle and unit have the same targets giving you a bit more redundancy should it go wrong.
Personaly i'm not a huge fan of the venom, sure it puts out a ton of firepower and yes it does do more damage than a raider in my opinion. But when the new codex hit so many of our new toys, cheaper weapons... became great at killing targets with a T value, while our number of AT weapons are falling in number as the price increased.
Sure we got a ton of new AT weapons and abilities but those are all generally short ranged, we need to keep our raiders and ravagers as they are the cheapest way to get ranged anti tank weapons.
So the option I like the most out of your poll is the raider and blaster trueborn, but imo the ideal setup for them is either as a sniper squad with two lances and possibly a raider or splinter cannons in a raider.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I'm actually fond of 4 Shredders on a Trueborn squad. The amount of AI power that can lay down in a turn is staggering and cheap.
Stab it, slash it, bite, tank shock and smash it. If that fails, shoot it.
I've tried 4 blasters in a venom and it works. But I am with Outsider, I think its better suited in a raider as I always put the extra SC and a NS in the venom and keep it at 36" to spray MC's and infantry. The venom survives far better at range. Four blasters isn't much different than the old suicide eldar firedragons I used to run. They usually take out what they are sent to get.
I'm a huge fan of the 2 SC venom w/nightshield. I usually take a 4-5 TB with 2 sc's. Start them out with the duke to get the special splinter ammo and then move the duke to a wych squad. The TB in the venom get 20-24 SC shots with 8-12 of the shots hitting and wounding on 3's. I used to take 3 carbines but stopped because I try and stay at 36 inches as I mentioned. I also try to stay near side or back objectives so if the venom goes down, I just move the TB into a contesting firebase.
As for other uses of TB. I started using 4 tb with 2 dark lances and stick them in cover. At under 100 points, I run two with overlapping fields. These I don't put near objectives as I want the enemy to either ignore them or have to expend resources to root them out. I have found this to be the new sniper squad and one that is effective. I am still debating over sticking one more tb in the squad for another wound.
Anti-troop : All models with shardcarbines or splinter cannons, and perhaps 1 or 2 blasters for back-up AT support.
Anti-vehicle : All models with blasters for mobile AT support, and perhaps a dark lances if the squad will be in one spot.
If I have the points, I'll buy a venom for the squad. Arm it with dual cannons and run it empty, just shooting anything to pieces.
Just my opinions.
3 Trueborn (minimum number)
Cheap and most importantly expendable.
Move in. Damage/Destroy Vehicle. Die
Annoying enough your opponent has to deal with them
Cheap enough you don't mind losing them
3 Trueborn with 2 Splinter Cannons in a Venom with Splinter Cannon upgrade was one of my superstar units in the league I just finished. People were amazed at how much firepower it put out. They, not the Dark Lances, were pretty much the number one killer of monstrous creatures. I also ran the 4 Shredders in a Venom with a Haemonculi with Liquifier Gun with them. In games I got to use them they were amazing. Against some armies they just hung around inside the Venom trying to not be a free KP or two for my opponent. Some of our missions rewarded a bonus point for either killing the enemy HQ or not letting your own HQ die. Some enemies kept a Fortuned Avatar near the squads you wanted to shredstomp.
League Stats: Orks 4W-1L-1T, CSM 4W-2L-0T, Dark Eldar 10W-6L-4T, Tau 3W-1L-1T, Blood Angels 4W-1L-1T, Imperial Guard 2W-1L-0T
Tourney Stats: Blood Angels 6W-0L-0T, Dark Eldar 2W-1L-0T
When it comes to Trueborn quantity is far better than quality. Kabalite trueborn are best suited to taking out infantry and monstrous creatures, especially when they are put in a venom. After a little playtesting I found that this was the best configuration.
6 Kabalite Trueborn - 4 Shard Carbines, 2 Splinter cannons.
Venom - 2 Splinter cannons, Night shield, Retrofire jets.
For 192pts you have the option of deep striking or deploying normally. In the shooting phase you can dish out 20, 24 if you don't move, splinter cannon shots and potentially 12 shard carbine shots depending on range. All of these shots are hitting on 3+ and wounding everything with a toughness value on a 4+. The sheer weight of firepower means that even spacemarines will lose on average 3-4 guys.
I usually deploy this to take out long fangs, devestator squads and the like which can cause havoc amongst your units. The great thing is that this unit can get off the venom if they wish and direct their firepower at another unit if you feel the need to split your firepower though I would not advise it.
Last edited by Jared van Kell; January 9th, 2011 at 07:06.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.