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How often are you getting into CC?


Trollbeard

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Hey guys, I ask this because I’m curious to how many of you find combat worth it as GK?

 

I’ve won the last couple of my games without much combat, other then my GMNDK and paladins getting stuck in. Makes me wonder if the point for falchions on strike marines are worth it?

 

I had 2 strike squads charged by a 30 man blob of orks, and they didn’t survive to strike back. To me it seems like they don’t want to be in combat, and just shoot and smite. I know ork boys have a metric sh*t ton of attacks, but with only squads of 5 are the falchions worth it?

 

I actually find that I don’t get into combat that often. is FttF the absolute best warlord trait we have? The others seem underwhelming imo.

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Strike squads can only melee small non-combat units, like IG infantry, regular marines and stuff like that. Their job is to provide volume of fire and smites and to grab objectives. That's why giving them falchions is a waste of points.

 

There's no game where I haven't been able to get into melee with at least one unit of paladins. First to the fray is not always useful but, when it is, is great, since missing an important charge can easily lose you the game. Every other warlord trait we have is awful, anyway, so you don't really have a choice.

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I am getting into combat every game, but it is, by no means, my main way to deal damage. More like finish the stuff off in the second half of the game, or try to get initiative back. I am taking falchions only if I have spare points. I am content with shock assault+halberds. Interceptors may benifit from falchions, because of their mobility. As for strike squads, most of them die before getting to close combat, and you cannot really know which ones will survive to actually get in it. 

 

My main melee potential is characters, which get into combat after paladins die. Paladins are getting into combat sometimes too, if things are going well, and they actually survive the enemy onslaught. But the days of "drop from reserves and desperately try to get into close combat with 9" charges" are long gone.

 

As for WT, FttF is still the best. Keep in mind, that charges are not only deliver you into range to kill something in CC, but also gives you mobility. It also conserves CP, since you can always fail a 4" charge. FttF will mitigate such bad rolls. I see no point in other WTs, except maybe loremaster on GMNDK in a small point games. I was thinking about Anvil right after PA to keep paladins from running, if they lose too much models, but with Ld 9-10 and ATSKNF it rarely could be handy. 

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Played a game last week.  5 out 6 times I failed a 9" charge even with 3 FttF charges. 

 

Game went 2 turns.  I was basically tabled by Ad Mech. Game setup was Hammer and Anvil.  So many things went wrong for me that game my opponent felt the pain also.

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5 out 6 times I failed a 9" charge even with 3 FttF charges. 

 

 

 

Why didn't you just smite them away? Their anti-psyker protection is low besided the single WT and a couple of strats. Charging AdMech is a suicidal move. Overwatch is crazy.

 

I remember a pre-codex game with tau. I tabled them by shooting+psychic. It wasn't a competitive game, but still. 

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I'm often using Gate of Infinity to get the units up the battlefield, mainly dreadknights and paladins, so I'm in combat pretty much every game, I do wait a turn or two to get rid of any units that may pose a risk using ranged attacks and smites.

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