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  1. #21

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    2/3 of the missions are objective based + transports are pretty cheap = less footslogging armies. At first it sounds like a good idea, then you come across an objective mission where your not making it across the board. Personally I would like footslogger armies to work but it's not happening in this edition unless you go horde, or get pretty lucky.

    However I would encourage you to play a footslogger army if it's what you envision your army to be. Always play what you like, worry about being the "bestest" later.

  2. #22

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    I`d have to agree with Drakist. If you want to try a footslogging WE army. Give it a shot. You can always add a few Rinos later if need be.

    As for advice on the list, Maybe include some deep striking Termies with combi meltas. I have stopped a dual Land raider spearhead dead in its tracks with them before.

  3. #23

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    Quote Originally Posted by RocketRollRebel View Post
    But lately tho I've been chewing over the idea of a horde style World Eaters army with things like dreads and a land raider in support but would this be a competitive build? Whats your thoughts on this?
    I think you should follow your passion. While mechanised marines may have an advantage over non-mechanised, it's not insurmountable. Build an army with units that you love and want to play (instead of worrying about it being hyper-competitive). It sounds like you already have a couple of competitive armies, so why not build a fun one now?

    I'd shy away from Chaos Dreadnoughts though. There are some pretty nice models in that range, but "crazed" keeps them from being fun on the table. Defilers are a lot more fun (and a lot more reliable).
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  4. #24

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    Dreadnoughts are awesome. Pure footslogging armies need to be light on expensive options, and still suffer a lot. I don't think you'll have a lot of success in tournament play with pure footslogger CSM, but you might enjoy taking them out for a spin anyway.

  5. #25
    Scout
    Join Date
    Jul 2009
    Location
    Akron, Ohio
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    12

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    To make a foot slogging marines work, I would suggest running shrike with a squad of assault termies (infiltrated) and then rock some scouts on foot or with a speeder (infiltrated). possibly back these guys up with some drop pod dreads and you might be able to do some damage. Not the best list but it might be fun to try out. As for tournament play, I think you need the mobility of mech to deal with most missions having objectives.

    Superbran

  6. #26

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    What about Grey Knights? Can they footslog, or are LRs a must?

  7. #27

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    Just have to add in another option...

    October 3rd new wolves hit. Some people love them, some people hate them, but this army will allow you to field squads of Wolf mounted cavalry.... Space Marines with Toughness 5 Strength 5 and RENDING...

    No transports there!

    Back them up with large packs of ferocious wolves.

    It might not win competitions, but it is very different, and will be FUN to see.

    heh

  8. #28
    Occuli Imperator
    Join Date
    Jul 2009
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    2,082

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    Im just going to assume 100% footslogging or mixed/ Mech.

    All in all you will be fighting an uphill battle. Blood Angels can do it (If you count Jump packs as 'footslogging) But I think that you will have a very tough time with objective grabbing.

    If you were to do it your going to need to be able to stun/ imobilise enemy transports, so things like Autocannons/ Hvy Bolters/ Missle launchers/ Assault cannons are vital. If you take out their transports then it levels the playing field, and now you have a numbers advantage (All else equal).

    Duke

  9. #29
    Librarian
    Join Date
    Aug 2009
    Location
    Devizes, Wiltshire, UK
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    i havent got much experience of playing with or against mech armies, but i'd say for the price of a transport, you can buff out your ranks with some cheap, no extras troops, you could use them as the shield, instead of the tank armour, let them soak up the damage until you can unleashyour assault/gunline

    the prblem is speed, something i learnt steeply in my first 5th ed game, ork bikers making it to your frontline in turn 1 is so scary, i pretty much think it makes bikes as broken as hell, not only do they get the awesome saves, but they can negate you even getting a shot off at them...

    so if you havent got any transports, you HAVE to play the waiting game, you simply can't take the hurt to the enemy's heart quickly enough. even without being shot up, falling back, pinned or anything else, a squad that moves its 6" every turn can only go 36" the entire game, with running thrown in you may make an enemy objective by turn 6, but with a transport, you can be there turn 3, and thats a lot more time for kickin ***
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  10. #30
    Scout
    Join Date
    Sep 2009
    Location
    Auckland, New Zealand
    Posts
    13

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    The guard army I am about to start will be predominantly footsloggers. Full Platoon gunline + 50 man conscript squad and 50 man guard squad outflanking with Tallarn dude (300 lasgun shots anyone) backed up by outflanking penal legion just for annoyance value.

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