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Transports
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Old 03 Mar 2006, 04:16   #1 (permalink)
Kroot Shaper
 
Join Date: Feb 2006
Location: Melbourne, Australia
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Default Transports

As we all know there are a few transport options available to daemon hunters (chimeria, rhino, Landraider) Not all of them are availabe to all units. However, I would like to ask everybody's opinion on them and how you use them.

(oh also just a question, why is it recommended that when you take troops in a transport, the numbers is usually less then their foot slogging counterparts ??? )
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Old 03 Mar 2006, 04:52   #2 (permalink)
Shas'O
 
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Default Re: Transports

Hey man,

That's actually one of the hurtful sides of the Daemonhunters--mobility. See, in the Witch Hunters, the specialist Sisters have transports, as well as the core Inquisitorial part of the force. So the army list is more flexible and open to your needs. Daemonhunters though, specifically the Grey Knight portions are limited in mobility and must rely on either ultra expensive land raiders, or deep striking. We don't get a middle ground option, like a rhino or chimera for those Knights. And that's where the problem lies.

Q: "But, why do we need troops in transports? Isn't it better just to have more units on foot?"

A: Well, we're a short range army. Our troops are the back bone of it. No matter if we're fighting just to fight, or playing a mission where we have objectives, we need to get our short range weapons into range, or we're just not doing anything. Walking around with very expensive and vulnerable troops on foot, with no ranged weaponry, is just like asking to have ourselves whipped by someone who's faster and has guns. We can't touch them. And by the time we get close enough to do something, it's too late. So transports are integral to quickly get our troops where they need to be early, to get that front line started early, and not last minute at the end of the game, after it's already too late and our opponent has a numbers advantage on us because they spent 4 turns shooting us to bits without respite.

So - let's take a brief look at our transports:

Rhino:

Rhinos are our most basic transport. Cheap & easy. They don't have guns, so there's no need to think offensively. They're build for raw movement. In essence, we are purchasing upwards of two turns of movement with a Rhino. Armor and Smokes are important here, to get that 2nd turn of movement if possible. After that, we can expect it gone. Why is it important? Well, we need our storm troopers to get to objectives, units, markers, table quarters, etc. We may need to get those meltas closer to the tanks, we may want our teleport homers closer to our enemy. In general, we just want to be able to move fast enough to keep up with our enemy. The rhino is for this. Rhinos are also great, because while you transport one unit, another unit can walk behind the rhino for cover as well. That's mobile terrain so to speak. And if you're playing on terrain field where size 3 category terrain doesn't exist, you just bought instant mobile terrain, that provides 4+ cover saves to those hugging it. Not bad eh? You'd be surprised how much mileage you can get out of a Rhino. It's a mobile bunker and once it pops, it's 4+ cover saving rubble. That's great! Plus you can block line of sight to other more valuable squads (such as other storm troopers, or knights). Typically, I would recommend running smaller units in Rhinos (due to victory points), but also because if they're entangled when the boat pops, you don't have too many models just sitting pinned for too long.

Chimera:

The Chimera is like a mini-land raider. It's a transport, but it has a lot of offensive fire power. So it's a cross between a battle tank and a transport. For that, we have higher armor, and more guns. Big guns. The kinds of guns that we'll want to shoot. The problem is, if we're transporting we're either wasting the full move, or we're wasting our guns. In other words, if we're moving 12 inches with the Chimera, then we cannot fire our guns and we're wasting the whole point of the Chimera and probably should have bought a rhino. However, if we're not moving 12 inches, we're not really taking advantage of our transport and getting our faster movement. We can foot slog 6 inches anyways. So the Chimera is much more of a mini-fire support tank. Think of it, as a way to transport, but not necessary by carrying troops. Sometimes, and a lot of times for me, it's better to have the chimera, because it's an armor value that is mobile cover (another bunker) that can also spit out ranged fire support. That's something we lack in the army. We can also hide troops and other units, behind the tank. So our storm troopers and knights can have a mobilized line of sight blocking piece of terrain to help get them safely towards their destination. Another common use of the Chimera, is to use the first turn to speed forward 12 inches and unload the troops out of the rear. Then from that turn on, use the Chimera as mobile terrain to block fire paths and assault paths, but also supply good anti-infantry fire. So you buy a fast move, then firepower. It works great for that.

Land Raider:

Our land raider comes in two forms. The first form is the Inquisitor's access to a standard Land Raider. This is actually key because we may not want to buy Grey Knights but still have a land raider around. Land Raiders are useful because (1) they transport, though that's not their highlight and (2) they have twin-linked lascannons, high armor and can be massive piles of mobile terrain. We can block fire paths, deny assaults, deny all kinds of things from or enemy just because a big old land raider is in the way of them and our squishy infantry. It's also a big cover save supplier, so we can trail behind it with other vehicles or walking units no problem. Having moving lascannons is simply invaluable. Another big news bit, is that Land Raiders (with the new SM codex) are scoring individual units, even when purchased as dedicated transports. This is a huge boon since transports that take up too many points can be disastrous for victory points. Land Raiders don't suffer that problem that rhinos do.

The other land raider is of course the Grey Knight version. It's no different, but requires the Hero to be taken. That means, we must have Grey Knights (and specifically, an HQ one). This limits our choices because we must have an HQ and must have the Knight to do it. This raider is of course useful, but it's best for actually moving grey knights since we're buying them already. But since it's also a heavy support, we can move any unit we wish. Again, it's mighty useful to have a spear head vehicle that can move anything we want, but more importantly, block whatever we want.

Overall though - land raiders perform the always important "fire magnet" function. This is their greatest use in my opinion, because so long as my enemy is dealing with my raider and bothering to shoot it, it means that's several more models I have that aren't lost this turn. It's a way to take heat off the rest of the army.

Land Raider Crusader:

While we have the normal Land Raider, supplying anti-tank support and great mobilized terrain, our Crusader variant is much more of a transport. It's meant to get going fast and move up close to the enemy where all of it's short ranged guns become effective. It's very effective at killing infantry, but is also capable of hitting vehicles as well. It has a better capacity for model carriage, and is great for sending larger terminator squads to the front lines, quickly.

Like it's cousin, the Crusader is of course, wonderful for being aggressive with, and stealing the spot light from you enemy so that something else in your army is left alone. The Crusader is a bull dog so to speak, and you don't even have to keep a leash on it. I prefer the Crusader simply because of it's firepower against infantry (since Knights are easily outnumbered, it helps to thin the grass).

Cheers!
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Old 03 Mar 2006, 23:07   #3 (permalink)
Shas'La
 
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Default Re: Transports

Someone I know here said that according to the codex, all Land Rider crewed by Gray knight. A radical demonhunter player do not get access to Land Rider. But you mentioned about Inquisitorial land rider. Is that was allowed by the codex?
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Old 03 Mar 2006, 23:37   #4 (permalink)
Shas'O
 
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Default Re: Transports

Quote:
Originally Posted by Lunaris
Someone I know here said that according to the codex, all Land Rider crewed by Gray knight. A radical demonhunter player do not get access to Land Rider. But you mentioned about Inquisitorial land rider. Is that was allowed by the codex?
All Inquisitors have retinue and transport options listed under the Inquisitor Lord's entry in the codex. The Land Raider there, is an option for the Inquisitor. It is not a Grey Knight Land Raider. Note, in the description it is called a "Land Raider". The generic Land Raider that this entry refers to is found on page 30 of the DH codex. Note the crew members are space marines, not grey knights.

Later, you will find in the codex that there is a "Grey Knight Land Raider" and it has a special rule in a box next to it that states that you must have a Grey Knight Hero in your army in order to field one. Notice they're both Grey Knight models. This is very different from a normal Land Raider--it has a different name even. Note the crew description of the Grey Knight Land Raider--they're grey knights.

Big difference, two different vehicles on two different pages

Radical Daemonhunters can field Land Raiders in two ways:

1 - Inquisitors who take a Land Raider transport.
2 - Inducted Space Marines; heavy support Land Raider (non-Grey Knight version).

Cheers!
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Old 04 Mar 2006, 09:52   #5 (permalink)
Kroot Shaper
 
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Default Re: Transports

Hmm off topic, so bear with me
Apart from the ability to be able to field 1~3 daemonhosts are there any other advantages to a radical inqusitor? And are they (daemonhosts) worth it by costing us out of some of our severely limited heavy support options ??? (without inducting marines or IG)

Oh and the russ is a mighty sweet piece of imperial engineering, battle cannon..............................drools
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Old 04 Mar 2006, 10:08   #6 (permalink)
Shas'La
 
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Default Re: Transports

Just like Farsight players, just fill the gap with something else. Farsight player fill the gap with more Battle Suits. Radical Demonhunter might use full 6 inqusitorial stormtrooper with transport, inducted marine/IG with heavy support or more points spend on Elite and HQ choice like Inquisitor with more retinue.
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