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BL Review: Structure

 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 2:26 pm 
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I agree, Oblits in landraiders doesn't help much. In addition the LR is slower than the rhinos to begin with. I guess it's a comprimise to avoid 'creating' a new unit but it doesn't do much for the list.


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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 2:43 pm 
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I wonder if there will be a ground AA unit created for Chaos as part of the rumoured 'summer of fliers' for 40k.


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 Post subject: BL Review: Structure
PostPosted: Fri Apr 20, 2012 3:23 pm 
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stompzilla wrote:
It's all well and good saying that it's an inbuilt weakness that chaos players have to live with but the end result is going to be that chaos lists remain infantry and superheavy heavy and all look quite similar.


Are you talking about general play or tournament play? And I am not sure how it follows that a lack of mobile AA leads to people using SHTs.

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If you want to see more armour and variation in the chaos lists that people use then the stalker tank is the way to go.


It's just as likely that all you'll see is mechanised lists with lots of Stalkers as well.

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As for Oblits being too expensive - Really? These guys are AWESOME.


They are a nice unit but they are expensive and they do force the Retinue they are in into a more static role as they won't fit into transport. Three of them even spread across several formations are almost the same price as a Retinue which means that to get them you are typically giving up an activation in an army that usually isn't going to have a lot of them.

I understand that there is some interest n running a mech heavy Chaos force but the aim of the CSM list always was to be a horde of troops and daemons. Jervis' original discussions of the army used this term quite a lot and so one shouldn't then be surprised that it doesn't create fast mech lists.

Happily there are a lot of army lists that you can use to build a fast mech oriented army list.

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 Post subject: BL Review: Structure
PostPosted: Fri Apr 20, 2012 3:28 pm 
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hello_dave wrote:
I wonder if there will be a ground AA unit created for Chaos as part of the rumoured 'summer of fliers' for 40k.


The still rumoured event. I don't think that it will come out until after 6th edition and the focus appears to be on creating flyers and not AA units. And at the 40K scale there are a lot of vehicles and even units that have effective AA firepower

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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 3:28 pm 
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I know Steve54 and dtpdexys did some testing when the aa tank was suggested last time, and chaos did indeed become pure mech infantry to keep up with the ferals and wheels in hit and run assaults.


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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 3:31 pm 
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We did, it became 3 mech retinues with titans which was really powerful. This was with LordI's daft 4 shot stats though

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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 3:36 pm 
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pixelgeek wrote:
Are you talking about general play or tournament play? And I am not sure how it follows that a lack of mobile AA leads to people using SHTs.


I think Stomp is talking about me - I never bothered with the armoured co, instead settling for a combination of Infantry and WE (at the time mostly void-sheilded Death Wheels) the lack of AV, which I frankly didn't see the point in was the issue.

If this playstyle isn't desireable then why not make a variant list?


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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 4:22 pm 
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I'd prefer to see how it works with armour as a core choice (though only unlocking support not elite), oblits at 75 and a revamped daemon system before adding new units. Hopefully a cheaper core formation should allow more activations and mean a 1 or 2 oblit build is doable

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 Post subject: Re: BL Review: Structure
PostPosted: Fri Apr 20, 2012 4:28 pm 
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Steve54 wrote:
I'd prefer to see how it works with armour as a core choice (though only unlocking support not elite), oblits at 75 and a revamped daemon system before adding new units. Hopefully a cheaper core formation should allow more activations and mean a 1 or 2 oblit build is doable


Sensible suggestion


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