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Dead transports

 Post subject: Dead transports
PostPosted: Thu Sep 09, 2004 2:39 pm 
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I havent come across many situations where I desperately needed more transport (cause some had been destroyed) to move my formation quickly.  But, that may be because I generally move my mech formations to the objectives, or preferably cover near the objective, and dismount them, and that is the way they stay.  There just arent too many situations for the Guard to do quick mount-dismount-mount maneuvers, that is best left for the Space Marines and Eldar.

But thats just me.

:D

my 2cents,

iblisdrax

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 Post subject: Dead transports
PostPosted: Thu Sep 09, 2004 2:51 pm 
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To be honest, if your transported formation isbeing shot at before they have got where they are going, you have not planed well enough. Once the fighting starts, your troops should be in the open air, to make maximum use of cover and firepower.

I would rule against the transports being a seperate unit, but perhaps allowing them to detach and just hold ground on defensive orders only?

However, the only place that I would make transports seperate is in the case of Stormtroopers. Just the thought of the aircraft having to hover to stay within range of the troops seems surreal!

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 Post subject: Dead transports
PostPosted: Thu Sep 09, 2004 3:51 pm 
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Always do what works for you ... :;):

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 Post subject: Dead transports
PostPosted: Thu Sep 09, 2004 6:00 pm 
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Quote (CyberShadow @ 09 2004 Sep.,06:51)
However, the only place that I would make transports seperate is in the case of Stormtroopers. Just the thought of the aircraft having to hover to stay within range of the troops seems surreal!

Have to agree with the thought here. I play a game called Stargrunt and in that game your chopper/grav transport is a seperate "formation" that has been given the ability to transport other "formations".

It does seem odd that the flyers would be stuck like ballons on strings.  :laugh:

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 Post subject: Dead transports
PostPosted: Thu Sep 09, 2004 6:40 pm 
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Quote (Legion 4 @ 09 2004 Sep.,07:51)
Always do what works for you ... :;):

I agree with you L4. I think we should each do as we think works best for each of us.

On point I would make is: Make sure you understand all of the effects of your change/house rule. Often when you make one change it will require more changes because often rules are interlinked.

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 Post subject: Dead transports
PostPosted: Fri Sep 10, 2004 10:58 pm 
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Ok, let's return to the topic after this wild ranting series on slightly related issues :D

For what I have seen people say, it doesn't matter if the transports die or are an attachment that are almost worthless when they are not ferrying your units from point A to point B. This is because the movement phase that you are almost bond to have with them (first or second turn, before enemy fire starts to rain on you) and that allows you to get hold of one or more target objectives is more than worth it.

I feel inclined to agree with the above statement, but this rises a related topic: is then an infantry company worthless? In general they are cheaper (250 vs 400 points without upgrades) and the upgrades are also cheaper overall, since you don't need to buy transport capacity for them.

I was thinking to bulk an army with pure infantry depending on how people reacts to it. Obviously it is not an immediate issue, since I still have top get the starting force (less than a month for that now, wohoo!!) but I am looking forward to a larget force, so that might be important in a not so far away time.

Do infantry formations with, say a fire support platoon upgrade worth it or the chimera dudes are still prefered over them? We take into consideration that there is already one mechanized unit, so thise dudes would be a second wave to relieve the first one when they come under heavy pressure from the enemy.

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Xavi

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 Post subject: Dead transports
PostPosted: Sat Sep 11, 2004 12:07 am 
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Quote (Xavi @ 10 2004 Sep.,14:58)
Ok, let's return to the topic after this wild ranting series on slightly related issues :D

[snip]

...but this rises a related topic: is then an infantry company worthless?

No, the infantry company is worth the points in some games. In a true tournament where I do not know who I will face and we are using the basic tournament set up, I will take the mech over the troops.

However, if I know the game we are playing is a defender vs. attacker then a defender the infantry could be worth more to me.

For me, the value of a unit or formation is relative to the game I am playing. I remember one game where I was playing bugs. I would have given anything to trade in my Shadowswords for my Baneblades. But against the Eldar player I killed his titan and his cobras quickly with the Shadowswords.

That is why I collected more points then I will ever play (unless Primarch does his 100,000 per side and I get to go) because I can switch in and out what I believe will work for each game I play. Sometimes tank heavy, sometimes Titan heavy, etc.

That's my penny's worth.

dafrca

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 Post subject: Dead transports
PostPosted: Sat Sep 11, 2004 12:56 am 
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YUp, I agree with you. For the first formation in any army I would take a mechanized formation as well. Adds flexibility. The doubt was if once you already have a mechanized company it would be worth it to take an infantry formation without transport capacity, investing the extra points in some other stuff like upgrades (like a fire support formation), or if it would be better to take an other mechanizxed company instead. This is assuming a "tournament style" army, without knowing which specific escenario you are gonna play before the battle. In general this is my situation in most fantasdy and battlefleet games I play. I don't know the escenario or if I will be attacker defender or what until I go to the club and talk with the other player.

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 Post subject: Dead transports
PostPosted: Sat Sep 11, 2004 1:32 am 
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Remember , the infantry co can be garrisoned at the beginning of the game, which, in the case of the IG with no armor, is very usefull.  Also, you can use an infantry co to screen artillery and protect your near edge objective, where speed is not necessary.

my 2cents,

iblisdrax

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