Re: [Epic] Correct Infantry Comparsions

From: Sean Smith <seans_at_...>
Date: Wed, 03 Dec 1997 11:25:58 +1300

On Wed 03 Dec, Scott Shupe wrote:
>
> Chaos Marines have 5+ armor, not 4+.
>

Thanks for spotting that.

> > CHAOS DAEMONS
> > Fire Power Assault Armour Range Movement #
> > (per point) (per point)
> >
> > Bloodthirster n/a 0.21 6+ n/a 15cm 0.50
>
> The 'thirster's movement is 25cm, not 15cm.
>
> > Note - Cultists are really only useful for their firepower and to act as
> > screen for other units. Because they have the same fire power as
> > marines overwatch when moving normally, they can advance and
> > provide covering fire at the sametime.
>
   But their poor armor means you generally want to keep them
> away from the enemy. Their AV of 3 and AF of 1 generally means
> that they evaporate as soon as the enemy notices them. Plus, the
> strange detachment structure limits their overall usefullness.
>

Good point, but they can still be taken as big detachment and act
as screen, the same as gretchin.

> > Beastmen with champions are
> > excellent assault troops, only being bettered by the bloodletters.
>
> But slower and not as tough. OTOH, you can stick them in
> Chimeras...
>

But Chrimeras cost 14 points to transport 2 beastmen, compared to 7
points for rhinos that can transport 2 marines
 

> > Chaos marines are very similar to normal marines. Personally I would
> > weight a Chaos army more in favour of daemons, cultists and beastmen.
> > Only using marines for roles that can't be carried out by daemons,
> > cultists or beastmen, such as drop pods and getting around the
> > flanks using bikes.
>
> Or having long range infantry. Or for getting mobile AT
> shots. Or for having mobile troops that can actually fight off the
> enemy. The marines are the meat of the army; the only task they
> are not very good at is assault (and they're not bad at it, they're
> just not as good as other elements of the army) - so use daemons
> and beastmen there. The cultists are fairly worthless. Sure, you
> can get 2 or 3 for every marine, but they are lacking in a number
> of key areas, such as mobility, long range guns, and the ability to
> survive enemy assaults.
>

My anaylsis mainly focused on comparing units assault and firepower
statistically. I hoped this would inspire other people to mention
the other factors that affect the performance of units.
In short I am agreeing with you.
 
>
> Biovores. 60cm? range, artillery, disrupt, can be dropped
> in pods or transported. Good for nullifying those heavy weapon
> guys and AT platforms.
>

Correct, but IG heavy artillery and Chaos artillery have a range of
90cm.

> Most of the 'nid infantry has higher-than-normal movement
> rates. When you combine that with the low cost of the assault
> troops and their ability to pass Ld tests, the extra turn that it
> takes for them to reach the other side of the board doesn't amount
> to a whole lot.
>

All of which I agree with, but Genestealers only move 30 cm a turn
(when using assault movement) compared to 60cm a turn for troops
with jump pacts or troops in transports (such as Rhinos).
 
> > Tryanid players
> > need to make the best use of cover possible and try and take out the
> > enemy artillery and anti-tank weapons, once this has been done the
> > termagents can act as screen for the rest of the brood, when
> > advancing across open ground. Tryanids should use artillery, flyers
> > and mycetic spores to destroy enemy anti-tank weapons and artillery.
>
> Scott Shupe
> shupes_at_... shupes@... http://www.rpi.edu/~shupes
> ***********************************************************************
> "Military justice is to justice what military music is to music." -
> Groucho Marx
>
>
>
>

-- 
 Sean Smith 
 
 Home - Seans_at_...
 
-- 
Received on Tue Dec 02 1997 - 22:25:58 UTC

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