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> Tanks in 6th
Sarge.au
post Aug 8 2012, 09:49 PM
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Haven't managed to have a game of 6th ed yet, with both GW stores I frequent blowing us off sad.gif But was just wondering, are tanks still as prevalent as they were in 5th? Writing up a new list and needing to figure out if my 9 broadsides are still worth the points.


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southernskies
post Aug 8 2012, 10:11 PM
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Still too early to tell.

They're harder to kill with a penetrating hit (unless you use AP1), but easier to glance to death.
The only units that really suffered are those with only 2 hull points (speeders, light walkers etc), as they're mostly AV10 (so get rapid fired to death).
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Kingnova3000
post Aug 8 2012, 10:34 PM
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Honestly I was dreading the HP rules before 6th came out. But after planning at least 20 games since its release, I've found them a whole lot more diverse. Yes they can be glanced to death, but they can get cover easier and every vehicle can move an extra 6-inches in the shooting phase (18-total). Not to mention Eldar vehicles with star engines.


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The Dark Angel
post Aug 8 2012, 10:35 PM
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QUOTE(southernskies @ Aug 8 2012, 10:11 PM) *

They're harder to kill with a penetrating hit (unless you use AP1), but easier to glance to death.
The only units that really suffered are those with only 2 hull points (speeders, light walkers etc), as they're mostly AV10 (so get rapid fired to death).

Ap is harder to kill ap2 and 1 stayed the same on the damaged table. But now with hull points ap 1 and 2 are better than they were if you don't blow it up it will loos a hull point. So doing some math hammer (i won't bore you guys) AT firepower wen't up about 2-3 fold depending upon what sort of weapon you're using.

Having said that most cover got worse so all infantry aren't all that better off either (unless you have entire table of ruins etc).

Also they are easier to hit in cc too, now nids can actually kill tanks in cc if they ever get there.

I reckon tanks (and expensive transports ak so anything but a rhino) are dead if it wasn't for the missions we'd be back to 4th ed gun lines again.

3rd ed = rhino rush
4th ed = marine gun lines
5th ed = MSU mech
6th ed = (My bet) terminator or horde gun lines (seeming overwatch just screws some units over.......wyches for example)

This post has been edited by The Dark Angel: Aug 8 2012, 10:35 PM


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jasonc
post Aug 9 2012, 03:19 AM
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QUOTE(The Dark Angel @ Aug 8 2012, 10:35 PM) *

Ap is harder to kill ap2 and 1 stayed the same on the damaged table. But now with hull points ap 1 and 2 are better than they were if you don't blow it up it will loos a hull point. So doing some math hammer (i won't bore you guys) AT firepower wen't up about 2-3 fold depending upon what sort of weapon you're using.

Having said that most cover got worse so all infantry aren't all that better off either (unless you have entire table of ruins etc).

Also they are easier to hit in cc too, now nids can actually kill tanks in cc if they ever get there.

I reckon tanks (and expensive transports ak so anything but a rhino) are dead if it wasn't for the missions we'd be back to 4th ed gun lines again.

3rd ed = rhino rush
4th ed = marine gun lines
5th ed = MSU mech
6th ed = (My bet) terminator or horde gun lines (seeming overwatch just screws some units over.......wyches for example)


That is interesting. Why would tanks be dead? How are you mass glancing say armour 13 and 14? I realise you play dark eldar, but I think that is a pretty poor assumption. Even armour 12 (dreads, chimeras, etc) are fine if you are hitting their front armour.

My guard artillery for example, IMO, got better, not worse - you can't glance me and stop my tank from firing.


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Dono1979
post Aug 9 2012, 07:57 AM
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You can also move and fire those vehicular artillery now, effectively keeping them behind cover for a lot longer but still lobbing those shells into enemy lines.

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Kingnova3000
post Aug 9 2012, 09:29 AM
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Walkers with AV twelve took the biggest hit I must add. Krak grenades in melee pretty well make them a three wound MC without an armour save


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jasonc
post Aug 9 2012, 09:31 AM
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Rifleman were the best option though, if you have them in combat probably something has gone wrong lol.

Though I'm disappointed with my sentinels now.


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Dono1979
post Aug 9 2012, 09:37 AM
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Yeah keep those walkers out of Close Combat at all costs!!

-Dono


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Kingnova3000
post Aug 9 2012, 09:41 AM
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It's a shame really, I used to use my combat dreads in my deathwing to great effect. Now they're almost a point sink against most armies with kraks all around. Ah well, hence why I'm switching up to contemptors. AV 13 in melee is all sorts of win.


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Da Smas
post Aug 9 2012, 05:20 PM
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QUOTE(Sarge.au @ Aug 8 2012, 09:49 PM) *

Haven't managed to have a game of 6th ed yet, with both GW stores I frequent blowing us off sad.gif But was just wondering, are tanks still as prevalent as they were in 5th? Writing up a new list and needing to figure out if my 9 broadsides are still worth the points.

What do you mean?

Personally I have found my ork trukks surviving more and hardier things dying more so it depends really.

EDIT: I put a '?' accidentally .

This post has been edited by Da Smas: Aug 9 2012, 05:21 PM


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GGMatazas
post Aug 9 2012, 05:29 PM
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nevaenuffbass
post Aug 10 2012, 10:28 AM
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Tanks are far from dead.

My Flesh tearers now feature at least 4 x AV13 in most lists. It may be the case that razorspam is dead. But I am not convinced about that, I think it is just different now.

Keep your broadsides, they'll scare the crap out of me at least.

This post has been edited by nevaenuffbass: Aug 12 2012, 04:38 PM


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barit
post Aug 10 2012, 12:42 PM
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Tanks and parking lots are still in, even with glancing vehicles still have a high survivability.

Infantry will be a thing for a while but mech is still king.


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ru486baby
post Aug 10 2012, 12:53 PM
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QUOTE(barit @ Aug 10 2012, 12:12 PM) *

Tanks and parking lots are still in, even with glancing vehicles still have a high survivability.

Infantry will be a thing for a while but mech is still king.

Shhh, don't say that peoples will belive you.

Id say stun lock tactics are dead, and now, players have to get use to the idea that 1-2 tank can die a turn.
That's nothing new though, Its just the way they die now is different.
We are far from gun line armies, but with allies its easier to build strong hybrid lists.

This post has been edited by ru486baby: Aug 10 2012, 12:59 PM


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barit
post Aug 10 2012, 12:58 PM
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TANKS ARE CRAP, SELL ALL YOUR TANKS AND START PLAYING GUARD PLATOONS.


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ru486baby
post Aug 10 2012, 01:04 PM
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QUOTE(barit @ Aug 10 2012, 12:28 PM) *

TANKS ARE CRAP, SELL ALL YOUR TANKS AND START PLAYING foot wych cults

much better


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Grovel
post Aug 10 2012, 01:06 PM
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QUOTE(barit @ Aug 10 2012, 12:58 PM) *

TANKS ARE CRAP, SELL ALL YOUR TANKS TO ME AND START PLAYING GUARD PLATOONS.


Fixed that for you, free of charge.
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Blackhearts Reaver
post Aug 10 2012, 06:02 PM
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-rg'ed hv armour13+ mass shooting tanks are still good.
-Arm 14 all round is still good.
- Light armour that commits to short rg (melta,rapid plasma+h2h etc) will be gone. (unless the owner really just wants 1-2 turns of movement for the cost(35pts?)


You won't need 3x3 maybe 2x3. I run 2x2+Railhead and it is enough. Any twinlinked AT weapons are gold vs flyers, so they will be a useful antidote for the pesky New stuff and the flying MC as well.
Also the new SnP rules whats not to like....

This post has been edited by Blackhearts Reaver: Aug 11 2012, 02:18 AM


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wper34
post Aug 11 2012, 01:23 AM
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QUOTE(Blackhearts Reaver @ Aug 10 2012, 06:02 PM) *

- Light armour that commits to short rg (melta,rapid plasma+h2h etc) will be gone. (unless the owner really just wants 1-2 turns of movement for the cost(35pts?)


Unless one also wants a mobile destructible terrain to be plopped on the table, 35 pts does not sound like a bad deal of the bargain...

And I think Mech would still be around for armies that focuses on close-range gunfight. Assaulty types get the short end of the stick though.


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