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post #1 of 8 (permalink) Old 07-16-12, 07:59 PM Thread Starter
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Default MSU and you

6th has rolled around, and we're all gradually getting into it. But for those of us so used to 5th, where cover was applied per unit, kill points were awarded per unit, and so on, FLU was a big thing. 6th is on us now and I see people bringing conventional 5th wisdom into an entirely new animal.

First off, I enjoy 6th, even though it completely flipped Necrons on their head, not for the worse or the better, even though some people don't really realize it because it isn't us that flipped, it was everyone else. 6th is a very fresh change on the rules and is much more cinematic an narrative than the very static rules of 6th.

MSU is your greatest ally in 6th, for a lot of reasons.

-OVERWATCH-
Overwatch sort of hit assaulty armies right in the jaw. There is, however, a way to game the system. Instead of throwing one giant blob at it, throw 2+ smaller ones at it (Looking at you, Nids and Orks). Even if they reduce the first charger enough that they are out of range, they can only do it once per unit, meaning the second unit can just run at them free of overwatch. This means A: You can either throw your tanks at them first, things like meganobz, TH/SS termies, Wraiths, or whatever. The shots don't hurt them enough to make a difference, and your other, less durable unit, like Slugga Boyz, Assault Marines, Scarabs, or whatever doesn't have to deal with Overwatch, which would have been much more dangerous for them.

-ASSAULTING-
For those of you on the receiving end of the above assault, MSU lets you pack a few smaller units closer together. This may force the enemy to multi-assault you with pile-in moves, which will strip them of Furious Charge as well as all the bonuses they would have gotten for assaulting. This can be a huge boon to things like Blob Guard or Fire Warriors as they get devoured in CC, especially on that charge.

-LOSING ASSAULTS-
Once again, guard/tau players. If, say, a unit of Wyches charges into a gigantic mob of guardsmen, it's going to kill half of them, end of story. If they charge into a smaller unit, however, they will wipe it out, and will be just standing there for the other units around it to shoot at it.

-CHALLENGES-
Say you have a Sergeant with a Powerfist, and you're being charged. In a big unit, there is only one sergeant. In three or four smaller units, there are three or four sergeants. This gives you better odds on taking down something scary.

The downside to smaller units is of course victory points, or rather, that your opponent will get more of them. There is only one game type where victory points are used, however- The rest are objective-based, and in one of those, The Relic, having lots of very small scoring units to make a "peasant railgun" back to your table edge is very helpful.

For a lot of these squads, especially IG and Space Marines, the amount of Special Goodies you can take is directly dependent on unit size. Thus, it is up to you find a balance between a giant squad with a mountain of shiny things, and a skeleton crew with no shiny things. I am not saying make five man IG squads, I am saying that splitting your gigantic blob into two may be a good idea.

Quick note on Necrons. Warriors should ignore all of this advice. LOLWUT? Yep. Immortals should be kept reasonably sized as well. Other things, especially those with no Reanimation Protocols like Scarabs, Spyders, and Wraiths, can be broken down into smaller units. Other things keep medium. This is because of the way Reanimation works in 6th, which requires at least one member of the unit to be alive for anyone to take rolls. Thus, torrenting to death four units of 5 warriors is much easier than torrenting to death one unit of 20, because if even one Warrior survives, you get 19 RP rolls. Also due to the way Ghost Arks work, it might be better to have them able to focus on one unit instead of shifting their attention around. Necron Invulnerable Warrior Phalanx has returned.

Any suggestions or thoughts? I will add them here with your name as credit.

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post #2 of 8 (permalink) Old 07-16-12, 08:19 PM
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It's a tradeoff, but I would argue 6th is pushing back toward FLU if anything.

Two big areas where MSU will not work as well is with small glass-cannon assault units because of Overwatch, and with small squads in general because shooting is deadlier and cover is less reliable. The elimination of wound allocation shenanigans per wargear is also gone, so additional bodies and blocking LOS will be the only way to protect your specialists.

Overwatch really isn't that big of a deal, and I believe will be seen more as a minor penalty to assault than a horrible game-breaking, CC-ending, one. A squad of the weakest Tyranid gants charging a full 10-man Space Marine unit will on average lose two models to Overwatch fire. Once people come to grips with the Mathhammer, Overwatch panic will subside rapidly.

So 6th gives you more tradeoffs to consider, which is an improvement. The only decision in 5th was MSU for maximum mech spam (SW Razorspam, for example) and FLU for everything else. In 6th there are more variables that will lead to more decisions by the player in army building and play on the board.
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post #3 of 8 (permalink) Old 07-16-12, 08:28 PM Thread Starter
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Agreed on the overwatch thing. I have yet to kill more than one or two models with overwatch, and thats with 7 warriors overwatching on boyz. BOYZ.

Overwatch is nice and if you get to reroll it it can be better, but generally, not that dangerous.

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post #4 of 8 (permalink) Old 07-16-12, 08:29 PM
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My Sternguard with combi-flamers/Ork Burna Boyz beg to differ...

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post #5 of 8 (permalink) Old 07-16-12, 08:33 PM Thread Starter
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Well, flamer weapons are definitely an exception.

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post #6 of 8 (permalink) Old 07-16-12, 08:47 PM
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My Sternguard with combi-flamers/Ork Burna Boyz beg to differ...
Sure, flamers are great against assaults now, but taking more flamers means less melta and plasma...while 2+ has gotten a big boost thanks to AP3 power swords.

Much more of a roundabout rock/paper/scissors process now than just slapping melta on everything and calling it a day in 5th.
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post #7 of 8 (permalink) Old 07-16-12, 08:50 PM Thread Starter
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Well you will likely see points going less towards vehicles in 6th with the revamped vehicle damage system. The damage chart is friendlier but hull points and the new and improved explosion result, especially for transports with guys in them, make them a little less desirable. You'll still see Trukk Boyz a lot, but thats because they abandon the vehicle turn 1. Mobile Bunkers, I think, are a thing of the past.

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post #8 of 8 (permalink) Old 07-16-12, 09:58 PM
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Originally Posted by Iron Angel View Post
Well you will likely see points going less towards vehicles in 6th with the revamped vehicle damage system. The damage chart is friendlier but hull points and the new and improved explosion result, especially for transports with guys in them, make them a little less desirable. You'll still see Trukk Boyz a lot, but thats because they abandon the vehicle turn 1. Mobile Bunkers, I think, are a thing of the past.
For marines maybe, but mech guard got a boost. Rhinos may be able to be pinged to death by str 4 weapons, but you need autocannons and up in order to take down chimeras. As long as you keep the front facing your opponent until you stop needing the transport, your opponent has to fire at it with real anti-tank weapons. That means that your opponent has to decide between taking shots at your transports, your heavy tanks, and your flyers.

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Yup, that sounds about right. The only faction who are a bigger bunch of backstabbers than the Imperium are the Eldar (and this is debatable as the Eldar only stab OTHER factions in the back).
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