Why transports in 40k are WAY more broken than you think



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Timestamps:
00:00 Intro
00:58 The Basics
01:49 Combat Squads
03:52 Dedicated Transports
05:30 Vox link
06:37 Embarked Units
07:30 Disembarking
13:34 Embarking
15:41 Destroyed Transports
21:40 Firing Deck
25:45 Transports & Reserves
27:43 Outro

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28 thoughts on “Why transports in 40k are WAY more broken than you think”

  1. How do you correctly measure embarking/disembarking distances from a significantly elevated transport with a base (ie: hull measurements in designer commentary)? For example, a storm Raven or Corvus black star.

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  2. The rules for "Starting strength" says that number is determined when the unit is added to the army. When splitting a unit the Sagitaur for example says "make a note of which models form each of the two NEW units".

    So in splitting the unit you remove the original and add rwo new units, which fits nicely with the language used for "starting strength is the number of models in the unit when its added to your army". As opposed to "starting strength is the number of models in the unit in your army list" or something like that.

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  3. One funny little gimmick you can do with a dedicated transport, is start it with a scout unit inside. Scout 6", then disembark the unit for extra movement before they do their normal movement. Then have a unit from behind the transport run up to it, embark, and get whisked away.

    I do it with Incursors & Hellblasters w. Azrael. As it means I get the CP bonus from Azrael and a lot of extra movement squeezed out.

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  4. For Greyknights: Dedicated Transports can provide a few anti-tank and synergy options for the Sons of Titan.
    A Razorback with a lascannon can carry a 5-man Purgation Squad with 4 Incinerators, and a single Techmarine.
    Reliable anti-tank firepower, reliable anti-infantry firepower (with tricks), regenerating vehicles, rerolls to wound, plus the Techmarine can provide extra melee support for the Purgation Squad who had to give up 4 of their 5 Nemesis force weapons in order to take the Incinerators.

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  5. I'm enjoying playing my Templars in Firestorm. Advancing and shooting the multi-melta on the Impulsor, shooting the firing deck, advancing and shooting with the land raider as well as two Vindicators. It's awesome. Might as well be playing Flight of the Valkyries like in Apocalypse Now.

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  6. I really need someone to clarify me this: Space marines vanguard spearhead detachment: calculated feint. Disembarking a unit just to shoot something then in the following player's turn using this strat to prevent their charging unit even with a roll of 1" to embark my unit back to the transport, for they are still within 3", the strat says "make a normal move of up to D6" " and when the charge is yet just declared, so they are not within engangement either also it is far from the same phase when I disembarked.

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  7. My whole 40k group has gone back to 9th rules. The 10th core is ok, but man, the faction rules atm are just…WTF!? Did you write this codex at the office party after making the most of an open bar? The majority of factions seem to have forgotten GWs intent for 10th. It's become a game of chance, not tactics.

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  8. 26:06 Does this mean Deep Strike armies still have to field half their points at the start? It looks that way to me but boy do you think that would be called out somewhere more prominent than the leviathan rules insert.

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  9. While just a visual example for the vid, I believe unit cohesion above 5 models requires each model to be near two others. So while wrapping around transports or units in general is possible, they can’t be daisy chained like in the past with one model at a time.

    But maybe swarms are different? I’d have to check..

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  10. One thing i didn't see mentioned is that units disembarking from desteoyed transports are battleshocked. Especially for the edge case of things like hellblasters falling out of a transport their plasma guns blew up, wouldnt then be eligible to use a stratagem, nor hold an objective going into their opponents turn. On the flip side if you destroy a transport and 20 guardsmen fall out that 40oc is inactive, so touching an objective could score some secondary points.

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  11. Weird firing deck setup that surprises people – Nurgle Rhino containing 2 5-man noise marine squads with a Blastmaster in each squad. The rhino can use firing deck to shoot the Blastmasters with Nurgle Dark Pacts to get Sustained Hits on 5+.

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