Tarpit: Difference between revisions
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====Space Wolves==== | ====Space Wolves==== | ||
*Fenrisian Wolves - While they're fast attack instead of troops, they're cheap, comes with a useless but handy + | *Fenrisian Wolves - While they're fast attack instead of troops, they're cheap, comes with a useless but handy 6+ save and aren't that bad in meele. | ||
====Grey Knights==== | ====Grey Knights==== |
Revision as of 06:45, 5 September 2011
In 40K terminology, a Tarpit is a big blob of expendable infantry intended to be a giant pain in the ass and functionally a living wall designed to slow enemies down and keep foes tied up by either assaulting them or act as a wall of dakka. Ideally capable of being placed in cover, almost every faction in the the 41st Millenium is capable of fielding some unit or another that serves this purpose. Some are especially good at it, whilst others are simply mediocre at it.
Tarpit Units By Army
Below is a brief list of some classic Tarpit units favored by various factions in the 40K universe.
Imperial Guard
- Conscript Platoon - 20+ Models for dirt cheap. Do the math.
- Regular Guardsmen - They're just a point higher than conscripts. If you want some guys who can fight a little better and stand as fuckheug blob, these are your guys.
Chaos Daemons
- Nurglings - Gets into close-combat and keeps enemies tied up for half a game or longer.
Inquisition
- Inducted Guardsman Squad - still not expensive.
Tau
- Kroot Carnivores - Inexpensive infiltrating models at 7 points each. Hell of an area denial unit that can frustrate anyone trying to deepstrike that Dreadnought near your battlesuit formation.
- Gue'vesa Auxillaries - Even less expensive and can't infiltrate but shooty and with decent wargear options.
Tyranids
- Ripper Swarm - Vulnerable to Instant Death, blast templates, and they die without synapse, but will tie foes up for round after round if they get close for a low price.
- Gaunts - Cheap and effective mass unit. When used with Tervigons they can stay around forever and ever and ever.
Orks
- Nearly every type of cheap yet numerous Ork Boy squad (Sluggas, shootas...etc).
- Gretchin - Dies like bitches to nearly everything, but numerous, can hold objectives, dirt-cheap, and can actually shoot better than most Ork boyz.
- Take Mad Dok Grotsnik and for a bump in cost make the Tarpit unit cyborked, giving that large annoying tarpit unit 5+ invulnerable saves, this even applies to Gretchin. It costs a bit, but when your models are this cheap its worth it just to see that smug smirk die when that IG player's Leman Russ tank kills only 6 gretchin, or a Defiler fails to kill a single Boy in close combat before the Powerklaw tears it in half.
Necrons
- Scarab Swarm - Vulnerable to instant death/blast temps, but cheap, can get a 2+ save with turbo and a fuckton of wounds.
- Warriors - When DON'T you have a metric fuckton of warriors while playing as 'cronz? Very good if paired with the right formations and/or a Necron Lord with a resurrection Orb and is capable of stunlocking vehicles into oblivion or destroying them if you're lucky.
Eldar
- Guardian squad - They're the cheapest and most numerous infantry squad you could field in an Eldar army and attaching a warlock with either embolden or conceal could allow them to do their jobs better at a low point cost. They're better off shooting than knifing someone to death though, unless you use Storm Guardians.
Dark Eldar
- Grotesques - While not really a tarpit and they're not really a good take in games since they hog up a precious elite slot, they're mad tough and if still led by a Haemonculus, could tie up something powerful like termi squads in a turn or two before they either tard out or die miserably. Against weak infantry units, they could probably tie them up for atleast half the game or kill them outright.
Spehss mahrens
- Scouts - They infiltrate, they can pump a good amount of dakka downrange, and about the cheapest unit you can field in an army.
Space Wolves
- Fenrisian Wolves - While they're fast attack instead of troops, they're cheap, comes with a useless but handy 6+ save and aren't that bad in meele.
Grey Knights
- Various inquisitorial henchmen - You have plenty of choices, but considering these guys are just fodder, go all in with Crusaders. But if you want to make things funnier, go all in with Jokaero and make planet of the apes references while playing, though note that this isn't the best competitive idea due to their price.
Chaos Spehss mahrens
- Cultists - If you've played any army requiring mass infantry formations, you know what to do.
- Plague Marines - Papa Nurgle's good ol' T5/FnP plagues, these guys will never fucking die until someone whips out high-powered anti-armor weaponry. Plonk 7 of them and watch them wither out phase after phase of attacks. Seriously, seeing Plagues tank 30+ Orks with only a single casualty across three rounds is far from unheard of.
- Thousand Sons - Expensive, much as the Plague Marines are, but definitely a worthy entry. They aren't quite as tough to kill against small arms fire as Plagues, but they'll survive heavier firepower with ease and will basically laugh off power weapons, which Plague Marines won't. They also hose out a lot more dakka than a Plague squad. Watching an enemy nearly shit themselves after dropping a Demolisher Cannon pieplate on them only for their 4+ invuln save to shrug it off is hilarious, and they're likely to keep anti-tarpit SCs like Lelith Hesperax or Typhus away because of the Force Weapon used by the Sorcerer. To make it worse, give the Sorcerer Gift of Chaos and laugh as he adds a few that which must never be named to the squad to make it even more annoying to kill, or just give it Bolt of Change so it can pop transports.
Lost and the Damned
- Mutants - This unit basically exists for this purpose.
- Plague Zombies - World's best tarpit. Cheap as Conscripts, and slow moving, but has feel no pain and fuckhuge numbers.
- Traitors - See also: Guardsmen.