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==Warhammer 40k== ===[[Imperial Guard]]=== *Conscript Platoon - 20+ Models for dirt cheap (points wise, your wallet will hate you). Do the math. Get all 30 for 90 points and stick a 25pt Priest w/Autogun with them so they will never, ever go away. Hell, with Hatred and possible re-rolls to wound they might inconceivably actually kill something in close combat. Conscripts are also one of the most frightening units in close combat if they get the necessary buffs (i.e., 2 priest songs, furious charge, invisibility, rending, relentless and 4+ fnp). *Regular Guardsmen - They're 2 points more expensive than conscripts. If you want some guys who can fight a little better and stand as fuckheug blob, these are your guys. Terrifyingly shooty and you can actually arm them to be useful in assault. If your dice rolls are lucky, you should usually take lots of guardsmen and tanks. * [[Chimera Transport|Chimera]] APC - Cheap as shit and easy to get for some beefy armor that will tend to stick around all game long. Once they're done transporting, feel free to have your entire force group of Chimeras gang up and proceed to start roving in angry packs like a gang of 1920s Irish immigrants dealing with abuses by the police. *Taking a [[Dark Angels]] allied detachment with [[Azrael]] will give a 50-man guard platoon 4++ saves and furious charge, ensuring that nothing short of top-tier firepower will get rid of them. Throw in a priest to get a rerollable 4++, or slightly better than storm shield saves. Or an actual terminator captain with storm shield to get 2+ and 3++ rerollable saves. * A Deathwatch Chaplain equipped with the Dominus Aegis can make even a conscript platoon ridiculously hard to shift. It gives Azrael's 4++ invulnerable save along with the Zealot buff that you would have gotten from a priest in one neat package. You can even add in a storm shield and a priest if your trollface has not been getting enough use recently. ===[[Chaos|Chaos Daemons]]=== *Nurglings - Gets into close-combat and keeps enemies tied up for half a game or longer. Can infiltrate and get 2+ cover in ruins to get into melee with their target very fast, and seeing as their save is an invuln, they are pretty survivable (especially if you give them a herald for FnP, AP2 or biomancy buffs and spreading wounds around so each base can survive longer). Combined with their profusion of poisoned attacks and their sometimes awesomely lulzy blinding grenades, this makes them surprisingly good in melee for tarpits. However, seeing as they are T3 multi-wound models, they die like a bitch to power fists or power mauls. ===[[Tau]]=== *Kroot Carnivores - Inexpensive infiltrating models at 6 points base. 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, et cetera). Sluggas works best at tying up enemy units overall though, a mob with 4 S4 attacks and near marine toughness will keep all but the 'ardest and killiest units from quickly getting rid of them. These guys are also your main troop choice as well, and will drown your enemies in close combat attacks as well as bodies. * Gretchin - Dies like bitches to nearly everything, but numerous, can hold objectives, dirt-cheap, and can actually shoot better than most Ork boyz (so can anything with their eyes open (with less dakka)). Their prime use is pretty much to act as a walking meatshield in front of your sluggas so they won't go down on the initial charge on your opponents formidable gunline... Yo dawg, we heard you like tarpits, so we put a tarpit on yo' tarpit so you can tarpit while you tarpit... well, unless your opponent is packing a retarded amount of arty, which kinda renders this no more than a minor inconvenience for them. * Take Mad Dok Grotsnik and for a bump in cost make the Tarpit unit cyborked, giving that large annoying tarpit unit <s>5+ invuls</s> 6+ Feel No Pain. It costs quite a bit and is less than tactically advised, but when your models are this cheap it's worth it just to see that smug smirk die when that IG player's Leman Russ tank kills only <s>6</s> 8 gretchin, or a Defiler fails to kill <s>a single Boy</s> more than a few Boyz in close combat before the Powerklaw tears it in half. ===[[Necrons]]=== *Scarab Swarm - Vulnerable to instant death/blast temps, but cheap for 30 wounds in a squad. They eat tanks and dreads like Abaddon chews scenery, so they tend to draw a lot of firepower from your other units. *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 Gauss-glancing any vehicle into dust in one round of shooting. A lord with res orb and a nearby ghost ark will make sure that these dudes don't go down any time soon. ===[[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, though honestly Eldar really shouldn't be tarpitting unless you're in a desperate situation. They're better off shooting than knifing someone to death though, unless you use Storm Guardians. *Wraithblades aren't cheap but they have the T of a Riptide, MEQ armour saves and can take a 4++ for free. They also don't run away and hit back with D power weapons. A big squad will hold up anything without lots of High S or Poisoned attacks for ever and deal back alot of damage. *Eldar don't really have much in the way of Tarpitting. Whilst the Wraithblades can "tarpit", it's not really tarpitting as much as a general cc unit. Instead ally them with Guardsmen/Dark Eldar and take fuckhueg blobs of conscripts/Kabalites/Khymerae. ===[[Dark Eldar]]=== *Kabalites - still fast, still hordey, cheap enough to take in quantity, and can be a good Combat IC delivery system. Only unit in the Codex that can be taken in numbers rivaling IG. Just give them something to hide behind. *Wyches - They're a mildly effective close combat unit in their own right, <s>but loading them up with Shardnets reduces enemy attacks</s>not worth it, keep'em vanilla or maybe take an Agonizer, and they all get an invulnerable save. A great option for swamping Terminators and the like, and can actually beat a softened up terminator squad with a couple of lucky rolls due to the cost:attacks ratio between wyches and terminators (though this isn't nearly as effective due to 6th edition power weapon rules). *Grotesques - While not really a tarpit, they're mad tough, especially if led by a Haemonculus, and can tie up MEQ and weaker infantry units with ease; they could probably tie them up for at least half the game or kill them outright. *Beastmasters - Khymerae and Razorwing Flocks are the real standouts here. You get to choose between S/T 4 and the Daemon USR, or 1.5 times the wounds and Rending attacks. Both are great at getting between your soft stuff and their hard stuff. ===[[Space Marines]]=== *Scouts - They infiltrate, they can pump a good amount of dakka downrange, and about the cheapest unit you can field in an SM army. *[[Rhino Transport]]s - Once your Rhino already unloaded its troops, it functions as an annoying well-armored blockade/brick of cover that pretty much prevents your enemy from properly assaulting or targeting their intended target, park them in front of a squad about to be charged or taken out by a heavy weapons team - voila, instant cover. And to boot, it's cheap and still has a Storm Bolter to threaten a few weedy gits. No GW comment yet on the rabidness of the traitor legions to focus-fire on the hated METAL BAWKSES. ====[[Space Wolves]]==== *Fenrisian Wolves - While they're fast attack instead of troops, they're cheap, comes with a handy 6+ save and aren't that bad in melee. ====[[Grey Knights]]==== *Brotherhood Champion - A Brotherhood Champion would stick in combat forever with his rerollable 2+/3++ save, while burning shit to death '''with his bare mind'''. ===[[Chaos Space Marines]]=== *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 weather 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. *Rubric Marines - 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. *Rhinos - OUR ENEMIES HIDE BEHIND METAL BAWKSES! THE COWARDS! THE FEWLS! We... We should hide behind our own metal boxes... Has exactly the same advantages as the block of cover used by the loyalist bastards, with a Havoc and some other fun stuff thrown in. Mirror a loyalist player using the same tactic and comment about the futility of man. *Plague Zombies - Now troop choices in CSM armies by taking Typhus as a HQ. Take 35. They're both fearless and feel no pain and a massive pain in the arse for anyone planning on shooting anything. ===[[Sisters of Battle]]=== *Ecclesiarchy Battle Conclave - Storm shields for 15 points? Yes please. Don't expect them to survive against TEQs for more than 2 turns though. *Blobs of 20 sister of battle with flamers and priest. Fearless, hainous, rerollable 3+ save wall of flame for the same price as marinescouts. The true meaning of tarpit ===[[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. Just don't let the tau see them or they vaporize. *Traitors - See also: Guardsmen. [[Category:Warhammer 40,000]] [[Category:Warhammer 40000 Tactics]] [[Category: Warhammer Fantasy]] [[Category: Warhammer/Tactics]] [[Category:Gamer Slang]]
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