Zadocfish wrote:I found out at my first tournament recently that Mathhammer attack volume means surprisingly little in an actual game.
Not because of luck; because of durability. If you have a massive line of fire warriors at the top of turn one, and DON'T get the first turn, you will most likely not have said line of fire warriors when your turn starts. You will have like 5. They die MARGINALLY slower than Guardsmen, but cost significantly more because of their better gun.
This is why turn-one deployment is so key. Get your Fire Warriors behind LOS-blocking terrain, in cover, whatever it takes to stay alive. Plus screening can help, as most heavy anti-infantry is short-range.
Yeah, but we aren't the only army that uses extensive deep-striking. A deep-striking Psyker and/or a unit of other anti-infantry can just drop 9" away and shoot to their hearts content. Orks can teleport when already on the board and so can Marines, and that's only the beginning. 'Nids and Eldar can both get across the board regardless of what terrain you put between yourself and them, for example. And Strikers are about the most "throwaway" unit we have; what do we have to screen them with?
I'm not saying that Strikers aren't useful. They're slightly more durable than Guardsmen, and more importantly any that survive turn 1 can actually do some real damage. More importantly, because they are a valid threat, they can draw attention and get your opponent's army into a bad position if they don't pay attention to your deep-strikers and suits, and when combined with sturdy stealth suit teams they can force target prioritizing that you can easily use to your benefit on your turn. They're perfect bait for Kau'yon.
But really, they aren't great for anti-infantry on their own. They just die too easily, and move too slowly, and they can't fall back and shoot, and they need a ton of support to work well.
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