CC combat is still very viable, as Thom says you just need the mobility and tactics to get in.
Jump packs or bikes are the way to go on CC units, less so Rhino's or drop pod as you can't charge turn you disembark. Better of putting Shooting units in those.
Same with infiltration or scouting, can't charge the turn you do it so need think of that when you deploy as will need to absorb a round of shooting with CC unit.
The main thing is getting the synergy and list balance right. If you want a CC army, you need to build the army around it. Its why i have a lot of MSU distraction units in my BA list, to make opponents think about whether to shoot Sang guard, Death company or pods etc.
Jump packs or bikes are the way to go on CC units, less so Rhino's or drop pod as you can't charge turn you disembark. Better of putting Shooting units in those.
Same with infiltration or scouting, can't charge the turn you do it so need think of that when you deploy as will need to absorb a round of shooting with CC unit.
The main thing is getting the synergy and list balance right. If you want a CC army, you need to build the army around it. Its why i have a lot of MSU distraction units in my BA list, to make opponents think about whether to shoot Sang guard, Death company or pods etc.
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven