Steve54 wrote:
Ginger wrote:
Not actually a great difference. Dan's list from memory sports Termies, 2x Assaults and 2x scouts precisely so that they can grab objectives on turn three rather than having to land Tbricks a turn earlier. And he still had 11 aircraft buzzing around. . . .
Do you understand how the list operates? Thawks not being able to contest changes it massively
Hmm, I have a rough idea yes
,though not a precise one, since I have never seen it in action.
Personally, I would possibly try a list like this.
1200 for 6x THawks
900 for 6x Tbolts
250 for Bikes + Chaplain (BTS)
350 for 2x Assaults
300 for 2x Scouts
Or even swap one of the TBolts for a Marauder formation for extra firepower and shuffle the ground points a bit.
Either way this gives you two turns of 12 air activations, a further 7 on the third turn ending with five THawks containing formations that can contest / assault the key objectives in the last activations.
Since these can be virtually anywhere on the table, the marines are able to choose which to assault and which to merely contest at the last minute. Given 19 air attacks, (unless I am throwing the dice
) the opponent is going to have suffered losses, possibly a significant number, and hopefully a lot of broken formations, depending on the opponent's army make up and deployment. And Five formations in THawks used carefully during the early stages of the game should be enough to contest / claim carefully positioned objectives in turn three
Some armies especially those with fearless RA troops (TS?) will fare much better than others (Orks), and those with more unsupressed AA will perhaps be able to cause one or two TBolts to fail their actions, changing the balance of the game against the marines.
As a consequence of the above, I am not convinced that changing the rule on air-transports contesting objectives does enough to deter people from using this build, even though I agree that it is not a foregone conclusion, and it is evidently a very different style of game. However, it is also very much in the style of the original Siegemasters games - a series of virtually unstoppable attacks for 2.5 turns with last minute 'excitement' to decide the game; a variation on the 3rd turn drop list, that is arguably less of a gamble. The problem is that it is also little fun for the 'target' and requires relatively little skill from either player, compared with the more usual tournament games.