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Tyranids vs Marines - our findings

 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 6:20 pm 
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Quote: (GlynG @ 26 May 2009, 18:11 )

Who is in charge of the Marines around these parts anyway?

Hena

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 6:27 pm 
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I thought the whole trick to using marines was to be agressive, whether in offence or defence. This is certainly when I've had most trouble against them. I've never even heard of marine garrisons before, are they any good? Certainly against nids I wouldn't have thought they had enough to stop a swarm eating them before their support comes from the end-zone.

Is it not that IG are the line troops and marines are the point assault/reinforcement troops? Why not put the garrison formation into pods so the main of the force is foot slogger with something to land behind the nids backs, as it were.

It would be like running Eldar without gates, storm serpents, or Vampires. Crikey, that would mean a lot of fractured and broken pointy-eared bodies.

Must try it some time  :p


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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 6:33 pm 
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GlynG: I had the exact same sentiments and discussions when I started Epic with Space Marines.

It does suck a bit that the official SM list only really does Air Assault, but I got over it...by buying and using Guard.

The Scions list I'd highly recommend for a ground pounder force, but both the official and Scion list are still Marines, with Marine inherent weaknesses, and so are not as easy to use, resilient or able to put down as much firepower as armies like Guard or even Orks.

I do go back to Marines every now and then, but I know I'm not gonna win the games, it's just a refreshing change from Guard.


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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 6:55 pm 
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Hena is also one of the three people on the Epic Rules Committee.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 11:10 pm 
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Quote: (Evil and Chaos @ 26 May 2009, 14:48 )

Quote: (Steve54 @ 26 May 2009, 07:34 )

From tourney results Marine have generally been shown to be the strongest army...

According to the UK tournaments, the Black Legion convincingly ruled the roost in 2008, with Codex Marines placing second.
In 2007 they placed fifth, and only in 2006 first.

I guess there could be a tendancy for noobs to the tournament circuit to take Codex Marines though, so that may depress their numbers somewhat?

Also other countries seem to have had different experiences with Marines to the UK tournament circuit.


Landspeeder Tornado
Terminators + Chaplain
Tactical + 2 Dred + Librarian (garrison)
Devastators + Landraiders
Devastators + Razorbacks
Reaver Titan
Whirlwinds
Scouts


This list has a few key flaws which make it sub-optimal.

1 - It has no air assault capability.
Sorry to say it but the Codex Marine list is not competative unless you rely on air assaults in some form, whether that be from Spacecraft/Drop Pods or Thunderhawks/Landing Craft. This flaw has not been fixed by any of the third party rules development groups.

2 - You've taken Dreadnoughts.
Dreadnoughts are rubbish unless they're air-assaulting, they don't have the speed to do anything if deployed on the ground, and don't have the resilience to form strongpoints to anchor a Garrison (indeed they may paradoxically make it more vulnerable by adding some Armoured Vehicle type targets for the enemy to shoot at). The NetERC have proposed using Dreadnoughts with 3+ armour saves, which you may find makes them useful.

3 - You took Land Speeder Tornados.
Land Speeder Tornados aren't as good as the stock Land Speeder, despite costing 10pts extra per model. The NetERC rule mods suggest you swap Land Speeders for Land Speeder Tornados for free, which is a more sensible costing.

4 - The Librarian should probably be with some Devestators.
With Devestators the Librarian can use his Smite attack to the fullest.

5 - Land Raiders are too expensive to take many of them.
I normally only add a single Land Raider to a Devestator formation, not two. The EpicUK tournament group suggests taking them at 75pts instead of 100pts, and I agree that that is probably a more suitable price for them.

4 - You took 4 Razorbacks for one of the Devestator formations?
If you hadn't have taken so many Razorbacks & Land Raiders, you could have squeezed another formation into your army (perhaps a Thunderhawk Gunship) which would have acted as a force multiplyer. Instead you tried to build a ground-pounding Marine army, which as stated above, doesn't work well.


I note you have no Thunderbolt fighter aircraft, and no anti-aircraft Hunters... did you know ahead of time you'd be facing Tyranids?

Did your opponent also know what army he'd be facing?

It's much harder to make a sub-optimal Tyranid list than it is to make a poor Codex Marines list.

You never give up your vendetta against the BL do you? Continually with the only piece of data that backs it up consistently ignoring all the other evidence that diaputes your view.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 11:11 pm 
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No I will never give up, not even if it becomes the most balanced see-saw in all the kingdom.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 11:14 pm 
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and I'm sure by saying it enough your views will become fact - they seem to be treated as such thus far

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Tue May 26, 2009 11:16 pm 
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I've no idea what you mean by that.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Wed May 27, 2009 12:47 am 
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Quote: (alakazam @ 26 May 2009, 21:55 )

Marconz, do you use 'Rulebook' Marines groundpounder or your Handbook/ERC recommendations list?
If its your Handbook list then that appears to be a little more reasonable at groundpounder (though Landraiders used as MBTs are still nowhere near as good value as Leman Russ and Preds and Vindicators are still over priced, imo).

Haven't used straight rulebook in a long time. Use Handbook 08, though not really significant differences between this and the NetERC or UK tourni mods for lists involved in our games. Eitehr way I'd recommend using one of the army list modifiers as straight rulebook marines have really tough time of it without simply going straight air assault.

Re Vindis: In Handbook, this has megaweapon vindicators but the marine players seem to have generally abandoned using these as still not as good value for points as other options (though they still make an appearance sometimes). NetERC or UK I doubt you'd see them much at all.

Re Landraiders: I would strongly disagree that these don't measure up to Russes. 8 Landraiders (700 points with amendments) = 10 Russ plus 1 Hydra. Landraiders have less overall firepower but a large number of extra advantages - esp Landraiders are faster, more resilent to suppression/crossfire, better initiative, two formations rather than one. Victory is all about being able to get firepower where you want it, when you want it, and Landraiders are better able to do that.

Re Predators: Annihilators = cool. Destructors = not.

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 Post subject: Tyranids vs Marines - our findings
PostPosted: Wed May 27, 2009 10:15 am 
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Quote: (lookatmybiglongname @ 26 May 2009, 19:27 )

I thought the whole trick to using marines was to be agressive, whether in offence or defence. This is certainly when I've had most trouble against them.
*snip*

Seconded.

SM can´t just hang back, do some Sustains and Overwatches IG-style and expect to shoot up an approaching Nid horde.

Concentration of force, rapid relocation, engaging on their terms on well supported assaults are the keys to victory for SM not only against Nids but against any foe.

Trying to shoot with SM is a classic beginner´s mistake, Tacticals hit CC/FF on a 4+ against all types of targets, clearly shooting RA 4+ with AT6+ Missile Launchers is not going to work.

Proper Engages will smash the enemy, FFing Nids and Orks, CCing Eldar and IG, Marines have the speed, the flexibilty and the strategy rating to pull it off, again and again.




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 Post subject: Tyranids vs Marines - our findings
PostPosted: Thu May 28, 2009 7:10 pm 
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Trying to shoot with SM is a classic beginner´s mistake, Tacticals hit CC/FF on a 4+ against all types of targets, clearly shooting RA 4+ with AT6+ Missile Launchers is not going to work.


Who said anything about 'standing and shooting' with Tacticals? (and it is ssometimes advantageous to do so anyway). The point raised was that Marines lack the ability to shoot Tyranids - which is what you need to do to get their fearless Synapse Creatures and, incidently, what the Imperium tell you to do...

I had another game against Tyranids recently and, although I lost, it was not a total mauling like last few games (bowed to pressure and took Air Assault list). I still utterly failed to achieve BTS despite activley trying - 'shoot the big stuff' is very very hard to do with Space Marines, imo, and you simply end up chasing the fearless Synapse around the board! Other comments about Tyranids that cames from that game are posted in Tyranid thread.





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 Post subject: Tyranids vs Marines - our findings
PostPosted: Thu May 28, 2009 7:56 pm 
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Are you confusing the level of abstraction in Epic? The 'shoot the big ones' tactics from 40k will not work in the same way in Epic because an Epic assault is the equivalent of an entire 40k battle. Targetting dominatrixes (dominatrices, domniatrii  :oo: ) and possibly tyrants is all well and good, but you simply cannot pour enough fire into large mixed detachments containing lots of infantry/guard models to take out choice targets unless you are very lucky, or your opponent has made a mistake with model placement.

All my rangers with sniper find it hard to take the nobs out of large ork formations, and they can choose targets, unlike devastators. All the rangers are really there to do is act as a road block, try and get their targets if they can, and lay blast markers prepping for assault. Even guard artillery would find it difficult to annihilate an entire army of tyranids before they assault, and marines are far fewer in number (albeit more manouevrable, helped by their air transports).

Marines have the ability to shoot up tyranids, but from the context of a 40k battle, that is in assaults and firefight. It may not seem like shooting because you are not deliberatly rolling 'shooting dice' after an advance or double, but that is the abstraction.

I think nid formations are designed to be beaten off, come back for more, possibly several times, before being wiped out. And that is via assaults. And I hate marine assaults  :evil: .

Whether the entire marine base list needs tweaking: I think not, bar the occasional tank points cost, I leave that up to more qualified heads than mine. They are certainly a match for my Eldar. Damn them.





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 Post subject: Tyranids vs Marines - our findings
PostPosted: Thu May 28, 2009 8:32 pm 
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Marines have the ability to shoot up tyranids, but from the context of a 40k battle, that is in assaults and firefight. It may not seem like shooting because you are not deliberatly rolling 'shooting dice' after an advance or double, but that is the abstraction.

No, not confusing abstraction - but you cannot 'target' in FFs either so when does the mantra 'shoot the big ones' (oft mentioned in fluff) actually come into it if it is not picking them off at range?
Saying "it does not" is a valid response.





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 Post subject: Tyranids vs Marines - our findings
PostPosted: Thu May 28, 2009 8:36 pm 
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Quote: (alakazam @ 28 May 2009, 20:32 )

No, not confusing abstraction - but you cannot 'target' in FFs either so when does the mantra 'shoot the big ones' (oft mentioned in fluff) actually come into it if it is not picking them off at range?
Saying "it does not" is a valid response.

Generally, one winnows away the "chaff" little ones with engages, and then follow up on broken/depleted swarms to hit the juicy Synapse.

Or, in a more "shooting" army like Guard or Eldar, concentrate you firing on AT targets to bypass the Gaunt "meat shield" and hit the AVs and LVs in the swarm.

Unfortunately, Marines tend not to have the level of actual shooting power to exploit that... though a Predator Annihilator Detachment can through out a lot of fire.

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