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The Mud-Marine Challenge

 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 4:24 am 
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Yes, using terrain and properly directed firepower and an Infantry Heavy force can be successful ... And of course MASS is a Principle of War ... We learned that even in the ARMY ! :D

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 10:25 am 
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(Lion in the Stars @ Oct. 25 2006,21:46)
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OK, so here's a question for you: ?How do you play mud-marines without entering into battles of attrition?

?Mud Marines? are still highly mobile.  Formations can stick close to each other and offer support (which is basically what suvarov said), but then zoom off at a moment?s notice.  I won a game against Orks just the other day by legging it from the middle of the table to the blitzkreig objective with a Devastator detachment.  I was using just one Thunderhawk with Terminators inside so it certainly wasn?t air assault spam.

To be honest I find the weakness of Marines exaggerated.

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 1:06 pm 
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OK, so here's a question for you:  How do you play mud-marines without entering into battles of attrition?

Obviously, having enough terrain as well as using the terrain you do have properly is a factor here, as is maintaining multiple maneuver units above your opponent's numbers, and using said multiple units to gang up on one unit (or intermingled units) of your opponent.

Now, because the nature of a wargame means 'balanced' forces for a tournament scenario, how do you maintain an activation advantage with equal-points forces and keep your (by definition, individually smaller and less robust) units intact enough to attack the enemy, or to survive the inevitable counter-attack after your forces attack?

A Marine unit, even Scouts (who Aren't Real Marines Yet*), should have a life expectancy on the battlefield beyond one attack.  Much of the time, current Marine units are very nearly one-shot disposable formations, incapable of doing much after taking even 2-3 kills, while even Tau and Eldar can handle the loss of 2-3 units without a terminal effect on the unit's effectiveness.



I shall attempt to provide some insight to your questions just as soon as I post my battle report from last night.

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 4:21 pm 
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(Lion in the Stars @ Oct. 25 2006,21:46)
QUOTE
OK, so here's a question for you:  How do you play mud-marines without entering into battles of attrition?



Much of the time, current Marine units are very nearly one-shot disposable formations, incapable of doing much after taking even 2-3 kills, while even Tau and Eldar can handle the loss of 2-3 units without a terminal effect on the unit's effectiveness.

As far as avoiding battles of attrition, I think it's about picking off the enemy's vulnerable formations and controlling your vulnerability to the enemy.  Think of them as playing Eldar with a bit less speed and a bit more armor and you'll have a basic idea.

I don't completely agree with the "terminal effect" assessment of damaged SM formations.  The loss of half a formation certainly impacts their effectiveness significantly but it's not as terminal as it is for other forces.  I think the "It's just 2 stands, what can it do?" feeling is partially psychological.

SMs remain more difficult to break due to TSKNF and their good armor saves.  Many of them retain the speed to threaten large portions of the board - assault marines, bikes, speeders, armor, and any infantry that lose more infantry than transport.

That means using multiple support formations in an assault remains viable.  Where other forces' battered formations would be making "token" assaults, the remnants of a Marine formation can often expect to survive to assault resolution due to their armor saves and bring in large amounts of support fire.  Even those thought of as dedicated CC units like Assault Marines can be useful for initiating FF-based clipping assaults.

The "core" (for lack of a better term) SM changes reinforce that kind of approach.  They boost TSKNF for assaults and recovery from BMs, increase a couple of speeds, and improve a couple of FF abilities.


sometimes the brainwashing from 4 months at USMC boot camp rears it's head.  


When were you in the Corps?  PI or are you a Hollywood Marine? MOS?

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 5:32 pm 
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Hollywood 'almost-marine', back in winter-spring 2000 (hey, I live west of the Mississippi, so don't blame me for MCRD SanDog).  Screwed up my shoulder, couldn't pass the IST.  Spent 12 weeks in pork chop platoon, then got sent home.  Woulda been a translator, too, got good scores on the DLAB.  Became a squid instead, submarine yeoman.  But that's a past life, too *grumble, cuss* back injuries not healing right *grumble, cuss*.

****************

Hmmm... It seems I've been playing my Astartes like their 40k counterparts, when I need to play them more like I play my Tau in 40k.  Float like a butterfly, sting like a bee.

I'll have to try that.  It's going to be tough 'resetting' my mindset for marines, though.  Waaaaaaaaaaay too much time playing 40k when I could be playing Epic (if I could find an opponent!).

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 7:43 pm 
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(Lion in the Stars @ Oct. 25 2006,16:46)
QUOTE
OK, so here's a question for you: ?How do you play mud-marines without entering into battles of attrition?

Obviously, having enough terrain as well as using the terrain you do have properly is a factor here, as is maintaining multiple maneuver units above your opponent's numbers, and using said multiple units to gang up on one unit (or intermingled units) of your opponent.

Now, because the nature of a wargame means 'balanced' forces for a tournament scenario, how do you maintain an activation advantage with equal-points forces and keep your (by definition, individually smaller and less robust) units intact enough to attack the enemy, or to survive the inevitable counter-attack after your forces attack?

A Marine unit, even Scouts (who Aren't Real Marines Yet*), should have a life expectancy on the battlefield beyond one attack. ?Much of the time, current Marine units are very nearly one-shot disposable formations, incapable of doing much after taking even 2-3 kills, while even Tau and Eldar can handle the loss of 2-3 units without a terminal effect on the unit's effectiveness.

*My apologies to all members of the branch of service called the ARMY (whatever nation you serve), but sometimes the brainwashing from 4 months at USMC boot camp rears it's head. ?This time, I just couldn't resist.


The obvious answer to your question is: "Don't fight using Attrition Warfare tactics, use Maneuver Warfare tactics."

When you take a look at the various Space Marine formations with a Maneuver Warfare mindset, the first thing you look at is not the weapons, but the speed of the units. ?How fast can this formation go? ?The faster you can travel, the farther you can move and the more options you have for positioning your formations.

"Don't you mean 'the faster you can engage the enemy?"

No. ?Part of Maneuver Warfare is positioning your formations. ?An Attrition fighter is concerned with getting his formations into combat ASAP so he can deliver more firepower, quicker, over a longer period of time. ?A Maneuver fighter is concerned with postioning his formations so he can maximize his firepower and reduce his losses when the fighting does happen. ?An Attrition fighter tries to get units into a firing position while a Maneuver fighter positions himself for firing.

Now, going a little SunTzu on you here, another aspect of Maneuver Warfare is threat. ?Try to position your formations so that you convey a threat to your opponent. ?Try to position formations so that you trick your opponent into moving his stuff away from the threat that your formation poses, or towards it in an effort to eliminate the threat (and into a kill zone if you're lucky.) ?Position your formations so you trick him into doing something you want him to do, or so that you force him into doing something he doesn't want to do.

Continuing on with Sun Tzu, use your Infantry and armor as an anvil upon which the opponent will focus and use Bike, attack bikes, and land speeders as maneuvering forces like a hammer that go out and attack.

Since the Space Marines are all mechanized infantry (think of the jump packs on the Assault Marines as tiny Rhinos), and thinking of Dreadnoughts as infantry, if you take a look at all of non-leg infantry items that the Space Marines have, what do you see? ?Everything, except for the Land Raider and the Vindicator, are speed 30cm or greater. ?This is important, because it means that when you double or triple move you can pretty much go where ever you need to in one turn to position yourself. ?It means that until your infantry have dismounted almost everything is speed 30cm or greater. ?(This is why getting Dreadnoughts to be allowed to be tranported in Rhinos and/or Land Raiders is so important of a change for the Space Marines)

Drop Pods, Landing Craft, Thunderhawks, and teleporting Terminators are, aside from rules differences, effectively infinite speed transports that allow you to put formations wherever you want them. ?If you use them merely to put formations someplace in an effort to reinforce formations already there, you are wasting their potential. ?Use them to position formations for maximum affect.

If the Command & Commander Special Rules are adopted that I proposed over in the other thread then your job gets a whole lot easier. ?When you clump your formations together you not only become artillery bait, but you also transmit to your opponent what you are going to do next turn: assault him. ?With the wider spacing and higher prevelance of commanders you can more easily postion troops and hide your true intentions.

Now, after reading all of that above and looking over the Space Marine Reference Sheet again, has anyone noticed what the three biggest problem units are for the Space Marines? ?What are the three units that everyone complains are in the most need of "being fixed?" ?ANSWER: The armored vehicles that go less then speed 30cm: Dreadnoughts, Land Raiders, and Vindicators.

The Dreadnought's biggest problem is that, even though it is officially an armored vehicle, it is effectively an infantry unit that cannot be transported except by aircraft and drop-pod. ?One way to take care of the problem is to allow Dreadnought units to be taken in units of 4; it follows old background material and allows you to take the Missile Launcher & Twin Lascannon version as a slow fire support unit. ?If you increase its speed by making it more easily transported, like by Land Raider or by Rhino, then you will have "fixed" the Dreadnought.

The Land Raider's problem is that it is a little slow (25cm speed) and a jack of all trades, master of none. ?Since you don't have to use them to transport Terminators (or any infantry for that matter), and they aren't worth the points to use as a main battle tank, they don't have a real purpose beyond the trivial use of hauling Devastators in tournament games.  (If you were playing a scenario where you have to assault an objective then the Land Raider shows its strength as a troop hauler.) ?It's not so much that they are too expensive, it's that the demand for their use and all of their abilities does not justify their points. ?Instead of lowering costs, why not increase the demand for them? ?Allow them to be used in Tactical and Dreadnought ?Detachments.  If the FF = 4+ revision gets approved they might be worth taking for hauling Terminators.

The Vindicator's problem is that its speed makes it unfit to use integrated in other formations. ?That's it. ?I take back everything I have said about upgrading it in the past, because it is on par with the Predators, which are the same points. ?IMHO, If you want to make the Vindicator go faster you either have to downgrade the Demolisher to a less capable weapon or you have to up the points cost. ?Now, I wouldn't downgrade the Demolisher to a different weapon, because the Vindicator is the only unit the Space Marines have for flushing out enemy units in cover. ?I would either leave the Vindicator alone and use it as a special use formation, or increase the points cost if you increase the speed.

Wow, talk about tying together two different topics... ?I relinquish the soapbox.





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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Oct 26, 2006 8:58 pm 
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Good points, and you can't go wrong with Sun Tzu ... ?And only an amatuer would fight a battle of attrition ... even in Epic :;):




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 Post subject: The Mud-Marine Challenge
PostPosted: Sun Oct 29, 2006 7:51 pm 
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SO. My match against the Baran Siegemaster is over and i have won...kind of....
Armylist can be found on page 1 of this thread. My opponent had iirc:
1 Regimental HQ with ThuddGuns
Company with ThuddGuns & Rapiers
Company with Hellhounds and Griffons
Company with Hellhounds
Sappers
2 x Ragnar?k
Siegfrieds
RougRiders
Blitzen AA Battery with Brunhildes
G?tterd?mmerung Battery with Brunhildes
2 Sets of Fortifications

NO experimental rules where used.

Objectives where concentrated mainly on the right side and the middle of the table (from my view)
I have concentraten nearly all my forces on the same side, only the Whirlwinds in the middle. The Siegmasters where stretched allover the table.

I managed to break his HQ with shooting alone and my main force smashed his left flank totally in the 2nd turn through a massive assault of the two tactical Detachments with the Devastator Detachment without the Librarian and as support 3 Vindicators.
Only his Siegfried treated my Whirlwinds, but he lost 3 of 6 to a forest and the rest where mopped up by one of my Assault Detachmends at the beginning of Turn 2.
At the beginning of the 3rd turn time my opponent gave up! I captured only 1 opbejective, the others where contested or in his hands....*shrug*

He has lost 1 Company, his HQ was broken, 1 Ragnar?k formations losts 3 tanks, his Siegfrieds where wiped out, the bog formation with Hellhounds and Griffons had some casualties but far from being useless, his Blitzen AA Battery was lost. I insited on playing on but he acted childich moved every formation as far away from my forces and sulked....

Lessons of this game:
- I will never play again against him. He is 32 but acted if he where 3.
- If SpaceMarines can mass their forces in one place they are outright brutal.
- Vindicators are useful. I doubled them in front of his fortifications but kept a forest between the Vindicators and his forces, so that he couldn't shoot them, in the 2nd turn they moved 5cm into the forests and blew 3 infantryunits to bits (and laid blastmarkers, which was far more importand to me) i retained with 2 Tactical and 1 Devastator Detachment and swung the hammer so to speak :)
- Don't know how the game would have fared if he kept on playing. I was afraid of his big remaining infantry companys which could have an easy task to capture the Blitz objective. The front was effectively turned by 90? and we had two big hills on each long table edge with lots of impassable cliffs.
- Mud-Marines can be a force to recon with if they can pool their Detachments together to launch massive assaults and can keep their mobility (read: transports).

Some pictures:

Baran right flank deployment zone on the hill with the 2 big Infantry Companies, Ragnar?k and G?tterd?mmerung Battery:
http://img239.imageshack.us/img239/9079/bild015lv2.jpg

Baran left flank deployment zone:
http://img162.imageshack.us/img162/6402/bild006ty6.jpg

My right flank deployment zone in the unprimed Rhinos are the Devastator without characters:
http://img318.imageshack.us/img318/494/bild016kt5.jpg

Right the beginnings of my assault, left the fleeing/broken Baran HQ:
http://img130.imageshack.us/img130/5316/bild009ud9.jpg

End of the game. My Assault detachment and Whirlwinds on the hill in the front and the 2 remaining LandRaiders at its foot, SC Tacticals, Librarians Devastators, the 2 remaining Vindicators and the Warhound in the middle, Assault Detachment on the hill in the back after finishing off the Baran HQ and the remainder of the 2nd Tacticals infront of 3 Ragnar?ks. The Baranhad all his sappers onhis Blitz, in front of the Warhound are 5 RoughRiders and 3 Ragnar?ks. Left inthe front you can see a patrt of the big Infatry Company with Hellhounds and Griffons:
http://img111.imageshack.us/img111/8046/bild010hn7.jpg

My casualties: 4 Tactical units from the Detachment with the Chaplain, 2 Vindicators, 1 Rhino and one Tactical unit from the SCs Detachment, 2 LandRaiders, 1DC from the Warhound 3 Devastators and 1 Rhino from the Devastatir Detachment without characters.

His casualties: RegimentalHQ, 1 Company with ThuddGuns/Rapiers, 2 x 3 Ragnar?ks, 1 Siegfried Platoon, 1 RoughRider, 1 Blitzen AA Battery, 4 Infantry units and 1 Griffon from the big company whichwas at my hill at the end of the game.

Hope my short review helps :)





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 Post subject: The Mud-Marine Challenge
PostPosted: Sun Oct 29, 2006 9:42 pm 
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Right, with the last tourny of the year here in the UK over I can now play some marine games. I won't use any experimental rules, just straight mud marines, if it don't walk, skip or ride in a vehicle it won't be in the list!

EDIT - OK here is what I'm going to try.

Tactical + Supreme Cmdr + Hunter + Razorback(LC)
Tactical + Hunter + Razorback(LC)
Landspeeder
Landspeeder
Assault + Chaplain
Assault
Devastor + Razorback
Devastor
Landraider (the only SM tanks I own!)
Whirlwind + Hunter

All mud and all marine!
I'll be playing Guard or Eldar and no idea what either army will be as my opponents all have large collections and can field many differect setups.
First game hopefully tomorrow.






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 Post subject: The Mud-Marine Challenge
PostPosted: Sun Oct 29, 2006 11:49 pm 
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Nice pics, and battle !  :D

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 Post subject: The Mud-Marine Challenge
PostPosted: Mon Oct 30, 2006 1:42 pm 
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Nice scenery.  Did you have any difficulty with theslow speed of the vindi's-anything target them?

Whats this acted like a 3 year old thing?  I generally revert to a 5 year old myself. Oh I re-read, gave up at beginning of turn 3.

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 Post subject: The Mud-Marine Challenge
PostPosted: Mon Oct 30, 2006 3:41 pm 
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I doubled the Vindicators in turn 1 in front of the forest so that they can't be shhot at (but the G?tterd?mmerung Battery destroyed one nevertheless). In Turn 2 i moved 5cminto the forest (to be able to re-reoll dangerous terrain tests) and fired at the Siegmaster Infantry in the trenches.
In turn 3 i doubled them to face the big infantry company with hellhounds and griffons but was out of range.

I would say they succeded in the task i set them up to. The 20cm movemend was not much of a hindrance. In turn 3 it was a hindrance and in turn 4 i can't say obviouslay :)

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Nov 02, 2006 10:07 am 
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Well I played my first game with my marines vs Guard.

The Guard had

Reg HQ + Hydra
Super Heavy Cmpy of Baneblades
Infantry Cmpy
Manticore battery
Basilisk battery
Bombard battery
StormTroopers + Vultures
StormTroopers
Valkaries(sp?)

My force as listed above in an earlier post.

Game finished in a 3-0 to the marines but the Guard could have cut it to 2-0 but decided to shoot his foot infantry instead of walking into my half!

The game was turned by the guard player moving his BTS (the RegHQ) down one flank in a attempt to hold one of his objectives and threaten one of mine. However I was able to double over a devastator and tactical unit into support range and then assault them with a LandSpeeder formation. Now I expected this to be brutal on the Guard, but the battle went two rounds and ended with my speeders destroyed and the RegHQ not even broken! However the next turn the assault by the tacticals supported by the Devs killed enough that the Dev's could shoot up the broken formation to kill them all. The other deciding factor was that the super heavies didn't pass an activation after the first turn!

Fun game but one mistake and bad dice settled this game.

I'm going to drop one hunter and add a Commander to the tacticals so I can combined assault and another Razorback for the Dev's that don't have one.


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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Nov 02, 2006 2:07 pm 
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The game was turned by the guard player moving his BTS (the RegHQ) down one flank in a attempt to hold one of his objectives and threaten one of mine. However I was able to double over a devastator and tactical unit into support range and then assault them with a LandSpeeder formation. Now I expected this to be brutal on the Guard, but the battle went two rounds and ended with my speeders destroyed and the RegHQ not even broken! However the next turn the assault by the tacticals supported by the Devs killed enough that the Dev's could shoot up the broken formation to kill them all. The other deciding factor was that the super heavies didn't pass an activation after the first turn!


Well, you lay this maneuver out like it's no big deal, but that is an excellent use of the SM strengths and game mechanics to produce a decisive blow.

Well done and a great example of how the space marines need to be played, whether you go mud or not.

Bravo!

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 Post subject: The Mud-Marine Challenge
PostPosted: Thu Nov 02, 2006 3:15 pm 
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The point is that the Guard player overextended himself and had no nearby formations to support him. Had he moved 10cm less I wouldn't have been able to pull the manouver off.

Relying on your opponent to help you isn't a sound stratergy  :D


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