Tactical Command
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Cult Marines / Havocs
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=82&t=12824
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Author:  Kleomenes [ Sun Jun 08, 2008 7:37 pm ]
Post subject:  Cult Marines / Havocs

Rather a simple question - does anyone get good use out of these upgrades?

A number of times I have tried fielding a retinue on foot, reinforced by havocs, and in one case by havocs AND cult marines. They always get cut to pieces, even when skulking in cover in cover. I tend to find just fielding more minimum size retinues with rhinos is much better.

Are they perhaps overpriced? Would 125 be a better cost (for long term changes) or am I just missing something? I admit this could just be a playstyle thing

Author:  BlackLegion [ Sun Jun 08, 2008 7:39 pm ]
Post subject:  Cult Marines / Havocs

Hmm...can't the Havocs and Cult Marines get Rhinos too? I thought they could if the base Retinue already has them.

Author:  Kleomenes [ Sun Jun 08, 2008 7:42 pm ]
Post subject:  Cult Marines / Havocs

Oh yes, they can, and I remember one of my earliest games fielded a retinue+havocs in rhinos. They just get stupidly expensive (and large) (18 units, 485 pts)

Author:  BlackLegion [ Sun Jun 08, 2008 7:50 pm ]
Post subject:  Cult Marines / Havocs

Actually it's
Retinue 275pts
Havocs 150pts
6 Rhinos 30pts
= 455 pts

Author:  dptdexys [ Sun Jun 08, 2008 7:53 pm ]
Post subject:  Cult Marines / Havocs


(BlackLegion @ Jun. 08 2008,19:50)
QUOTE
Actually it's
Retinue 275pts
Havocs 150pts
6 Rhinos 30pts
= 455 pts

The rhinos are 10 pts each so it would work out at 485.

Author:  BlackLegion [ Sun Jun 08, 2008 7:54 pm ]
Post subject:  Cult Marines / Havocs

Oops damn. Sorry. Remembered them to be 5pts.
I definately play not enough :(





Author:  dptdexys [ Sun Jun 08, 2008 7:56 pm ]
Post subject:  Cult Marines / Havocs

thats the drop pods  :)

Author:  BlackLegion [ Sun Jun 08, 2008 9:21 pm ]
Post subject:  Cult Marines / Havocs

Ah! From there i remembered the points cost :D

Author:  kev101 [ Sun Jun 08, 2008 11:45 pm ]
Post subject:  Cult Marines / Havocs

i always have havocs and an oblit as ret up grade and they always hold there own use them as a garrison on o/w and they will get left alone and hold the objective that they are on in 3000 point games your best keeping it to one of these i have also used plague marines thes work well with oblit and a deamon prince at the front taking the fire

Author:  nealhunt [ Mon Jun 09, 2008 3:33 pm ]
Post subject:  Cult Marines / Havocs

I love Havocs as an upgrade.  I think they are one of the best options in the entire list and are only balanced because they have to be added to an existing retinue (much like the IG Fire Support upgrade).  Noise Marines are also a good option for the points.

I've probably posted it a dozen times, but they make for a good area denial strategy.  Retinue/Noise farther forward, with Retinue/Havocs behind.  Set up on Overwatch and dare anyone to come near you.  The rest of your forces gain a huge amount of freedom to maneuver.

I'm not sure about the other cult marines.  They are mostly useful for assaults and that has certain limitations in a list where air assault is not an option.

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