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Shadow Scorpions Do Battle

 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 11:57 am 
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I apologise if linking to other sites is taboo. My battle reports are picture heavy, and I've found many forums, this one included limit or just plain make it annoying to try to post pic heavy.

Basically I've been using Space Marines with limited (read: no) success against various armies and various pts levels.

Just thought I'd share them, my insights, changes and of course, incessant whining.
http://www.flameon.co.uk/forum....tart=30

About halfway down page 2 the reports start.


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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 1:02 pm 
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May I interest you in joining the Alfakta campaign with this excellent entry?
Yes, I read and watched it over at Flame On, indeed lots of pictures...  :p
..so thanks for the report (and initial discussion, a lot of good bitz for my new founded space marines).

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 1:22 pm 
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Quote: (Jeridian @ 05 Dec. 2008, 10:57 )

I apologise if linking to other sites is taboo. My battle reports are picture heavy, and I've found many forums, this one included limit or just plain make it annoying to try to post pic heavy.

Basically I've been using Space Marines with limited (read: no) success against various armies and various pts levels.

Just thought I'd share them, my insights, changes and of course, incessant whining.
http://www.flameon.co.uk/forum....tart=30

About halfway down page 2 the reports start.

This is a community site, and apparently there are one or two other sites out there! Link away. Does the URL make you one of the tournament team?

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 1:33 pm 
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Thanks for the reports its good to see others getting into the game and trying things out. Before the next Open War there should be a one day tournament in Mansfield in February. Yes its run by a Dragon Slayer but you can't have everything in this life and it is cheap to enter as well.

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 6:29 pm 
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Fascinating stuff, always interesting to see other peoples epic games evolve in isolation :) For instance many guard players no longer use Lemon Russ. They break/get suppressed to easily and when broken just die from bms.

If you came to a few more tourneys (there are 12 or so a year I think) you would I think rapidly change your opinion about certain formations and certain rules (e.g. the broadsides on overwatch has been pointed out - they aren't infantry and the fearless unit fix only aplies if they move. If they stay stationary then they are fine. Plus you can't snipe stuff normally with barrages as hits are still applied from the front to the back of the formation etc etc). Marine players at tourneys actually swear by bikes and especially land speeders. Not only are they extremely fast scouts but they can give 5 MW FF attacks in supporting fire.

Also be aware stuff like the tau list isn't on the same power setting as other lists, so depending on what they have got will always be a tough game.

Most marine players don't leave formations behind, BTS or otherwise to guard objectives. Instead everything hits the enemy

Marine lists in London tourneys make heavy use of the following units.
Warhounds. The number one marine choice. Fearless, fast, with heavy firepower and void shields. Don't go head to head with russ companies, instead killoff those annoying units like artilary, or shoot up deathstrikes, mechanised formations etc etc. One important use in an air assault army is for warhounds to hunt down and kill/suppress flak.
Reavers. Starting to garner popularity with 60cm range and 8 AT3+ shots. Also makes a tough BTS.
Thunderbolts. Great ground attack formation with good AA. Trick is to never risk them (even against Ork AA Dave!) against ground flak and not be afriad to abort and jink if intercepted. They are also a very cheap activation. Against basilisks they have in the formation 2 AT4+ shots and 2 AT6+. Against a mixed formation they have 2 AT4+, 2 AP4+, 2 AP5+/AT6+. When intercepting they have 2 30cm AA4+ and 2 15cm AA4+. Its gone with the change from me being a strong believer in them to most people believing in them!
Landspeeders. See above
Bikes. Assault troops on steriods with great CC, FF and move.
Thunderhawks. Able to fill up with troops to assault or shoot the enemy on a ground attack. Can strafe infantry with 5 4+ shots. And can pick up terminators after they teleport in and attack, ready to whisk them away to attack next turn.
Scouts. They can garrison with their transports, have the scout special zoc rule, good firepower and are a cheap activation.
Tacticals, Devestators and Terminators are 'bread and butter' formations and at least terminators always appear, either as air assault troops, teleporters or just vague threats waiting off board to secure objectives!

The winning army of the last tournament was a marine army with
2 Warhounds
2 lots of assault marines with chaplains (carried and extracted by thunderhawks - one would carry them both in, then one would come and pick up the least mauled one)
3 formations of scouts with two rhinos and a razorback each
A landing craft, that often carried a formation with its vehicles
2 Thunderhawks
Land Speeders
Tactical Formation + Rhinos + 1 AT Razorback + Hunter + Librarian(BTS)
Thunderbolt Squadron

As you can see its quite odd, but it won :) So don't get disheartened by your force!

Another winning army from the previous tournament is
Tactical Detachment + Supreme Commander + Hunter
Terminator Detachment + Chaplain
Devastator + Dreadnought(Lascannon + missile launcher) + Dreadnought(Assault cannon + Power fist)
Bike Detachment + Chaplain
Predator Detachment 4x Predator annihilator
Thunderhawk
Thunderhawk
Thunderhawk
Warhound
Warhound
Thunderbolts

If you follow this link you can see some of the tourney lists people have used and there success or lack thereof.
http://www.mkveterans.co.uk/ukepicacham ... tourn.html




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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 6:38 pm 
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Oh and the scout trick of making something move/engage is actually the primary reason behind the ability!

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Fri Dec 05, 2008 11:11 pm 
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Great to see the interest.

Note that only works for infantry. Broadsides are Light Vehicles and thus don't get any bonus.


We're all quite new to the game, and that was one of our first battles.

May I interest you in joining the Alfakta campaign with this excellent entry?


What's that then?

Fascinating stuff, always interesting to see other peoples epic games evolve in isolation  For instance many guard players no longer use Lemon Russ. They break/get suppressed to easily and when broken just die from bms.


Intriguing, I can't find a fault with them, I'm pretty sure most other formations in the game are easier to break. I'm curious as to what IG players take instead?

Our group is definitely fledgeling, so we are relearning what may seem old news to veterans.
The LR Tank Company is nigh compulsory in most of the Guard armies I've seen and has great success.
As a result everyone is slowly trying to figure out how to beat it, you beat the Tank Company, you beat Guard at this point.

I can see how further down the line people might have figured out how to take on Tank Companies easily, hence their decline in a more experienced gaming group.

If you came to a few more tourneys (there are 12 or so a year I think) you would I think rapidly change your opinion about certain formations and certain rules (e.g. the broadsides on overwatch has been pointed out - they aren't infantry and the fearless unit fix only aplies if they move. If they stay stationary then they are fine. Plus you can't snipe stuff normally with barrages as hits are still applied from the front to the back of the formation etc etc).

Again, I'll hold up the excuse that we are all learning the ropes- and the very earliest battles are already slipping from my fragile mind so I can't connect the exact references your referring too.

Not sure I follow the Fearless comment though- a Withdrawal move is a move even if you choose to move 0cm. So if you end within 5cm and are a Fearless flyer, your still dead. Right?

Marine players at tourneys actually swear by bikes and especially land speeders. Not only are they extremely fast scouts but they can give 5 MW FF attacks in supporting fire.


I definitely don't have the experience to fall back on, but I just don't see Bikes doing well. What can 5 Bikes do that 8 Assault Marines cannot?
Land Speeders I've yet to use simply because I lack the models. I have seen them used against me as an Overwatch Garrison hidden behind a hill. They didn't impress me as I could outrange them or ignore them.
I can see how a Supporting Fire role could be interesting in the right circumstances.

Also be aware stuff like the tau list isn't on the same power setting as other lists, so depending on what they have got will always be a tough game.


Hmm, interesting, my Tau friend won't like to here that. For my part, I didn't notice Tau being a 'higher power setting', Guard still hold that title. I was looking from the Marine viewpoint though, so every army seems to be a 'higher power setting'.

Most marine players don't leave formations behind, BTS or otherwise to guard objectives. Instead everything hits the enemy


I've tried the aggressive approach, it didn't end pretty.

Warhounds. The number one marine choice. Fearless, fast, with heavy firepower and void shields. Don't go head to head with russ companies, instead killoff those annoying units like artilary, or shoot up deathstrikes, mechanised formations etc etc. One important use in an air assault army is for warhounds to hunt down and kill/suppress flak.


Aye, I definitely have had that drummed into me.
The most popular and effective formation for a Space Marine army is a non-SM unit, isn't that a sad indicament of the Space Marine Army List?
I don't want to play an 'Armies of the Imperium' army, I want a Space Marine Chapter Force. This isn't an attack at you, just the sad truth that the Marine list requires Titan Crutches.

Thunderbolts. Great ground attack formation with good AA. Trick is to never risk them (even against Ork AA Dave!) against ground flak and not be afriad to abort and jink if intercepted. They are also a very cheap activation. Against basilisks they have in the formation 2 AT4+ shots and 2 AT6+. Against a mixed formation they have 2 AT4+, 2 AP4+, 2 AP5+/AT6+. When intercepting they have 2 30cm AA4+ and 2 15cm AA4+. Its gone with the change from me being a strong believer in them to most people believing in them!


Similar sentiment to Titans, though much less so because they have inherent weaknesses. The various Errata rules changes clearly helped an otherwise weak unit choice IMO. I think they're a good unit, and the Chaos equivalent has definitely been a ballache on my ground forces, but I don't see it as mandatory.

Landspeeders. See above

Still to test them.

Bikes. Assault troops on steriods with great CC, FF and move.


Assault Marines have a good CC and decent move. 99% of the time I expect Bikes or Assault Marines to be Air Assaulting- so the extra edge of the Bike 5cm and Firefight is outdone by the Assault Marines getting a 15cm disembark straight into CC.
Plus 8 Assault Marines fit in a Hawk, only 5 Bikes. If you really push it you can have 2 Chaplains too.

Thunderhawks. Able to fill up with troops to assault or shoot the enemy on a ground attack. Can strafe infantry with 5 4+ shots. And can pick up terminators after they teleport in and attack, ready to whisk them away to attack next turn.


I've overlooked the idea of a same turn pick-up. My army list certainly has the empty Thunderhawk to attempt this maneouver.

Scouts. They can garrison with their transports, have the scout special zoc rule, good firepower and are a cheap activation.


I've gone of them greatly after several attempts. They are a cheap activation, and can garrison- but I disagree on good firepower. I guess I can use the Scout special rule trick to dislodge an enemy formation- though likely that would cost the Scouts their lives.

Tacticals, Devestators and Terminators are 'bread and butter' formations and at least terminators always appear, either as air assault troops, teleporters or just vague threats waiting off board to secure objectives!


Agreed, I'd include Thunderhawks as near mandatory units you'll always see. At least one unit of Terminators is compulsory, their the only formation truly worth their points.

Interesting army lists, I can see area's I agree and dubious choices (Predator Annihilators)- but with Epic player skill and planning accounts for a lot, unlike say 40k where your army list makes or breaks the game.





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 Post subject: Shadow Scorpions Do Battle
PostPosted: Sat Dec 06, 2008 12:33 am 
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Quote: (Jeridian @ 05 Dec. 2008, 22:11 )

Intriguing, I can't find a fault with them, I'm pretty sure most other formations in the game are easier to break. I'm curious as to what IG players take instead?

Our group is definitely fledgeling, so we are relearning what may seem old news to veterans.
The LR Tank Company is nigh compulsory in most of the Guard armies I've seen and has great success.
As a result everyone is slowly trying to figure out how to beat it, you beat the Tank Company, you beat Guard at this point.

I don't suppose you could ask your friend with salamanders to playtest this list?
http://www.tacticalwargames.net/forums/ ... 73;t=14129

Mech formations, SHT formations, reinforced infantry companies. Largely because if you beat the company you oft beat the guard :) With only 11 strong companies (russ plus hydra) you only have to take fire a half dozen times before you break, and when you do every time you come under fire more of your very expensive tanks die.
Disrupt artillery, direct fire anti armour formations (shadowswords are amoung the worse), other anti armour formations make a mess of you. Say an eldar formation knocks out 3 tanks - you are then reduced to 3 un suppressed Leman Russ. DO that to a reaver or a SHT formation and either its still going or one is supressed (out of the SHT's). Its got a lot of firepower but each and every blast marker costs you 65 points of tank.

Normally people can often win by ignoring the big bts and going after everything else - the russ company is initial hard but degrades very quickly (and disrupt artillery combined with the threat of assault if you spread out too much is the worst!) so quite often people cheerfully rip in to it. And has been pointed out its one of the those formations that can be killed by less then its value in points of attackers.

With your army say a thunderhawk with assault marines can land in contact with three tanks, then everyone jump out into contact with the other 8 tanks. Thats 11 6+ attacks on you (2 hits that you can take on the thunderhawk), vs 8 3+, 2 MW3+ and 2 4+. By my calculation 2 kills to none, plus 2 chaplains and assuming you preped it with a blast marker prior to the assault - +5 on the dice roll to you. A 700 point formation knocked out by a 650 formation that is now intact and ready to do all sorts of damage.

Of course, all sorts of things can go wrong, but its to illustrate how you have the toys to do the damage :)

Not sure I follow the Fearless comment though- a Withdrawal move is a move even if you choose to move 0cm. So if you end within 5cm and are a Fearless flyer, your still dead. Right?

Nope. Moving nothing is indeed not moving. The clause it there to allow scenario specific stuff not to die. For instance an important comms bunker and so on. Fearless units can hang about in base contact, but of course they can't move into base contact. Note a broken unit does not get to fire flak shots though (I think that happened in one game).

I definitely don't have the experience to fall back on, but I just don't see Bikes doing well. What can 5 Bikes do that 8 Assault Marines cannot?
Generally go faster, be more resilant to breaking (after an assault the a marines are oft combat ineffective for anything bar hiding near an objective) and can actually ff enemies like those pesky skimmers.
The A marines are a better thawk load, hence why they are overcosted for a ground role, but the bikes are still an ok cheap firefight load out for a thunderhawk. Only 200 points you know :) Thats cheaper unit for unit than a marines.
Its a better ground option I feel. Air assaulting wise the a marines have the edge, but there are other marine tactics :)

I can see how a Supporting Fire role could be interesting in the right circumstances.

Two things are of key importance to marines. The first is putting a blast marker on the enemy. The second is supporting fire when assaulting. The land speeder is ideal :) Can move 70cm on a double, straight over any intervening terrain. Considering it can garrison that means the enemy formation you wish to terminate is going to be in a world of hurt.

Hmm, interesting, my Tau friend won't like to here that. For my part, I didn't notice Tau being a 'higher power setting'
I was looking from the Marine viewpoint though, so every army seems to be a 'higher power setting'.

Well, the tau list has the ability to have no weaknesses, out activate anything and deliver from orbit stuff in the opponents back field. Pray the tau don't decide to run you out of activations, then have a hero appear and planetfall those two moray with multiple fire AP/AT weaponry down on your armies rear, crossfiring them and then swiss cheesing them!

I've tried the aggressive approach, it didn't end pretty.

Sadly it tends to be a quite aggressive army in most builds!

The most popular and effective formation for a Space Marine army is a non-SM unit, isn't that a sad indicament of the Space Marine Army List?
I don't want to play an 'Armies of the Imperium' army, I want a Space Marine Chapter Force. This isn't an attack at you, just the sad truth that the Marine list requires Titan Crutches.

Thats purely a fluff thing. Look at orks, they are lost without fighter bombers. Hell I came second at the weekend using a great gargant. Surely I was actually using an 'armies of orkdom' army? Likewise every Guard army now needs navy support (I think). For fluff reasons the options are seperated out on the army selection sheets, but really they are in the same list.

You can play without but then you have to use I think (I'm sure others can prove me wrong) some element of air/space. This marine list is primarily an aerospace force (check out the salamanders or scion of iron for something different). I find a good titan substitute is a landing craft supported by terminators. The terminators and the rest of the army clear the flak from the target and prep it. Then you drop in the beast, possibly after having a thunderhawk land nearby to provide localised flak, or move up some infantry with a hunter. You load it up with whatever takes your fancy.
Different load outs include terminators with either devs or assault marines (the latter with vindicators) and a formation of vehicles, or the simplest, 2 formations of tacticals, or the shootyist 3 formations of devs. Regardless you can get a lot of hits, MW if you so desire, and chaplains. You should break anything you target and then have several intact formations ready to go in the opponents half.
But generally big air drops or multiple air drops or orbital drops take the place of titans (or of course work with them).

I've overlooked the idea of a same turn pick-up. My army list certainly has the empty Thunderhawk to attempt this maneouver.
I love it. Not sure whether its a good idea or not and you really have to do it the last activation of the turn (and that means the formation is horribly clustered waiting for pick up) but it looks damn cool to me :)

I've gone of them greatly after several attempts. They are a cheap activation, and can garrison- but I disagree on good firepower. I guess I can use the Scout special rule trick to dislodge an enemy formation- though likely that would cost the Scouts their lives.


They are prepared to make that sacrifice :) I feel they have better firepower point for point than tacticals - though it is mostly for harrasment.

Agreed, I'd include Thunderhawks as near mandatory units you'll always see. At least one unit of Terminators is compulsory, their the only formation truly worth their points.

I think tacticals are also up there for universal usefulness. Devs are a bit more specialised but again make it into most lists.

Interesting army lists, I can see area's I agree and dubious choices (Predator Annihilators)- but with Epic player skill and planning accounts for a lot, unlike say 40k where your army list makes or breaks the game.

Yes and they both won tourneys, beating stuff like warlord titans, lemon russ companies and so on. But it is regarded as the hardest army to use, with probably the guard being the easiest to pick up and play with out of the official armies (orks conversely are I think the most balanced).

Check out the tourny stats to see how well they do overall. Marines (white scars and regular) are currently from last years campaigning on 55 wins 60 losses  and 23 draws. But equally have won 3 tournaments.




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 Post subject: Shadow Scorpions Do Battle
PostPosted: Sat Dec 06, 2008 5:37 am 
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Looking throgh your bat reps I can't see many 'clipping' assaults. That is when you attack one side of an enemy formation. The idea is after counter charges all your troops can shoot, but very few of his can. Get some supporting fire in as well and you should wipe out your targets, suffer next to no casualties and be laughing all the way to the bank!

Also you might want to think about objective placement. Against some armies it can near win the game on its own. Generally you want to ensure any objectives on his side of the table are away from cover and in the open (unless you have IC weapons). How close they are to you depends on how fast his army is and how fast yours is. An extreme examples would be marine air assault vs siegers. Here you would place the objectives 30cm from his baseline and on the short table edge, one on the left and one on the right. Now the slow enemy speed means one flank can't help the other whereas your troops can mass at will.

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Sat Dec 06, 2008 9:16 am 
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Quote: (Jeridian @ 05 Dec. 2008, 22:11 )

May I interest you in joining the Alfakta campaign with this excellent entry?
What's that then?

Put shortly it's an international interstellar planet campaign...  :whistle:

http://www.tacticalwargames.net/forums/ ... 45;t=14111
or
http://alfakta.org/

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 Post subject: Shadow Scorpions Do Battle
PostPosted: Thu Dec 11, 2008 1:26 pm 
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A lot to reply too so this could get long.

In my opinion best marine unit is Terminators. I often use my marines without titans and do well. With marines you need to learn fire support and crossfire. Marines thrive on maneuverability and that should be used to it's full extent. You need to control where to attack, not the enemy.


All very 'art of war' but a bit hand-wavery. I.e. it's a lot easier said than done, your opponent often has the annoying habit of not doing exactly what you want, and he often has better units and tools to do this with.

For those invincible IG Russ companies. Wait until it has activated, then double Annihilators within range and in crossfire position. Next turn win initiative and sustain on crossfire. 8 * AT4+ and (if with hunter) 5 * AT3+ -> Russ with 5+RA save means plenty dead Russ, 4.83 dead on average. Annihilators are great if you decide where to attack and not the enemy. Those things can easily fry a Reaver with some help from others. Also add a crossfiring Speeders and 4+RA is suddenly 5+ save

Again, easier to plan than to do. I'd 'save' my IG Tank Company for one of my last activations (unless threatened), and I'm likely to outactivate SM's, especially if they have multiple formations bundled into one Thunderhawk.

Annihilators would also be high on my kill list as they are the easiest formation to destroy/break and cost as much as Tacticals. I've used Annihilators, I've used them cautiously, they still die way too easily.

I think embedded in a Tactical formation like the Scions is the only place I'd take them, in that set-up they are great. And I'd take any excuse to use them for variety.

I don't suppose you could ask your friend with salamanders to playtest this list?
http://www.tacticalwargames.net/forums/ ... 73;t=14129


As soon as I meet a friend who plays Salamanders I will,  :))

Mech formations, SHT formations, reinforced infantry companies. Largely because if you beat the company you oft beat the guard  With only 11 strong companies (russ plus hydra) you only have to take fire a half dozen times before you break, and when you do every time you come under fire more of your very expensive tanks die.


Agreed on beat the Tank Co. and IG suffer, disagree on it being easy. So your opponent only has to shoot half a dozen formations at it, likely more than half their army!
Leman Russe's don't die everytime you come under fire, with 4+ RA it'll take 4 hits to down one. They're a lot tougher than you make out.

Disrupt artillery, direct fire anti armour formations (shadowswords are amoung the worse), other anti armour formations make a mess of you. Say an eldar formation knocks out 3 tanks - you are then reduced to 3 un suppressed Leman Russ. DO that to a reaver or a SHT formation and either its still going or one is supressed (out of the SHT's). Its got a lot of firepower but each and every blast marker costs you 65 points of tank.


I agree that the Tank Co offensiveness deteriorates as it's attacked, whilst a Titan shrugs it off until Broken.
But conversely, that Shadow Sword formation you mentioned has possibly killed 3 tanks, it could also have near destroyed your Titan, which formation is then worse off?

The last point of course is that Leman Russes are Guard, Titans are not. I like the idea of Titans and the models, but I don't like the idea that Titans are compulsory in every army- that despite the thousands of battles the Imperium fights without 'your friendly neighborhood titan' where losses. They probably are, but I still don't like it.

With Marines it's probably true, with IG I think they can do without.

Normally people can often win by ignoring the big bts and going after everything else - the russ company is initial hard but degrades very quickly (and disrupt artillery combined with the threat of assault if you spread out too much is the worst so quite often people cheerfully rip in to it. And has been pointed out its one of the those formations that can be killed by less then its value in points of attackers.


Disrupt is a scary prospect, true. It's however rare, and if it's concentrated on my spread out tanks, it's ignoring my various infantry/transport formations that would grant far more hits.

I'm sure almost all formations can be defeated by cheaper formations in the right circumstances, with sufficient luck.

I apologise for being antagonistic but defeating IG Tank Companies is one of the most difficult challenges our gaming group faces, it's one of those 'you must learn to do this before going to a tournament' golden rules. It has never been easy.
So I'll need to see it firsthand before I consider IG Tank Co's pushovers.

With your army say a thunderhawk with assault marines can land in contact with three tanks, then everyone jump out into contact with the other 8 tanks. Thats 11 6+ attacks on you (2 hits that you can take on the thunderhawk), vs 8 3+, 2 MW3+ and 2 4+. By my calculation 2 kills to none, plus 2 chaplains and assuming you preped it with a blast marker prior to the assault - +5 on the dice roll to you. A 700 point formation knocked out by a 650 formation that is now intact and ready to do all sorts of damage.


I've assaulted with far more, and it's always bounced off- poor luck does play a part. But when the game is won or lost with this activation- I'd like more than a slim chance of success.

You've ignored the Tank Co likely outnumbering at the end, BM on the Air Assault force caused by flak, Inspiring Commissars and the very likely Supporting Fire of other IG formations.

Of course, all sorts of things can go wrong, but its to illustrate how you have the toys to do the damage


Agreed, the best laid plans can go wrong in war and wargaming. But the odds of these actions going in the Marines favour are slim, or at least under 50% for him in my experience.
When the outcome of these actions means either- Marine win, game continues, still grasping with fingernails to pull a game win,
or- IG/opp wins, Marines crippled, game all but over, I'd prefer more in my favour.

Nope. Moving nothing is indeed not moving. The clause it there to allow scenario specific stuff not to die. For instance an important comms bunker and so on. Fearless units can hang about in base contact, but of course they can't move into base contact. Note a broken unit does not get to fire flak shots though (I think that happened in one game).


I'll have to have a re-read of the rules and errata. I was sure there was a 5cm destroy zone for Fearless broken units added in the Errata, and that a Movement Action is movement even if you don't move.

Generally go faster, be more resilant to breaking (after an assault the a marines are oft combat ineffective for anything bar hiding near an objective) and can actually ff enemies like those pesky skimmers.
The A marines are a better thawk load, hence why they are overcosted for a ground role, but the bikes are still an ok cheap firefight load out for a thunderhawk. Only 200 points you know  Thats cheaper unit for unit than a marines.
Its a better ground option I feel. Air assaulting wise the a marines have the edge, but there are other marine tactics


I think we roughly agree, Assault Marines are better in Air Assault, Bikes are better with Ground Forces. Unfortunately ground forces are rubbish with the Codex army list.

So that leaves Air Assaults and Assault Marines.

Two things are of key importance to marines. The first is putting a blast marker on the enemy. The second is supporting fire when assaulting. The land speeder is ideal  Can move 70cm on a double, straight over any intervening terrain. Considering it can garrison that means the enemy formation you wish to terminate is going to be in a world of hurt.


I'm getting quite sold on these Land Speeders, I've faced them once and they died pretty quickly, but it does sound like they have uses.

Well, the tau list has the ability to have no weaknesses, out activate anything and deliver from orbit stuff in the opponents back field. Pray the tau don't decide to run you out of activations, then have a hero appear and planetfall those two moray with multiple fire AP/AT weaponry down on your armies rear, crossfiring them and then swiss cheesing them!


Fortunately he didn't use Spacecraft. He got bored of Tau because they could never use Engagements, so never decisively routed enemies- just bombarded from afar.

He switched to another Special Rule haven- Eldar.

Sadly it tends to be a quite aggressive army in most builds!


Meh, I've found Guard to be much more aggressive- since they have the numbers, resilience and firepower to be able too.

Thats purely a fluff thing. Look at orks, they are lost without fighter bombers. Hell I came second at the weekend using a great gargant. Surely I was actually using an 'armies of orkdom' army? Likewise every Guard army now needs navy support (I think). For fluff reasons the options are seperated out on the army selection sheets, but really they are in the same list.

I understand 'background excuses' are irrational, after all it is just pushing tiny bits of plastic around with numbered cubes, but I just can't shift them.
Take you Ork example, is there background for an elite, highly-trained, completely autonomous military faction that is recorded in numerous places as fighting alone, effectively?

You can play without but then you have to use I think (I'm sure others can prove me wrong) some element of air/space. This marine list is primarily an aerospace force (check out the salamanders or scion of iron for something different). I find a good titan substitute is a landing craft supported by terminators. The terminators and the rest of the army clear the flak from the target and prep it. Then you drop in the beast, possibly after having a thunderhawk land nearby to provide localised flak, or move up some infantry with a hunter. You load it up with whatever takes your fancy.
Different load outs include terminators with either devs or assault marines (the latter with vindicators) and a formation of vehicles, or the simplest, 2 formations of tacticals, or the shootyist 3 formations of devs. Regardless you can get a lot of hits, MW if you so desire, and chaplains. You should break anything you target and then have several intact formations ready to go in the opponents half.
But generally big air drops or multiple air drops or orbital drops take the place of titans (or of course work with them).


You've basically described my current Marine army, Landers and Gunships are the 'Titans' of the list.

They are prepared to make that sacrifice :) I feel they have better firepower point for point than tacticals - though it is mostly for harrasment.


In most shooting events I've fought, the Infantry have -1 to hit from tank cover. This means missile launchers, etc are better shooting at tanks, as you get more 'bang for your buck' popping tanks.
How do Scouts achieve this?
Also, Scouts are smaller formation with weaker armour, this means the die and/or break even quicker than Tacticals.

I think tacticals are also up there for universal usefulness. Devs are a bit more specialised but again make it into most lists.


Agreed, they are common- but nowhere near as good value for pts as Termies. Fortunately online list makers have realised Termies are actually a decent unit, so have upped their pts- can't have Marines having a good unit can we-  :;): .

Yes and they both won tourneys, beating stuff like warlord titans, lemon russ companies and so on. But it is regarded as the hardest army to use, with probably the guard being the easiest to pick up and play with out of the official armies (orks conversely are I think the most balanced).

Check out the tourny stats to see how well they do overall. Marines (white scars and regular) are currently from last years campaigning on 55 wins 60 losses  and 23 draws. But equally have won 3 tournaments.


Aye, and it will take a better (and luckier) general than I to make Marines work.
I've started with IG (proxied for now), such a refreshing change to be able to compete with any opposing army face to face rather than hide and hope you have incredibly dice rolls at just the right moments.

Looking throgh your bat reps I can't see many 'clipping' assaults. That is when you attack one side of an enemy formation. The idea is after counter charges all your troops can shoot, but very few of his can. Get some supporting fire in as well and you should wipe out your targets, suffer next to no casualties and be laughing all the way to the bank!


If you move into base with one Leman Russ (we'll use the Tank Company as example) and with Assault Marines that's kind of mandatory- every Tank within 20cm can fight, and because you've clipped just that extreme edge one, the rest use their better Firefight.

I don't know how you space your formations, but 80% of my units are within 20cm of the any other units. I.e. I can see clipping preventing 1 or 2 Leman Russ joining in, but the majority of the defenders can easily fight.

Now an Engagement where you only use Firefight, and so stop 15cm from that one tank, hmm, that is interesting- but would require Dev/Tact assaults only.

You can only kill that tank however- so at best +1. Whilst the enemy is still likely to outnumber.

Also you might want to think about objective placement. Against some armies it can near win the game on its own. Generally you want to ensure any objectives on his side of the table are away from cover and in the open (unless you have IC weapons). How close they are to you depends on how fast his army is and how fast yours is. An extreme examples would be marine air assault vs siegers. Here you would place the objectives 30cm from his baseline and on the short table edge, one on the left and one on the right. Now the slow enemy speed means one flank can't help the other whereas your troops can mass at will.


Agreed, I've been planning my Obj placement carefully. It's one of those, thankfully rare, WTF moments though- the best place to put an Objective is as far from any 'realistic' objective (forest, hill, building) as possible.

And Marines do use terrain. The enemy gets that -1 to-hit for that. So for example any attack with 5+ to-hit will mean that only half of the shots hit home when in cover. All infantry should almost always be in cover somehow. Remember that using just the vehicles, means that first enemy shoots them and then the now unprotected infantry. Though I often use Devastators with two Dreads in Thunderhawk with Dreads giving them mobile cover in case I have to hit target that has no cover nearby.


I was under the impression a formation fires simultaneously, so it can't shoot the tanks first, then infantry.

I too used to use Dread's with my Dev's- but I realised it makes an all-infantry formation into a mixed- so all your opponents AT fire has a target, a very dead target.

Marines will have serious problem doing castle defence. For that matter with Marines, I could smash you castle there in one retain action. You'd lose half of your forces. You've set them up for perfect intermingled clipping assault.
1. Teleport Terminators on the hill.
2. Bring in Thunderhawk full of Terminators with Chaplain to do an intermingled assault. Target is Whirlwinds and intermingle, both Tacticals and Devastators (as they seem to be within 5cm of Whirlwinds). Assault from the Tacticals side of the hill, keeping the hill between Terminators and Devs. Terminators will rip them apart and second set will support.
3. Retain and attack with second set of Terminators intermingling the second Tac and Russes. Assault from tacs side and *boom*.


That's nearly what happened TBH.
If Darren's Chaos had gone first that turn, he would have Engaged with 2 Daemon Bombs, my 'castle' would have been wiped out and the game would have ended there. So in hindsight poor deployment on my part.
The castle is mostly versus IG and Orks, who have little or no air assault/teleport capacity. It was my 2nd or 3rd game against Chaos, so I stuck with pre-planned anti-IG tactics until I've learnt the suprises. Now I know a castle against Chaos is risky, whilst I can be more aggressive with Air Assaults because they have some small formations I can take on and win.

For something different with Marines, I would suggest trying out the Scions in my signature. That gives you a armour heavy Marines. Not easy to use, but I like 'em.


I've looked at the list, it looks very interesting- I've been looking for a way to have a ground force that doesn't suck balls.

I have all the models to make a decent Scions list, apart from the compulsory Promethius...grumble.

I think the Space Craft unit entries need to be editted to remove Drop Pod assault rules and options.


Thanks for the feedback, for now I'm working on a Guard army. I just don't find the Marine list competitive, nor fighting games with both hands tied behind my back.

Maybe I'll take them off the shelf after more game experience with my Guard.

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