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tech guard Vs marines 9/2/08

 Post subject: tech guard Vs marines 9/2/08
PostPosted: Sun Feb 10, 2008 2:51 am 
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Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
Good report ragnarok.

Part of the problem you encountered with a lack of activations was down to the amount of Land Raiders in that particular army.  Coupled with 500 points in air formations you ended up with less "boots on the battlefield" than I would estimate is best for marines.

In the game I thought you did quite well considering that the marines were setup to try and out shoot the enemy (I counted 2 marine engages in the game, one being the air assault).  Shooting just isn't one of the marines strengths, they can do it, but their firepower is relatively expensive (because it comes with built-in assault power).

In regards to taking on larger formations I find that as long as the marines have more activations they can use that to surround an enemy formation end of one turn and assault the next (or later with a fast moving unit like speeders).  Plus it is important to remember to evaluate how the opponent can deal with the destruction of one or two formations.  The Tech Guard had only 5 activations, take out any two of them and they will struggle to capture objectives  (As you noted the air assault would have been safer attacking the weaker formations as well).

I will also mention that in my recent games using the IG against SM I have used a SHT company with 3 Baneblades.  It is my "sucker" formation, I move it forward "threateningly" to goad my opponent to shoot at it.  WE formations with 4+RA are very resilient and usually require far more points worth of enemy shooting to break.  This way my far more vulnerable support formations survive longer, preserving precious activations.


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