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Space Marines tactics III

 Post subject: Space Marines tactics III
PostPosted: Tue Mar 05, 2013 2:46 am 
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When terminators teleport onto the board there are always two risks:
1. They will roll badly and get blast markers on the way in.
2. The SM player won't win strategy at the start on the turn they come in and your opponent will either move away from them or quickly gang up and badly damage or even destroy them.

On the other hand, if you bring them in with a Thunderhawk, you avoid both these risks.

Lately I've been loading up my terminators in Thawks and bringing them in at the end of turn 1 to do what they do at the end of the turn, rather than the beginning of turn 2. (sometimes I even have a second, empty Thawk to come in and pick them up after their assault) It guarantees my terminators will not have any BM on them going in (unless the thawk gets shot at on the way in), the opponent has not had the chance to get rid of any BM yet, and I will get the bonus of an extra two 4+ assault rolls from the Thawk.

Working really well for me and at this point I prefer bringing them in this wy over teleporting.
Does anyone else do this?

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 Post subject: Re: Space Marines tactics III
PostPosted: Tue Mar 05, 2013 10:01 am 
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lots of people do this in my experience, I came up against termies and land raiders in a landing craft at the last tournament I went to..... so much 4+ RA......

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 Post subject: Re: Space Marines tactics III
PostPosted: Tue Mar 05, 2013 10:51 am 
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they utterly overwhelmed my left flank, there was just nothing I could do to reduce their numbers

Against Tim's Ulthwe I think they helped Mark stay in the game and hang on for a draw as they're so resilient and difficult to break

I plan on trying something similar with a landing craft loaded up with yellow templar terminators and LR crusaders, for some serious engagement power....

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 Post subject: Re: Space Marines tactics III
PostPosted: Tue Mar 05, 2013 1:00 pm 
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elsmore wrote:
How did the Landing Craft and Termies do? I've included them + Devs on board in my Blood Angels army, delivered by Strike Cruiser. Can't wait to drop that bomb!

Termies + Devs in a LC is my favourite, retaining with some more termies in a TH to add to the mahem. As a 1:2 combo, it dishes out a lot of pain and is hard to top. BUT, can this be vulnerable to enemy AA and does tend to end up with your BTS in amoungst the enemy - so can also be vulnerable to concerted counter-attacks. So, you always need to consider what happens next.

One suggestion is to consider landing near or even inside terrain. This allows the termies to remain on the battlefield in a location where they can be very hard to dislodge.


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 Post subject: Re: Space Marines tactics III
PostPosted: Tue Mar 05, 2013 2:43 pm 
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also can fall foul of eldar if they've got a flight or two of nightwings, not to mention fire prisms.... they excel at shooting down marine flyers, having said this I had a lone hydra shoot a landing craft full of predators down at open war last year, which probably won me the game :D it's certainly something to consider!! just make sure you get rid of as much ground flak as possible early on, in my experience podding devs can be useful for that, as can teleporting terminators (which can then go on to be a total thorn in the side for your opponent!

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 Post subject: Re: Space Marines tactics III
PostPosted: Wed Mar 06, 2013 3:29 am 
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Don't forget that planetfalling the LC means that it can both activate (to prep or even assault targets) and also as a shield It is a WE, so blocks LOS. Also that you are trading an assault for safety from AA. In this, it can be usefull to arrive some distance from the enemy to set up Whirlwinds and Devastators in support positions. So you planetfall, retain to bombard enemy positions in preparation for an air assault in the following turn etc.

The point here is that there are a wide variety of different tactics that can be used, part of the hallmark of the Marines.


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