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Thunderhawk War Engines

 Post subject: Re: Thunderhawk War Engines
PostPosted: Thu Nov 11, 2010 7:21 pm 
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TRC, posturing and smack talk are only good if you have a chance to play - otherwise it just sounds condescending (or just goofy, take your pick). Given that I've only expressed some limited descriptions of those armies, I think you (or anyone) would be hard pressed to be able to stand firmly behind that statement without knowing more about the lists (and the players).

Vassal for me is near impossible these days. Dave might be up for it, however. I suggest PM'ing him with your gauntlet throwing. :)

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 Post subject: Re: Thunderhawk War Engines
PostPosted: Fri Nov 12, 2010 1:49 am 
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Putting the Marine air transport into the 1/3 titans and spacecraft in order to use them to restrict the use of Titans is a 'cunning plan' worthy of Baldrick. Sadly, (as others have said including Black Adder :) ) it imposes unintended restrictions on the use of air insertion with Reaver or Warlord, and it would also inhibit the legitimate use of the 1st company air drop (5x THawks each containing a terminator formation, inserted by Space Cruiser).


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 Post subject: Re: Thunderhawk War Engines
PostPosted: Fri Nov 12, 2010 2:00 am 
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only by 1 thunderhawk. meaning one terminator squad will have to teleport. and really, do many people planetfall terminators instead of teleporting them? i thought standard policy was to teleport them, then fly in the hawks to pick them up. doesnt planetfalling mean they cant fly away again turn1?

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 Post subject: Re: Thunderhawk War Engines
PostPosted: Fri Nov 12, 2010 2:23 am 
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Ginger wrote:
it imposes unintended restrictions on the use of air insertion with Reaver or Warlord, and it would also inhibit the legitimate use of the 1st company air drop (5x THawks each containing a terminator formation, inserted by Space Cruiser).


Interesting theory: I will hold onto that tenuous string and hope for no change

If that is the only reason, pfht!

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 Post subject: Re: Thunderhawk War Engines
PostPosted: Fri Nov 12, 2010 10:32 am 
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Jaggedtoothgrin wrote:
only by 1 thunderhawk. meaning one terminator squad will have to teleport. and really, do many people planetfall terminators instead of teleporting them? i thought standard policy was to teleport them, then fly in the hawks to pick them up. doesnt planetfalling mean they cant fly away again turn1?

The only activity that prevents an air-transport from disengaging in any turn is where troops use a Consolidation move to get back into the vehicle (after winning an assault) - irrespective of how the various formations arrived at the assault in the first place.

Planetfalling is effectively a means of putting various formations onto the table in an 'unactivated' state - they arrive as the result of the Space craft's activation - which means that the air-transports have an activation as well. Planetfalling also means that you avoid being shot at by any AA - but the formations will get 'scattered' randomly, which means that they may not arrive quite where you want.

Teleporting is not the 'only' way of getting terminators on the table, though it is used quite regularly. Teleporting allows you to place the Terminators exactly where you want them - but as this happens at the start of a turn the opponent can take counter-measures and also they may well get some BMs. Flying terminators on inside an air-transport is also regularly used. They arrive when needed and avoid teleporting BMs (though may suffer AA), and you can use a second air-transport to pick them up (to disengage at the end of the turn as before).


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 Post subject: Re: Thunderhawk War Engines
PostPosted: Sun Nov 28, 2010 8:43 pm 
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Moscovian wrote:
TRC, posturing and smack talk are only good if you have a chance to play - otherwise it just sounds condescending (or just goofy, take your pick). Given that I've only expressed some limited descriptions of those armies, I think you (or anyone) would be hard pressed to be able to stand firmly behind that statement without knowing more about the lists (and the players).

Vassal for me is near impossible these days. Dave might be up for it, however. I suggest PM'ing him with your gauntlet throwing. :)


Ah-ha, knew I forget to replay to something!

I am confident of standing behind it because I've seen the evolution players go through with marine lists. I've also played enough to see what performs the best. Certainly you can come up against lists designed to do that common build over but they will flounder against other armies so they are less of a problem than they might appear. Really a million and one configs of marine armies have trotted through marine tournies and it still comes down to a certain theme is best, though there are obviously variations (e.g. landing craft instead of a thunderhawk etc). The key though is speed/deployment ability and late game resilience to play the GT scenario more than the opposition. So terminators, air units, scouts, warhounds. Other units can provide support and at the end of the day those warhounds are support not core, but they are great support. And those thunderhawks are used carefully, survive their initial use and go on to be good bombers, extractors and object deniers.

And if choosing I would prefer goofy :)


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