Base preferance |
Legion 4
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Post subject: Base preferance Posted: Wed Dec 17, 2003 6:46 am |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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No Land Raiders, Vindicators, or Assault SMs ? And are you short Transport (Rhinos if not Raiders) for all your Infantry ? 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Shadow Hunter
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Post subject: Base preferance Posted: Wed Dec 17, 2003 10:02 am |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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It looks okay, but you have bought a lot of upgrades (I'm assuming because you want to buy as many of the new things as possible ) which means its even smaller than a marine army already is.
I dont think you need to upgrade 3 land speeders. 1 or 2 should be enough. Maybe keep 1 rhino in the tac unit to take hits/supression off of the razor backs. I'm not sure what scouts are like, I've never used them. Mainly because nothing about them stands out.
Maybe try only having thunderbolts instead of marauders, or even a Thunderhawk. This would all save points to buy another unit.
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nealhunt
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Post subject: Base preferance Posted: Wed Dec 17, 2003 6:19 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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That's very shooty for a marine force. That's not bad but you are going to have to watch out.
Marines shine in assault-heavy battles. With a heavy firepower version, you will not be able to go toe to toe with firepower, and you have lost some of your assault advantage, too.
In general, I'd say you will have to remain very mobile, probably doing at least one major redeployment during a game, in order to concentrate your firepower in a small area while presenting a small frontage of potential targets. If you get caught in a battle of attrition, you will lose.
It's almost an Eldar style of fight. With that in mind, I might drop the dread from the devastator detachment because it will hinder your mobility.
I'm also doubtful as to the effectiveness of mixed speeder formations, but it's worth a try.
Personally, I'm big proponent of plain old tacs, with a handful of commanders scattered around. They are just extremely tactically flexible.
_________________ Neal
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Lalonde
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Post subject: Base preferance Posted: Thu Dec 18, 2003 8:47 pm |
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Joined: Sat May 17, 2003 2:06 pm Posts: 25
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Hi there,
I'd agree with Neal on many points. I think it's far to shooty for a Marine list.
Definately drop the Dread from the Dev detachment, I used to have 2 as a matter of course in my Devs detachments, but some games the formation never got into a good firing position. Use the 50 points for a Chaplain or Captain in the Tact formation.
They do have their uses though, IMHO. If your going to garrison some Tact/Dev detachments then they will be fine, or if you're dropping in a Tact squad in pods. (they bolster the smaller, vehicleless unit)
I'd only use scouts in drop pods myself - a cheap harrassing unit to get crossfire bonuses for my advancing Tacts. I think it may have been Neal who inspired me to try that with posts elsewhere. ?
I think Termies are a must (just the one unit mind), they really worry opponents - especially IG ones. 
I'm quite tempted to add an attack bike or LS Tornado to my formations just to give me the option to put a blast marker on a unit from a distance. Not sure 3 is the right number though.
I'd recommend more Tact formations above all else, maybe in a swap for the Preds. They really are the best marine unit. I always do better when I have at least 4 of them on the battlefield - If I had more available, i'd be tempted to use 6.
However if we all took exactly the Armies it would get very dull, very quickly ? ?So go for it, the shooty way, it will be a good challenge. 
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Partly I guess but I'm basing my Epic army arround the same basic ideas as its planned 40K version and so am taking same sorts of things as that.
Maybe keep 1 rhino in the tac unit to take hits/supression off of the razor backs.It's probably be a good idea tactically speaking but I think I'll leave them as they are for background and differentiation reasons as my Chapter doesn't use Rhino's (with the possible exception of transporting scouts).
Maybe try only having thunderbolts instead of marauders, or even a Thunderhawk. This would all save points to buy another unit.Possibly, are Marauder's not any good? Pity, they're the only two models for the army I've already got so far (well apart from tons of plastic infantry), having bought two of the Huge ForgeWorld Marauder Destroyers.
However if we all took exactly the Armies it would get very dull, very quickly ? ?So go for it, the shooty way, it will be a good challenge. ? Exactly and I do like my armies to be a bit different and I want this to be a very shooty army, though I'm thinking about adding in another detachment of tactical marines and one of bikes to have some more numbers and punch in an assault...
Glyn