Mephiston wrote:
This allows Space Marines to decide not to take rhinos to either garrison or arrive by thunderhawk.
I don't usually do anything quite so drastic; In a 2x T'Hawk list I usually bring 2x Devs and 2x Assault as well, and then choose (after seeing the opponents list) whether to transport them as 2x Devs / 2x Ass't or as 1+1 / 1+1.
I'd
normally take them mixed, they make a good tag-team: 4 ass't marines are normally able to get into CC, with the devs and T'hawk behind them; This makes it easier to attack the flank of large enemy formations, denying them some of their attacks.
However, if facing a skimmer-heavy list, I'd probably transport them 2 / 2; There may only be one or two formations that can be effectively engaged in CC, and they are targeted by the Ass't formations. When engaging for instance Falcons, 8x Devs is much better.
And, as mentioned above, if the opponents strategy seems to hinge on a single über-powerful formation, I would want to maximize concentration of force and split them 2 / 2; When engaging, I'd then land and shoot with the devs first, then retain, land and engage with the assaults, with support fire from the devs.
lindstrom wrote:
Interesting to hear Speakers opinion as he choose to go with 1x beefed Tac formation instead as his only table formation. I'll have to give that a try.
It seems to work well enough; They aren't too expensive, but can still be BTS as well, they protect the SC to let me keep that vital reroll, and they are very hard to shift, especially if deployed in cover. If the enemy abandons the attempt to take the Blitz, they can then be used in a late-game rush to contest or take back objectives on their own table side.