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Space Marines tactics II

 Post subject: Re: Space Marines tactics II
PostPosted: Thu Oct 06, 2011 8:28 am 
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Visit this page - http://epic-uk.co.uk/ukepicachampionship/albyr.php and you can see tournament lists going back to 2008...most are 3000.


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 Post subject: Re: Space Marines tactics II
PostPosted: Thu Oct 06, 2011 8:58 am 
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Mephiston wrote:
You can always elect to leave units behind before you deploy.

This allows Space Marines to decide not to take rhinos to either garrison or arrive by thunderhawk. What you can't do under the rules/netEA lists is elect enter play by drop pods, this must be decided at list build time.


would this rule work for say, a IG player that has a mech platoon and for what ever reason wants to leave all the chimera's behind? and what about a all walking platoon with some tanks tacked on , could they leave the tanks behind so the infantry could garrison? ( all just what if's, never actualy would likely happen, but I just wana know (JUST incase lol))


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 Post subject: Re: Space Marines tactics II
PostPosted: Thu Oct 06, 2011 9:52 am 
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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.


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 Post subject: Re: Space Marines tactics II
PostPosted: Thu Oct 06, 2011 9:58 am 
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Lord Aaron wrote:
Mephiston wrote:
You can always elect to leave units behind before you deploy.

This allows Space Marines to decide not to take rhinos to either garrison or arrive by thunderhawk. What you can't do under the rules/netEA lists is elect enter play by drop pods, this must be decided at list build time.


would this rule work for say, a IG player that has a mech platoon and for what ever reason wants to leave all the chimera's behind? and what about a all walking platoon with some tanks tacked on , could they leave the tanks behind so the infantry could garrison? ( all just what if's, never actualy would likely happen, but I just wana know (JUST incase lol))



Yes they can.....but having paid a premium to get these units why you wouldn't want to use them I'm unsure!


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 Post subject: Re: Space Marines tactics II
PostPosted: Sat Oct 15, 2011 7:07 pm 
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All races may choose to leave transport behind when they deploy at the start of the game in order to garrison. There may be a slight advantage in doing this, for example because of the location of a T&H objective, but this is rare because normally people have already got one or more formations that comply with the garrison rules. There is no other penalty for doing this, and for victory point purposes you use the number of units deployed at the start of the game, but count the original value of the formation.

The Epic-UK Marine lists allow the Marine formations to define their transport at the start of the game. They do this after the objectives are placed, but before any other deployment.
  1. If they have purchased a Space craft, a Marine formation may replace Rhinos with drop pods provided
    • the entire formation (including upgrades) can deploy by Drop pod, and
    • there is sufficient room in the Space craft
  2. Like other races, a Marine formation may discard Rhinos and other vehicle upgrades in order to deploy in an air-transport; and may use it to planet fall provided the remaining formation can also fit in the Space craft required for planetfalling.
  3. Like other races, a Marine formation may discard sufficient vehicles to permit the remainder to garrison.


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 Post subject: Re: Space Marines tactics II
PostPosted: Tue Nov 08, 2011 3:02 am 
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Finally just got a hold of some war hound titans.

Given that my normal SM lists typically includes terminators+chaplain (400 pts) and a Thunderhawk+landing forces (550-700 pts), wondering which of these I should give up to take 500 points if titans and how I should adjust tactics to include them.

Any thoughts?

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 Post subject: Re: Space Marines tactics II
PostPosted: Tue Nov 08, 2011 4:11 pm 
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robbypk wrote:
Given that my normal SM lists typically includes terminators+chaplain (400 pts) and a Thunderhawk+landing forces (550-700 pts), wondering which of these I should give up to take 500 points if titans and how I should adjust tactics to include them.

Any thoughts?

Rob,
I would look at Mephiston's link above to see how the UK folks do it. If you want to keep the same mobile assault style for your SM force, I would imagine that the points for warhounds would come from the ground pounder portions of your list, rather than the termies/t-hawk portion. If you get rid of either of your deep strike options, you'll have to use the remaining one much more timidly or risk hanging them out to dry in the opponents backfield if you're too aggressive.

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 Post subject: Re: Space Marines tactics II
PostPosted: Wed Nov 09, 2011 12:44 am 
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Ok, I'll take a look at those lists....but I was throwing some numbers around today and working on some army lists, and it just didn't seem like any of my air assault forces would fit in with a Titan.

Ground-pounders, yes, those of course seemed to work well with titans and create a good list, but not air assault.....unless I need to totally rework my tactics....

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 Post subject: Re: Space Marines tactics II
PostPosted: Wed Nov 09, 2011 12:51 am 
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guys
can you show me any rules references in regards to "formations can leave units behind" because i do not see it anywhere, and infact, the space marine "can choose to leave rhinoes behind" rule (which is a space marine rule specifically) seems very much to contradict the idea that anyone can do it.

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 Post subject: Re: Space Marines tactics II
PostPosted: Wed Nov 09, 2011 11:16 am 
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While the standard E:A rules cover coherency during the game, they do not cover the notion of dropping units from a formation at the start of the game in order to choose a different deployment method.

IIRC this was extrapolated from the Marine transport rule quoted, and was debated at length some years ago. Ultimately it was concluded that at the start of the game, a player could do this without penalty; the loss of mobility and reduced formation size being viewed as sufficient penalty in its own right.


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 Post subject: Re: Space Marines tactics II
PostPosted: Wed Nov 09, 2011 11:38 pm 
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Is this something that is generally applicable, though? Other armies could in theory be set up to drop units pregame and receive some benefit, such as the ability to Teleport, in exchange for a formation size that could be reduced minimally. Aspects that are a mix of Swooping Hawks and others come to mind.

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 Post subject: Re: Space Marines tactics II
PostPosted: Thu Nov 10, 2011 1:30 am 
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Ok, I've been looking over those UK lists. One strange thing sticks out to me -- a couple of those lists include a strike cruiser but there are no forces that will obviously land via drop pods.

Why?

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 Post subject: Re: Space Marines tactics II
PostPosted: Thu Nov 10, 2011 9:56 am 
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Don't forget that the Strike Cruiser also has its barrage, which marines often need against a hoard style army.


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