7Thunders Posted November 24, 2010 Share Posted November 24, 2010 Ok. Listed below is my desperate attempt to try and play this game on my terms :huh: followed by what i am trying to do. So here is the list: pedro kantor 10 tacs with power fist/ melta gun 10 tacs with flamer/heavy bolter sgt. Has 2 plasma pistols vindicator/siege shield vindicator/siege shield tri-las predator. 10 sternguard 2/combi-plasma. 2/combimelta dreadnought (blackreach one) 2 rhinos drop pod. now i am just trying to keep it simple. I move up 6 inches and proceed to start "shelling the hell" out of evry thing i see. :P the tacs bring up the left and right rea flanks in their rhinos. the dread brings up center rear. Meanwhile pedro and the sternguard drop in just out of harms way of an objective and start fighting untill one of the tac units can get there to give aid. i proxied some of this stuff. The army seems to do real well, except for one thing. the moment anyone can get behind me. I am doomed. Anyway i can fix this? thanks. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/ Share on other sites More sharing options...
breng77 Posted November 24, 2010 Share Posted November 24, 2010 Why does the sarge in 1 squad have 2 plasma pistols (he cannot fire both of them). I would say to drop one and add a heavy weapon to the tactical squad that does not have one. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2571205 Share on other sites More sharing options...
Hellios Posted November 24, 2010 Share Posted November 24, 2010 Why does the sarge in 1 squad have 2 plasma pistols (he cannot fire both of them). I would say to drop one and add a heavy weapon to the tactical squad that does not have one. Because people know not to mess with you when you care so little for your life that you use not one but two plasma weapons... and he has survived long enough to be a sgt... Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2571224 Share on other sites More sharing options...
Mysticaria Posted November 24, 2010 Share Posted November 24, 2010 Keep something back.... Tactical Squad in rhino seems perfectly suited to run behind a vindicator. There is no real point to them running on the flanks (unless you mean 1" away from side armor of vindicator). Rhino behind a vindicator would allow it to get a cover save, and would be available to respond to any rear area threats. Also, at the beginning of the game, take a look at what they have in reserve, what's fast, what they have that has some way to get behind you... and have a plan to deal with that stuff. Your army is very similar to mine, and I like to run a rhino near a vindicator to protect rear/side armor. Dred can work well in combination too. Dred walking near a vindicator would be able to respond to any rear threats just as a rhino tac squad would. -Myst Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2571421 Share on other sites More sharing options...
waaanial00 Posted November 25, 2010 Share Posted November 25, 2010 Honestly you are doomed from the start if you are trying to stick to plan A against everyone. Its a good idea to have a plan and an idea of what each unit is good at but being hard headed and sticking to this plan each and every time will mean you end up losing each game because you dont adapt and the enemy does. Your plan should differ according the the following: Terrain Setup Deployment (both type and analysing theirs and yours) Mission Objective placement Opponents army Opponents playing style (either percieved through lookign at their list or known if they are a regular opponent) Im sure there are others but these are the main ones. Sadly it looks like you are trying to shoehorn your tactic into every situation, if you dont want to be adaptive maybe this isnt the game for you. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2571792 Share on other sites More sharing options...
chaplain belisarius Posted November 25, 2010 Share Posted November 25, 2010 maybe give the enemy a volley in the first turn? (meaning tacs sit in rhino and fire special and heavy, tanks sit still and fire at full effect and pedro and sternguard raise hell in enemy lines?) hope this helped mate..:D Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2571998 Share on other sites More sharing options...
thade Posted November 26, 2010 Share Posted November 26, 2010 Waaaania hit this on the head. You cannot guarantee that you can keep your enemy from getting behind you. Tyranids, marine drop pods, and BA DSing jump troops will have no trouble at all getting behind you. Adaption is a huge element in this game. DSing the Sternguard in by themselves isn't how I would play it, as any unit on it's own will get eaten. Anyway, shelling is good, but your artillery is mobile for a reason: keep em moving, trying to keep it such that your opponent must also move and you cut off what of theirs can and can't reach you each turn. Try to ground their transports. Turn your tanks so as not to expose rear armor. If they get behind you, maybe you can change what "behind you" means. Move 12", adjust your facing, and use those smoke launchers. If the DS in a lot of infantry, consider disembarking your marines for that turn and either shoot them up or tie them up in an assault. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2572798 Share on other sites More sharing options...
awfulawful Posted November 26, 2010 Share Posted November 26, 2010 Also, the carrying capacity on that drop pod is ten models: ten sternguard + one pedro = does not fit in it ;) a C:SM drop pods hold 12 mans. Your pods only hold 10 guys because you filled up two spots with hair gel and glitter for your sparkly vampires. The wolves lose two spots because of the kegerator. ;) Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2572807 Share on other sites More sharing options...
thade Posted November 26, 2010 Share Posted November 26, 2010 Also, the carrying capacity on that drop pod is ten models: ten sternguard + one pedro = does not fit in it ;) a C:SM drop pods hold 12 mans. Your pods only hold 10 guys because you filled up two spots with hair gel and glitter for your sparkly vampires. The wolves lose two spots because of the kegerator. ;) Chalk that up to another thing I miss from my former codex. I'll edit that out of my post to allay confusion. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2572815 Share on other sites More sharing options...
waaanial00 Posted November 27, 2010 Share Posted November 27, 2010 We all have different capacities because GW are moronic and cant figure out that because they own the licensing on their own rules they can change them at any time they want across the whole fleet. Why they carry on this stupidity of having the same thing do different things depending on what book you buy, honestly I dont know why they keep this stupidity of "Oh its printed we cant change it now". Drop pods make more sense to have a capacity of 10 from the models perspective and 12 from a gaming perspective (allowing attached leaders). Why cant they just figure out which one and be consistent? How this company continues to be the top of the food chain is beyond me. /rant Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2573476 Share on other sites More sharing options...
Shadowstalker Grim Posted November 27, 2010 Share Posted November 27, 2010 I think the drop pod rules are fair enough, i mean divergent space marines already get loads of bonuses, at least this way we're ahead with our drop pods. I know it doesn't make much sense, but it is balanced more this way Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2573511 Share on other sites More sharing options...
7Thunders Posted November 28, 2010 Author Share Posted November 28, 2010 Thanks guys for all of the responses. :( since posting this, i have been playing around with the list some. i changed out the vindicators for : 2 thunderfire cannons.+ a bike squad with attack bike attached. this worked quite well. :yes: in fact it worked real well. The bikes gave some mobility that i was needing.i never even considered adding any sort of fast attack slot to the force. but it helped to handle threats to my backside. I still have the tri las pred in the list. But am thinking about dropping it to make some room for my Godhammer or redeemer. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2574041 Share on other sites More sharing options...
waaanial00 Posted November 28, 2010 Share Posted November 28, 2010 I think the drop pod rules are fair enough, i mean divergent space marines already get loads of bonuses, at least this way we're ahead with our drop pods. I know it doesn't make much sense, but it is balanced more this way Rumour has it that the capacity issue was caused because GW fluffed it up in C:Space Marine and fixed it in the following codices. Im sure balance had nothing to do with it and any balance effects are purely coincidental. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2574086 Share on other sites More sharing options...
thade Posted November 28, 2010 Share Posted November 28, 2010 Rumour has it that the capacity issue was caused because GW fluffed it up in C:Space Marine and fixed it in the following codices. Im sure balance had nothing to do with it and any balance effects are purely coincidental. Would be nice if they'd FAQ this. Ah well. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2574554 Share on other sites More sharing options...
Shadowstalker Grim Posted November 30, 2010 Share Posted November 30, 2010 I wouldn't be surprised if it were a mistake, though I prefer to think that the extra spaces in those divergent drop pods are filled with the extra rules :) It allows regular marines to pull some combos that give them the edge on their divergent counterparts. Whether they meant it to happen or not, I think that it's not a bad thing.. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2576388 Share on other sites More sharing options...
Ming Posted December 2, 2010 Share Posted December 2, 2010 As for the Pods...the current model is 5-sided, room for 10 marines. If playing wholly WYSIWYG, it would be a mess. I'd assume that just as most players do not have a dreadpod, some marine chapters use 10 seater pods, and some use 12 seaters. And SWs of course have 5-seaters for those teleport-challenged terminators.... As for the original post - GW codex testers in the past foreshadowed having armies with 3 vidicators and 3 full assault squads running in teams - but I've yet to see anyone really run it as the core for their force using the regular dex (although there are likely BA and SW players doing it). Jump pack assault squads use the vindi for cover, and wipe out units the vindi damages as they advance, tactical squads cover the rear, as they move on to the objectives...The BAs could do this best, since their vindis are fast, and regular assault squads are troops. Waaaaan is spot-on - Marine armies need to focus on the mission to win, not running and gunning the same way every game. Link to comment https://bolterandchainsword.com/topic/215749-anyone-willing-to-check-my-strategy-on-this/#findComment-2578268 Share on other sites More sharing options...
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