Brother_Byhlli Posted July 6, 2011 Share Posted July 6, 2011 Hey, brothers. I recently acquired a bunch of new models some of which I included in my army yesterday in a 1,250 point battle against Orks. As I hadn't played bigger than a 750 point game before (at least, not for over a decade!), this was quite a step up. My opponent was playing Orks. I'd played him before at 500 points and so I had a vague idea of what was going to be in his list: Boyz, and lots of them! Sure enough, when the time came for him to place his units, I found myself playing against around 100 models. I was outnumbered around three to one, but I had faith in my armour and the protection of the Emperor! His list (roughly): Warboss Big Mek Deff Dread 3* Killa Kan 3* Killa Kan 26* Ork Boyz with choppaz 29* Ork Boyz with shootaz 27* Ork Boyz with shootaz and a Nob upgrade My list: Librarian --Jump pack Honour Guard -- Jump packs -- 4 plasma guns Sanguinary Guard -- Chapter banner -- Power fist -- Infernus pistol -- Plasma pistol Assault Squad -- 5 additional Space Marines -- 2 meltaguns Assault Squad -- 5 additional Space Marines -- 2 meltaguns Stormraven Gunship -- Twin-linked lascannon -- Twin-linked multi-melta -- Additional armour My list was an expansion of my jump-infantry 750 point list, itself an expansion of my jump-infantry 500 point list, so although I was new to the army size, I knew how I wanted to play my game. Mission and Deployment Type We rolled Annihilation and Pitched Battle. Deployment We rolled for deployment and I won, so I asked him to deploy first. Although Blood Angels have a reputation for headlong assaults against all odds, I tend to play a reactionary game. Being as mobile as I am and having so few models as I do means that it's always best for me to play a conservative game and force my opponent into making a commitment that I can exploit. My opponent deployed his unit of Boyz with the Big Mek, his six Killa Kanz and the Deff Shoota on the table and held his remaining two units in reserve since he couldn't find space to deploy them. (I think he could actually have deployed them. I'm not entirely sure why he chose to keep them off the table. Perhaps he was already fed up of placing models, after stick his unit of nearly thirty Boyz on the table!) His six Killa Kanz were spread almost in a line across the table with the Deff Dread in the middle. His unit of Boyz was just to my left of central. I deployed my Sanguinary Guard and Librarian in the Stormraven and deployed everything entirely on my right-hand corner of the table, aiming for flank denial of his right-hand flank. Because one of his Killa Kanz units and the Deff Dread were further to that side of the table, I was aiming to buy myself an extra turn or two to deal with the closer part of his army before I was forced to deal with them. I knew that in a fair fight I'd suffer in combat against him so I was aiming to unbalance the combat as much as possible. I hoped to strike with my entire force at one or possibly two of his units per turn, obliterating them and falling back to wait for the next target. Ork Turn One The Killa Kanz closest to my army moved directly forward, while the Kans and Deff Dread on the further side of the table were forced to move around terrain to get closer to my compact force. The unit of Shoota Boyz moved into cover in the middle of the table in a ruined building. He ran all of his units forward since he was out of range. Blood Angels Turn One I moved my infantry maybe eight inches up my right flank. I had all of my units behind a building that I would be able to jump over in order to charge, but none of his units were within charge range and if I had moved out to shoot, I'd be facing 30 Boyz shooting at me before the unit of Killa Kanz charged. Because I'd never faced Killa Kanz, I was wary of getting too close. My Stormraven's multi-melta was within range of the central Killa Kanz by about an eighth of an inch so I unloaded the lascannon, multi-melta and all four bloodstrike missiles at the unit, immobilising one. I rolled an additional two Destroyed! results on the vehicle damage table, but due to being within six inches of the Big Mek the Killa Kanz got a 4+ cover save and passed them both. (I was wondering if anyone knows what this rule is. I meant to ask my opponent but forgot about it until now.) Ork Turn Two The Ork player very nearly completely forgot about the turn sequence. I had to calm his determination to shoot at my Stormraven with his Killa Kanz before he'd moved anything else! My opponent rolled for his reserves and the unit of Choppa Boyz led by the Warboss made it to the battle, moving six inches on from the Ork table edge. The distant Killa Kanz continued their interminable rumble up my left flank around the buildings there and the Deff Dread got confused about where it was going and decided to reverse direction as my opponent decided it was a more direct route to me. I have to say, I was glad to see his indecision as I knew he'd just granted me an extra turn before I had to deal with his Deff Dread. The Killa Kanz opened fire at my Stormraven and destroyed a weapon, choosing to remove the multi-melta. (I suggested he take off the lascannon for the increased range and higher strength, but my opponent having made his decision honourably decided to stick with it, even though he recognised his mistake.) Everything else ran forward to try and close the gap with the pesky Blood Angels who were very sensibly holding ground in their defensive formation. Blood Angels Turn Two I saw an opportunity to take out his closest unit of Killa Kanz. Having moved forward the previous turn, I fired up my trusty jump packs and cleared the building that was covering me from the Killa Kanz. My Honour Guard and both Assault Squads landed within about six inches of the Ork walkers, while the Stormraven banked to the right, back onto my flank, with line of sight to the second unit of Killa Kanz that was at this point making its way in from my left flank and had almost made it to the centre of the table. My Stormraven fired off the lascannon at the second unit of Killa Kanz but wasn't able to cause a telling hit. The Honour Guard rapid-fired their plasma guns at the first Killa Kanz, hit seven times out of eight with no Gets Hot! rolls (the very first time I used them, three of my Honour Guard killed themselves on Turn One despite the Feel No Pain granted by the Sanguinary Novitiate) and wiped out the entire Killa Kanz unit. My two Assault Squads, finding themselves without a target and now alarmingly close to the second unit of Killa Kanz that was approaching steadily from the left, used their shooting phase to run back towards my flank. I'd taken out one of my opponent's units for the loss of one weapon on my Stormraven. Strike one to the Blood Angels. Ork Turn Three The second unit of Boyz still didn't make an appearance and everything else continued to move forwards. The Killa Kanz found themselves within range of my Assault Squad and Honour Guard for their kustom mega-blastaz and bafflingly decided to target the Assault Squad rather than the Honour Guard. After the smoke and dust had settled, one of my Space Marines had vaporised, leaving little but a pair of empty, smoking boots fused to the unforgiving earth. The Warboss, sensing that he might be within range to catch me unawares, declared a Waaagh! but only moved forward a couple of inches, leaving him out of charge range and sitting very nicely in front of my combined assault force. The unit of Shoota Boyz continued their movement through the ruins, but were still out of range of all shooting. Blood Angels Turn Three I moved my Honour Guard towards the Killa Kanz, emboldened by their success in taking out the first unit and once again fired up the jump packs on my assault Squad, dropping them threateningly directly in front of the Warboss' Boyz unit, within range of the Sanguiary Novitiate's Feel No Pain bubble. My Stormraven was too far back to provide support to the combat with the Sanguinary Guard, but moved forward so I could offer support the next turn. My two Assault Squads opened fire with their bolt pistols and meltaguns on the Boyz, taking out seven Boyz. The Stormraven fired on the Killa Kanz but once again failed to cause any real damage. The plasma-toting Honour Guard levelled their weapons, took careful aim and once again hit seven times out of eight. Horrifyingly, however, only one of the Killa Kanz was destroyed, with a second one being immobilised, leaving my Honour Guard primed for a charge by the monstrous walkers. Both Assault Squads charged in to the unit of Orks, who immediately swarmed forward, eager to finally bring their choppaz to bear on the stinkin' 'umies who had denied them combat for so long. Ignoring the Warboss, my Assault Squads set about cutting down Ork Boyz with frenzied gusto. In addition to the seven Boyz who had dropped to the massed bolt pistol fire, fourteen more Boyz fell to the furious charge of the Assault Squads. The remaining five Boyz struck back with all the force they could muster and managed to kill one Space Marine, who fell with the name of Sanguinius on his lips. The Warboss, seeing his unit destroyed around him, snarled a guttural challenge and crushed three more Space Marines with his power klaw. As I had expected, the combined charge from my Assault Squads completed destroyed the Boyz squad. I won combat by ten and managed to drop the Orks below ten models, which meant they would break and run if they rolled anything other than snake eyes on their leadership test. Fortunately, I would be able to support my Honour Guard in combat against the Killa Kanz. Things were looking good. Only one thing stood in my way: the Orks had to make that leadership test.... I don't know if any of you have seen an opponent pass a leadership test having just lost combat by ten points, but let me tell you: it is indescribably demoralising. The Ork unit, as they turned to run, were brought to a halt by a barked command from the Warboss. "Don't go runnin' off now, you snotling little weasels! Stand and fight! Stomp da 'umies! Graaaaaaaaargh!!!!" Belief flowed back into the greenskins and they stopped in their tracks, turned to face the triumphant and expectant Space Marines and howled defiance at their tormentors. Ork Turn Four The third unit of Boyz finally made its appearance, coming on directly in line with the tangled combat involving the Assault Squads and the Warboss. The unit of Shoota Boyz in the ruined buildings moved on through the building, finally appearing out the other side and lining up their guns on the isolated Honour Guard. The Killa Kanz unit decided to sacrifice the immobilised model and moved forward to within a couple of inches of the Honour Guard. Opening fire on the Honour Guard, the near-thirty Boyz peppered the five-man squad with gunfire. Two battle brothers fells to the weight of attacks before the Killa Kan itself opened fire on the unit and thoroughly destroyed one hapless Honour Guard. Three battle brothers died in total, but the remaining Sanguinary Novitiate and his companion stood firm in the face of the lumbering walker. Sensing bloody revenge, the walker roared a battlecry and charged into combat. The Honour Guard struck first, hoping to land a lucky krak grenade but to no avail. Fortunately, however, the Killa Kan missed its attacks and the combat was tied. The larger combat saw half of my Space Marines focus their attacks on the Warboss in an attempt to take him out before he could strike back, but since they no longer benefited from Furious Charge their Strength was reduced to the base 4, which made wounding the Warboss a challenge. After all the strikes were made and dice were rolled, only one wound had actually penetrated to hurt the Warboss. The remaining Space Marines killed a further three Orks, but after the Orks and Warboss had struck back, the combat was tied at four wounds each and the combat rumbled on. Blood Angels Turn Four My Sanguinary Guard and Librarian disembarked from the Stormraven and moved into position to charge against the Warboss' unit, though with hindsight this was a mistake. They got the charge, benefiting from Furious Charge thanks to the six-inch bubble coming from the Honour Guard and the Librarian rolled first, aiming to destroy the Warboss with his force weapon. Four attacks later and the Warboss was still standing, the Librarian failing to make it through the hulking greenskin's defences. At this point, I remembered the Chapter Banner granted the Librarian an additional attack. I held my breath. I hit. I wounded. I rolled for Leadership... and rolled a ten, passing the test with absolutely no margin for error. The Warboss rolled his invulnerable save... and failed! Howling, spitting and screaming curses, the Warboss staggered back from the final mighty blow delivered by the Librarian, who with a grim utterance consigned the Warboss' soul to the Warp. Lifeless, the giant mass of armoured Ork crashed to the ground. The Sanguinary Guard, eager to support their embattled battle brothers, struck at the remaining Orks without mercy, cleaving them and tossing the broken bodies aside. The three units consolidated backwards, drawing towards the haven of my right flank and trying to maintain a safe distance from the Deff Dread. The two Honour Guard, still locked in combat with the Killa Kan, managed to roll a hit with a krak grenade but sadly caused no damage. The Killa Kan, determined to exact revenge for the fallen Boyz who had died within sight, struck back viciously and crushed the one remaining Honour Guard, leaving the Sanguinary Novitiate glaring balefully and defiantly at the murderous machine. Ork Turn Five The lately arrived unit of Boyz continued their headlong charge across the battlefield, screaming war cries at the bloodied but triumphant ceramite-armoured Space Marines. The Deff Dread continued its lumbering advance towards the Assault Squads but due to my opponent missing a previous movement with the walker (that I genuinely hadn't noticed, or I would have pointed it out), it was out of charge range by about an inch. The unit of Shoota Boyz who had been in the ruined buildings made their way slowly towards the Assault Squads, too, who were beginning to look like they would be severely outnumbered in combat. Both squads of Shoota Boyz opened fire on the five Sanguinary Guard - nearly one hundred shots ripping into the Space Marines elite. Incredibly, due to the Orks' awful ability to point a weapon in the right direction, the fantastic quality of the Sanguinary Guard's armour and the presence nearby of the Sanguinary Novitiate, sole remaining member of the Blood Angels Honour Guard, not one single member of the Sanguinary Guard fell to the hail of small-arms fire from the Orks. The Killa Kan finally exacted revenge for the death of his Warboss and killed the Sanguinary Novitiate, wiping out the Honour Guard and roaring in victory. He consolidated towards the Assault Squads. Blood Angels Turn Five The Assault Squads and Sanguinary Guard roared a battle cry in the name of Sanguinius and the Emperor and decided not to wait for the Orks to come to them. They were the Emperor's finest; the protectors of humanity. They would take the fight to the alien scourge. The jump packs fired into action once again, launching the aerial assault troops skywards and dropping the lethal killers within inches of the unit of Ork Boyz who had so recently joined the action from reserve. The elite Sanguinary Guard, seeing an opportunity to kill two birds with one stone, positioned themselves to multi-charge both the Deff Dread and the unit of Boyz. My Stormraven lined itself up to take a pot-shot at the Killa Kan, immobilising it before the Space Marines fired a deadly salvo of bolter pistol shots into the massed ranks of Orkz, dropping four Boyz to the ground. The plasma pistol and infernus pistol in the Sanguinary Guard barked at the Deff Dread, sending super-heated rounds into the walker and destroying one of its weapons, the additional close-combat arm dropping ineffectually to the monster's side with a dull clank. The Librarian called on the powers of the Warp to fire a lancing beam of psychic energy at the Deff Dread, hitting the walker itself and the Shoota Boyz hiding in the ruins behind it. One Boy was sliced neatly in half and the Deff Dread only avoided exploding spectacularly by passing its cover save. With a roar, calling on the Emperor to witness their service, the Assault Squads and Sanguinary Guard charged into combat. The Assault Squads started the combat, cutting down five of the aliens before the Sanguinary Guard and Librarian joined the assault, the Librarian himself culling three of the xenos menace. The Sanguinary Guard accounted for an additional two, leaving twelve Orks and the Nob standing, blinking in bemusement at the destruction visited on their squad. The twelve Orks struck back furiously, killing two Space Marines. Finally, the Deff Dread and Nob struck at the Space Marines, while the Sanguinary Guard's power fist determined to ask some questions of the Deff Dread. The Nob killed one Space Marine from the Assault Squads and the Deff Dread managed to crush two of the Sanguinary Guard before the power fist connected solidly, destroying the massive machine and turning it into a wreck. I won the combat by six points, but due to the Orks still numbering over ten models, they were Fearless and so took armour saves instead of a leadership test. Six armour saves later, six more Orks lay dead in the dwindling twilight. The Space Marines piled in around the unfortunate Orks, preparing to finally finish off the unit. Generic Turn Six Although we had agreed to end the game after Turn Five, for interest's sake we decided to play an additional turn. Both myself and the Ork player are relatively new and there was an opportunity for yet another pile-in combat to be fought, so we decided to fight it for kicks. The last remaining Boyz unit managed to get within charge range with a 6" difficult terrain roll and threw themselves into the combat. This wasn't being counted for the purposes of determining victory, so it was just a massive dice roll-off. The Assault Squads killed off another two Ork Boyz while the Sanguinary Guard, inspired to Unleash Rage by the Librarian's presence destroyed another three. The Orks focused their attention on a unit of three surviving Assault Marines, trying to wipe out one of my units and managed to kill two of them. The Big Mek and Nob's power klaws and Sanguinary Guard's power fist struck at the same time, the power fist targeting the Big Mek, the Big Mek targeting the Sanguinary Guard and the Nob trying to wipe out the one remaining member of my Assault Squad. The Big Mek managed to kill two Sanguinary Guard but was struck down by the power fist and the Nob destroyed the last of the assault Squad. I won combat by two, which cost the large Boyz squad another two Orks and meant the smaller mob would run if they failed a Leadership test with a -2 modifier. This time, rather than rolling the snake-eyes which cost me the chance to support my Honour Guard, my opponent rolled a double six. The unit turned to flee, but failed their Initiative test and were cut down by the hard-eyed Space Marines. At that point we stopped the game: beer, burgers and general night-out ridiculousness were calling. Final score: 4-1 to the Blood Angels. I really enjoyed the game at the higher points level and I look forward to playing more of them. I learned a few lessons as I went, picking up on mistakes that I'd made: I completely forgot to roll for Red Thirst (which I've forgotten every time but one so far!); I forgot that the plasma gun could fire further if I just stood still, which would have kept my Honour Guard outwith charge range of the Killa Kan; and I should probably have split the Librarian and Sanguinary Guard before charging against the Warboss' unit in support of the Assault Squads - that would have allowed me to put another unit in combat with the Killa Kan with a good chance of causing it damage. I think my opponent made significantly more mistakes than I did, though - and much of my victory was granted by the Ork player making tactical errors. He left his army far too broken up and gave me too many opportunities to target individual units - never a good idea against such a mobile, elite army as I play. In fairness, though, a large part of my game plan was to force him into doing exactly that, so I guess I could take some credit for him not being able to keep his army together. Hopefully you guys have enjoyed reading through the battle report and may have noticed things I did badly or changes you would have made. Any feedback would be appreciated. Any thoughts on my game, or on my list? Getting replies from you is one of my best ways to learn! Victor Astartes! Link to comment Share on other sites More sharing options...
JMac Posted July 7, 2011 Share Posted July 7, 2011 First of all, congrats on your win brother! You fought valiantly and returned the victor! Second, My Stormraven's multi-melta was within range of the central Killa Kanz by about an eighth of an inch so I unloaded the lascannon, multi-melta and all four bloodstrike missiles at the unit, immobilising one. I rolled an additional two Destroyed! results on the vehicle damage table, but due to being within six inches of the Big Mek the Killa Kanz got a 4+ cover save and passed them both. (I was wondering if anyone knows what this rule is. I meant to ask my opponent but forgot about it until now.) I am fairly positive that you can only fire 1 bloodstrike missile a turn. I may be wrong on this, and if I am then Stormravens are an auto-include as far as I'm concerned. Link to comment Share on other sites More sharing options...
Something Wycked Posted July 7, 2011 Share Posted July 7, 2011 Each Bloodstrike missile counts as its own weapon; as long as you are allowed to fire more than one weapon, you may fire more than one Bloodstrike. Edit: due to being within six inches of the Big Mek the Killa Kanz got a 4+ cover save and passed them both. (I was wondering if anyone knows what this rule is. I meant to ask my opponent but forgot about it until now.) This is a bit of a grey area in the Orky rules. The Kustom Force Field grants "units" a 5+ cover save and in the same breath says that it "obscures" vehicles. The BRB says that obscured vehicles are entitled to a 4+ cover save if the codex rule doesn't specify a cover value. In this case, the Ork codex does specify a cover save- 5+. So, like I said, it really is a grey area. Does RAW say the vehicle is obscured and gets a 4+? Yes. Does RAW also say that the vehicle should get a 5+? Yes. In any case, great job on the win. Orks can be a rough opponent to face with the imbalance of numbers on the table and powerful tactics they can employ. Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted July 7, 2011 Author Share Posted July 7, 2011 Thanks for the reply, brother! My understanding is that each individual bloodstrike missile is a seperate weapon and so if you don't move the Stormraven over 6" you can fire all of them. I'm not sure where I picked up on that, but I know I was involved in a discussion about it a while back. I don't know if it was an internet forum, an FAQ or a blue-shirt though, so it's not authoritative. Anyhow, thanks for the congratulations! Hopefully I can continue learning with my army and get some more wins under my belt. Link to comment Share on other sites More sharing options...
JMac Posted July 7, 2011 Share Posted July 7, 2011 :P No... way... Mindblowing, I never thought of it that way.Is it FAQd or something? Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted July 7, 2011 Author Share Posted July 7, 2011 I don't see it FAQ'd, but I had a quick look on other forums and the consensus seems to be that you can fire all four missiles in one turn. See DakkaDakka: http://www.dakkadakka.com/dakkaforum/posts/list/341010.page Another thread compares to the Imperial Guard Manticore, pointing out that the Manticore has a single weapon that has a special rule which only allows it to be fired four times. See here on Warseer - same conclusion: http://www.warseer.com/forums/showthread.php?t=251583 Heresy Online, making the additional point that a Weapon Destroyed! result applied to bloodstrike missiles only destroys one of the four missiles: http://www.heresy-online.net/forums/showthread.php?t=81641 As I say, not FAQ so much, but there's a definite consensus out there. Link to comment Share on other sites More sharing options...
JMac Posted July 7, 2011 Share Posted July 7, 2011 I always read the "One Shot" as you can only shoot one a turn. Link to comment Share on other sites More sharing options...
daboarder Posted July 7, 2011 Share Posted July 7, 2011 really?......It's why I advocate their use as an effective gunship. Reserve, fly on 6' unload into some poor unit and then laugh as you opponent has bigger issues than a stormraven to deal with (ie: 30 or so RAS with FC and FNP) Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted July 7, 2011 Author Share Posted July 7, 2011 I always read the "One Shot" as you can only shoot one a turn. No. If it was "Heavy 4, One Shot", that would make sense. "One Shot" refers to the last line in the bloodstrike missile's description: "Each missile can only be fired once per game". It's a limitation on the number of times each missile can be fired, rather than a limitation on the number of missiles you can fire each turn. Link to comment Share on other sites More sharing options...
Mr.darkness Posted July 8, 2011 Share Posted July 8, 2011 . The plasma-toting Honour Guard levelled their weapons, took careful aim and once again hit seven times out of eight. Horrifyingly, however, only one of the Killa Kanz was destroyed, with a second one being immobilised, leaving my Honour Guard primed for a charge by the monstrous walkers. so, you mean it died, because its part of a squadron? i can't see that you said it or just implied. Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted July 8, 2011 Author Share Posted July 8, 2011 . The plasma-toting Honour Guard levelled their weapons, took careful aim and once again hit seven times out of eight. Horrifyingly, however, only one of the Killa Kanz was destroyed, with a second one being immobilised, leaving my Honour Guard primed for a charge by the monstrous walkers. so, you mean it died, because its part of a squadron? i can't see that you said it or just implied. My understanding is based purely on this one single game, which is the first time I've played against squads of walkers. So far as I could gather, so long as the squad doesn't move, the vehicle counts as immobilised. That's important for the purposes of shooting. The walker was destroyed in my opponents next turn, however, when he decided to move the squad to charge my Honour Guard. In the Orks turn four, I say this: The Killa Kanz unit decided to sacrifice the immobilised model and moved forward to within a couple of inches of the Honour Guard. Am I mistaken in how this should have been played? I think it was explained by a blue-shirt, though it could have been my opponent. Link to comment Share on other sites More sharing options...
BAboyz17 Posted July 8, 2011 Share Posted July 8, 2011 Awesome game! Great job! Quick thing though why not add a power fist too your assault so they won't have so much trouble with units like the war boss again. Just thinking whatever you want to do. Still great game and I hope to begin playing my 500 points soon. You've inspired me to finally work on getting my BA ready for battle. Thanks Link to comment Share on other sites More sharing options...
Brother_Byhlli Posted July 8, 2011 Author Share Posted July 8, 2011 Awesome game! Great job! Quick thing though why not add a power fist too your assault so they won't have so much trouble with units like the war boss again. Just thinking whatever you want to do. Still great game and I hope to begin playing my 500 points soon. You've inspired me to finally work on getting my BA ready for battle. Thanks Yeah, my models have power fists built onto them but I had to call them chainswords for the points. As it was I was 1,245 points. I could have dropped three men for power fists but I was happy with the full squads. Next points level I'll have power fists in there for absolute certain. Glad to hear you enjoyed reading the report. I realised halfway through I was moving into a weird narrative style but decided to run with it. I'll aim to do that more next time! What's your 500 point list? You have it all planned out already? Actually, as a quick comment, I lost my only kill point because I wasn't able to support my Honour Guard properly. BIG lesson to learn from a small thing: although I won the game 4-1, if I'd given a modicum of thought to what was about to happen and moved the Sanguinary Guard into position a turn earlier, I'd have won the game 4-0, if not more. Losing the Honour Guard cost me my Feel No Pain bubble and Furious Charge, which in turn meant my later combat in turn five wasn't cleared up in one turn as it would otherwise have been. Not a game-changing moment, being as I still won comfortably, but it's a lesson I should have picked up on while I was writing my report that only just occurred to me now. If you're playing a small elite army, such as Space Marines, you CANNOT assume your units will survive on their own. You absolutely MUST make sure that each unit has the support of at least one, if not two other units. We're a small, tactical force: strike hard. Strike fast. No mercy. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.