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Tanks, tactics and ultramarines


Tiger9gamer

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So, I'm getting back into my space marine army after playing for almost a year straight of knights + admec, but I kinda have my doubts on how to make things work. For admec it's simple.

 

Play lucius, have screening at least 3 10 man vanguard squads in front of my tank line with a vanguard plasma squad and electropriest squads teleporting in to shoot stuff while my heavy tanks and knight blow the hell out of everything in sight. I know how to play them very well by now I think, and though pure knights are more of a mystery to me, I can say I get the gist.

 

Space marines though... Well, I played against a few ultramarines armies and I tore through them with my admec quite hard. maybe I just know how to level the firepower against enemies like that, or maybe a knight crusader is a super-killing machine, but I'm willing to try playing without it. got some questions tho...

 

Are rhinos / mechanized lists worth it for a tactical marine based demi-company? are vindicators worth it? how should I run my captain?

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We’ll be honest with yourself.... how many times during those beatngs did you think to yourself; ‘Hmmm... he almost beat me with those Rhinos. Thankfully he used them wrong’ lol

 

Seriously though I think you know what you’re getting yourself into. If you're played my a very competitive environment, the number one use of Rhinos is to hide characters from Knights and reduce drops. Secondarily they block, but they really aren’t what they used to be.

 

Vindicators can be surprisingly good but so dependent on luck with the D3 shots and the way move and shoot works... well you gotta have multiples or forget it. I personally don’t use them, but I face them periodically.

I don’t understand why you wanna play SM tbh .

 I ran out of knights and admec to paint and had the thought of "Why don't I paint Novamarines?" and thus I did.

 

 

We’ll be honest with yourself.... how many times during those beatngs did you think to yourself; ‘Hmmm... he almost beat me with those Rhinos. Thankfully he used them wrong’ lol

 

Seriously though I think you know what you’re getting yourself into. If you're played my a very competitive environment, the number one use of Rhinos is to hide characters from Knights and reduce drops. Secondarily they block, but they really aren’t what they used to be.

 

Vindicators can be surprisingly good but so dependent on luck with the D3 shots and the way move and shoot works... well you gotta have multiples or forget it. I personally don’t use them, but I face them periodically.

 Well... actually once, since he didn't hide his rhinos and my onager blew it sky high. heck, one game they completely shut down my robot firebase by just swarming them with T7 boxes that did nothing but make sure they couldn't shoot (stupid rule in my oppinion but whatever)

 

but, those are great ideas for how to use rhinos. I was thinking of just bum-rushing people with rhinos to mid field, getting out and then boltering people until my tactical squads die, charging what got close with the rhinos. the main squad's i'm thinking of are:

 

10 man Tactical squad w/ combi-plasma +power sword, plasmagun, missile launcher - 187pts

 

and since everyone is inside, they can get out in force to bolter down something... good idea?

If you're going to advance with a Tactical squad, particularly in a Rhino, consider the heavy weapon being a Heavy Bolter. It's cheap and quite effective. Even strips the odd wound off T8 vehicles.

 

Otherwise I quite enjoy my dual plasma Tactical squads. If there isn't a modifier to hit, always Overcharge targets with 2+ wounds with them.

 

I want to bring a more Mechanised list but I consider Rhinos as very expensive for what they do. I use them for a Sternguard squad and character support which gives them utility and assault potential but apart from that I save points where I can and Rhinos are a part of that.

 

I do feel a plasma and Melta toting Tactical Marine force could be effective moving up in multiple Rhinos sometimes but it would need testing.

you know... I just remembered something important that may make it better.

 

I could have two 5 man squads in one rhino, each with a plasma gun, and though it would be more troop slots filled it would deliver a lot more special weapons to the front, right?

so new question: what is better for a ride in a cerastus ram w/ chaplain support? a full 9 man vanguard squad kitted out with stormshields , axes and the like? or a full 9 man th/ss terminator squad? trying to think of a good wrecking ball that isn't a knight.

It depends on what you want really.

The thunderhammers have more durability and thunderhammers are amazing in killing vehicles and multiwound models, not so great at clearing chaff.

The vanguard have more flexibility in their loadout and way more mobility if you give them jump packs.

They can hop over screening units to reach whatever you want, they die more easily though.

The Caestus Assault Ram is an awesome vehicle and I use mine whenever I get the chance:yes: Brother Joukernaut makes excellent points on units to deliver. Personally I favor a Vanguard Squad for reasons he stated. If you target the right unit to hit, it can really put a thumb in the eye of your opponent's plan:wink: ….. choose your target carefully though as with today's C:SM it's more than likely a suicide mission.

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