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*Sigh* Marines at Tourney?

 Post subject: *Sigh* Marines at Tourney?
PostPosted: Wed Feb 11, 2009 3:24 am 
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Quote: (mspaetauf @ 05 Feb. 2009, 17:02 )

at the moment i'm toying with another idea: having found out that i can use the thunderhawk to fly in, shoot at an enemy formation, pick up a friendly unit whithin 5cms and fly out at the end of the turn - i'm now thinking about fielding a devastator or tactical formation, maybe with dreadnoughts, as a garrison unit, use the first turn to cover my advance by either being on overwatch or sustained fire, and more or less at the end of the first turn, land with my thunderhawk, pick them up, and use them to air assault in turn 2 (or 3).

I'm going to try that in my next game.

cheers,

That's really quite clever.  I like the idea of that.

I'd love to hear how you get on with it, as i have a friend who's getting pretty despondant with his marines.





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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Wed Feb 11, 2009 11:35 am 
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Well if you are to use THawks, you really should try to get the most out of them. There are two basic tactics that allow you to perform an air assault every turn:-

Option #1 With two THawks
TH#1 loaded with a formation flies in and assaults. Later, towards the end of the turn, TH#2 flies in and lands on the formation, which embarks while the THawk shoots something. Both THawks fly off and repeat the process in the next two turns.

Option #2 with two formations (tacticals for example)
THawk containing Tac#1 flies in and assaults a nearby target. Later, Tac#2 marches and embarks into the THawk which flies off. In turn two, THawk assaults in the vicinity of Tac#1, which gets back into the THawk later in the turn etc.

There are other subtle variations on the theme, but it all depends on minimising the threat to the transport. If the enemy has some fighter cover or reasonable ground AA, then you may not be able to pull the tactic off repeatedly. In the face of excellent enemy AA, planetfalling is used to avoid getting shot on entry, but you then need to avoid / eliminate relevant threats to make a safe exit and re-entry. So to permit greatest flexibility etc, I would always recommend taking some TBolts for CAP / interception duties and you should consider a Space Cruiser for planetfall duties etc.

Transports are veritable 'bullet magnets' while they are landed so the timing and location of their attacks are crucial. However with care, the Marine transports can be used to great effect.

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Feb 12, 2009 6:16 pm 
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Quote: (stompzilla @ 11 Feb. 2009, 02:24 )

Quote: (mspaetauf @ 05 Feb. 2009, 17:02 )

at the moment i'm toying with another idea: having found out that i can use the thunderhawk to fly in, shoot at an enemy formation, pick up a friendly unit whithin 5cms and fly out at the end of the turn - i'm now thinking about fielding a devastator or tactical formation, maybe with dreadnoughts, as a garrison unit, use the first turn to cover my advance by either being on overwatch or sustained fire, and more or less at the end of the first turn, land with my thunderhawk, pick them up, and use them to air assault in turn 2 (or 3).

I'm going to try that in my next game.

cheers,

That's really quite clever.  I like the idea of that.

I'd love to hear how you get on with it, as i have a friend who's getting pretty despondant with his marines.

HI!

well i didn't try it. and if i would have, i'd be frustrated i think  :tongue:
well my only opponent is playing Eldar, and these Nightwings are a real pain in the a**!
sometimes he even takes 2 formations  :evil:

bg,


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