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Air mobile marines

 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 11:58 am 
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I am slowly coming round to collecting a marine army (rather than just proxying them with my SoB and deathwatch) and I want to do something different with them (well I think it is different).

I don't want to go mud marine with them (yet), nor do I want to use the standard air assualt/drop list.  What I am thinking of is a pure air assault list, no teleporting no drop podding.  Simply it has to arrive in an aircraft.  This will need a slight change to any LC I take so that they can carry land speeders (how else do they get to the planet?).

I'm just wondering if it will work?

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 12:08 pm 
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Airmobile Marines work very well in my experience... well enough that they're better than Mud Marines anyway. :)

You'll have to forgo Land Speeders in favour of Vindicators in Landing Craft (If they get a MWFF attack in the review that is) however, unless you want to go with house rules for transporting Land Speeders as you mention.

In the background, Land Speeders seem to generally be transported to the ground in containers via Thunderhawk Transporters, and then are unpacked & deployed, a more lengthy task than most Marine deployment operations.

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 2:04 pm 
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@Ragnarok

Rather than adding expensive armor formations to my airmobile forces, I added Razorbacks. The thinking being that I wanted to bulk out my LC deployed tactical unit and for 125 pts, you can add a bunch of RB's (I went with the LC version).

The idea is that when this formation hits, it has the FF values of the tactical formation, I usually give it a Librarian, 6 x Razorbacks (also done 3 Razorbacks, 2 x Rhinos, and a Hunter), then have also popped a couple of dreads.

Something to think about...

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 3:05 pm 
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At the moment my planned list (which is vague and rather unplanned  :p ) has the following

Landing craft with a pred formation and 2 devastator formations, with the remaining spaces taken up by either 2 dreads a third devastator formation or some assault troops

Landing craft with two tactical formations and six rhinos

thunderhawk with a devastator formation and something

and some characters

I think it is about 3K.

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 3:15 pm 
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FYI:  Planetfalling Speeders is on the list of items to be considered for the SM army review.  Jervis mentioned long ago that he had intended to have something to represent them dropping from high atmosphere but never put it in.

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 3:20 pm 
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(ragnarok @ Nov. 02 2006,14:05)
QUOTE
At the moment my planned list (which is vague and rather unplanned ?:p ) has the following

Landing craft with a pred formation and 2 devastator formations, with the remaining spaces taken up by either 2 dreads a third devastator formation or some assault troops

Landing craft with two tactical formations and six rhinos

thunderhawk with a devastator formation and something

and some characters

I think it is about 3K.

OUCH - that's going to hurt!

Ofcourse if you opponent has plenty of AA it could fall apart equally quickly  :laugh:


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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 3:45 pm 
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(Mephiston @ Nov. 02 2006,14:20)
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Of course if you opponent has plenty of AA it could fall apart equally quickly ?:laugh:

With my rolling all they need is a single flak wagon and all three will go down on criticals ?:(





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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 3:46 pm 
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(nealhunt @ Nov. 02 2006,09:15)
QUOTE
FYI: ?Planetfalling Speeders is on the list of items to be considered for the SM army review. ?Jervis mentioned long ago that he had intended to have something to represent them dropping from high atmosphere but never put it in.

Wow!  This is what I get for not playing WH40K anymore!  OK, you got my attention on this one!

How would this be handled?  Would there be a price increase for allowing Land Speeders to do this?  If there has not been anything definitive written up for this, what is your opinion about how this would be done?

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 7:45 pm 
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It'd probably work like Drop Pods... Reminds me, I need to play with a design for a 3-speeder drop pod.  Not sure how much we'd really need to charge for them, as all speeders have Scout and can therefore be deployed pretty far forward anyway.  How many more points do we think they're worth?

In 40k, Speeders Deepstriking is explained as them flying at higher altitude and then suddenly 'stooping' onto the 40k battlefield.  Of course, speeders are rather powerful when they do this in 40k, so powerful in fact that they are the only unit that deep-strikes and cannot fire at all (courtesy of that new FAQ, which states that speeders are assumed to be moving more than 12" the turn they arrive).  The net effect is more like a unit of speeders tripling as the last activation of the turn, and then the next turn blasting the crap out of whatever target they were pointed at (obviously only works when you win the strategy roll for the first activation), in Epic terms.

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 Post subject: Air mobile marines
PostPosted: Thu Nov 02, 2006 9:22 pm 
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(Blarg D Impaler @ Nov. 02 2006,14:46)
QUOTE

(nealhunt @ Nov. 02 2006,09:15)
QUOTE
FYI:  Planetfalling Speeders is on the list of items to be considered for the SM army review.  Jervis mentioned long ago that he had intended to have something to represent them dropping from high atmosphere but never put it in.

Wow!  This is what I get for not playing WH40K anymore!  OK, you got my attention on this one!

How would this be handled?  Would there be a price increase for allowing Land Speeders to do this?  If there has not been anything definitive written up for this, what is your opinion about how this would be done?

I assume it would work like other planetfall - spaceship, preplot, arrive with the spacecraft activation, activate later in the turn.

I am also guessing it would be justified by a combination of ablative/disposable heat shielding and the fact that the crew is protected by power armor.

As far as just a "high altitude drop" concept I'd say that the Scout deployment option comes pretty close to simulating that since at Epic scale I think they would be valid targets even if they were way up in the air as opposed to, say, Swooping Hawks teleporting under similar fluff justification.

To be honest I haven't given it much thought since all the army review is waiting on the core rules.

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