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Superior Air Superiority

 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 4:21 pm 
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Hi all;

As the proud owner of two shiny new Thunderhawks, (okay, not so shiny now that I've started painting them... but you know what I mean.) I am revising my way of thinking about my Space Marine army.  

I have read alot about the air-drop Space Marine army being one of the more effective lists, and I am hoping for some advice on how to actually use the thunderhawks in the game to acheive this.  

I currently have 2 gunships, and I was planning on running a pair of Assault formations (1 w/ Chaplain) out of one, and a pair of Devastator formations out of the other.  The remaining ground forces will be made up of 2 rhino mounted Tactical formations (1 w/ Hunter, 1 w/ Supreme Commander), a Whirlwind formation (w/ Hunter), and a Predator formation (w/2 Vindicators).

So (keeping in mind that I have read the rules, and a few battle reports, but not yet played a game!), what kind of thoughts/advice can you offer on how to make the most use of these airborne elements?

Tristan

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 4:26 pm 
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Check out the Space Marine tacticus on the EPICentre.

www.netepic.org

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 5:01 pm 
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Hi, NetEpic;

Where is the tacticus located?  Under articles?

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 5:18 pm 
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It's in Incoming! EZine - the EPIC magazine for the truely hardcore 6mm'er ;)

http://www.netepic.org/EZINE/files/I023.pdf

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 5:48 pm 
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Okay; ?I see it now! ?:cool:

I have read that article before; it is a useful one!

So, you don't use the Thunderhawks to re-deploy/ reposition units after the initial drop? ?It seems almost wasteful in a three turn game...





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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 5:53 pm 
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I tend to bomb on turn one, drop on turn two, then CAS on turn 3...

I don't normally reembark, though it is possible if you have enough turns / aircraft.

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 6:01 pm 
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Another common combo is:

Turn 1:  Air assault, disengage as normal
Turn 2:  Land w/ ground attack (shooting), evac troops on landing (free embarkation per the rules), disengage
Turn 3:  Air assault

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 6:32 pm 
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Hi E&C and Nealhunt!

So, it's important not to forget the shooting capability, as well as the troops carried...  

How survivable is 2 DC?  I am concerned about the 'airbus of doom' situation...

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 7:33 pm 
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It's pretty stout.  Obviously, accidents can happen, but it's usually tough enough that if you want to do a suicide run straight into the middle of the enemy army, you'll make it to the ground.

The bigger concern, imho, is learning to keep BMs minimized.  Failing to bring in an air assault because you had too many BMs to activate is miserable.  I've been known to run through extra flak on the way in, just so they wouldn't get the shot during Disengagement and place another BM.

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 Post subject: Superior Air Superiority
PostPosted: Fri Jul 13, 2007 7:50 pm 
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excellent! ?Thanks!

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