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*Sigh* Marines at Tourney?

 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 2:18 am 
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Weeeell,
1) To take a Razorback, I thought the Devastators had to have Rhinos as well as the formation either has transport, or doesn't have it. I don't think you can have 'some' transport. So as I see it, the Devs come with two Rhinos and a Razorback, which with the four Vindies makes seven in total.

2) However on the Tacticals I got it wrong too :vo Three sets of Tacs with two Dreads comes out at 20 units which is spot on the capacity of the Strike Cruiser :agree: Doing this means that the Landing Craft is not planetfalling ('cos that would put you over the limit).

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 2:31 am 
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If using this list, I think I would actually consider putting both Dreadnoughts in a single Tactical formation. This gives the added flexibility of allowing that formation to be garrisoned on the table thus letting the LC with Termies and Devs to be carried on the Spacecraft.

The point of doing this is to let the LC avoid AA (especially Eldar Nightwings, which now eat LCs for breakfast) while also delivering the desired assaults quicker.

The main issue with this approach is that you are placing the entire army 'in harms way' and unless you make extremely good use of terrain etc, you are giving your opponent the opportunity of pre-empting your attacks.

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 10:23 am 
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As an interesting note, after being humble by Rug's marines, I have tested various combinations along the lines of his list and failed miserably. It could be the fact that I am better at 6+ Ork saves than 4+ Marine saves.

I am starting to feel that I should creat my own chapter along the lines of The Bounce Warriors.

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 10:47 am 
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You're right, actual tabletop tactics and play are usually far more important but at the same time i don't REALLY want to turn up with an army that could be a liability from the beggining...at the same time though i'm going to try getting something that isn't typically competitive.

I've been thinking what i would do with Honda's list.  There's no way i want to touch vindicators with a yardstick but i do like the ability of carrying some heacy armour; so how about:

LC: 350
] Devs +2 LR's 450
] Devs +2 LR's 450
] Assault +Chaplain 225
Strike Cruiser 200
] Tacticals 300
] Tacticals 300
] Tacticals 300
Terminators 325 (teleporting)

Which, for me is woefully low on activations (and air support...) so you COULD change it to

LC: 350
] Devs [Rhino's] + Hunter 325
] Devs [Rhino's] + Razorback 275
] Assault +Chaplain 225
Strike Cruiser 200
] Tacticals 500 +2 Dreadnought +SC
] Tacticals +Chaplain 350
] Tacticals 300
Terminators 325 (teleport)
T.bolts 150

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 11:23 am 
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Either list will be nasty on the first turn, unless you loose the initiative!


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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 12:40 pm 
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. . . . And this is where the tactics come in :smile:

Firstly you have teleported the termies in somewhere, so they are the only 'target' your opponent has. Now assuming Honda's strategy and that the opponent has used scouts to protect his deployment zone, they may well be lurking outside the enemy perimeter, but are feeling very, very lonely. Worse, they have no protection against enemy A/c other than their RA and whatever cover they are in (which is precisely why Steve54 has tended to avoid this particular tactic with his Chaos Terminators). Last, but not least, the Termies are really the only anti-titan force you have in this list . . .

So it is essential to plan your first few activations with these factors in mind. For example
  • You could put the TBolts on CAP, and plan to waste some more time trying to get him to move out of position. Ok, so the termies are fairly robust and with this in mind, you have hidden them from most of the enemy formations.
  • You could drop everything ASAP putting the entire army on the table to confuse him with multiple, mutually supporting targets. But now he has the initiative and can move to counter the potential threats.
  • You could drop one or other force using the termies to support or even 'knock down the gates' as appropriate. This attempts to reduce the number of enemy formations by aggressive action, but potentially leaves your forces even more exposed to a counter-punch.
I am sure there are other tactics, but each has benefits and drawbacks, and as Rug suggests all are ultimately dependant on you getting the best results (which the dice may foil).

In my experience, the Marine air-assault army is very much make-or-break. It tends to provide some really *exciting* but usually brief games that often end up 5-0 to one or other player.

One last thought on the list; with all the eggs in one basket so to speak, while you are expending most of your energy destroying the opponents army, you do need to plan how you will get to the other objectives on the table to actually win the game.

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 1:07 pm 
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see why there's a *sigh* in the topic title?

I think i've drawn up a reasonbaly flexible army using the warhounds, an air assault and some ground pounders with AA to keep things ok.  I'll get some practice in and see what happens but i've been playing too many 'make or break' armies recently and don't think i can faace loosing 5-0 on turn one due to poor dice even ONCE more! let alone several times in a day due to most of the tourney crowd's sheer skill!
Cheers for all the help guys and see you soon :-)
Yrs,
R>

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 1:34 pm 
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Quote: (Man of kent @ 29 Jan. 2009, 12:07 )

I'll get some practice in and see what happens but i've been playing too many 'make or break' armies recently and don't think i can face loosing 5-0 on turn one due to poor dice even ONCE more! let alone several times in a day due to most of the tourney crowd's sheer skill!

To avoid losing on turn 1 why not bring everything in on turn 3.
You could then say every game went to the wire :vD


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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 2:04 pm 
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A little amused that a topic asking is it possible to do a non-Air Assault Marine list competitively gets a thread solely about the best way to use Air Assault,  :))


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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 2:30 pm 
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Well, to be fair to MoK, he did invite both styles of play I've written a couple of lists focusing around either pure air assualt using 3 transport aircraft, or drop pods and transports, with multiple terminators teleporting in; both lists seem pretty fragile at the moment...so hints and tips, novel ideas etc are welcomed; alas for i lack a Reaver, and if it weren't for the fact that i DO so want to field my marines at least once i'd be playing guard (which are being lent to a mate for feburary's tourney)
, and to be totally fair to Honda, his list is actually a means to deploy his entire army 'up close and personal' - in effect, a mobile Ground-pounding army. By putting the Tacticals in Drop pods, Honda is sacrificing the resilience provided by the Rhinos for speed. To some extent, you could get the best of both worlds by planetfalling with the LC (which can carry the Rhinos) etc, but that is a different strategy again. :smile:

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 2:42 pm 
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Quote: (dptdexys @ 29 Jan. 2009, 12:34 )

]
To avoid losing on turn 1 why not bring everything in on turn 3.
You could then say every game went to the wire :vD

..I'd considered it...

in fact right now i'm considering a warlord...

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 Post subject: *Sigh* Marines at Tourney?
PostPosted: Thu Jan 29, 2009 3:20 pm 
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Quote: (Rug @ 29 Jan. 2009, 14:11 )

Worth noting though that droping is likely to be automatic, the deathwinds will always fire and if you used scouts their ZoC needs no roll to be very annoying! Throw in some cross fire with sniper upgrades on characters etc (which will work even with a failed roll and your laughing (on the cheap!)

I don't think you can put Scouts in Drop Pods anymore...

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