Post by treadiculous on Feb 13, 2013 19:34:35 GMT -5
Hi,
I've been trying to work out a couple of things for an upcoming game, I plan to use 2 squads of assault marines each with a chaplain (so getting the assault is critical in order to use the chaplains special rule), I'm playing against eldar so expect a lot of units which can fleet.
(fleet may re-roll either or both dice when running and assaulting, jump packs may re-roll both or none)
Question 1 - Deepstrike, there is nothing in the rest of the list such as locator to help with this so is it worth the gamble or should I start with the unit on the table and try and sneak up?
Question 2 - Positioning to get the charge: whats the best way to close on a unit you intend to assault?
Question 3 - Which turn should I aim to reach the enemy by?
Question 4 - How to assess the best targets to receive the charge?
Question 5 - Main thing to fear?
Currently I'm thinking that:
1) deepstrike isn't worth it on a 6' x 4' table since I won't be able to assault the turn they arrive, and I'd be able to close the distance more rapidly if on the table from the start.
2) That hugging scenery at the cost of turns is probably wise...
3) .... and therefore charge on turn 3....
4) ...and that targets should be equivalent points cost but vulnerable to assault units ie; tanks, artillery, expensive shooty infantry
followed by; IC's if vulnerable to assault, MC's if vulnerable to assault. Blobs with low Ld and no IC in range.
5) Scary things are: Large blast Ap 3 (battlecannons) or equivalent, over-watch, and being charged first.
...Counter assaulted once in close combat is another concern but hopefully the damage is done on the first round of attacks. Finally - not earning their points back is a big concern.
I'm planning to equip the 'sergeants*' with power mauls, while they won't get the first strike they will hopefully crush anything from tanks to MC's and make a mess of heavy infantry. The reason for this choice is that I'm playing as Black Templar vs eldar so the eldar will strike first anyway. I will take the vow which gives minus 1 initiative and plus 1 strength to make use of this fact, therefore the chaplains and 'sergeants*' get +3 strength total at no noticeable loss of initiative.
* Templars do not have sergeants within their ranks, but a normal marine can be upgraded to wield a power weapon. this marine cannot issue or be target of challenges.
Any thoughts or comments are very much appreciated,
...I'm not used to jump packs!
I've been trying to work out a couple of things for an upcoming game, I plan to use 2 squads of assault marines each with a chaplain (so getting the assault is critical in order to use the chaplains special rule), I'm playing against eldar so expect a lot of units which can fleet.
(fleet may re-roll either or both dice when running and assaulting, jump packs may re-roll both or none)
Question 1 - Deepstrike, there is nothing in the rest of the list such as locator to help with this so is it worth the gamble or should I start with the unit on the table and try and sneak up?
Question 2 - Positioning to get the charge: whats the best way to close on a unit you intend to assault?
Question 3 - Which turn should I aim to reach the enemy by?
Question 4 - How to assess the best targets to receive the charge?
Question 5 - Main thing to fear?
Currently I'm thinking that:
1) deepstrike isn't worth it on a 6' x 4' table since I won't be able to assault the turn they arrive, and I'd be able to close the distance more rapidly if on the table from the start.
2) That hugging scenery at the cost of turns is probably wise...
3) .... and therefore charge on turn 3....
4) ...and that targets should be equivalent points cost but vulnerable to assault units ie; tanks, artillery, expensive shooty infantry
followed by; IC's if vulnerable to assault, MC's if vulnerable to assault. Blobs with low Ld and no IC in range.
5) Scary things are: Large blast Ap 3 (battlecannons) or equivalent, over-watch, and being charged first.
...Counter assaulted once in close combat is another concern but hopefully the damage is done on the first round of attacks. Finally - not earning their points back is a big concern.
I'm planning to equip the 'sergeants*' with power mauls, while they won't get the first strike they will hopefully crush anything from tanks to MC's and make a mess of heavy infantry. The reason for this choice is that I'm playing as Black Templar vs eldar so the eldar will strike first anyway. I will take the vow which gives minus 1 initiative and plus 1 strength to make use of this fact, therefore the chaplains and 'sergeants*' get +3 strength total at no noticeable loss of initiative.
* Templars do not have sergeants within their ranks, but a normal marine can be upgraded to wield a power weapon. this marine cannot issue or be target of challenges.
Any thoughts or comments are very much appreciated,
...I'm not used to jump packs!