Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 14, 2008 3:28:42 GMT -5
Mostly of the people plays space marines or chaos, both strong guys.
But the other day i was trying my army and i found that a sentinel that cost around 50 pts could keep quiet a tactical unit and even a jumpack troops.
I shoot them and then charge them, they have flamer and power weapon, but the sentinel shoot and then charges keeping them busy for the rest of the game, they were fighting over and over with no real advance... only one inmobilized and two jumpacks out.
Do this is a good strategy to keep busy those dangerous fast troops?
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GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
Posts: 212
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Post by GuardsmanPatch on Sept 14, 2008 6:59:21 GMT -5
Ignoring the fact that S4 marines can get glances (which isn't so bad, considering how forgiving the damage table is), if they have Krak grenades or melta bombs, they can pop it fairly easily (ok, a 6 to hit isn't too bad, but still)
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Post by knight (M.I.A) on Sept 14, 2008 7:59:46 GMT -5
If I remember correctly CSM now always come with Frags and Kraks by default. At least Chosen ones.
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Post by Belesarius on Sept 21, 2008 21:33:52 GMT -5
Although, I'm sure 2 setinals vs. a tactical squad, Would be better than a squad of 10 guardsmen vs a tactical squad.
However, 20 Jungle fighters with heavy support can easily take a tactical squad before the setinals even reach the fight. Okay, so the jungle fighters have infiltrate and about a third of the space marine's points was an armored train, and the setinals got dangerously low roles for movement, using jungle rules.
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