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Post by The Refined Gentleman (M.I.A) on Jun 15, 2007 12:50:31 GMT -5
guys! i keep getting pasted by SM's! help!
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Post by Turtleboy(AWOL) on Jun 15, 2007 13:36:07 GMT -5
my battle vs. space wolves was won because I split my flanks so drastically. it forced him to do the same which, since space marines lack bulk of models typically, meant that he was heavy one one side and light on the other. the thing that really helps is when he has to split up his rhinos and you have to deal with less of a concentration of rhinos rolling up to crush you in unison.
I deploy my basilisk and its 2 demolisher guards on one extreme flank and my 2 chimerae with its hellhound escort on the other extreme flank. I typically put my command platoon more toward the center (it's amazing how heavy weapon squads become almost totally overlooked when there's an abundance of vehicles for the enemy to shoot at) so it can respond to either flank. my infantry platoons I split pretty evenly, even if the enemy is favoring a side. the thought with this is that the enemy will win where he has the heavy flank, and lose where he has the weak flank, but as long as I kill his transports, then he'll die marching across the field to get to my other flank to try and finish me. this equates to me scoring wins.
hope it helps, and remember, make em walk!
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Post by Deleted on Jun 17, 2007 1:55:42 GMT -5
prioratise ure enemy units...and once done...hit em with what you have untill they are dead or running. SM players tend to hav a heavy wepon in a tactical squad...and the rest boltguns and mebe a special weapon in them...as Tb sed...make em walk...so it discourages the use of their bolters and heavies in the normal tactical squads
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Post by Turtleboy(AWOL) on Jun 17, 2007 2:13:29 GMT -5
I wouldn't be opposed to charging an unharmed linesquad into a squad of rifle bearing space marines that got a bit too close. they typically bog down and take a lil while to cut their way out of the guardsmen (especially if you've got the Ld9 vox hooked up). thusly, you have a bit longer than usual to redeploy your nearby squads in a way that will teach the marines to fear our soupwarm...err...lasguns...when they break free
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Post by Deleted on Jun 17, 2007 21:34:13 GMT -5
haha yep...."Just give me a lasgun and i'll do the job"
But no! that aint fer me hehe...if one inf. squad charges...so does the rest of the platoon...well fer me anyways...cos fer me...it always comes down to the bayonet and massive numbers...no matter what the cost...i put a smile on my face to see a squad of marines bogged down...loose combat and fail their initiative test...leaving the guardsmen cheering as they consolidate back into position
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Post by Turtleboy(AWOL) on Jun 23, 2007 11:24:05 GMT -5
that's about when the command squad with sanctioned psyker (with honorifica and forceweapon), commissar (with powerfist), heroic senior officer wades in and says 'hah, we may be few in numbers but we have a boat ton of wounds and a hidden powerfist of DEATH! (or a hardened vet squad).
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Post by The Refined Gentleman (M.I.A) on Jun 26, 2007 10:07:07 GMT -5
my tactic for shooting SM's will be meltaguns, meltaguns and MORE MELTAGUNS!!!!!!!!! at the moment my command squad has a heroic senior officer has a MASTER CRAFTED POWER WEAPON, carapace armour, bionics and a bolt pistol. 4 vets: a medic, a meltagun, a company standard and a master vox (so every squad with a vox caster can use the LD9 instead of just one). by the way guys, what's the point of a casualty model?
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Post by majorjav on Jun 26, 2007 10:29:50 GMT -5
Usually, against marines, we should use low AP weapons....Plasma guns are pretty cool for this task!!! Put 3 of them in a command squad with medic and officer with plasma pistol... In regular squads, you can take las canon, plasmagun and plasma pistol (vet sergent). Melta gun is great to instakill characters and land raiders!!! You can have a cheaper Ld 9 for your squads: close order drill + vet sergent+ chem inhalers and you have Ld9 troops with no modifier what so ever!!!!
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Post by Deleted on Jun 27, 2007 2:25:18 GMT -5
Set up for 3 fields of fire... one at the back of the board so that they have to come at you.. this can be static forces like heavy weapons, basilisks, etc... have a mobile force like demolishers, conscripts, inftantry... then have a nice unit of deep strikers like sentinals, stormtroopers, and veterens armed with plasma and autocannons for the sentinals.. Let the stationary force sit back and shoot at their advance, let the mobile force engage where help is needed, and deep strike the rest to where the most hurt can be laid.. plasma within 12 inches equals rapid fire sm death.. combined with basilisk pie plates of doom and the heavy weapons you are laughing all the way to the bank when they begin to cry and pack up their little marines to go home only problem I face is the damn ravenwing.. too many bikes and speeders to hold down and with their all glancing BS for speeders means absolute hell for me.. but thats a different story from a different opponent.. Hope this helps.. Cheers Gris
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Post by The Refined Gentleman (M.I.A) on Jun 27, 2007 10:33:15 GMT -5
well...i do not want to feild plasma guns because i don't want to blow my own men up so i feild meltaguns becuase they are safer! and thx grisnik. can't wait to use your tactic, but i would suggest not using DEEPSTRIKING stoormtroopers but use them to fill in gaps in my front line (if incidently an entire infantry platoon gets wiped out).
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Post by Deleted on Jun 27, 2007 16:03:06 GMT -5
Heheheheh...Demolisher with two plasma cannons...and plasma in general. Try to bog the marines down into cover with some ordinance, once you're both in cover firefighting, the guardsmen generally win. Yeah, plasma can melt your own guys but so what? If you kill a marine or terminator you're ahead of the game. Oh, multilasers are nice, str6.
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Post by Deleted on Jun 30, 2007 22:36:52 GMT -5
When playing SM Demolishers and Baselisks are you best friend.
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Post by Deleted on Jul 1, 2007 17:32:30 GMT -5
And regular Leman Russes, they're long-range and still AP3. And generally by the time melta guns can hit, the marines can waltz over and club your guardsmen to death. Demolishers discourage deepstriking terminators. Or kill them if your opponent is stupid.
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Post by Turtleboy(AWOL) on Jul 2, 2007 13:38:37 GMT -5
my tactic for shooting SM's will be meltaguns I tried meltaguns and they only get 1 shot before the squad is practically guaranteed to be overrun and locked into melee and slaughtered. I prefer plasma guns or grenade launchers personally. plasma has the range and a command squad of 2 plasmas and a medic is a real asset in the sit and shoot fire support department, but when the enemy closes in, hopping forward and rapid firing with the pair of guns (which thankfully are still functional due to the medic) is just even more devastating. it's definately better than meltaguns in my humble opinion. grenade launchers are good for the simple quality that they confirm hits as wounds. krak rounds wound. who cares how good someones armor is when you can bury them in armor saves. they >will< fail some sooner or later. grenade launchers are great at move and shoot - my second platoon command squad has a pair of grenade launchers. it's nice when you wreck a rhino but have moved and normally wouldn't be able to shoot at them BUT WAIT! I'm packing grenade launchers so pop, there's 2 krak grenades into the squad that was in the wreck, then next round I can reposition and 2 more krak grenades into them while they're pinned and climbing out of the wreck, then the third round they start coming at me and I fall back, pop, there's 2 more krak grenades, etc. for command squads that need mobility grenade launchers are the way to go in my book. no clue
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Post by Deleted on Jul 3, 2007 17:31:58 GMT -5
I'd guess that a casualty model is a 6-pt guardsman with a lasgun who dies instead of your uber-duber-master-crafted HSO, which, coincidentally, is ALMOST as good as a space marine sarge.
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Post by The Refined Gentleman (M.I.A) on Jul 4, 2007 13:37:43 GMT -5
always wondered what the casualty model was for.
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