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Made in ca
Longtime Dakkanaut





You seem to have a healthy amount of variance in your collection, so I'm going to assume the problem either lies with;

1. Mission & Terrain
2. List Building
3. Generalship Quality Vs Opponent's

It's totally possible to be on a 10-game losing streak too, so don't lose hope!

The first major problem is probably the missions your playing and/or the terrain you're playing with. If your terrain is mostly packed to the corners of the table, and there's wide areas in the middle, then that's usually a problem. You want to have some ruins in the way. Preferably, you should be able to get to 24" range without having too many losses just from Line of Sight issues alone. Playing missions with objective markers and/or Maelstrom is also very useful. In these games, you can win without killing your opponent. It's theoretically possible to win without even killing ANY of your opponent's models! Against short-ranged lists, try to lure your opponent forward by deploying as many markers as you can to the back-fields. You can stay safe by staying near the objectives, while drawing your opponents off of theirs. Against lists that can engage you at any range, some central objectives mean that you're both heading towards locations you can engage them in (and if they don't, then you score a lot more points).

Secondly, you cannot take the same lists in 7th that you did in 6th or 5th and expect them to work. Rhinos and even Land Raiders tend to be useful for protecting your vehicle's contents for maybe a turn only - 2 turns if you popped smokes on turn 1 and survived. Unless you get really good cover saves, most armies will eat Rhinos alive. The Land Raider's not much better, but costs about 7x more! Imagine how many more models you could put down on the table for this point cost. Note as well that close combat armies in 7th are probably at the weakest point they've been... ever! Not only do you have to contend with random charge distances, but you also have to survive Overwatch. And what do you get for your troubles? Usually to either get stuck in combat for the rest of the game, or else win combat too quickly and be exposed to massed retaliatory firepower.

This leads into point three. You need to adapt your tactics. You will not win by pushing your close combat army into their shooting armies. Instead, you need to learn to force your opponent to come to you. You have to be taking those objectives and win even when you are losing more models or points than your opponent. Unfortunately, you can only really do this by keeping mobile so you can capture objectives at will, or being super-resilient so you can hunker down on objectives turn after turn. Neither of these things describe an assault-orientated Space Marine list very well. You're going to have to adapt, and it's only going to get harder.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in au
Horrific Howling Banshee





Yeah as others suggested changing your chapter tactics is an idea, iron hands would be amazing with your list. Our if you want to stay with black templars you could drop your chapter master for:

Chaplain - 90

Ordo Malleus Inquisitor - 80
- Incinerator
- Empyrean Brain Mines
- Psyker Mastery Level 1
- Force Sword

The chaplain buffs your terminators and the inquisitor adds some psychic powers and can possibly buff the squad even more as at the moment the chapter master is just being a beat stick.

Wh40k Eternal Crusade Referral Number: EC-J79JWAXML7RYP 
   
Made in us
Fresh-Faced New User





Now I think I can add two drop pods over the next month. Turns out I bought a inquisitor a couple years ago that I forgot about. If I added him would it be better to add a retinue over having him join a marine squad?
   
Made in us
Veteran Knight Baron in a Crusader





Centurions, thunderfire cannon, sternguard in drop pods. Those will increase your chances of winning substantially. Playing dreadnoughts, vindicators, assault terminators and a land raider is basically asking for a loss in 7th. Also an imperial knight would be handy.
   
Made in us
Mysterious Techpriest







Target saturation is king, and no one tactic works alone. Never just take one drop pod or one tank. Objective-oriented play is important as well, as it's been said. Don't use drop pods or transports to get squads into battle faster. Get them onto objectives faster. Vanilla Marines are NOT an assault army. I have a friend who plays Vanilla Marines against my DA and AM; lots of expensive CC characters who never make it across the table, and he always tries to rush me. It's worked on maybe two or three memorable occasions in the past year.

DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+

2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
 
   
Made in us
Fresh-Faced New User





Yesterday I played two games, one against tau, one against grey knights. I won the game against tau 9-8, and I tabled the grey knight player.
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Dakkadakka has done it's miracle once again.
And the day is saved.

*rides off to the sunset*

4000p
1500p

=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
======End Dakka Geek Code====== 
   
 
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