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Made in us
Executing Exarch






Dallas, TX

@Praetor: First you need to fix your list. You can only take 2 HQ, so drop the Librarian. Other then that here are my suggestions for your slots and what you should do with them:

HQ: I would say ditch the Chapter Master and Honor Guard as well. Take a captain and a command squad instead, trust me, you will love the FNP that the apothecary gives you. The second HQ should be a chaplain, either with a jump pack, or take Cassius. He is well worth the points and will just eat up Orks, and will survive much better. If you decide to take Cassius throw him in with the Sternguard squad I suggest, or Vanguard. Either way he will help. If you just take a regular Chaplain then give him a JP and throw him in with your Assault Marines.

Elites: You should put in another Dreadnought, drop the Terminators and put in Sternguard in a Razorback. That will help you to lock up some more Orks and give you some added firepower for a very reasonable point value. Both of your dreadnoughts should be taking heavy flamers and TL Auto Cannons. They will whittle da boyz down nice and easy.

Troops: Give your Tactical Squads a flamer and HB each, and with the points you save from the reduced HQ cost you should buy another one and have 3 SM squads of 10. Throw them all in Rhinos, and just camp them along the back. You can fire your HB every turn and the rhinos give you great survivability, especially against orks. Do your scouts all have sniper rifles? If not you should give them all rifles and throw Telion in there too. Use them to pick of Ork vehicles and Nobz, they will help plenty. And not to mention, if Telion hits his target, YOU, not the other player, YOU get to decide who gets them. He is great for getting rid of that annoying Nob with a PK and a Bosspole.

Fast Attack: Love, love, love the assault marines. Be sure to give them two flamers, and give your sergeant a combi-flamer and Power weapon. They will just chew through boyz with those two templates and all of those attacks. If you have the extra points you can throw in a 5 man Vanguard Squad for 125 pts, and they are a good stop gap and cleanup crew, especially with a chaplain attached.

Heavy Support: I love the Vindicator, and it has saved my butt plenty of times, but I don't really take them against Orks. It is really overkill, and you can spend the points more wisely. I say take either 3 Whirlwinds, they will kill boyz just fine, and they are cheaper, or take 3 Thunderfire cannons. When you start throwing out 12 templates a turn, you will see boyz just start to fall in stacks. You might even make your opponent cry.

I hope that helps. That list will help you plenty, and you will kill more boyz then you can imagine. PM me if you have any more questions.

This message was edited 1 time. Last update was at 2010/01/01 04:57:05


 
Made in us
Executing Exarch






Dallas, TX

Steelmage99 wrote:I don't seem to remember any actual rule preventing the ork player from running all his (eligible) units and THEN calling the WAAAAGH!.

Sure it might be considered "gamey", "cheesy" and other things, but any actual rule I can't seem to find.

PS. It is very possible I have missed something.
You can declare your WAAAGH! at any point in your shooting phase. And yes this means after you run your boyz. This is very, very cheesy, but nonetheless effective. There exists no stipulation in the Codex that says you must declare it at the beginning of your shooting phase. If other players don't like it then that sucks. I know this doesn't help you very much Praetor, but da rulez is da rulez!
Made in us
Executing Exarch






Dallas, TX

Nurglitch wrote:You have to declare the Waaagh! in order to get the Fleet benefit. In other words, all units that run before it is declared don't get to charge in the Assault phase.
That is not true. If gives you the Fleet USR, so you can still assault regardless of when you call it during shooting.

Praetor_of_Ultramar wrote:Yeah, the guy I was playing would run by rolling a die and adding that to his movement, but then he would roll another die to see how far he moved with WAAAGH! From reading over this forum that seems wrong use of WAAAGH!
@JEB_Stuart: So a new, better list would be like:
HQ: Cassius or Chaplain with Jumpack
Captain with Command Squad
Troops: 10 man Tac Squad w/ Flamer and HB x3
Scout squad with Snipers and Telion
Ded. Transport: Rhino
Drop Pod
Razorback
Elites: 2 (Ironclad?) Dreadnoughts
Sternguard Veteran Squad
Fast Attack: 10 man Assault Squad (w/ Chaplain?)
Vanguard Veteran Squad (?)
Heavy Support: 3 Whirlwinds or 3 Thunderfires
Vindicator (?)

THANKS EVERYONE VERY MUCH FOR ASSISTANCE, and with the rules!
Save the points and just do regular dreads. Other then that, yeah, the list is pretty good.



Automatically Appended Next Post:
Norade wrote:Wow way to have no understanding of the rules. WAAAGH! no long er gives extra movement
I never said it did, please read before you post.

Norade wrote:all it does now is allow you to assault after running. FULL STOP. There is no extra movement at all, thus declaring it after running does nothing, and in fact does less than nothing when done with Ghazzy in the list.
It is very useful to call after running, that way you avoid the possible wounds for rolling a 1 to run, and you can determine if you can assault at all. No more flaming please. Besides if you think I am wrong put your thought in a post in a different forum. A rulez discussion has no place here.

This message was edited 1 time. Last update was at 2010/01/01 18:45:26


 
 
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