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![[Post New]](/s/i/i.gif) 2010/02/06 23:25:59
Subject: Assault Marines with out jump pack
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Screamin' Stormboy
Hattiesburg, MS
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Tactics are not my number one subject and I am new with the marines. I was thinking about running 8 assault marines(with out jump packs), a chaplin, and Kor'sarro Kahn in a rhino and use them for flanking. How do you think that will work. Thanks for the help
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![[Post New]](/s/i/i.gif) 2010/02/06 23:30:29
Subject: Assault Marines with out jump pack
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Decrepit Dakkanaut
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It won't work so great because they won't be able to assault out of the Rhino. But consider taking a Razorback, and sticking a full 10 Assault Marines in a Land Raider with Kor'sarro Khan.
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![[Post New]](/s/i/i.gif) 2010/02/06 23:38:20
Subject: Assault Marines with out jump pack
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Screamin' Stormboy
Hattiesburg, MS
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Nurglitch wrote:It won't work so great because they won't be able to assault out of the Rhino. But consider taking a Razorback, and sticking a full 10 Assault Marines in a Land Raider with Kor'sarro Khan.
So Khans chapter tactic for out flanking would work with the Land Raider?
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![[Post New]](/s/i/i.gif) 2010/02/06 23:42:19
Subject: Assault Marines with out jump pack
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Decrepit Dakkanaut
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No, only dedicated transports can outflank using Kor'sarro Khan's Chapter Tactics, but it's better to be able to outflank with the Razorback since it can shoot. The Land Raider is to give a big AV14 target to go up the middle.
Incidentally I should add that Assault Marines could disembark from a Rhino and charge in the same turn so long as the Rhino did not move before they disembarked, but that extra 12" from a Land Raider is preferable.
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This message was edited 2 times. Last update was at 2010/02/06 23:44:02
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![[Post New]](/s/i/i.gif) 2010/02/07 00:13:08
Subject: Re:Assault Marines with out jump pack
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Screamin' Stormboy
Hattiesburg, MS
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thanks for the help Nurglitch. I will keep it all in mind
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![[Post New]](/s/i/i.gif) 2010/02/07 02:54:23
Subject: Assault Marines with out jump pack
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Awesome Autarch
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Throw Khan in with a chaplain and 7 assault termies, 6 L.Claws and 1 T.Hammer, in a LRC and that is a unit that will SAY HOWDY TO nearly anything it hits, plus it can outflank.
The outflanking ability works well with bikers.
Assault marines in a drop pod and 2 flamers work well though, I have used that set up many, many times. You drop down, double flame and pistol fire a unit, then move in to assault the next turn. The Pod then serves to contest objectives and shoot a little bit and the assault marines are close enough to start causing trouble.
Like anything though, it works better in multiples and mixed in with regular tac marines in pods or Rhinos.
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This message was edited 1 time. Last update was at 2010/02/08 18:29:54
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![[Post New]](/s/i/i.gif) 2010/02/07 03:38:24
Subject: Assault Marines with out jump pack
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Regular Dakkanaut
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The Razorback is actually not an option for Assault Squads, which sucks because they would probably be one of my first choices to use them.
Taking the free transport can be used to get the cheapest Marines you have ever fielded. If you take a squad of 5 in a Rhino or Drop Pod, your effective cost per Marine is 13 points.
Khan should probably not ride with this unit, and you can drop the Chaplain entirely. They will not add much to a unit that cannot assault out of a moving transport, and the enemy could always just back away from the side edges a bit.
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![[Post New]](/s/i/i.gif) 2010/02/07 13:54:56
Subject: Re:Assault Marines with out jump pack
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Screamin' Stormboy
Hattiesburg, MS
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I like the terminatr/landraider idea. Now the hard part. Getting a land raider while being unemployeed
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![[Post New]](/s/i/i.gif) 2010/02/08 16:23:46
Subject: Assault Marines with out jump pack
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Decrepit Dakkanaut
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Well, shows you how much I take Assault Squads without Jump Packs!
WvLopp: Something you should consider is that Terminators cannot engage in Sweeping Advances, so sticking them in a Land Raider together with Kor'sarro and a Chaplain will give you a great tool against Fearless enemies, but not those who are (semi-)rational. Plus its a real "all your eggs in one basket" sort of deal.
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![[Post New]](/s/i/i.gif) 2010/02/08 18:26:34
Subject: Assault Marines with out jump pack
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Fixture of Dakka
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I think the inability to sweeping advance is not as much of an issue as one might think. Recall that if a unit is below 50% it can not attempt to regroup, so all a unit of terminators has to do is kill one more than half the unit to cause them to break and never come back. For most MEQ units that means killing 6 guys, and orks are fearless until they are below 11 models, so you are either killing 6 (for trukk boyz) or way over half the unit before they break to begin with. I don't know Eldar unit sizes, but I think most top out at 10 or so.
Basically, what I am saying is that by the time a unit loses combat by enough to be likely to break, it probably is not coming back whether it gets killed in SA or just runs off the board. Everything else is Fearless (large ork mobs, daemons, Cult CSM, Tyranid gribble) or single characters and MCs. The only things I can think of that would require getting killed by SA would be guard blobs though they are often stubborn, big CSM squads, big SoB squads, Eldar maybe and Necrons. I haven't seen many big Eldar units though, likewise with CSM and SoB. Your mileage might vary.
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![[Post New]](/s/i/i.gif) 2010/02/08 18:36:44
Subject: Assault Marines with out jump pack
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Decrepit Dakkanaut
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It's not a huge problem: It's limited to units that aren't Fearless, for example.
But even if a unit is going to Fall Back from your Terminators, and keep falling back they can still light you up as they Fall Back. Having a large blob of Imperial Guard lighting you up with lasguns is still going to hurt much more than if you murdered them all in combat in the first place!
Space Marines with Combat Tactics (if they survive the initial onslaught) and Plasma weapons can exploit it.
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