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![[Post New]](/s/i/i.gif) 2009/10/28 23:41:47
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Wicked Canoptek Wraith
Vancouver, BC
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I would bring a whirlwind or two. That will absolutely wreck guardsmen. Of course, you need to get him out of his transports first, so you'll have to find room in your FA/elites slots for anti-armor. I'd also bring a master of the forge since you'll no doubt be using ruins and he could fortify one to give a 2+ cover save to your scouts without them going to ground.
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http://gamers-gone-wild.blogspot.com/
riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other
lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb |
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![[Post New]](/s/i/i.gif) 2009/10/28 23:48:25
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Legendary Master of the Chapter
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One word. Exterminate. Imperial Guard are easy to kill do you have a vindicator? if so you will kill them easily just have enough units to back it up so that it doesn't die the first turn. Also if you have assualt marines they are probaly the best bet to get rid of tanks. Lots and lots of plasma cannons and lasscannons also works wonders against guard.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2009/10/29 00:07:28
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Wicked Canoptek Wraith
Vancouver, BC
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How are plasma cannons good against guard?
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http://gamers-gone-wild.blogspot.com/
riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other
lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb |
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![[Post New]](/s/i/i.gif) 2009/10/29 00:10:56
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Legendary Master of the Chapter
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Well they are blast weapons and they have s7 agianst tank armor of 11.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2009/10/29 00:11:24
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Legendary Master of the Chapter
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opps my fault damn thing lagged on me i fail. But still the Guard are pretty weak espically agianst their heavy weapon squads oh look i have a s7 weapon oh what you know you have a T of 3 so you fail ha. take that guard. we have 2 wounds so hahahaha o wait double strength crap.
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This message was edited 1 time. Last update was at 2009/10/29 00:13:26
From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2009/10/29 00:14:58
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Wicked Canoptek Wraith
Vancouver, BC
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I guess, but there are still better options.
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http://gamers-gone-wild.blogspot.com/
riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other
lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb |
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![[Post New]](/s/i/i.gif) 2009/10/29 00:30:41
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Arch Magos w/ 4 Meg of RAM
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I can't tell if he is trolling or not...
Cover saves. Lots of them. Your awesome, expensive plasmacannon may have just zomgzbbqwtfpwnt two Guardsmen (cover saves), but two guardsmen are maybe 12 points compared to the 60 or so you spent on the Plasmacannon and the mobility you lose having to stand still to fire it. No, anti-tank and anti-TEQ weapons are never the way to kill hordes of infantry, and especially not when they will literally spend the entire game in cover.
The only things I wouldn't take in the Space Marine codex in Cities of Death are the Vindicator and Predator. The Vindicator can be effective if your bring multiple of them and are using the Siege Shells, Demolition and Wrecker Stratagems (and by the way, it is tons of fun to just eat up the city). The Vindicator is very lackluster due to cover saves and reduced mobility (both of which Siege Shells compensate for).
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![[Post New]](/s/i/i.gif) 2009/10/29 03:46:44
Subject: Re:Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Swift Swooping Hawk
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Does anyone have a list for an example? Id love to see them. I havent played marines in a few years so Im pretty off, especially as expansive as the new codex is. I dont HAVE to use the TFC, I just thought it might be a change. As far as models available, the only things I dont have are non-sniper scouts, land speeder storms, vanguard vets. razorbacks, regular land raiders, land raider redeemers. I have lots of HQ choices, Dreadnoughts (MM/DCCW, TWL/DCCW, AC/DCCW, Venerable AC/DCCW, and I do have a missle launcher I can add to any of these) I only own 1 drop pod too. I have a decent pile of Tactical Marines, with various weapons, I have a bunch of Assault Marines, I have 2 Preds w/ Autocannon/Heavy Bolters, Vindicator, LRCrusader, an old Whirlwind, Thunderfire Cannon, I can do Devastors, but dont have tooooo many options there (though strangely I can do a x4 Plasma Cannon Dev. Squad if the need arises lol). That should be it really.
Any ideas?
Thanks!
T-
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let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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![[Post New]](/s/i/i.gif) 2009/10/29 04:58:32
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Servoarm Flailing Magos
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Here's 1400 points for you to consider (the last 100 being for personalization purposes):
HQ:
Master of the Forge w/ Combiweapon (your choice)
Troops:
2 10-man Tactical Squads with flamers and missile launchers
One 5-man sniper scout squad with camo cloaks
Elites:
1 Dreadnought with multimelta, in drop pod
1 Dreadnought with Twin linked lascannon
Fast Attack:
1 10-man assault squad
1 Bike squad, with 2 meltaguns
Heavy Support:
1 Vindicator
1 Whirlwind (or second predator with autocannon and HB sponsons for +15 points)
1 Predator, autocannon and HB sponsons.
Master of forge counts as the HQ. This lets you fortify buildings and stuff.
The two tactical squads are pretty flexible, and should be broken up into combat squads in missions that include objectives to give you 4 scoring units. For missions like Firesweep, where you are trying to hold multiple buildings, this will help keep you on par with his veteran squads. Flamers will deny cover saves and basic Guard armor, and should be used against infantry. The missile launchers pack enough punch to pop the transports, and should try to control open roads or firing lanes.
The Scout snipers are pretty self-explanatory. Use their infiltrate to put them somewhere with a good field of vision. As a bonus they are scoring units.
The Dreadnought with the pod is meant to come down around that Demolisher of his. Its multi-melta will have a good chance of popping it if you land within 12" of it, and if that doesn't work you should be close enough to charge it with the DCCW for a S10 hit. The 2nd Dreadnought provides anti-vehicular fire support as neccessary.
The Assault squad can be kitted out a little more, but you can either field it as a single squad or as 2 squads. They can deepstrike if you wish, or just use their enhanced mobility to take advantage of popped transports' juicy cargo.
The Bike squad with 2 meltaguns is just added insurance that you will get the vehicles to pop like you want them to. They move fast, and can get an invul save from turbo-boosting. If your drop-pod dread fails to destroy the tank, these guys can bum-rush it in a last-ditch effort to neutralize it.
The Vindicator is your answer to his Demolisher. You can crush pretty much whatever you shoot its main weapon at, but just make sure you don't leave it unprotected.
Now, I gave you two options. You can either take the whirlwind for extra indirect fire, or you can take another predator with autocannons and heavy bolters. 2 predators would be good if you don't plan on having a lot of terrain to hide behind (i.e. an Alpha level board that only has 3 buildings). Their autocannons can insta-gib heavy weapon bases with a single shot, so I like to use them against guard. Also, the autocannons might come in more handy when you are trying to pop transports.
So, you still have 100 points or so to play with, and can kit out squads or vehicles to your liking. That's the best I can think of, with the list of models you provided. Hope it helps!
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2009/10/29 15:18:03
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Long-Range Ultramarine Land Speeder Pilot
Dallas, TX
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DarkHound wrote:I can't tell if he is trolling or not...
Cover saves. Lots of them. Your awesome, expensive plasmacannon may have just zomgzbbqwtfpwnt two Guardsmen (cover saves), but two guardsmen are maybe 12 points compared to the 60 or so you spent on the Plasmacannon and the mobility you lose having to stand still to fire it. No, anti-tank and anti-TEQ weapons are never the way to kill hordes of infantry, and especially not when they will literally spend the entire game in cover.
The only things I wouldn't take in the Space Marine codex in Cities of Death are the Vindicator and Predator. The Vindicator can be effective if your bring multiple of them and are using the Siege Shells, Demolition and Wrecker Stratagems (and by the way, it is tons of fun to just eat up the city). The Vindicator is very lackluster due to cover saves and reduced mobility (both of which Siege Shells compensate for).
As much as I would love to agree with you and say Plasma Cannons are the wrong weapon, overkill, etc., the truth is, they're perfect. They're only a 5 point upgrade in a Tactical Squad, too, so the efficiency argument is right out the window. Even if you are allowing cover saves, Str 7 means 2+ to wound anything Guard. You've also got a pinch hitter weapon for use on AV10-12. Besides, you never know when that Guard player is gonna get smart and drop in Grey Knights.
Also, donno if you have the models or not, but Terminators x 5 w/ Heavy Flamer, CF x 1 seems like it could do a LOT of damage in COD (speaking theoretically here, haven't tried it), especially if you can drop them on a Locator Beacon or Homer somewhere and get that all important drop-round turn of roasting.
If it was larger points, I'd say grab a Land Raider Redeemer for those Termies, too. It's practically begging for Cityfights.
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Ultramarines Second Company - ~4000 points
Dark Eldar WIP - ~800 points
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![[Post New]](/s/i/i.gif) 2009/10/29 19:02:53
Subject: Re:Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Swift Swooping Hawk
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@FoxPhoenix135. Hey, thanks for that list, it looks awesome, and it seems good for all around games and for Cities of Death games too. Any reason for the Combi-Weapon on the Master of the Forge instead of something else, like the Conversion Beamer? What is his role other than to fortify buildings and get my squads a 3+ cover save in one ruin?
I might try the Whirlwind instead of the 2nd Pred, mostly for the negation of cover saves the Incendiary Missles give.
The bike squad is made up of 3 bikes with 2 meltaguns right? nothing on the Sgt then?
just making sure! Thanks again, that list looks cool!
T- Automatically Appended Next Post:
I just totalled it all up on paper and unless I totally bombed it out, lol, I ended up with 115pts to go. Funny thing, is that Im not real sure what to do with it haha!
I thought about a 3rd Dreadnought w/ Assault Cannon, I bet the Assault Sgt. could use a Thunder Hammer or something.....
Any thoughts anyone? lol
T-
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This message was edited 1 time. Last update was at 2009/10/29 19:13:57
let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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![[Post New]](/s/i/i.gif) 2009/10/29 20:03:43
Subject: Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Servoarm Flailing Magos
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I figured the combi-weapon would be best for operating from a ruin, as the conversion beamer is usually best used from a bike. That's just a (probably wrong) assumption on my part though. By all means, throw on that conversionbeamer.
Pretty much, that is his only role is to fortify the buildings. He isn't a terribly strong combatant, so he is best delegated to close support. You can also use him to fix up the vehicles that break down, but that would pull him from his protective ruins.
A 3rd Dreadnought would be pretty cool, I think. Dreadnoughts are well suited to cityfights since they have decent AV and they move like infantry, preventing them from becoming immobilized as easily.
The bike squad is 3 bikes (1 sarge 2 marines) and the marines have Meltaguns. You can put a powerfist or a powersword on if you want, but I like to keep the squad cheap since it sometimes dies before accomplishing its mission. It is the equivalent of a suicide squad.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2009/10/29 20:53:09
Subject: Re:Advice needed for Space Marines Vs. Imperial Guard in Cities of Death please!
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Swift Swooping Hawk
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Im almost curious about adding a cheap Captain, just to get that boardwide Ld10......I wonder if that would be decent, him and a power sword could roll with a flamer armed combat squad I guess. The downside to that, or the 3rd Dreadnought is that it means no further upgrades to the rest of the army! Ugh, what a dilemma, haha!
Thanks again for the rundown and the explanation, if you think of anything else, pleeeease let me know, Im liking the look of this list, and am eager to play, and would love to hear ways to optimize what you've come up with!
Thanks!
T-
**On second thought, they dont actually get that ability anymore, do they? haha I guess Im stuck again.....
Automatically Appended Next Post: Hey, after talking to my buddy, the one with the Imp. Guard army Ive been fighting regularly, he'd rather stay around 1000pts. Im cool with that, but can you show a way to cut this list down without totally neutering it? Ive had that happen before and reeeeeeeeally want to avoid it!
Thanks all!
T-
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This message was edited 2 times. Last update was at 2009/10/29 22:08:30
let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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