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Made in us
Ancient Ultramarine Venerable Dreadnought





Seabass wrote:


I don't know about 4 of them, but 2 squads in rhinos and 2 squads in drop pods (I play blood angels) has been good for me so far. Follow them up with some sanguinary guard with the new Sanguinor rules (man, I hope he stays the same in the BA codex) and some dreads (like a Libby dread and maybe a few redemptors or invictors), and it's been fun to play and pretty good. Probably not competitive, but it's been solid enough.


Rhino's have a Not-Within-9 advantage, but they'll also need to be practically on the front line - Assuming terrain even allows a straight shot - and thus are able to be shot off the field going second. If I were going that way, I'd think about doing Assault Intercessors in Impulsors or maybe Tacs in two Razorbacks. If one gets shot, one can still make the trip, if neither gets shot, you'll get two charge rolls. Plus if you do Impulsors you can put BGV, the Cap, LT, and the Justicar in one(probably shield dome), Assault Intercessors in the other.

Impulsors and/or two Razorbacks instead of a Pod will eat a lot of Dread/SG points (even after you drop to 5 man units instead of 10) but also provide a lot more fire support. Plus no charging - so I'm not really a fan of transporting, the Pod is more of a Deep Strike, and gives you the Reinforcements Rule (also on the unit "embarked" inside) instead of the Assault Vehicle rule which (probably/arguably) allows charging, albeit from extreme range.

I mean there's a path to this result - especially for Primaris who can't use the pod - but the Pod feels a little more effective at this style.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Wicked Ghast




Breton wrote:
Seabass wrote:


Rhino's have a Not-Within-9 advantage, but they'll also need to be practically on the front line - Assuming terrain even allows a straight shot - and thus are able to be shot off the field going second. If I were going that way, I'd think about doing Assault Intercessors in Impulsors or maybe Tacs in two Razorbacks. If one gets shot, one can still make the trip, if neither gets shot, you'll get two charge rolls. Plus if you do Impulsors you can put BGV, the Cap, LT, and the Justicar in one(probably shield dome), Assault Intercessors in the other.

Impulsors and/or two Razorbacks instead of a Pod will eat a lot of Dread/SG points (even after you drop to 5 man units instead of 10) but also provide a lot more fire support. Plus no charging - so I'm not really a fan of transporting, the Pod is more of a Deep Strike, and gives you the Reinforcements Rule (also on the unit "embarked" inside) instead of the Assault Vehicle rule which (probably/arguably) allows charging, albeit from extreme range.

I mean there's a path to this result - especially for Primaris who can't use the pod - but the Pod feels a little more effective at this style.


The only reason I don't know how good 4 are is because I don't own 4

This message was edited 1 time. Last update was at 2020/10/31 11:27:48


 
   
Made in us
Ancient Ultramarine Venerable Dreadnought





Seabass wrote:


The only reason I don't know how good 4 are is because I don't own 4



I only have three built, and rarely use(d) even the 1, but reading the rules and missions sure seems to be calling out for them. Turn 1 Deep Strike and Infiltrate, plus a few fast units are going to be this edition's rallying cry. People demanding more for their army, and nerfs for everyone else who has them.

MV14 ObSec Praetors, pods, infiltrators of all kids will be pretty good, especially in situations similar to Objectives A's and C's in the Lines of Battle mission. You land on 3 of those 4 on turn 1, and you're going to be raking in Primary and secondary VP's for at least a couple turns as a foot slogger runs to catch up. The near A and C are 21 inches away, the far A and C are 33/34. MV 6 + 3.5 advance that's 3 turns and an average (50/50) charge. Without a shortcut you're not getting/scoring there until turn 4. The Praetor will arrive turn 2, score turn 3. If you drop the far A and C, then contest the middle with everything else, you're probably getting at least one B. If you do, every turn you can even contest the other B, you're probably getting 10 more VP than they are - 5 for having A, B, and C, and 5 for having more B's and the center. That's a hard mission for foot slogger/horde. Even trying to split and hit the near A, and C while moshing the B's for foot sloggers will be hard.

My WHFB armies were Bretonians and Tomb Kings. 
   
 
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