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Made in sg
Fresh-Faced New User




im a space marine player and i play against my friend (ig user) who regularly uses lots of heavy support 2x lemen ruses and a hellhound i was having a little trouble dealing with them any one have any ideas
   
Made in us
Kid_Kyoto






Probably work

Transports are your friend, because that will keep the AP3 off of your dudes for a while. You also need stuff to blow up those tanks ASAP, otherwise you're a goner. Invest in lots of lascannons and maybe a vindicator or two. S10 ordinance will crack open Russes pretty quickly. What does your army generally look like? Do you guys play with a lot of cover? Most of the problems I've seen with SM armies is that the players seem to mistake 3+ save for being indestructible and they never take cover when they should. Battlecannons exist for the purposes of reminding them of the cover rules.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Have you tried fast moving multi-meltas, such as attack bikes or landspeeders?
With bikes, for example, you can turbo boost within 24" of the russ'. The 3+ cover save gives you a good chance of surviving any attacks thrown at them. Then move within 12" and open up with multi-meltas.
   
Made in us
Longtime Dakkanaut






Norfolk, VA

As an IG player, I've been on the recieving end of a Drop Pod with a dreadnought that opened up a tank or two before I could dispatch it.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Firstly, don't try to win against battle cannons at range. Devestators shooting against AV14 in cover = fail.

Secondly, the only time that battlecannons are super effective is when they get several turns to shoot at you out of cover. This can be remedied by one of two ways.

"out of cover" - as mentioned, get transports. Otherwise, actually use the terrain on the board, rather than just blindly charging forward. If you're sprinting, your opponent will only get like 2 or 3 turns of shooting at you, and if you can make sure that 1 or 2 of those turns are behind cover, you'll be much better off.

"several turns" - drop pods. Drop pods, oh drop pods. These nasty things give you ZERO turns of shooting at your units before they start meltagunning leman russes in the side/rear from 2" away. Alternately, fast things like speeders and bikes tend to only give a guard player roughly a turn for handling your stuff before the russ dies.

Guard are really good (REALLY good) against marine players who try to go gunline, or who slowly advance in the open. The playing field becomes much more level when you don't give your opponent this circumstance.

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Made in fi
Rough Rider with Boomstick




Finland

Like the others already pointed out, do not try to win the IG in its own game ( a long-range gunfight). As a Space Marine you need to:

a) Get close. Transports, Speeders, Bikes and Drop Pods all help in this.
b) Neutralize the "marine killers" ( generally anything throwing pie plates with AP 2 or 3 ). Again Speeders, Bikes and Pods are your friend. Remember that you do not necessary have to destroy that Leman Russ or Basilisk in order to neutralize it. Most of the time even an "Shaken" or "Stunned" result will buy you valuable time. I have witnessed situations where my opponents have become obsessed with destroying a single pie thrower ( Demolisher, Basilisk etc. ) and thrown all their anti-tank fire against it. Even after they already scored a "Stunned" result. Ignoring the fact that I had two similarly dangerous units still in the game.

This message was edited 1 time. Last update was at 2010/06/21 19:27:42


12001st Valusian Airborne
Chrome Warriors
Death Guard
 
   
Made in pl
Sniping Gŭiláng





Warsaw

+1 to bikes, speeders, and pods.

Devastators far away are little threat to av 14. But Landspeeders always get on my nerves.

This message was edited 1 time. Last update was at 2010/06/21 22:40:13


"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
 
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