Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/08/03 04:28:47
Subject: Gunline
|
 |
Troubled By Non-Compliant Worlds
|
What would i need for a good gunline army?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 04:32:19
Subject: Gunline
|
 |
Ultramarine Master with Gauntlets of Macragge
|
A lot of guns.
By not telling us what army you play or what armies you usually fight against, this is a stupidly vague question.
|
Check out my Youtube channel!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 04:33:11
Subject: Gunline
|
 |
Legendary Dogfighter
Australia
|
Brother SRM wrote:A lot of guns.
By not telling us what army you play or what armies you usually fight against, this is a stupidly vague question.
Well said Brother SRM
|
Elysian Drop Troops 1500pts
Renegades & Heretics 2056pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 04:37:40
Subject: Gunline
|
 |
Troubled By Non-Compliant Worlds
|
ya.....whoops sorry im new to all this
Ultramarines and usually play against orks
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 05:17:24
Subject: Re:Gunline
|
 |
Grisly Ghost Ark Driver
|
Dakka preds, sniper dreads and basically enough power to just make the orks hesitant to even get out of cover. Strat that helps with ork blobs: fire on that mob until you drop it to 8 boyz, rinse repeat.
Any kind of blast templates, large templates, something that will make him regret taking huge mobs if that is how he's running orks. If it's battle wagon spam then that is a different story.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 05:59:43
Subject: Gunline
|
 |
Consigned to the Grim Darkness
|
For reference-- seeing as you said you were really new to this-- "dakka preds" are the predator destructor pattern. Autocannon turret and heavy bolter sponsons.
"Sniper dreads" I assume would be dreadnoughts with 2x Twin-Linked Autocannons.
Three of each of these would put you at ~630 points depending on what you add to them, and it would have plenty of firepower. Add in some tacticals w/flamer and missile launcher to fill out your points and you're probably set for 1500.
What kind of Orks? An Ork Horde, or mechanized Orks (transports), or nob bikes? Against a horde, you'd definitely want your tacticals to have flamers.
And more importantly, do you know how to run a gunline?
|
This message was edited 2 times. Last update was at 2010/08/03 06:04:05
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 06:12:57
Subject: Gunline
|
 |
Ultramarine Master with Gauntlets of Macragge
|
Some people don't like them, but I swear up and down by my Thunderfire Cannon. It can pump out an obscene amount of firepower per turn. With lucky rolling, I was once able to wipe out a squad of 15 lootas first turn, eliminating any Ork fire support. These guys are fairly fragile though, so it's best to put them in cover far away from any Orks. They have long range though, which is a plus.
Vindicators are awesome at anti-horde, anti-vehicles, and anti-heavy infantry. Even Nobz, be they on bikes, in mega armor, or on foot will get wiped off the table by one of those suckers. The only disadvantage is you have to get close, but it could still have a place anchoring down the middle of a gunline.
A common factor in Imperial Guard gunlines is to have two flanks - a main flank and a sacrificial flank. Make them of roughly equal threat levels, but expect the Orks to go after one of them and wipe it out. This forces the Ork player to throw everything he's got in one place, or spread his army too thin.
Hope that helps!
|
Check out my Youtube channel!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 06:14:36
Subject: Gunline
|
 |
Troubled By Non-Compliant Worlds
|
i play against ork hordes....and ya ive heard alot of good things about tfc in regards to orks
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 06:20:58
Subject: Gunline
|
 |
Dark Angels Librarian with Book of Secrets
|
Pwn'd You wrote:What would i need for a good gunline army?
You need to be able to capture or contest objectives. 2/3 of the games are objective games.
Make sure to include that in your gun line
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 06:21:18
Subject: Gunline
|
 |
Thinking of Joining a Davinite Loge
|
TFC shred horde armies. They also do well against bunched up MEQ's after getting through the transport.
|
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 06:26:10
Subject: Gunline
|
 |
Troubled By Non-Compliant Worlds
|
last two times i played it was kill points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 07:18:31
Subject: Gunline
|
 |
Lord Commander in a Plush Chair
|
You don't really want to gunline with marines(I only do it reasonably well with my Vanilla marines, but that is from a LOT of practice with them as they were my first Army and I love gunlines).
If you are dead set on it, Take Plasma Cannons and Plasma guns in your Tac Squads, Give the Sgts Storm bolter and possibly Powerfist. Run 3 Dreads, each with Assault Cannons or Plasma Cannons(situationally you will score about the same number of hits/weapon/turn), these are your heavy support choices, Heavy Flamer is optional but better against hordes if you can get close enough to use it in your shooting phase. Take 3 units of Base(and Bare) Sternguard, only adding extra bodies if you have the points to spare. Take a Master of the Forge as your HQ, give him a Conversion Beamer(and possibly a Bike) to help take out Vehicles at range and for the long range, high str, low AP blast template(this is what lets you take the Dreads as Heavy support).
Tactically, Sit and Shoot at the enemy units every turn until the Shoota boyz are close enough to shoot at you. When that happens move foreward and double tap into them(while this puts you into Charge range next turn after reciving a turn or two of bolter fire and then recieving effectively 2 turns worth of fire they should be low enough in number to not be as effective in melee). If the enemy does not have shoota boyz(all slugga and Choppa) stand your ground and hope to get the charge yourself(shooting with Bolt pistols on the way in).
you want Both Medium to long range weapons and to set-up to take advantage of that range(board edge, not deployment edge).
The reason to put the master of the Forge on the Bilke is to give him excelent mobility and keep him moving away rom the enemy units while firing the Beamer at a higher str/lower AP
this should win you kill point missions and give you the fire-power to table the opponent in objective missions; also you can Combat Squad leaving the Cannons in one unit and making the other more mobile for objective grabbing(only to be done in objective missions).
As the Sternguard are more mobile than the Tac marines adding pedro kantor will make them scoring for objective missions
|
This message was edited 1 time. Last update was at 2010/08/03 07:21:26
This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 07:27:37
Subject: Gunline
|
 |
Troubled By Non-Compliant Worlds
|
i aprreciate the help, if you dont reccomend a gunline army what would you reccomend for marines i have alot of random stuff and am not sure of a direction
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 14:57:12
Subject: Gunline
|
 |
Thinking of Joining a Davinite Loge
|
Mech is probably the best style of Marines.
|
Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 15:05:48
Subject: Gunline
|
 |
Rotting Sorcerer of Nurgle
|
pdawg517 wrote:Mech is probably the best style of any army that has access to it.
Fixed that for you  .
|
This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 15:37:03
Subject: Gunline
|
 |
Eternally-Stimulated Slaanesh Dreadnought
|
Pwned
marines have good mobility. Use that to get in their face. Ultramarines just don't have the tools to make a strong gunlines. I would run either drop pods bikes or razor backs in spades.
AF
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/08/03 16:24:10
Subject: Gunline
|
 |
Consigned to the Grim Darkness
|
Codex chapters (C:SM != ultramarines, despite Matt Ward's aneurysm-inducing fluff section) can't do gunline as well as other armies, or at least, not as well as Guard or Tau. I think they can do it better than anyone other than Guard or Tau though.
|
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
|
 |
 |
|