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![[Post New]](/s/i/i.gif) 2012/04/18 15:12:07
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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I think your list is good Tiger9gamer. For your sternguard, have you considered 5x combi-melta, 1x meltagun, 2x combi-plasma?
That way when you move up near the target, you can rapid fire 4 plasma shots from your Rhino. Next turn you can pop the guys out, move, shoot a bunch of combi-melta + 1 plasma pistol of Cato + Librarian Null Zone and then still be able to assault.
Another option you can consider is dropping the multi-melta speeders and go for a Rifledread. The extra 15 points or so can be used to buy combi-melta for tactical squad sergents.
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![[Post New]](/s/i/i.gif) 2012/04/19 18:55:33
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Rocket launcher is free. Take it always. Bolters are just flashlights that will kill 1-3 models per game top.
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![[Post New]](/s/i/i.gif) 2012/04/19 19:22:25
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Nope, only when you deploy. Not even in reserve. Multi-melta is not good because it takes a short movement to get out of its half-range. At that point, it becomes a shorter range version of the Missle Launcher AND don't have the ability to shoot frag missile to counter hordes.
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![[Post New]](/s/i/i.gif) 2012/04/19 20:07:22
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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It depends on what you are playing against. This experience will gain with more games you play.
But generally, I suggest
Turn 1: Think about which of his units is the most dangerous, move your units to counter that unit while staying covered from his other units.
e.g. He has a Land raider crusader coming toward you. He also has some other things in the back shooting at you. Move your meltagun toward his tank making use of terrain so that you have cover from his heavy support.
Turn 2: He is ready to strike now. Aim to start taking down his big bad units. OR tarpit them. Dreadnought is a good tarpit unit. Attack bike is a good tarpit unit. He will have something that doesn't have powerfist/power weapon, shoot them and assault them to keep them from firing.
Turn 3: Think about the objective. You need to capture the objectives, or maybe the objective is kill point at which point, identify the easiest kill points and take them
Turn 4: Move into position for winning on turn 5.
Turn 5: Win. The best way to play is to aim for winning at turn 5.
There are a lot of other tactics that you will learn as you play more against veteran players. Look up how to effectively use combat tactics special rule of Space Marine. Look up on how to use vehicle to block shooting, assaulting. Also, look at refused flank deployment.
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This message was edited 1 time. Last update was at 2012/04/19 20:08:55
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![[Post New]](/s/i/i.gif) 2012/04/21 15:32:48
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Also, they don't have very good anti-tank except for a few lords with the 2D6 penetration weapon. They have a lot of tesla weapons that cause a massive amount of wounds though.
So, put all your guys in Rhino and zoom foward.
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![[Post New]](/s/i/i.gif) 2012/04/21 16:16:17
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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The best way to kill scarabs is a TFC or a Vindicator. TFC Str6 will instant gib those scarabs. If they go to ground to get the 2+ cover save, next turn, shoot the Ignore Cover shell.
Since they are T3, it wounds on 2. Every time they fail 1 5+ armour save, it causes 2 wounds instead of 1 because of being a Swarm.
When you shoot scarabs with Typhoon, go for the small blast. That way, you can move 12", shoot the Heavy Bolters + the small blast template too.
If you have looked at the scarab page in the Necron codex, you will see an image of a dreadnought being eaten away by scarab. :-) Hence, don't get dreadnought into close combat with them. Btw, I hope you know that scarab (as beast) cannot go to another ruin level, hence, putting/moving your Dreadnought to a higher ruin level will make those stupid guys sooooo mad
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This message was edited 1 time. Last update was at 2012/04/21 16:17:09
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![[Post New]](/s/i/i.gif) 2012/04/22 04:24:50
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Yup, pretty much it. Just put him on another floor and keep shooting that Assault Cannon. Assault Cannon rends and can still take down AV13. Plus, it instant gib scarabs with Str6.
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![[Post New]](/s/i/i.gif) 2012/04/22 15:56:43
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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I am confused Tiger9gamer.
Combi-plasma give you the ability to rapid fire plasma as well. So, the only way to take advantage of special ammunition and plasma is to take combi-plasma. You lose special ammunition on the models that don't have either bolters or combi-weapons.
Re: dreadnought. Sure you don't have the Assault cannon arms but it doesn't hurt to proxy for a few games and decide whether it is worth purchasing.
The same thing for TFC. Many people says TFC is bad but it is a very good weapon that is very versatile. Plus, not many things can match its 60" range. You should try it for at least 3 games before you believe in what other people say.
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![[Post New]](/s/i/i.gif) 2012/04/24 04:51:25
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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@BrotherSRM: Nah, that was for "We will be back". Reanimation Protocols works in ALL circumstances except
1- They fall back (from assault or leadership during shooting phase)
2- They have no models of that squad left, characters (HQ or Royal Courts) don't count for this purpose.
I agree with BrotherSRM regarding big sniper scout squad. They shine against high toughness models. Besides that, they are just sitting pretty on the objective.
Btw, I have seen the best luck for sniper scouts when they have camo (90 points) and a MoTF with Conversion Beamer. Popping Str 10 AP1 Blast at 72" with a 2+/2+ is nothing to sneeze at. Having the best range at BS5 means you will take a lot of heat in return, that 2+/2+ will come in handily.
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This message was edited 1 time. Last update was at 2012/04/24 04:52:31
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![[Post New]](/s/i/i.gif) 2012/04/24 16:12:40
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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I think you got the tactics of Cato down: making a tank hunting specialist squad. Or infiltrate one squad into an objective inside a building.
Personally, I prefer Str 10 Lascannon and Str9 meltagun/combi-melta. As long as you have master the art of going to ground, fall back and advance again (aka Combat Tactics special rule), you would do well as Cato.
Plus, everyone having Ld 10 is a nicer bonus than you think.
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![[Post New]](/s/i/i.gif) 2012/04/24 16:36:31
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Now that the TFC is available in Finecast, for 100 pts, it is a good Heavy Support choice. I always use it in my list. It takes some time to figure out how to deploy it correctly but once you have it nailed down, all those template shots are going to wreck all the hordes.
I prefer to have squadron of 2 (either AB or LS) because it grants easy cover. I partially prefer AB since they can take plasma gun and still live and if they ever get blasted with lots of krak missiles from Long Fang, I would just go to ground for the 3+ cover save, lose one guy and use Combat Tactics to fall back and resume combat next turn.
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![[Post New]](/s/i/i.gif) 2012/04/24 18:54:36
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Squadrons of bikes, squadron of land speeders. Whichever can be in a squadron, I always try to take 2 instead of 1 because it gives me easy cover.
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![[Post New]](/s/i/i.gif) 2012/04/27 18:11:34
Subject: Knights of desolation (Codex Space Marine list)
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Secretive Dark Angels Veteran
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Sometimes, you need an extra punch of anti-tank for your all combi-melta squad. So instead of having 5 combi-melta, get 4 combi-melta and one melta. You don't lose so much firepower (still instant gib stuff and kill almost every on 2+) yet you still can kill the next armoured target once your first 4 combi-melta are used.
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