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![[Post New]](/s/i/i.gif) 2012/10/13 05:24:04
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Death-Dealing Ultramarine Devastator
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I am fairly new and play Codex SM. I prefer using more infantry based armies and so started this thread to give people a place to toss out random advice and experience in relation to footslogging and infantry based SM armies (as opposed to armored/dread/flier lists).
I currently have 750 pts of pretty basic Marine troops, (Capt/Tacs/Devs/Assault/Scouts/one Rhino) and I'd like to build my army along a more ground pounding theme. I'm thinking 10 man blocks of Tac Termies, more Tac squads, etc. Though I would entertain the thought of a bike squad or some kind of armor if you can make a good argument for it.
If you have experience playing as or against footslogging infantry type Codex SM lists feel free to crack an egg of knowledge onto this thread as far as strengths/weaknesses, or other general things that should be considered by a newish player planning on eventually stomping a half company of Marines down the throat of his foes.
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- For Macragge, Guilliman, and the Emperor
They're one of the legions with the lost Primarchs, their primarch currently wandering around dazed and confused in an alternate reality where he is known as Jean Luc Picard.
MagickalMemories wrote:
A Vindicator without a dozer blade just looks like a Rhino with an erection.
Kilkrazy wrote:All we moderators hate each other intensely, but we hate users even more and that keeps us tight. |
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![[Post New]](/s/i/i.gif) 2012/10/13 07:07:15
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Utilizing Careful Highlighting
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You dont need to lose manoeuvre with no armour. Deepstrike, pods and gate are superb.
Tac bolters are solid but respect their limitations
Tac terms are wrecking balls, especially in 6th. They were not liked in 5 but i took 7 in last tourney and they were superb. Now they are even better with ap2 harder to come by and overwatch.
With no tanks you need to think about bulk damage. TFCs are very good and devs are solid. You will either ignore fliers or use bastion/ADL with some skyfire emplacement as infantry otherwise struggle vs fliers.
Final thought, beware dark eldar when dismounted. Yu want to stop their raiders, ie CMLs or MLs are good, then pour fire obly troops because they are nasty. Dont let them make your lines in strength if possible because ATSKNF only helps if there is a ciable unit left once its all over. Automatically Appended Next Post: * viable ubit Automatically Appended Next Post: * viable UNIT Automatically Appended Next Post: * blames touchscreens
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This message was edited 3 times. Last update was at 2012/10/13 07:09:32
Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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![[Post New]](/s/i/i.gif) 2012/10/13 08:02:09
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Deadly Dark Eldar Warrior
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I recently had great success with a 1000 point foot slogging marine list that looked something like this:
Captain with combi melta
10 man tac squad with flamer and melta
10 man tac squad with flamer and melta
10 man tac squad with flamer and melta
5 sternguard in drop pod with 2 meltas and 3 combimeltas
5 sternguard in drop pod with 2 meltas and 3 combimeltas
Admittedly it can't deal with every threat in the book effectively, but with the sternguard dropping in to reliably murder any two threats on the board, and 41 marine bodies on the ground it can handle a variety of opponents.
I guess in terms of building armies, keep it basic. Look to your troops options first - they are the core of an army. When they're done look at what you're missing and figure out what you can't handle. So for the list above I started with 3 tac squads with flamers. Then determined that I have no way to deal with av11+ or powerful long range shooting. To deal with long range threats I choose sternguard. And for av11+ I chose melta over plasma (partly because drop pods are usually fairly easy to place in a threatening position; so short range isn't so much of a problem). The list still has weaknesses; it will struggle against msu av10-12 spam (so mechanised ig, venoms), and fliers too - but such is life.
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![[Post New]](/s/i/i.gif) 2012/10/13 08:31:59
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Regular Dakkanaut
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Sorcererbob wrote:The list still has weaknesses; it will struggle against msu av10-12 spam (so mechanised ig, venoms), and fliers too - but such is life.
And there is the problem with relying too much on tactical squads. True, many people underestimate them from the days of 5th edition " tac tax", but don't overestimate them just because of 6th's buffs. You could trade one of your tactical squads for 2 Predators with autocannon turrets and heavy bolter sponsons and you will dominate light armor.
I wish there was a way to take more tactical squads and not have to rely on Kantor, scouts, or combat squadding to get more scoring units, but it's hard when tactical marines cost so much. I think 20 marines for 1000 points is more than enough though.
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![[Post New]](/s/i/i.gif) 2012/10/13 11:29:44
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Crushing Black Templar Crusader Pilot
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Black Templars do really well as all foot-list.
Great tactical Termies (2 heavy weapons in 5-man squads) with the ability to have the tank hunter USR.
Same termies can be taken as a retinue for a termie Marshall (captain equivalent) or termie chaplain.
Troops can be taken from as little as 5-man squads up to blobs of 20 (10 marines and 10 scouts).
All infantry must take a Ld test when they take a casualty, if they pass they consolidate towards the nearest enemy (army wide rage with the proper vow), this can be good or bad depending on the situation, but it does give a boost to your mobility.
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![[Post New]](/s/i/i.gif) 2012/10/14 03:05:57
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Land Raider Pilot on Cruise Control
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UltraTacSgt wrote:I am fairly new and play Codex SM. I prefer using more infantry based armies and so started this thread to give people a place to toss out random advice and experience in relation to footslogging and infantry based SM armies (as opposed to armored/dread/flier lists).
I currently have 750 pts of pretty basic Marine troops, (Capt/Tacs/ Devs/Assault/Scouts/one Rhino) and I'd like to build my army along a more ground pounding theme. I'm thinking 10 man blocks of Tac Termies, more Tac squads, etc. Though I would entertain the thought of a bike squad or some kind of armor if you can make a good argument for it.
If you have experience playing as or against footslogging infantry type Codex SM lists feel free to crack an egg of knowledge onto this thread as far as strengths/weaknesses, or other general things that should be considered by a newish player planning on eventually stomping a half company of Marines down the throat of his foes.
I favor Drop Pods as my transports (especially in 6th). This will help a foot list quite a bit as you can get them where you want on your first turn. In the back field I use Devs, and Scouts.
This also seems to work well for me with objectives as I can infiltrate on an objective, then drop the pods on/near any additional objectives.
What kind of HQ are you thinking of running, this may affect what else you get -- for instance, if you choose to go with Pedro Kantor, units of Sternguard are going to be a good idea (not that they aren't wonderful without him  ). A Librarian with GoI compliments a foot list as well.
Also, don't discount TH/ SS termies, even on foot they are dangerous. Deep strike them in and profit. Yes they take a round of shooting before being able to assault, but the 3++ goes a long way. Some may say this isn't optimal, but I've had pretty good success with it.
FOR THE EMPEROR!
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/10/14 05:04:56
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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My good friend Aspartame (check my friends list on my profile) runs a decent Imperial Fists list with no tanks. The lists he makes are solid and have few weaknesses.
I am sure he would welcome an opportunity to discuss foot-slogging SM lists in 6th Edition, so go ahead and PM him. We both tend to favor lists with few vehicles.
I too have rid my lists of Armor in 6th edition and I am finally able to run the ground-pounding infantry lists that I've wanted since 2007, with amazing effect.
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This message was edited 5 times. Last update was at 2012/10/14 05:10:08
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![[Post New]](/s/i/i.gif) 2012/10/17 00:20:55
Subject: Re:Tactics and Advice on ground pounding Codex SM armies.
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Death-Dealing Ultramarine Devastator
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Thanks for the advice.
I don't want to go crazy w/ my list and get this thread moved but I run a RB/AA Captain who I sometimes use as a CM for the orbital strike. A PW/PC/Flamer/Rhino Tac squad, combat squad w/ the flamer half w/ the captain in the Rhino as a counter charge. Sniper scouts w/ HB. 7 man Devastators w/ 3ML/1LC. These guys are the core of my Army.
Also available or newly acquired are 5 Tac Terms w/ a Assault Cannon, 5 Assault marines, 5 Sternguard possibly w/ HB, 10 more Tac Marines (thinking PG/MM or HB), and a Librarian.
I really like the idea of running essentially a half company of Space Marines one day as I expand my collection. However, I am conflicted as to whether or not the units I have will be viable if I put them all together and go up to higher points levels. In the 750-1000 range I am in right now I haven't (in my limited number of games) run into anything too crazy.
I prefer a gunline-ish playstyle with my units kept closely supporting each other. As far as wargear, I like things that give me weight of dice and make opponents roll saves (HB's, Assault Cannon, tons of shooting units in general).
I feel like having so many medium ranged threats gives a lot of target priority issues to a foe because there is no unit that is the lynch pin in my plans.
I have been thinking about acquiring/proxying some drop pods and dropping my Stern and a Tac squad w/ PG/HB or MM followed by my deepstriking Tac Terms to make a sudden and intense firebase. My idea would be to force my opponent to choose between my main force or my drop force and shred him from both sides until he does.
Assuming of course that I can balance out abilities by spreading meltas/flamers etc. throughout my force, are there any blaring weaknesses to an army w/ this sort of composition?
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This message was edited 1 time. Last update was at 2012/10/17 00:25:43
- For Macragge, Guilliman, and the Emperor
They're one of the legions with the lost Primarchs, their primarch currently wandering around dazed and confused in an alternate reality where he is known as Jean Luc Picard.
MagickalMemories wrote:
A Vindicator without a dozer blade just looks like a Rhino with an erection.
Kilkrazy wrote:All we moderators hate each other intensely, but we hate users even more and that keeps us tight. |
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![[Post New]](/s/i/i.gif) 2012/10/17 01:50:09
Subject: Tactics and Advice on ground pounding Codex SM armies.
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Death-Dealing Ultramarine Devastator
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HQ choice. Master of the forge w/conversion Beamer and scouts with snipers are very underrated. TFC is amazing. If you ever need a distraction unit legion of the damned with heavy flamer/flamer or plasma cannon/gun will take out units and keep elite units entertained with a 3++. It's fun to take but not as practical as stern guard
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dark angels 2,000 pts
Tyranids: 2,000 Pts
6th edition
26-2-3
+5 successful trades strengthofthedragon2, Grav33, godswildcard, lynxstrife, SonicPara |
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