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![[Post New]](/s/i/i.gif) 2013/03/06 20:51:25
Subject: Competitive 1850 C:SM
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Regular Dakkanaut
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Hello fellow dakka's, just want people opinion on this list (C&C is welcome).
HQ
Space Marine Librarian (140)
Gates; Null zone: Terminator armour; storm shield. Axe
Elites
10 Assault Terminators 10x TH SS (400)
Troops - 685
10 Tactical Marines (225)
Space Marine Sergeant (chainsword; combi-melta); meltagun; plasma cannon.
• Drop Pod
10 Tactical Marines (225)
Space Marine Sergeant (combi-melta); meltagun; plasma cannon.
• Drop Pod
10 Tactical Marines (235)
Space Marine Sergeant (combi-plasma); plasma gun; lascannon.
• Rhino
Fast Attack
Stormtalon Gunship (145)
Typhoon missile launcher.
Stormtalon Gunship (145)
Typhoon missile launcher.
Heavy Support
Thunderfire Cannon (135)
• Drop Pod
Thunderfire Cannon (100)
Other - 100
Ageis Defence Line (100)
quadgun.
cheers gents.
Sam918
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![[Post New]](/s/i/i.gif) 2013/03/06 20:59:36
Subject: Competitive 1850 C:SM
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Secretive Dark Angels Veteran
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I would turn the last rhino into another drop pod so you get 2 in turn 1.
ALso take the plasma cannons out of the drop pod units as they can not even be snap fired when you land.
I would maybe break the thunder hammer terms into 2 5 mans for targe stauration.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2013/03/06 21:01:34
Subject: Competitive 1850 C:SM
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Longtime Dakkanaut
Beaver Dam, WI
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I have found gating around 10 terminators is pretty iffy. Big footprint with scatter equals a lot of pain.
Perhaps lower this squad.
You have two TFC so that means two Techmarines and two bolster defenses. Perhaps either a small sternguard or small sniper squad with camo cloaks to take advantage of it.
I like the 2+ wound sternguard ammo or the ability to pick targets for saves with the sniper rifles. Maybe lose the 3rd Tac squad and take two scouts with ML instead.
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![[Post New]](/s/i/i.gif) 2013/03/06 22:37:39
Subject: Competitive 1850 C:SM
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Regular Dakkanaut
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@icelord.
I guess I should have stated that the tact will be combat squad'ed. so the Plasma cannons will not be in the DPs. they will be either hiding in the bolstered ruins or behind the defense line.
Also I do have a 3rd DP, it is empty and from the TFC. I didn't want to use 3 tacts in DPs as I lose mobility from the rhino.
The 10 Terms can combat squad too if I choose, so I will always have the option of a 10man or 2 5men. (you dont get that with 2 5man units.)
Thank you for the comments though.
Sam918
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![[Post New]](/s/i/i.gif) 2013/03/06 23:23:04
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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as much as combat squadding then podding half a squad sounds perfect it sadly cannot be done. Either the whole squad rides or no one does so you may as well go with MM or Missile. The rest of your issues and units seem fine.
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![[Post New]](/s/i/i.gif) 2013/03/06 23:37:58
Subject: Competitive 1850 C:SM
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Regular Dakkanaut
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Hi conum,
Combat squading is done the moment a unit is on the table. When this happens they count as separate units. You can deploy 1 combat squad on the table and 1 in a DP. You can also place the whole 10men in the DP and decide when they land on the board weather they are combat squading or not.
Thank you for your comment.
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![[Post New]](/s/i/i.gif) 2013/03/06 23:56:24
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Why gate TH/SS Terminators? They have no guns. Also 10 man has large footprint so high chance to misshap.
I assume the TFC drop pod is empty so you get the other 2 in turn 1? If so Id advise just putting the 3rd tac squad in a DP saves you 35 points. Personally though I would say 3 10 man squads is too many troops at this point level.
The typhoon is too expensive on the stormtalon take the skyhammer for almost the same stopping power but 20 points cheaper. You've now saved yourself 75 points.
Drop the tac squad down to a sniper scout squad and you've now got 220 points to play with. Droping the plasma cannons down to MM or ML nets you another 30. That's 250 points you can spend on violence like two riflemen dread. Or drop 1 terminator and you can afford 2 drop pod dreads.
Also you are wrong on the combat squad. You do that when you deploy a unit so both halves have to deploy or both halves have to reserve. No starting half the squad on the board and the other in reserve I'm afraid.
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![[Post New]](/s/i/i.gif) 2013/03/07 00:21:01
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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If the squad in question is labelled at the start of the game as arriving via a dedicated transport the entire squad must enter via stated mode of transport. Or you could walk on the entire squad. I do not have the book on me at the moment but you may find the exact wording under the reserves or transports section. Based on the rest of the list I'd recommend staying with the tacs. Right now they are one of the best troops in the game.
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This message was edited 1 time. Last update was at 2013/03/07 00:26:28
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![[Post New]](/s/i/i.gif) 2013/03/07 08:44:54
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Tacs one of the best troops in the game!!??!?? Sorry but what are you on? Here's a quick list of troops that are far better than Tacs;
Grey Hunters
Boyz
Strikes
Purifiers
GK Terminators
Paladins
DW Terminators
Ravenwing
SM Bikes
DA tac squads
DA Scouts
Assault Marines
Chaos marines
Nobz
Nob Bikerz
Biker Boyz
Tervigons
Tyranid warriors
Necron Warriors
Immortals
Kabalite warriors
Wyches
IG Infantry platoons
Plague Marines
Chosen
Noise Marines
and saving the best till last IG Veteran squads.
SM tac squads are at best a necessary evil. Just because this edition made Scouts that aren't snipers unplayable doesn't make tac marines good.
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![[Post New]](/s/i/i.gif) 2013/03/07 09:20:50
Subject: Competitive 1850 C:SM
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Perfect Shot Dark Angels Predator Pilot
Ottawa, Ontario, Canada
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I'm pretty sure that Gate can be used with a locator beacon. If it can, you might consider putting them on some if not all of your drop pods. That way you can gate within 6 inches of the drop pod without scattering.
If your tac squad near the drop pod is in trouble, you can gate to their aid. You can use it as a safer way to hop across the table. It may even act as a deterrent to an opponent to charge into your tac squad near the drop pod if they know your termies can safely gate there while they are stuck in combat.
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"And the Angels of Darkness descended on pinions of fire and light... the great and terrible dark angels."
— Ancient Calibanite Fable |
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![[Post New]](/s/i/i.gif) 2013/03/07 18:47:31
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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Of course tacs are fantastic. They can do just about any job that is required for a reasonable cost and have much more leeway in tactics than other troops. Besides that: ATSKNF, Combat Tactics, Combat Squads, 3+ armor, huge selections of toys, free Missile, free flamer. All that for 16 points each man, of course they're one of the best troops. Gate CAN be used with the locator but unfortunately it must be on the field at the start of the turn to work, so pods are not the best means to use early on.
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This message was edited 1 time. Last update was at 2013/03/07 18:51:37
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![[Post New]](/s/i/i.gif) 2013/03/07 19:46:05
Subject: Re:Competitive 1850 C:SM
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Longtime Dakkanaut
Beaver Dam, WI
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Conum wrote:Of course tacs are fantastic. They can do just about any job that is required for a reasonable cost and have much more leeway in tactics than other troops. Besides that: ATSKNF, Combat Tactics, Combat Squads, 3+ armor, huge selections of toys, free Missile, free flamer. All that for 16 points each man, of course they're one of the best troops.
Gate CAN be used with the locator but unfortunately it must be on the field at the start of the turn to work, so pods are not the best means to use early on.
If you want to gate around, I would much rather be gating around sternguard instead of TH/ SS terminators. Pinball them to the target and unload 20 AP3 or 2+ wound shots on an opponent.
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![[Post New]](/s/i/i.gif) 2013/03/07 20:58:46
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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Stern-gating is a pretty solid option. For added survivability you could use a terminator libby with shield for wound soaking.
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This message was edited 1 time. Last update was at 2013/03/07 20:59:22
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![[Post New]](/s/i/i.gif) 2013/03/07 21:11:17
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Gate with Sternguard is an excellent option because deepstriking is brilliant for short ranged shooting units and terribad for assault units.
As for tac squads they are under powered and overcosted. You don't get a flamer and ML for free you have to pay for them whether you want them or not. Also having a heavy weapon and special weapon in the same squad is horribly inefficient. A tooled out tac squad is more points than a TH/SS squad I know which Id prefer...
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![[Post New]](/s/i/i.gif) 2013/03/07 21:51:42
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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Have faith in the golden throne and that "over-costed" squad will serve you well
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![[Post New]](/s/i/i.gif) 2013/03/08 01:30:29
Subject: Competitive 1850 C:SM
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Ultramarine Land Raider Pilot on Cruise Control
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FlingitNow wrote:Gate with Sternguard is an excellent option because deepstriking is brilliant for short ranged shooting units and terribad for assault units.
As for tac squads they are under powered and overcosted. You don't get a flamer and ML for free you have to pay for them whether you want them or not. Also having a heavy weapon and special weapon in the same squad is horribly inefficient. A tooled out tac squad is more points than a TH/ SS squad I know which Id prefer...
I'm really curious how you, or anyone for that matter, would equip a podded Sternguard+Libby squad. I'd imagine you have to have a mix of flamers/meltas for them to do any job you'd need them. You could even run two Sternguard squads (with two Libby) in 2 different pods. Have a 3rd empty pod bought by a TAC squad. Drop two Sternguards Turn1, get first blood, keep them in cover. Then Gate them away but within 24" for more shots on Turn 2. Or is that too risky??
As for TAC squads, you do get a free Flamer/ ML for every 10 man squad. And yes, one is assault and one is heavy. But you can split them into 2 5-man combat squads. One 5-man sits on terrain and shoots 48" from turn 1, and the other can sit in the rhinos. You can also split them into combat squads while in the rhinos as long as they have the rhino listed as a dedicated transport from the start. During deployment, you are allowed to split them inside the rhino and keep both squads inside. Once they disembark, they can't both go back inside, but after the recent FAQ deploying them inside together is allowed. Turn 1, move up, drop off the 5man with the "free" ML, then move forward with the other 5man with "free" flamer. The ML would Snapfire turn1, but who's to say you wouldn't just deploy the ML in high terrain from the start.
170 points for 10man TAC or 205 with 10man and 1 Rhino. Yes, 5man Terminators are only 200 points, but you get 2 troop choices for 100 each, both requiring the enemy's attention at some point in the game. Maybe it be to clear troops off objectives, or to kill them before they tie up his troops. In 6th edition, the better lists have a lot of troops. Objectives wins games. 1/6 times, the games are won off of shear number of troops choices. The ability to field 12 different squads or more, depending on Pedro/Sternguard, or Eternal War missions like scouring/guns never tire, is amazing. And on Kill Points, killing 10 TAC marines with 3+ Sv takes awhile. It's rarely done in one turn. If they do kill all 10 of them, you might want to consider how you deploy/position.
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![[Post New]](/s/i/i.gif) 2013/03/08 08:36:06
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Yeah you drop in the Sternguard and shoot the hell out of something. Personally Id advise against doing this unsupported. Drop pod ironclads or MM/HF dreads are great for this. A mix of combimelta and plasma with 2 heavy flamers is my preference as you can then literally kill anything. You need to mass on isolated targets and use gate to pick the next victim.
As for tac squads. No you do not get a free flamer and ML! You are forced to pay for them whether you take them or not. That's why DA tac squads are 14 points per model and the vastly superior Grey Hunters are 15. Spliting your tac squads is a bad idea just gifts kill points away and makes your units too brittle. A tac squad is expensive and does nothing well. Being a jack of all trades is not an advantage in this game. Objectives are not as important in 6th as they were in 5th.
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![[Post New]](/s/i/i.gif) 2013/03/08 11:15:15
Subject: Competitive 1850 C:SM
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Stealthy Dark Angels Scout with Shotgun
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I do not believe this to be true? Now with primary objectives worth three victory points. I find almost every game comes down to objectives!
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![[Post New]](/s/i/i.gif) 2013/03/08 13:40:38
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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"Being a jack of all trades is not an advantage in this game. Objectives are not as important in 6th as they were in 5th."
Bro, do you even play this game?
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![[Post New]](/s/i/i.gif) 2013/03/08 16:01:43
Subject: Competitive 1850 C:SM
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Ultramarine Land Raider Pilot on Cruise Control
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Objectives are easily the most important thing in 6th. I've almost tabled Necron and IG Armies, only for them to go second and almost win with 2 troops choices left of the field and only 1-2 models in each. And if we're doing kill points, then you wouldn't man 2 5man squads obviously. Yes, you have to snap fire the ML if you moved, but at that point, you're only trying to shoot and survive til Turn 5. I'd take the free S8 shot and try to point a tank at 48", then try and see how much damage I can do with bolters....
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![[Post New]](/s/i/i.gif) 2013/03/08 21:43:34
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Scrollax wrote:
I do not believe this to be true? Now with primary objectives worth three victory points. I find almost every game comes down to objectives!
In 5th with capture and control I needed to at least contest your objectives or the best I could do was draw. In Emperors will I could never go near your objective and let you have it and still win on VPs.
Objectives are still important but you don't need to hold even 1 to win. Two solid units of troops is good enough particularly in a SM army where the troops choices are so lacklustre. Other armies can afford to spend lots of points on troops. The power level of the SM codex and of its troop choices makes this not the case for them if you want to win against decent armies and players.
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![[Post New]](/s/i/i.gif) 2013/03/09 05:31:48
Subject: Re:Competitive 1850 C:SM
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Slippery Ultramarine Scout Biker
Madison, WI
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So you're not a decent player then?
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![[Post New]](/s/i/i.gif) 2013/03/09 06:40:18
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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What makes you assume that?
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![[Post New]](/s/i/i.gif) 2013/03/09 12:19:24
Subject: Competitive 1850 C:SM
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Stealthy Dark Angels Scout with Shotgun
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I still dont get how you dont think objectives arnt a game changer/ the most important thing in 6th?
Most game modes have objectives, most count them all as primary objectives! So if your opponent holds 2 objectives thats 6 victory points for them.
If your just gunna ignore the objectives how do you plan on getting the minimum of 7 VP to win?
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![[Post New]](/s/i/i.gif) 2013/03/10 09:38:00
Subject: Competitive 1850 C:SM
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Ultramarine Chaplain with Hate to Spare
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Scrollax wrote:I still dont get how you dont think objectives arnt a game changer/ the most important thing in 6th?
Most game modes have objectives, most count them all as primary objectives! So if your opponent holds 2 objectives thats 6 victory points for them.
If your just gunna ignore the objectives how do you plan on getting the minimum of 7 VP to win?
I never said ignore objectives I said they were less important than in 5th and that you don't need to hold objectives to win. As for your scenario if my opponent has brought 3 full tac squads and I haven't tabled him I've done something wrong. But ignoring that and assuming all my troops choices are dead all I need to do is contest both objectives and win on secondary objectives...
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