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2014/11/26 10:39:38
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
I really hope someone can help me with this, because i am close to burning all my Miniatures. I do not have a problem loosing a game, but loosing EVERY game, and realising this during the first two rounds, gets really frustrating. So please, if anyone has suggestions...it might save this hobby for me.
So I'm playing Astra Militarum and a friend of mine plays Space Marines and scrubs my men off the floor every single time...6 times in a row. I really don't see a good way to counter, what he has on the table. That has been quite constant during the last matches:
He always fields a Tech-Marine with ThunderCannon...as we use urban terrain, he is always able to fortify a buildung, sit there for the whole game and blast my mobs to shreds. With Toughness 7, Armor 2+, Cover 3+, 2 Wounds on the Cannon, i never was able to get rid of it and as a barrage-weapon that ignores cover there is also no way to hide from it...so this has become the nemesis of my infantry. I started to stock up the number of my tanks...but:
The secon thing, he always takes with him, is at least one drop pod full of meltas. This thing is a second stress factor, that punishes every liitle mistake of setting up the meat shield. Actually there is always an option for them and this drop pod is always able to take out one of my very valuable tanks, whose fire-power is missing for the rest of the game. I know, that the way to counter drop pods is the right set-up, but it's getting on my freaking nerves, that i always have to think about the position of every little guarsman, so my meatshield doesn't get a hole...and it always does. Depending on the points, he fields a second one with a cybot. The drop pods always threaten my artillery, too and thy are able to block me completely in my deployment zone.
The third thing are Centurions. There are always six of them in two teams and they all bring 2 sync. Lascannons and as my friend plays the doctrine of the imperial fists, they all are Tank Hunters. These guys outrange all Leman-Russ-Variants, that are really able to hurt them and they take out the tanks before they even get near. The fact, that there is always a drop-pod, slamming down right in the advance of the tanks, doesn't make that better. Neither does a Master of-the-forge, that might be joining the devastators to add even more anti-tank-patotential. I added a Manticor to bombard these guys, but with the drop pods, i got one shooting-round with it and then there went my Manticor.
The fourth thing is a land-raider-redeemer. This monster is adding pressure onto my troops and sucks fire-power, while it plops smaller vehicles before the burning begins. Usually i would have enough fire-power to stop it...but most of the time i loose my fire-power very fast.
The fifth thing are Scouts...they are not really a threat, but they are always able to occupy objectives right from the beginning, while i am usually completely stuck in my deployment-zone, holdig off drop-pod-attacks and advancing land-raiders.
So that's it. Last game i was bringing that on the table, but i tried infantry-heavier lists with Yarrick as well:
I'm not a experienced player compared to my friend. The mass of models, that i have to set up right in the deployment-phase is hard to handle and described earlier: every mistake will hurt. I haven't been fortunate, getting the first turn and after the first shooting-phase of my enemy i usually have already lost very vital fire-power. In fact, i think my Executioner was never able to fire a single shot. When one Russ is gone by the melters from the droppod, i still need the fire-power from the others to get rid of the melters, that are still right in front of him. So i loose this power again for one round, where it would be needed against other heavy targets. Also without a bodyguard you don't want to expose Pask to 12 sync Lascannons, so i can't really play offensive anymore...I always feel, that my army only needs this one crack and the game is over. And my enemy is always able to pick out these vital parts of my army very fast end easy. After that I'm stuck in my deployment-zone, trying to hold back the land-raider and to finish the drop-pods with thair rocket-launchers.
Any suggestions? I would be very thankful and it might save my miniatures from getting burned or saled...
2014/11/26 11:27:14
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
I don't play guard or space marines but I'll try to help.
The first thing I'll say is if you say your not very experienced why play 1850? If you start small with about 500 points and add 250 on each game you can learn about your army and what it needs to be better.
As for the problems you listed...
1. The thunderfire probably isn't gonna move so just try and avoid its line of site, also i don't think their that good against tanks. Is it S7 shots?
2. Drop Pods are so annoying! Especially for a gunline Tau player like myself. I'd suggested spreading out your infantry around your valuable vehicles. Drop pods can't deploy or scatter onto your troops so your basically choosing where he can't put it. Also if he still wants to go for your vehicles they'll get a cover save for shooting through your infantry.
Another idea is to keep your tanks in reserve, this way when his drop pod lands there's nothing to shoot, then, if you've got a command relay or something they should roll in turn 2 and blast them.
3. Plasmas and meltas or just any AP2 for centurions. Like you said if you can survive the drop pod they shouldn't be much of an issue. Maybe get some more terrain or spread your guys out after the drop pod arrives to make him play it safe with the teleport so not to mishap.
4. For landraiders you need your own meltas. Maybe drop some melta scions from a valkyrie on it. They have move through cover so you shouldn't have much trouble.
5. Maybe bring some infiltrators of your own, half the time you should get the good spots first.
It sounds like your playing his game a lot. Throw some flyers in or give him something to worry about instead.
Hope this helps and it's not stuff you already know.
"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran"
2014/11/26 11:31:29
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
As a Space Marine (Dark Angels) player, the answer to the melta drop pod (a tactic I love) is to space your infantry out so that there is no way to land a pod close enough to get the melta bonus. I don't have centurians so the only thing I can say on them is to drown them in plasma. I imagine a flyer of some sort would also benefit you. You can also try Deep Striking Scions near his TFC and then tar pitting it with a charge.
You could always try taking Dark Angel allies. Azreal can give a 50man blob fearless and a 4++ and makes a decent beatstick. You can also take a cheaper HQ like a librarian and a power field generator to help keep your tanks alive.
2014/11/26 12:04:08
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
CCS can take 4 special weapons, give them meltas or plasmas, maybe an astropath or primaris, put them in a vendetta, drop them next to the thunderfire cannon, use their own Ignore cover order (company commander is senior officer, so he can give ignore cover to his own unit) and make him cry. It solves high cover save, high armor save, high toughness. Has enough shots to deal quite a lot of wounds, I don't know how many thunderfire cannon has.
Edit: If you have enough models, you can use conscripts to bubblewrap. For him to deepstrike, he needs pretty big space. Measure how big that space is, does it scatter, and set your unit up accordingly. For meltas to work he needs to be in half range, you can deny that pretty easily. Of course a few thundercannon shots can blow some holes in your bubblewrap.
This message was edited 1 time. Last update was at 2014/11/26 12:11:50
2014/11/26 12:12:11
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
With regard to the Thunderfire Cannon, does he hide it out of your line of sight?
If not, perhaps consider a CCS (or Yarrick) - since one of the Senior Officer orders gives a unit Ignores Cover.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 12:17:34
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Before I go into the details of your list. Here are a few things to consider. What sort of table do you play on? You briefly mention ruins but what else is there for terrain? And how much terrain are you playing with? Are you both setting up the terrain? in my opinion setting up your battlefield is as important as setting up your list.
Regarding drop pods, keep your guys positioned to deny him landing zones. Remember 1/2 of his pods have to come in on the first turn. And as mentioned you can reserve units. To be honest, with the number of models you have in your list, i don't see how he can get a melta drop pod in range of one of your tanks very easily.
His Landraider, well I don't see a whole lot in your list to counter that. To be honest, Landraiders are not big damage dealers, ignore it perhaps.
His Thunderfire Cannon. Infiltrate or deep strike a squad of scions on it. With a couple plasma they should toast both the tech marine and gun with little trouble.
As for your list. Well I think you have a lot of useless junk points being spent there. A lot. Lose all those melta bombs. Your guardsmen are not meant to be in close combat. Your Platoon command squad should be bare bones, no upgrades. They are only there to give orders. Basically what I am getting at is, all those 2pts, 5pts etc you spend add up.
Unless I am playing an Armoured force, I don't go for the Tank HQ. As it stands, you have almost 35% of your armies points tied up in HQ slots. For 115pts you could have a Company Command Squad with 2 melta, reg. std, and a power wpn for your commander just for the heck of it. He would do a lot more for all those infanty you are fielding too with orders.
I am not going to pick your list apart any further. I will say though that your force doesn't seem to have a solid mix of complimentary units. And just so I don't seem off the cuff with that remark here is an example.
In one of my guard armies I have the following little formation which comes to 470pts. I use them as a pushing force, advancing on the objectives. The sentinels can either outflank, or scout move. There are 5 vehicles so a bit of light armour saturation, plus giving cover to each other. And with a fair amount of str 7 shooting. And as a bonus it looks cool on the table. But it is pared down, not overloaded with options and gear, and is put together with a purpose. And that purpose is to advance on the enemy, usually his weaker flank if I can.
Vet Squad: 3 Plasma Guns, Grenadiers (for Carapace).
Chimera: dozerblade (because I am advancing)
Leman Russ Exterminator: Hull Hvy Bolter, Hvy Bolter Sponsons, extra armour (because I am advancing and don't want snapshots)
His list asks for a vendetta with plazma ccs and a valkerie with plazmavets or scions. Though, it'd be great if you ensured their arrival with coms relay hidden out of LOS.
With the forces you've allready got: Exterminators are not worth it vs space marines. Maybe switch weaponry?
This message was edited 1 time. Last update was at 2014/11/26 12:31:30
2014/11/26 12:29:59
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
SpookyRuben wrote: His Thunderfire Cannon. Infiltrate or deep strike a squad of scions on it. With a couple plasma they should toast both the tech marine and gun with little trouble.
How?
It's in ruins with a 3+ cover save.
This message was edited 1 time. Last update was at 2014/11/26 12:31:00
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 12:34:44
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
Ok, let me take at shot at helping you out. I play both armies competitively so I might be able to help.
1) His Thunderfire Cannon. It's gping to be tough to take it out because it can well and is barrage. The techmarine mannING the cannon is the week spot. He only has 2 wounds and it T4 for instant death. Try to get anything str8+ on him. If your opponent is smart he will try and put the cannon between you and the tech marine though. Maybe your Manticore shots seeing how they are barrage or some deep striking scions with MG?
2) His Drop Pod. Use your infantry and cheaper tanks to protect Pask. I will surround my Pask and artillery units with my Chimeras and infantry to make sure my opponents cannot get in Melat range. Also, have you thought about an Aegis Defense Line? Put Camo Nets on your tanks and put them behind the defense line for a 3+ cover save. Maybe ally in Coteaz or some GK for interceptor/warp quake?
3) His Centurians. Plasma Cannon Russe eat these guys alive. So would Pask with his punisher cannon. They are T5 so they are hard to insta-kill so unless you have a really good chance at killing them I would just ignore them and concentrate on his troops.
4) His Redeemer. I personally don't like the Redeemer at all because of its short range. I would just ignore it, or use some deep striking melta.
Other things to try might be to take a Landing Pad. Everything on top will get a 4++ and you can easily hide units around it on the bottom to get a 3+ save.
Hopefully that helped some.
2014/11/26 12:38:54
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
I don't know how to quote, but the question was regarding his Thunderfire Cannon in ruins. Scions have move through cover, so no dangerous terrain test from deep strike, then it's just a matter of shooting him lots. He can't pass every save.
You could strip them down to have NO options if you were only ever going to use them to deep strike on his Thunderfire Cannon.
Of course there are other options, I simply presented one option.
2014/11/26 12:41:53
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
SpookyRuben wrote: I don't know how to quote, but the question was regarding his Thunderfire Cannon in ruins. Scions have move through cover, so no dangerous terrain test from deep strike, then it's just a matter of shooting him lots. He can't pass every save.
Yes, but you haven't got much to shoot him with.
You need 18 plasma shots to kill the gun, or 9 to kill the techmarine. You have 4 (5 if you give the leader a pistol). Even if you can get an angle on the marine, you're not even averaging a single wound.
Nothing else you have can touch them.
Also, this seems like a pretty risky deep strike.
This message was edited 3 times. Last update was at 2014/11/26 14:05:45
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 12:42:43
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
SpookyRuben wrote: His Thunderfire Cannon. Infiltrate or deep strike a squad of scions on it. With a couple plasma they should toast both the tech marine and gun with little trouble.
How?
It's in ruins with a 3+ cover save.
Firstly, don't forget it's true LOS now. He can't just get cover for being in ruins - they must obscure the priest. And even if they do, you just need one wound through if you're facing the priest there. You can hope for weight of shots or an ignore cover order. Lazcannons with ignore cover order can do it too, however, they're vulnerable to getting sniped out by it too.
As an ork player i know your troubles vs barrage artillery. But you can more or less endure it with proper placing. Spread out. Leave the most important stuff like a priest or comissar on the edge of the squad so that if he wants to snipe the guy out, he'll have to loose lots of potential damage on the squad. Hold like this till your counter-forces can reach TFC.
Read his codex.
Swap armies for once.
2014/11/26 12:45:53
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Firstly, don't forget it's true LOS now. He can't just get cover for being in ruins - they must obscure the priest.
Sorry, but that's just wrong.
A model in ruins *always* receives the cover save - regardless of whether or not it's actually obscured.
koooaei wrote: And even if they do, you just need one wound through if you're facing the priest there.
True. I mistakenly thought the Priest had 2 wounds.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 12:56:07
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
SpookyRuben wrote: I don't know how to quote, but the question was regarding his Thunderfire Cannon in ruins. Scions have move through cover, so no dangerous terrain test from deep strike, then it's just a matter of shooting him lots. He can't pass every save.
Yes, but you haven't got much to shoot him with.
You need 27 plasma shots to kill the gun, or 9 o kill the techmarine. You have 4 (5 if you give the leader a pistol). You're not even averaging a single wound.
Nothing else you have can touch them.
Also, this seems like a pretty risky deep strike.
I would never waste shots on the gun itself with a weaker tech marine standing there.
What other options can you quickly put on a 'hidden at the backfield' unit where you can get 2+ wounding? Because his cover save is so good, that is the only thing that matters, not the AP of the gun.
Of course you do have the option of assaulting him next turn and hope to overwhelm him. At worst he will be tied up in combat and wont be firing the gun.
In the end, it's a single model. My experience is that if you pour a lot of fire or attacks onto a single marine either TEQ/MEQ it dies.
So... what would you suggest that would work so much better?
edit- I took a risk and learned how to quote!
This message was edited 1 time. Last update was at 2014/11/26 12:56:48
2014/11/26 13:00:09
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Also IG is pretty bad at objective grabbing, even worse without chimeras or anything fast, so you should play for kill points or similar. First see what are your units capable of, how to use them, then complicate the game with objectives and stuff.
If your opponent is much more experienced than you and enjoys beating you senselessly every game, and doesn't want to bring lighter armies, play against other opponents, who are more beginner friendly.
2014/11/26 13:01:17
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
SpookyRuben wrote: His Thunderfire Cannon. Infiltrate or deep strike a squad of scions on it. With a couple plasma they should toast both the tech marine and gun with little trouble.
How?
It's in ruins with a 3+ cover save.
Deep strike the Melta Scions so the techmarine is closer to your guys then the cannon is. The Melta Guns will insta-kill the techmarine and will only have a 3++ cover save if there is anything between him and your unit. Not fool proof but does work
2014/11/26 13:08:41
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
The Pasquisher is overrated, and if range is proving its worth in your games like it does in mine, make Pask an Executioner instead, and take plasma cannon spons. The end result costs a bomb but 10 preferred enemy (re-roll gets hot and wound rolls basically) S7 AP2 small blasts a turn will rip anything to shreds, almost.
Primaris-Psioniker, Mastery-Level 2
- - - > 75 Punkte
Ministorum Priest
- - - > 25 Punkte
Ministorum Priest
- - - > 25 Punkte
Primaris-Psioniker, Mastery-Level 2
- - - > 75 Punkte
Don't bother with the double Psyker format, take more firepower. More efficient and reliable that way, and makes your format more redundant.
If you're going to take a blob like this, strongly consider a CCS. I'm really surprised you haven't thought of using "Fire On My Target" with the Lascannon blob, that would wipe the floor with a Thunderfire Cannon at 48'' with ignores cover. A good idea may be to take an Astropath in said CCS and keep one Primaris Psyker, giving you 3 Warp Charges for 125 instead of 150, and access to Telepathy; if you can get invisibility or the shrouding, you're golden. If your luck is terrible, take a Master of the Fleet as well. (I'll explain in a minute)
Veterans, Melterbombs and DemoCharge, 2 x Veteran with Melter
+ Taurox -> 50 Pkt.
- - - > 160 Punkte
Veterans, Melterbombs and DemoCharge, 2 x Veteran with Melter
+ Chimäre, Multilaser, Heavy Bolter, Bulldozer -> 70 Pkt.
- - - > 180 Punkte
I generally have my Mech Vets drive behind my Russes for blocking LOS and building an AV14 wall, but here I would keep the Pask Deathstar off the board on turn 1 by putting it in reserve. Why is this worth it?
1) The Drop Pod must come down on turn 1, and won't have many good targets to shoot at except one Exterminator, which you can bubblewrap far more effectively.
2) When the Russes do come on, if the melta kill team isn't hiding, they'll fire first and annihilate the melta kill team or come on from the other side of the board.
I'd hide the Mech Vets first turn and use them in a reactionary role behind terrain, at least until your heavy tanks arrive/you start making kills.
*************** 2 Fast ***************
1 Storm-Sentinel, 1 x Plasmacannon
- - - > 50 Punkte
1 Storm-Sentinel, 1 x Plasmacannon
- - - > 50 Punkte
These aren't going to be very efficient in this list, though I'd take them with Lascannons if you had to keep them for more anti-centurion/thunderfire.
A Vendetta would be very good against this list, undeniably. A selection of whingers act like they're worthless now being appropriately priced, but they're still very cost-effective.
*************** 3 Heavy ***************
Leman Russ Squadron
+ Leman Russ Exterminator, Heavy Bolter, Pair of Hevy Bolters, Camo -> 165 Pkt.
- - - > 165 Punkte
Not a particularly good tank, partly because of the sponsons, partly because of the fact you're playing against Marines. I'd take a Vanquisher with Lascannon and MM's, or an Exterminator with MMs and LC. It'll then handle the Land Raider and the backboard stuff.
Iffy just on its own, I'd take a couple for effective firepower.
Manticor, Heavy Bolter
- - - > 170 Punkte
Again, a bad choice against Marines, and in general. I'd swap it out for a Vendetta or a Russ, or more Wyverns.
Points : 1848
His list seems very strong, competitive and focused whereas yours takes some competitive ideas but relaxes in other areas, that's why you're finding it so hard. Its fairly normal to have a list that falls on hard times and to lose faith in it after you go on a losing streak, I myself had a massive losing streak with Mechanised Marines a few years ago and stopped playing them, though nowadays I know with my experience from switching to Guard how to make a far better list with Mech Marines. Trust me, if there's a Codex Astra Militarum can trash, much less beat, its Space Marines.
12 Sync Lascannons? You mean, 12 +/- twinlinked Lascannon shots? From the Cent Devs? They're getting one twinlinked shot each. Make sure he understands that.
This message was edited 2 times. Last update was at 2014/11/26 13:32:57
2014/11/26 13:39:26
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Leman Russ Exterminator: Hull Hvy Bolter, Hvy Bolter Sponsons, extra armour (because I am advancing and don't want snapshots)
I don't think extra armor protects your shooting from anything. It will only let you move.
Also Pask is likely the best HQ choice IG has, so definitely ot drop that, no matter what.
You are correct. That's what I meant, keeping the tank on the move during the advance, I'm at sea so getting little sleep. What my example has to do with the OP's question I am not sure though.
Why do you think that Pask is the best HQ choice? In this case what is he doing for the army that is so indispensable in the OP's list?
I think the OP needs to give us more details for any more real help. We've beaten the Tech Marine w/ Thunderfire to death. Drop Pods with Melta are just area denial.
2014/11/26 13:42:56
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
I would never waste shots on the gun itself with a weaker tech marine standing there.
What other options can you quickly put on a 'hidden at the backfield' unit where you can get 2+ wounding? Because his cover save is so good, that is the only thing that matters, not the AP of the gun.
Number of shots also matters. You either have plasma (which wounds on 4+ but gets twice as many shots), or meltas which wound on a 2+ but have half the shots.
SpookyRuben wrote: In the end, it's a single model. My experience is that if you pour a lot of fire or attacks onto a single marine either TEQ/MEQ it dies.
Indeed, but that's exactly my point - you're *not* pouring a lot of shots into him. Maybe if your lasguns could scratch him...
Deep strike the Melta Scions so the techmarine is closer to your guys then the cannon is.
With this, you have barely over a 1/3 chance of killing the techmarine.
Marshall Ragnar wrote: techmarine and will only have a 3++ cover save if there is anything between him and your unit.
Sigh.
Ruins - "Models in ruins receive a 4+ cover save, regardless of whether or not they are 25% obscured."
This message was edited 2 times. Last update was at 2014/11/26 14:02:07
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 13:45:30
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
And the scions with melta guns are actually worse in this scenario. Assuming rapid fire range for the plasma guns, they would get 4 shots to the meltas 2.
This message was edited 1 time. Last update was at 2014/11/26 13:56:15
2014/11/26 14:01:42
Subject: Help! Astra Militarum gets beaten again and again by Space Marines!
Yes, but the unit has T7 as long as the gun is alive.
SpookyRuben wrote: And the scions with melta guns are actually worse in this scenario. Assuming rapid fire range for the plasma guns, they would get 4 shots to the meltas 2.
Indeed.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 14:20:39
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Also if I'm right, chapter tactics can only be used once. So that's a one shot tank hunter. Don't forget that Pask is in a squadron, so he's shooting the tank closest to him, so you can take a "cheap" LR to give some more HP to Pask. Also squadron mates can shoot through each other as if they weren't there.
Pask is the best HQ choice, because he can effectively wreck everything (that is within 24", sadly).
Edit: If you have AP1/2 with ignore cover, it doesn't matter how good is that bolstered ruin or when does he get it. Btw you get ruin cover save just for standing in them, even you are shot at by a unit that is also in the same ruin with nothing in between the two of you.
Edit2: if the techmarine and the gun forms a unit, when shooting at it it uses the most numerous T in the unit, and the higher one if there's a tie. So the techmarine will have T7 while the gun lives. All models will use their own armor save though.
This message was edited 2 times. Last update was at 2014/11/26 14:24:24
2014/11/26 14:25:01
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Zsolt wrote: Pask is the best HQ choice, because he can effectively wreck everything (that is within 24", sadly).
But, doesn't it depend on what you want your HQ choice to do?
I mean, Pask is certainly good, but he doesn't support anything outside of his squadron.
Surely you could also make a case for Yarrick or a CCS? Granted, neither have the firepower of Pask, but they are a lot better at supporting the rest of your army.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2014/11/26 14:31:02
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Zsolt wrote: Pask is the best HQ choice, because he can effectively wreck everything (that is within 24", sadly).
But, doesn't it depend on what you want your HQ choice to do?
I mean, Pask is certainly good, but he doesn't support anything outside of his squadron.
Surely you could also make a case for Yarrick or a CCS? Granted, neither have the firepower of Pask, but they are a lot better at supporting the rest of your army.
I never said it'll support anything, it's a beat stick CCS senior officer commands are awesome, also the 4SW slot, the advisors, and the fact that you can fit them in a vendetta. I don't get what's the good part of Yarrick. I don't really like comissars/see their strengths personally.
2014/11/26 14:40:04
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
With your quantity of troops, I'd suggest giving a void shield generator a try (scratch building one isn't too hard... look up examples on google images). This would give you a pretty fair defense against the first turn assault of drop pods and whatnot. You could pretty easily fill the protective bubble with troops and vehicles such that nothing should be able to reliably land inside and would be forced to first shoot the shield.
You also should get the CCS for sure, just to get off those ignore cover orders for your lascannons.
You could easily get the points for them by dropping the two primaris psychers and some meltabombs.
That also opens up the very cheap astropath for some cheap telepathy.
That should help you survive the initial drop pod bombardment and those pod troops won't survive all that well against your force if they haven't take out some of your major threats.
There are three kinds of people in this world. Those than can do math... and those that can't.
~Griff
2014/11/26 14:40:40
Subject: Re:Help! Astra Militarum gets beaten again and again by Space Marines!
Zsolt wrote: I never said it'll support anything, it's a beat stick
I know - I was just questioning if it was the "best HQ choice".
Zsolt wrote: I don't get what's the good part of Yarrick. I don't really like comissars/see their strengths personally.
Mainly, I like him because he's a Senior Officer who isn't restricted to a CCS (so, I can put him in an infantry squad, or with some veterans in a Chimera or whatever), acts as a Lord Commissar for his squad and will almost never yield 'Slay the Warlord' (T4 with a 4++ and EW is about as good as we can expect, and he also resurrects on a 3+ each time he dies).
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.