Ex Libris Mortis'
Blood Angel 
Tactical Library

 
The Great Space Marine Tactics Seminar
(Summer of 2001)

Hello everyone

        The topic stands: 

If there were a seminar on Space Marine Tactics, with members of every chapter there - what topics would you like to see discussed most?

      scenario based tactics?
 

--------------------------------------------------------
 

 The great SM Tactics Seminar - what would you want to see discussed?
 BloodAngelBrotherEdward.
       RE: The great SM Tactics Seminar - what would you want to see discussed? Doomhawk
 (10/26/2001 14:27). 
           the role of tactical squads..... BloodAngelBrotherEdward (10/29/2001 13:05). 
               EMPEROR PRAISE BROTHER EDWARD!!! Turpin (10/30/2001 15:49). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? RaisedFist
 (10/26/2001 14:32). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? Bob Long
 (10/26/2001 14:36). 
           your no space marine commander! (NT) darkarchon (10/27/2001 11:12). 
               Bloody oath Larke (10/29/2001 0:27). 
       The Dark angels chapter joins the discussion. TzeentchHorror (10/26/2001 14:42). 
           RE: The Dark angels chapter joins the discussion. Spacer (10/26/2001 18:23). 
               Say something constructive, heretic! (NT) TzeentchHorror (10/27/2001 20:45). 
           The Deathwing khirareq (10/29/2001 13:55). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? Kuljoe14
 (10/26/2001 19:17). 
           Tactica: Dreadnoughts Ventyr (10/27/2001 16:54). 
               Excellent essay Brother - one question though... BloodAngelBrotherEdward (10/27/2001
 17:36). 
                   Terminators Ventyr (10/28/2001 14:41). 
                       RE: Terminators thedisposableman (10/28/2001 15:42). 
                       you asked about assault terminators... BloodAngelBrotherEdward (10/29/2001
 12:11). 
                           RE: you asked about assault terminators... SirGore (10/29/2001 12:49). 
                               RE: RE: you asked about assault terminators... visigoth (10/29/2001 14:31). 
                               We need to hear from a WolfLord! BloodAngelBrotherEdward (10/29/2001
 15:01). 
                           RE: you asked about assault terminators... Ventyr (10/29/2001 13:23). 
                               yikes! what have my mechanics been doing! BloodAngelBrotherEdward
 (10/29/2001 14:43). 
                                   Now you misunderstood a bit =) Ventyr (10/29/2001 15:42). 
                                       now THAT makes a lot more sense :-) BloodAngelBrotherEdward
 (10/29/2001 22:41). 
                                       RE: Now you misunderstood a bit =) sinngrin (10/30/2001 8:24). 
                       RE: Terminators erdagon (10/29/2001 13:20). 
                   RE: Excellent essay Brother - one question though... castellanlazarus (10/30/2001 6:09). 
                       Crusader tactics BloodAngelBrotherEdward (10/30/2001 10:10). 
                           RE: Crusader tactics castellanlazarus (10/31/2001 1:30). 
               RE: Tactica: Dreadnoughts thedisposableman (10/28/2001 11:44). 
               RE: Tactica: Dreadnoughts t_ray (10/30/2001 13:18). 
       The Ultra Marines are here! (does happy dance!) ultra_marine (10/26/2001 20:26). 
           an Ultramarine asks about assassins and scouts... BloodAngelBrotherEdward (10/29/2001
 13:18). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? Runefang
 (10/26/2001 21:05). 
           Dreadnought and Land Raider Tactica. TzeentchHorror (10/28/2001 0:05). 
       Enter Scythes of the Emperor egbertdfat (10/26/2001 22:12). 
           favorite fast attack options BloodAngelBrotherEdward (10/26/2001 23:15). 
           RE: Enter Scythes of the Emperor thedisposableman (10/27/2001 23:00). 
       bumpity bump :-) (NT) BloodAngelBrotherEdward (10/27/2001 10:54). 
       Question about land speeders egbertdfat (10/27/2001 11:09). 
           RE: Question about land speeders MidnightHunter (10/27/2001 13:51). 
               RE: RE: Question about land speeders WolfLordSorenBloodfist (10/30/2001 13:02). 
       All Hail the Emperor! skyfaller (10/27/2001 13:27). 
           RE: All Hail the Emperor! skyfaller (10/27/2001 13:58). 
               Basic Adeptus Astartes Tactica - and several questions BloodAngelBrotherEdward
 (10/27/2001 16:02). 
                   RE: Basic Adeptus Astartes Tactica - and several questions Ventyr (10/27/2001 17:06). 
                   RE: Basic Adeptus Astartes Tactica - and several questions ender (10/29/2001 18:22). 
               RE: RE: All Hail the Emperor! smileyface (10/27/2001 21:14). 
               RE: RE: All Hail the Emperor! ender (10/29/2001 17:34). 
       SM have no real tactics Sygmar (10/27/2001 16:33). 
           RE: SM have no real tactics mejahyan (10/27/2001 16:54). 
               a purity seal for Brother Mejahyan :-) (NT) BloodAngelBrotherEdward (10/27/2001 17:22). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? mejahyan
 (10/27/2001 17:09). 
           Artillery, and how to live with it GreyGriffin (10/28/2001 1:41). 
               Pinky, are you pondering what I'm pondering? egbertdfat (10/29/2001 0:04). 
                   About "cheese" Ventyr (10/29/2001 13:48). 
                       Yes there are, though good commanders can beat them thedisposableman
 (10/29/2001 15:45). 
           RE: RE: The great SM Tactics Seminar - what would you want to see discussed? skyfaller
 (10/29/2001 13:33). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? BorisGT
 (10/28/2001 17:55). 
           RE: RE: The great SM Tactics Seminar - what would you want to see discussed? sulla
 (10/29/2001 0:49). 
           Offensive Strategies and Defensive Formations BloodAngelBrotherEdward (10/29/2001
 13:33). 
       Where are all the Blood Angel players (NT) Larke (10/29/2001 0:39). 
           yes... BloodAngelBrotherEdward (10/29/2001 13:37). 
               RE: yes... Larke (10/30/2001 2:48). 
                   making a BA army.... BloodAngelBrotherEdward (10/30/2001 9:46). 
                       RE: making a BA army.... Larke (10/31/2001 0:45). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? silentpoet
 (10/29/2001 13:19). 
           not me :-) BloodAngelBrotherEdward (10/29/2001 13:36). 
               RE: not me :-) silentpoet (10/29/2001 13:51). 
               RE: not me :-) silentpoet (10/29/2001 14:04). 
                   scouts :-) BloodAngelBrotherEdward (10/29/2001 14:51). 
                       Force composition, scouts, and other stuff egbertdfat (10/30/2001 7:57). 
                           I agree completely, and answers to your questions :-)
 BloodAngelBrotherEdward (10/30/2001 16:40). 
               RE: not me :-) Ventyr (10/29/2001 14:05). 
                   fighting the Eldar? Tell us how! BloodAngelBrotherEdward (10/29/2001 15:06). 
                       RE: fighting the Eldar? Tell us how! Ventyr (10/29/2001 15:48). 
       Dark Angel Assault Marine tactics erdagon (10/29/2001 13:32). 
       BLOOD RAGE!! The Fleshtearers are Here. ender (10/29/2001 14:13). 
           there has been much discussion on this... BloodAngelBrotherEdward (10/29/2001 16:15). 
           drop pod army mwdalrymple (10/30/2001 8:58). 
       RE: The great SM Tactics Seminar - what would you want to see discussed? castellanlazarus
 (10/30/2001 6:19). 
       All Hail!!! The World Eaters enter the discussion! whoops, wrong seminar. straightjacket
 (10/30/2001 8:34). 
           *sigh* foolish betrayers... mwdalrymple (10/30/2001 9:26). 
           Thats it...just a little closer...Got ya! SirGore (10/30/2001 15:19). 
       The Use of Rhino mwdalrymple (10/30/2001 9:27). 
           oops. messed up, read this one! mwdalrymple (10/30/2001 9:54). 
               The Rhino and its fellows GreyGriffin (10/30/2001 15:36). 
                   Vanquisher? We may only dream. GreyGriffin (10/30/2001 15:43). 
                   Rhinos, razorbacks, predator variants and more... BloodAngelBrotherEdward
 (10/30/2001 18:12). 
                       RE: Rhinos, razorbacks, predator variants and more... GreyGriffin (10/31/2001 6:22). 
                           RE: RE: Rhinos, razorbacks, predator variants and more... GreyGriffin (10/31/2001
 6:27). 
       bump (nt) ender (10/30/2001 11:52). 
       RE: bump (nt) mwdalrymple (10/30/2001 12:18). 
       RE: RE: bump (nt) mwdalrymple (10/30/2001 14:36). 
 
 

  The great SM Tactics Seminar - what would you want to see discussed? . (94 Replies).
 BloodAngelBrotherEdward[]. 10/26/2001 14:20 (10/31/2001 6:27) 
 Greetings Battle Brothers!

 If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?

 I'm looking forward to hearing from ALL the chapters!

 Glory forever to the Emperor ~ Brother Edward 
 Reply 
 Back To Thread Navigation 
 
 

       RE: The great SM Tactics Seminar - what would you want to see discussed? . (2 Replies).
 Doomhawk[]. 10/26/2001 14:27 (10/30/2001 15:49) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward

 Well, I'd like to see how people use their Tactical (or similar) squads! I use mine as mobile
 jacks-of-all-trades. Since I play Black Templars, I give them BP and CCW (since a bolt
 pistol is identical to a bolter when moving), a power sword/fist for extra punch in CC, and a
 Meltagun for taking on those nasty characters/vehicles. They move pretty much every turn.
 What does everbody else do with them? 
 Reply 
 Back To Thread Navigation 
 
 

           the role of tactical squads..... . (1 Replies). BloodAngelBrotherEdward[]. 10/29/2001 13:05
 (10/30/2001 15:49) 

 >> 
 >> Well, I'd like to see how people use their Tactical (or similar) squads! I use mine as mobile
 jacks-of-all-trades. Since I play Black Templars, I give them BP and CCW (since a bolt
 pistol is identical to a bolter when moving), a power sword/fist for extra punch in CC, and a
 Meltagun for taking on those nasty characters/vehicles. They move pretty much every turn.
 What does everbody else do with them?

 ++++ Greetings Brother!

 The tactical squad is one of the most flexible units in our army. Typically we send out full ten
 man tac squads, armed with a flamer and a missle launcher, veteran serg w/power weapon,
 the squad is mounted in a rhino. Sometimes other gear is taken but this is typical.

 The mounted tac squad can move up quickly to put the squad into a position to provide
 support fire for other units, massed bolter fire is a fine thing, the missile launcher can affect
 infantry as well as being a threat to vehicles. If the rhino is destroyed the unit can remain in
 place as a firebase.

 In the assault role the rhino can drive up and deploy the tac squad - they fire (the flamer is
 excellent at reducing the enemy numbers - though you must be careful to intentionally miss one
 of the front people so your firing does not result in enemy survivors being too far away to
 assault! But driving up, deploying/firing/assaulting is another fine use of our tactical squads.
 Naturally they are not as effective as our dedicated assault squads, so assaults of this fashion
 are most effective if reinforced (ex. another rhino following behind, a simultaneous assault
 adjacent by scouts, heavy support fire to adjacent units)

 Basically the tactical squad is the foundation of the fire support in my army, the purpose of
 which is to reduce enemy units in general, and to provide vital fire support of our assaulting
 units. Vehicles help very much as well especially in the fire support for assaulting units, but
 tactical squads are the foundation upon which everything else is built, at least in my armies.

 Glory to the Emperor and Sanguinius ~ Brother Edward
 

 Reply 
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               EMPEROR PRAISE BROTHER EDWARD!!! . (0 Replies). Turpin[]. 10/30/2001 15:49 (10/30/2001 15:49) 
 Brother Edward is exactly right!! Tactical squads. Too many Marine players field them simply
 because they have to and rely on the other stuff to win battles. It's too bad really and I think
 shows poor generalship. It's an injustice when Marine Tac Squads are overlooked in favor of
 Assault Marines, for example, because then the value of the Tac Marine is not realized and the
 game becomes one based on numbers and rolling mass dice in assault rather than committing
 the Tac Troopers who excel in all roles.

 Seriously- throw out the assault squad and get 2 Tac Squads instead and see how mush more
 flexibility a Marine Army has. 
 Reply 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (0 Replies).
 RaisedFist[]. 10/26/2001 14:32 (10/26/2001 14:32) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward

 Hail Brothers! As a representen of the all might Space Wolfs Chapter i bring bad news my
 friends.....their is a big conspiracy of chees with all of our ennemis...we should think a new
 weapon (or maybe just some mice kind of bullet), a new armor(cheese proof) this is urgent for
 all human kind! enperor will prevail 
 Reply 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (2 Replies). Bob
 Long[]. 10/26/2001 14:36 (10/29/2001 0:27) 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?

 Why we can't all live together in peace and harmony? 
 Reply 
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           your no space marine commander! (NT) . (1 Replies). darkarchon[]. 10/27/2001 11:12 (10/29/2001
 0:27) 
 No Text 
 Reply 
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               Bloody oath . (0 Replies). Larke[]. 10/29/2001 0:27 (10/29/2001 0:27) 
 >> No Text 
 Reply 
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       The Dark angels chapter joins the discussion. . (3 Replies). TzeentchHorror[]. 10/26/2001 14:42
 (10/29/2001 13:55) 
 : :A robed figure steps forward onto the dias and proposes discussion on Terminator squad
 tactics: :

 Tell, brothers how need we equip our Deathwing in this dire time? How may this aide us
 against alien threats? 
 Reply 
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           RE: The Dark angels chapter joins the discussion. . (1 Replies). Spacer[]. 10/26/2001 18:23
 (10/27/2001 20:45) 
 >> : :A robed figure steps forward onto the dias and proposes discussion on Terminator
 squad tactics: :
 >> 
 >> Tell, brothers how need we equip our Deathwing in this dire time? How may this aide us
 against alien threats?

 By giving them wol tail tailism, charms, wolf tooth necklace and frost blades. 
 Reply 
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               Say something constructive, heretic! (NT) . (0 Replies). TzeentchHorror[]. 10/27/2001 20:45
 (10/27/2001 20:45) 
 No Text 
 Reply 
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           The Deathwing . (0 Replies). khirareq[]. 10/29/2001 13:55 (10/29/2001 13:55) 
 >> : :A robed figure steps forward onto the dias and proposes discussion on Terminator
 squad tactics: :
 >> 
 >> Tell, brothers how need we equip our Deathwing in this dire time? How may this aide us
 against alien threats?

 There are as many different configurations for Deathwing as there are enemies in the imperium.
 One of the advantages of fielding a squad of Deathwing is the ability to field heavy weapons in
 assault squads, and assault weapons in tactical squads. A few of my company's favorite
 configurations follow...

 For killing Tyranids, I find that a Tactical Deathwing squad is very helpful. 2 Tacical termies
 and a Sergeant, plus 2 Heavy Weapons (I prefer Cyclones, though Assault Cannons are also
 excellent) form a good mobile firebase that is capable of taking out big and little bugs in Close
 Combat or at range. If you are facing fast-moving big bugs, consider adding thunder hammer
 termies to stun them while the rest of your squad beats them down.

 Against Eldar (both Light and Dark), your Deathwing should be equipped with Assault
 Cannons. These excellant weapons can make short work of Eldar troops and vehicles alike. If
 you use Deathwing against Eldar, deploy carefully - their weapons will make penetrate any
 armor, even ours.

 It is also inadvisable to use Deathwing against Orks. Their choppas make Terminator armor
 no more useful than scout armor. If the Deathwing are deployed against Orks, try to keep
 them away from choppa or burna armed troops, and use them instead against shoota boys,
 bikes and other troops not specially armed for close combat. This will not be an easy
 objective to acheive.

 Even assault-oriented Deathwing configurations should not be without heavy weapons. Put a
 pair of heavy flamers in your Assault Deathwing squad - you'll be pleased with the results!

 I hope you find these insights helpful. 
 Reply 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (19 Replies).
 Kuljoe14[]. 10/26/2001 19:17 (10/31/2001 1:30) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward

 I would like to see tank tactics, especially rhinos. Also dreadnoughts, b/c ive seen it earne its
 points only once since I bought it. 
 Reply 
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           Tactica: Dreadnoughts . (18 Replies). Ventyr[]. 10/27/2001 16:54 (10/31/2001 1:30) 
 Dreadnoughts: How to use them and why.

 Dreadnought(s) are a must to any shooting orientated Space Marine army. They are relatively
 cheap (compared to Dev squads), pretty survivable, they are the only usable Elite choice (as
 termies suck, and veterans are essentially expensive tactical/assault marines), they don't take
 your essential HV support choices and most importantly they are mobile.

 When you equip your dreadnought always upgrade the CCW into missile launcher. 
 Why? 
 because you get another Heavy weapon for only 10pts. and you can move and still shoot both
 of them. And let's face the fact that SM dreadnoughts are not any good in HtH with or without
 power weapons. With 2 attacks and ws 4 it takes more than the whole game (usually around
 6 turns) to kill a ten man squad of anything that has ws4. Not very good. So rather take the
 missile launcher.
 Extra armor is also worth taking. You can go hiding behind cover for the following turn, if
 "crew stunned/shaken" result occurs, and emerge fully functional next turn.

 Weapon choices: the missile launcher in other arm and to other either plasma cannon or
 lascannon. 
 Why?
 Because Plasmacannon is the best all round anti-anything weapon in SM arsenal, and in case
 of dread you don't have to worry about overheating. It kills any troops with ease and it is a
 template weapon. It is also effective against any but the heaviest armor.
 Lascannon is the rational option for a tank hunting drednought as it is the best anti tank
 weapon awailable for SM forces.
 The missile launcher goes well with both, as it can fire either Frag or Krak round depending
 on the situation at hand.
 Other weapons available just aren't as good as those mentioned above and thus are not worth
 taking.

 How to use Dreads in games:
 If you don't have to go for a objective or capture table quarters, stay back with the rest of you
 shooting units and move only to get better LOS. Then just let fly with your 2 HV weapons. If
 possible, use cover to protect your dread from enemy fire. 
 In dense terrain you can also try to use cover to block enemy Heavy weapon squads LOS to
 your dread, while being able to fire at different targets that are less likely to harm the dread.

 Dreads can also be used to tie up enemy hth squads. If enemy gets too close to your more
 vulnerable troops, first shoot them and then assault with the dread. most troops can't harm the
 dread in hth and are rendered useless for the rest of the game (watch out for those power fists
 or thunder hammers though!)

 With these tactics I have used my Dreads with great succes. I like to have at least 1 of them.
 usually 2 or 3.

 Comments/costructive critic/questions are welcome and I'm willing to answer them.

 -Ventyr- 
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               Excellent essay Brother - one question though... . (15 Replies).
 BloodAngelBrotherEdward[]. 10/27/2001 17:36 (10/31/2001 1:30) 
 Your observations and assessments on the dreadnoughts match well with my own
 experiences. Thank you for explaining things so well :-)

 One thing though - you mentioned terminators as being a poor elite choice in a fire support
 role, can you go into that a little more? I've not used them often in that role, but the few
 occassions I have I've been pleased with their performance. I used a 6 man term squad with
 cyclone missile launcher and another with an assault cannon - their general poor mobility is a
 factor, but once in the open I've found them able to deliver a decent amount of suppressing
 fire, especially when working with other units. Also, I've considered the idea (on several
 occassions) of teleporting them in somewhat behind enemy lines to act as a hard to kill
 wandering firebase (though for one reason or another I've actually never done this). So if you
 could go into your thoughts on the role of termies in fire support I'd be really interested.

 Thanks!

 Glory to the Emperor ~ Brother Edward

 PS. On another similar note - I've found Assault Terminators in a landraider crusader are a
 wonderfully powerful unit if their assault is supported :-) 
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                   Terminators . (11 Replies). Ventyr[]. 10/28/2001 14:41 (10/30/2001 8:24) 
 I don't really imply that terminators are so bad, I just wanted to raise questions and comments
 about the subject. And from here I can smoothly go to the following topic:

 Tactical Dreadnought Armour, more commonly called terminator armour: Why I don't like
 them.

 At first look, they seem awesome. 2+/5+inv. save, powerfists, storm bolters and heavy
 weapons they can fire on the move.
 Well, all these things are great, but the real downfall of terminators is their too high point cost.

 Teminators role on the battlefield:
 Their equipment makes them mobile, (supposedly) survivable short ranged anti-infantry fire
 teams. 
 They are best equipped with 2 assault cannons, because they most propably will newer get
 close enough to use heavy flamers and I wouldn't put missile launchers on terminator squads,
 because then either the MLs long range is not used for advantage, or the storm bolters are
 wasted. MLs are better used in tactical or devastator squads.

 Terminators don't fulfill their role well enough for their point cost. If they want to use their
 weaponry, they have to move close to the enemy and thus expose them to enemy fire. Even
 bolters and other light weapons often reduce their already few numbers (i'm not very lucky
 with the dice) and they usually draw the attention of all AP 2 weapons in opponents army. So
 regarless of their save, they usually die pretty quickly. Too quickly if you consider that a squad
 of 5 costs 250pts.

 If you consider what else you could get with all those point's, you'll see what I mean.
 With the cost of one terminator you can get 3 tactical marines (well almost. 3pts short) 3
 tactical marines shoot 3 times in one turn, where terminator shoots only 2 times. 
 To kill one terminator you have to score an average of 6 wounds, but to kill 3 tac marines you
 need to score an average of 9 wounds. One lascannon shot can easily take out a terminator,
 but it takes three lascannon shots to take out those tac marines.
 So tacticals shoot more, and can take more enemy fire before going down. Tacticals can get a
 heavy and a special weapon, where terminators get two heavies, so thats pretty even.
 Terminators are better at hth, but with their 6" move they most propably never get there.
 Terminators also use up elite choices, which should be used to get dreadnoughts (which are
 cheeper and better) All those precious points are better invested on something more feasible.

 About assault termies I don't really know, as I haven't really used them, but they are insanely
 expensive because they need to buy that landraider. squad of 5 costs around 500pts. can they
 really kill one third of enemy army? (in 1500pts. game) I doubt it. They can't even pursue and
 thus really need to physically hack down all their opponents they are going to kill.

 Deep striking terminators might work on some cases, but their appearance is too random for
 my taste (...and my dice rolling. they usually turn up when the battle is already over)

 Dark Angel Deathwing terminators are the wors kind of waste. they cost even more than
 reqular termies (+10pts or something?) and only get the fearless rule which is actually a
 disadvantage, as they can't use the classic voluntarily-fall-back-shoot-and-assault-again tactic.
 Salamander termies are cheaper (only 5pts. though), but only get heavy flamers as heavies.

 So because of all those things mentioned above, I don't use terminators.

 Again questions and comments are welcome.

 Captain Arianus
 5th. battle company
 Knights Templar 
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                       RE: Terminators . (0 Replies). thedisposableman[]. 10/28/2001 15:42 (10/28/2001 15:42) 
 You make very good points, I think that from now on I'll go for 3 dreadnoughts in place of
 that 1 expensive termie squad

 >> I don't really imply that terminators are so bad, I just wanted to raise questions and
 comments about the subject. And from here I can smoothly go to the following topic:
 >> 
 >> Tactical Dreadnought Armour, more commonly called terminator armour: Why I don't like
 them.
 >> 
 >> At first look, they seem awesome. 2+/5+inv. save, powerfists, storm bolters and heavy
 weapons they can fire on the move.
 >> Well, all these things are great, but the real downfall of terminators is their too high point
 cost.
 >> 
 >> Teminators role on the battlefield:
 >> Their equipment makes them mobile, (supposedly) survivable short ranged anti-infantry
 fire teams. 
 >> They are best equipped with 2 assault cannons, because they most propably will newer
 get close enough to use heavy flamers and I wouldn't put missile launchers on terminator
 squads, because then either the MLs long range is not used for advantage, or the storm
 bolters are wasted. MLs are better used in tactical or devastator squads.
 >> 
 >> Terminators don't fulfill their role well enough for their point cost. If they want to use their
 weaponry, they have to move close to the enemy and thus expose them to enemy fire. Even
 bolters and other light weapons often reduce their already few numbers (i'm not very lucky
 with the dice) and they usually draw the attention of all AP 2 weapons in opponents army. So
 regarless of their save, they usually die pretty quickly. Too quickly if you consider that a squad
 of 5 costs 250pts.
 >> 
 >> If you consider what else you could get with all those point's, you'll see what I mean.
 >> With the cost of one terminator you can get 3 tactical marines (well almost. 3pts short) 3
 tactical marines shoot 3 times in one turn, where terminator shoots only 2 times. 
 >> To kill one terminator you have to score an average of 6 wounds, but to kill 3 tac marines
 you need to score an average of 9 wounds. One lascannon shot can easily take out a
 terminator, but it takes three lascannon shots to take out those tac marines.
 >> So tacticals shoot more, and can take more enemy fire before going down. Tacticals can
 get a heavy and a special weapon, where terminators get two heavies, so thats pretty even.
 Terminators are better at hth, but with their 6" move they most propably never get there.
 Terminators also use up elite choices, which should be used to get dreadnoughts (which are
 cheeper and better) All those precious points are better invested on something more feasible.
 >> 
 >> About assault termies I don't really know, as I haven't really used them, but they are
 insanely expensive because they need to buy that landraider. squad of 5 costs around 500pts.
 can they really kill one third of enemy army? (in 1500pts. game) I doubt it. They can't even
 pursue and thus really need to physically hack down all their opponents they are going to kill.
 >> 
 >> Deep striking terminators might work on some cases, but their appearance is too random
 for my taste (...and my dice rolling. they usually turn up when the battle is already over)
 >> 
 >> Dark Angel Deathwing terminators are the wors kind of waste. they cost even more than
 reqular termies (+10pts or something?) and only get the fearless rule which is actually a
 disadvantage, as they can't use the classic voluntarily-fall-back-shoot-and-assault-again tactic.
 >> Salamander termies are cheaper (only 5pts. though), but only get heavy flamers as heavies.
 >> 
 >> So because of all those things mentioned above, I don't use terminators.
 >> 
 >> Again questions and comments are welcome.
 >> 
 >> Captain Arianus
 >> 5th. battle company
 >> Knights Templar 
 Reply 
 Back To Thread Navigation 
 
 

                       you asked about assault terminators... . (8 Replies). BloodAngelBrotherEdward[].
 10/29/2001 12:11 (10/30/2001 8:24) 
 Yet another insightful discussion brother, thank you.

 The many points you bring up are interesting, though the value of the invulnerable saves and
 the ability to deepstrike were not addressed in depth. After reading your article I think that in
 the future when I have a serious "fire support" role to be filled I'll go with a devastator squad
 (and take my chances with Black Rage). The devastators being able to pour out both a great
 deal of fire, and having up to ten wounds makes it a unit which will require effort to kill.

 On another note - you mentioned you had not had much experience with assault terminators.
 I'd like to recommend them HIGHLY. My example here does involve the Death Company,
 but much the same effect can be had in a codex army with a well outfitted assault squad. the
 example I give below was conducted successfully against a rebel Imperial Guard garrison.

 Take a LandRaider Crusader - put five assault terminators in there (you can buy more, but
 they are pricey and five is sufficient). Take a veteran sergeant with lightning claws, and two
 more assault terminators with lighting claws AND take two assault terminators with thunder
 hammers. The thunder hammers are great for fighting the most powerful enemy model (if you
 wound the enemy cannot attack the next turn - thus you can try to attack for several turns with
 fair chance of not being attacked back by their lead model). The lightning claws naturally take
 a great toll on the enemy unit as well. Now getting them into assault is the job of the
 Landraider w/ overcharged engine - this does the job perfectly if your setup is good. 

 To add to the effect you need to have fire support units reducing the enemy to one side of the
 unit the terminators are going to assault, and in my case (the last time I did this) I had my
 Chaplain and Death Company assault the unit on the other side of the unit which the
 Terminators were about to assault (gotta love coordinated assaults!). Now I should mention
 that the Death Company assault did occur at the far end of the enemy line (meaning there
 were no other enemy units on the exposed DC flank - this is an important factor.

 So in this case the Assault termies hit the second to last unit in the enemy line - and the
 jumppack equipped DC hit the very last unit. The rest of the army put fire onto the remaining
 enemy units, and our scouts with CCW tied up some of the nearby units who might have
 responded.

 The assault terminators are very capable of staying in a protracted h2h engagement (aka they
 are best suited to resisting counter attacks if they happen), and the Death Company is very
 capable of destroying the unit they hit quickly as welll AND with their jumppacks they have
 the best ability to come assist the terminators should they need reinforcement OR they have
 the mobility to threaten units which move toward the terminators (the DC can jumppack over
 the melee to engage them next turn).

 But basically if you can land two assaults right next to each other they can work together to
 support each other - and by focusing the rest of your army's firepower into support fire
 (massed bolter fire, speeders w/multimeltas and rocket launchers etc) you can have a serious
 impact on the enemy. 

 Now granted not all assaults go so well - but with solid support fire, and coordinated assault
 the overall effect can be impressive. My advice is that if you have never tried taking assault
 terminators into combat in a LandRaider Crusader - I think you should give it a whirl, and do
 not judge their effectiveness until you see tham actually hit the enemy lines - the damage they
 can wreak is impressive.

 constructive criticism and comments/concerns are welcome.

 Glory to the Emperor and Sanguinius ~ Brother Edward 
 Reply 
 Back To Thread Navigation 
 
 

                           RE: you asked about assault terminators... . (2 Replies). SirGore[]. 10/29/2001 12:49
 (10/29/2001 15:01) 
 Brother Edward,

 I am a new pup of the Glorious Space Wolves Chapter so I must apologize if my questions
 are a bit basic.

 Life on Fenris prior to joining the Wolves taught me to be frugal, and so I instinctively avoid
 expensive units. However, one of the advantages of Space Wolf force organization is that I
 may buy Wolf Guard members to lead my various troops of Blood Claws, Grey Hunters and
 Scouts. This leads me to a set of questions following the excellent analysis I have read:

 Is it worth taking Wolf Guard in Tactical Dreadnaught Armour to lead units? (The Wolves are
 allowed to have mixed Armour in a unit)

 I was considering taking a Cyclone with krack missiles as the Wolf Guard to accompany my
 Wolf Scouts when they infiltrate. Do you feel this is wise? Can you suggest another
 "Tank-Killing option"?
 

 For Russ and the Emperor,

 Ivar Wulfenhardt
 
 
 
 
 

 >> Yet another insightful discussion brother, thank you.
 >> 
 >> The many points you bring up are interesting, though the value of the invulnerable saves
 and the ability to deepstrike were not addressed in depth. After reading your article I think
 that in the future when I have a serious "fire support" role to be filled I'll go with a devastator
 squad (and take my chances with Black Rage). The devastators being able to pour out both a
 great deal of fire, and having up to ten wounds makes it a unit which will require effort to kill.
 >> 
 >> On another note - you mentioned you had not had much experience with assault
 terminators. I'd like to recommend them HIGHLY. My example here does involve the Death
 Company, but much the same effect can be had in a codex army with a well outfitted assault
 squad. the example I give below was conducted successfully against a rebel Imperial Guard
 garrison.
 >> 
 >> Take a LandRaider Crusader - put five assault terminators in there (you can buy more, but
 they are pricey and five is sufficient). Take a veteran sergeant with lightning claws, and two
 more assault terminators with lighting claws AND take two assault terminators with thunder
 hammers. The thunder hammers are great for fighting the most powerful enemy model (if you
 wound the enemy cannot attack the next turn - thus you can try to attack for several turns with
 fair chance of not being attacked back by their lead model). The lightning claws naturally take
 a great toll on the enemy unit as well. Now getting them into assault is the job of the
 Landraider w/ overcharged engine - this does the job perfectly if your setup is good. 
 >> 
 >> To add to the effect you need to have fire support units reducing the enemy to one side of
 the unit the terminators are going to assault, and in my case (the last time I did this) I had my
 Chaplain and Death Company assault the unit on the other side of the unit which the
 Terminators were about to assault (gotta love coordinated assaults!). Now I should mention
 that the Death Company assault did occur at the far end of the enemy line (meaning there
 were no other enemy units on the exposed DC flank - this is an important factor.
 >> 
 >> So in this case the Assault termies hit the second to last unit in the enemy line - and the
 jumppack equipped DC hit the very last unit. The rest of the army put fire onto the remaining
 enemy units, and our scouts with CCW tied up some of the nearby units who might have
 responded.
 >> 
 >> The assault terminators are very capable of staying in a protracted h2h engagement (aka
 they are best suited to resisting counter attacks if they happen), and the Death Company is
 very capable of destroying the unit they hit quickly as welll AND with their jumppacks they
 have the best ability to come assist the terminators should they need reinforcement OR they
 have the mobility to threaten units which move toward the terminators (the DC can jumppack
 over the melee to engage them next turn).
 >> 
 >> But basically if you can land two assaults right next to each other they can work together
 to support each other - and by focusing the rest of your army's firepower into support fire
 (massed bolter fire, speeders w/multimeltas and rocket launchers etc) you can have a serious
 impact on the enemy. 
 >> 
 >> Now granted not all assaults go so well - but with solid support fire, and coordinated
 assault the overall effect can be impressive. My advice is that if you have never tried taking
 assault terminators into combat in a LandRaider Crusader - I think you should give it a whirl,
 and do not judge their effectiveness until you see tham actually hit the enemy lines - the
 damage they can wreak is impressive.
 >> 
 >> constructive criticism and comments/concerns are welcome.
 >> 
 >> Glory to the Emperor and Sanguinius ~ Brother Edward 
 Reply 
 Back To Thread Navigation 
 
 

                               RE: RE: you asked about assault terminators... . (0 Replies). visigoth[]. 10/29/2001
 14:31 (10/29/2001 14:31) 
 >> Brother Edward,
 >> 
 >> I am a new pup of the Glorious Space Wolves Chapter so I must apologize if my
 questions are a bit basic.
 >> 
 >> Life on Fenris prior to joining the Wolves taught me to be frugal, and so I instinctively
 avoid expensive units. However, one of the advantages of Space Wolf force organization is
 that I may buy Wolf Guard members to lead my various troops of Blood Claws, Grey
 Hunters and Scouts. This leads me to a set of questions following the excellent analysis I have
 read:
 >> 
 >> Is it worth taking Wolf Guard in Tactical Dreadnaught Armour to lead units? (The Wolves
 are allowed to have mixed Armour in a unit)
 >> 
 >> I was considering taking a Cyclone with krack missiles as the Wolf Guard to accompany
 my Wolf Scouts when they infiltrate. Do you feel this is wise? Can you suggest another
 "Tank-Killing option"?
 >> 
 >> 
 >> For Russ and the Emperor,
 >> 
 >> Ivar Wulfenhardt
 >> 
 ++greetings from a grizzled long fang my brother...
 in the white dwarf 'get you by' pre-codex article for the wolves, you werent allowed to use a
 terminator in an infiltrating unit...this wasnt put in the codex, but it just doesnt 'feel' right to do
 so. a terminator would be unable to creep around quietly. when i add a wolf guard to my
 scouts to help bust up tanks, i usually have him in power armor and equip him with a thunder
 hammer and storm shield, then even if he doesnt destroy the tank, its unable to move or fire
 the next turn, and it fits into the feel of an infiltrating unit. plus the meltabombs that the scouts
 have should do a number on them.
 also giving him a wolf tooth necklace will give him a good chance of taking out any
 'uber-characters' sent to deal with them.
 hope this helps.
 thorfinn silvermane++ 
 Reply 
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                               We need to hear from a WolfLord! . (0 Replies). BloodAngelBrotherEdward[].
 10/29/2001 15:01 (10/29/2001 15:01) 
 Greetings Battle Brother!

 I have but recently begun to study the ways of our glorious brothers the Space Wolves, and
 feel I am not well enough informed to comment much on the questions you have raised here. 

 What I can say is that Blood Angels have used assault terminators to great effect in assaulting
 the enemy (given that the assaults must be supported by support fire, and ideally additionaly
 assaulting units).

 Try these tactics sometime when you face a troop heavy army and you may find the effect
 useful.

 Remember though that when fighting aliens like the foul Eldar that many of their weapons are
 quite effective against our armors - against such firepower a combination of many troop
 choices and as many basic assault personel as we can bring (and deepstrike ideally) will win
 the day. Terminators are great for being thrown against the strongest units, and for wading
 through the ranks of enemy troops dispensing the Emperor's mercies left and right :-)

 I hope we may hear from a Wolf Lord soon to answer your questions!

 Glory to the Emperor, Sanguinius and Russ ~ Brother Edward
 
 
 
 
 

 >> Brother Edward,
 >> 
 >> I am a new pup of the Glorious Space Wolves Chapter so I must apologize if my
 questions are a bit basic.
 >> 
 >> Life on Fenris prior to joining the Wolves taught me to be frugal, and so I instinctively
 avoid expensive units. However, one of the advantages of Space Wolf force organization is
 that I may buy Wolf Guard members to lead my various troops of Blood Claws, Grey
 Hunters and Scouts. This leads me to a set of questions following the excellent analysis I have
 read:
 >> 
 >> Is it worth taking Wolf Guard in Tactical Dreadnaught Armour to lead units? (The Wolves
 are allowed to have mixed Armour in a unit)
 >> 
 >> I was considering taking a Cyclone with krack missiles as the Wolf Guard to accompany
 my Wolf Scouts when they infiltrate. Do you feel this is wise? Can you suggest another
 "Tank-Killing option"?
 >> 
 >> 
 >> For Russ and the Emperor,
 >> 
 >> Ivar Wulfenhardt
 >> 
 >> 
 >> 
 >> 
 >> 
 >> 
 >> >> Yet another insightful discussion brother, thank you.
 >> >> 
 >> >> The many points you bring up are interesting, though the value of the invulnerable saves
 and the ability to deepstrike were not addressed in depth. After reading your article I think
 that in the future when I have a serious "fire support" role to be filled I'll go with a devastator
 squad (and take my chances with Black Rage). The devastators being able to pour out both a
 great deal of fire, and having up to ten wounds makes it a unit which will require effort to kill.
 >> >> 
 >> >> On another note - you mentioned you had not had much experience with assault
 terminators. I'd like to recommend them HIGHLY. My example here does involve the Death
 Company, but much the same effect can be had in a codex army with a well outfitted assault
 squad. the example I give below was conducted successfully against a rebel Imperial Guard
 garrison.
 >> >> 
 >> >> Take a LandRaider Crusader - put five assault terminators in there (you can buy more,
 but they are pricey and five is sufficient). Take a veteran sergeant with lightning claws, and two
 more assault terminators with lighting claws AND take two assault terminators with thunder
 hammers. The thunder hammers are great for fighting the most powerful enemy model (if you
 wound the enemy cannot attack the next turn - thus you can try to attack for several turns with
 fair chance of not being attacked back by their lead model). The lightning claws naturally take
 a great toll on the enemy unit as well. Now getting them into assault is the job of the
 Landraider w/ overcharged engine - this does the job perfectly if your setup is good. 
 >> >> 
 >> >> To add to the effect you need to have fire support units reducing the enemy to one side
 of the unit the terminators are going to assault, and in my case (the last time I did this) I had
 my Chaplain and Death Company assault the unit on the other side of the unit which the
 Terminators were about to assault (gotta love coordinated assaults!). Now I should mention
 that the Death Company assault did occur at the far end of the enemy line (meaning there
 were no other enemy units on the exposed DC flank - this is an important factor.
 >> >> 
 >> >> So in this case the Assault termies hit the second to last unit in the enemy line - and the
 jumppack equipped DC hit the very last unit. The rest of the army put fire onto the remaining
 enemy units, and our scouts with CCW tied up some of the nearby units who might have
 responded.
 >> >> 
 >> >> The assault terminators are very capable of staying in a protracted h2h engagement
 (aka they are best suited to resisting counter attacks if they happen), and the Death Company
 is very capable of destroying the unit they hit quickly as welll AND with their jumppacks they
 have the best ability to come assist the terminators should they need reinforcement OR they
 have the mobility to threaten units which move toward the terminators (the DC can jumppack
 over the melee to engage them next turn).
 >> >> 
 >> >> But basically if you can land two assaults right next to each other they can work
 together to support each other - and by focusing the rest of your army's firepower into
 support fire (massed bolter fire, speeders w/multimeltas and rocket launchers etc) you can
 have a serious impact on the enemy. 
 >> >> 
 >> >> Now granted not all assaults go so well - but with solid support fire, and coordinated
 assault the overall effect can be impressive. My advice is that if you have never tried taking
 assault terminators into combat in a LandRaider Crusader - I think you should give it a whirl,
 and do not judge their effectiveness until you see tham actually hit the enemy lines - the
 damage they can wreak is impressive.
 >> >> 
 >> >> constructive criticism and comments/concerns are welcome.
 >> >> 
 >> >> Glory to the Emperor and Sanguinius ~ Brother Edward 
 Reply 
 Back To Thread Navigation 
 
 

                           RE: you asked about assault terminators... . (4 Replies). Ventyr[]. 10/29/2001 13:23
 (10/30/2001 8:24) 
 Yes, I have used assault terminators only once or twice, if I remember correctly, so I can't
 really comment on their effectiveness on battlefield. The point cost of such a unit is just so
 scary. They really have to kick ass to earn their points back, and in shooting orientated armies
 (that I usually field) you just can't invest that many points on assault troops. I often field one 5
 man squad of assault marines with veteran sergeant and chaplain as my only hth unit. Used
 mainly on counter attacking enemy hth units. Most of the killing is done as it should (we're in
 the future U know =)), by shooting

 As I mentioned in my terminator post, I don't like them. It feels kind of like putting all your
 eggs in one basket and since i'm very unlucky with the dice, I tend to fail those 2+ saves far
 too often. 
 I like to have numerous models in my armies, because they shoot more, they can take more
 enemy fire and more squads at your command means wider tactical options available. I usually
 field some 40+ marines in 1500pts. game. (and big armies look better. I just love the looks of
 mk7 power armor)

 Then about couple of things you said:
 As far as I know Landraiders can't have owercharged engines. Those are fitted to BA Rhinos
 and Razorbacks only.
 And about using jump packs to move over hth. models cannot jump over enemy models, so I
 doubt that they can move over hth either.
 Correct me if i'm wrong.

 Captain Arianus
 5th company
 Knights Templar 
 Reply 
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                               yikes! what have my mechanics been doing! . (3 Replies).
 BloodAngelBrotherEdward[]. 10/29/2001 14:43 (10/30/2001 8:24) 
 Hello there!

 Well by crykie you're right about the overcharged engines on the crusader - my bad! I
 shudder to think how many well intentioned BA players made the same oversight that I did in
 thinking that the overcharged engine option applied across the spectrum of our vehicles - it's
 the little things that get you!
 

 >> And about using jump packs to move over hth. models cannot jump over enemy models,
 so I doubt that they can move over hth either.
 >> Correct me if i'm wrong.

 and yes this is true as well - though with a movement of twelve inches you have ample
 opportunity to jump to one side, and still be within six inches for an effective charge.

 With regards to your use of assault terminators as a counter charge unit, let me know how that
 works for you - at a glance (having never used them in that role before) it seems a pricy
 countercharge unit. The value which I saw in the assault terminators was much more on the
 offensive side of things because they could inflict so much damage and were tough enough to
 hang in the thick of the fight (the heart of the assault) as the rest of our assault units assault
 nearby, and the rest of the army does what you like best - shoot :-)

 Give it a try sometime if you haven't, and I'll go try them in a counterassault role :-)

 happy gaming! ~ Brother Edward 
 
 
 
 
 

 >> Yes, I have used assault terminators only once or twice, if I remember correctly, so I can't
 really comment on their effectiveness on battlefield. The point cost of such a unit is just so
 scary. They really have to kick ass to earn their points back, and in shooting orientated armies
 (that I usually field) you just can't invest that many points on assault troops. I often field one 5
 man squad of assault marines with veteran sergeant and chaplain as my only hth unit. Used
 mainly on counter attacking enemy hth units. Most of the killing is done as it should (we're in
 the future U know =)), by shooting
 >> 
 >> As I mentioned in my terminator post, I don't like them. It feels kind of like putting all your
 eggs in one basket and since i'm very unlucky with the dice, I tend to fail those 2+ saves far
 too often. 
 >> I like to have numerous models in my armies, because they shoot more, they can take
 more enemy fire and more squads at your command means wider tactical options available. I
 usually field some 40+ marines in 1500pts. game. (and big armies look better. I just love the
 looks of mk7 power armor)
 >> 
 >> Then about couple of things you said:
 >> As far as I know Landraiders can't have owercharged engines. Those are fitted to BA
 Rhinos and Razorbacks only.
 >> And about using jump packs to move over hth. models cannot jump over enemy models,
 so I doubt that they can move over hth either.
 >> Correct me if i'm wrong.
 >> 
 >> Captain Arianus
 >> 5th company
 >> Knights Templar 
 Reply 
 Back To Thread Navigation 
 
 

                                   Now you misunderstood a bit =) . (2 Replies). Ventyr[]. 10/29/2001 15:42 (10/30/2001
 8:24) 
 >> With regards to your use of assault terminators as a counter charge unit, let me know how
 that works for you - at a glance (having never used them in that role before) it seems a pricy
 countercharge unit. The value which I saw in the assault terminators was much more on the
 offensive side of things because they could inflict so much damage and were tough enough to
 hang in the thick of the fight (the heart of the assault) as the rest of our assault units assault
 nearby, and the rest of the army does what you like best - shoot :-)

 Now you misred me. I didn't say that I use assault TERMINATORS as a counter attack unit,
 I said that I use assault MARINES. Those power armored guys with jump packs, pistols and
 swords U know =)

 Now that would be a complete waste of points to keep assault termies back waiting for a
 change to counter charge =)

 Assault marines, the ones I use, work wery well on counter attacking enemy hth units, and are
 cheap enough to be kept back, waiting for the enemy to come close enough (unlike
 terminators).
 I shoot 'till the last moment and depending on the situation I either take the charge with
 tacticals and join in with the assault marines next turn, or, earlier on, move to intercept with the
 assault marines.

 Tacticals and devastators deployed in a close box formation (3" apart from each other to
 avoid consolidation) can take most enemy assaulters by themselves too. After the assault, the
 charged unit voluntarily falls back on opponents turn and automatically regroups due to
 ATSKNF. Then on your own turn you happily shoot down the sweeping enemies with rapid
 firing bolters, plasmaguns and heavies from dev squad(s) and/or dreadnoughts or anything else
 nearby. 
 Tried and proved. Works against any but the most toughest assault groups. And failing that, I
 have that assault squad to give a hand if need be.

 Captain Arianus
 5th company
 Knights Templar 
 Reply 
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                                       now THAT makes a lot more sense :-) . (0 Replies).
 BloodAngelBrotherEdward[]. 10/29/2001 22:41 (10/29/2001 22:41) 
 apparently my implant that lets me go for days without sleep is on the blink again, better go
 check with the tech priests about this sleepy brain of mine before I misread something
 important! let's see here throw grenade then press button... no that doesn't quite seem right
 somehow, press button then place back into storage box... no no, something still wrong.... :-) 

 until next time!
 ~ Brother Edward 
 Reply 
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                                       RE: Now you misunderstood a bit =) . (0 Replies).
 sinngrin[grizgrin@hotmail.com]. 10/30/2001 8:24 (10/30/2001 8:24) 
 as far as the voluntary fall back, I thought it was a voluntary rule. Can you do that? Do you
 have to have opponents consent? I am a fairly effective BA player, my opponents would
 never let me do that.

 -sinngrin 
 Reply 
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                       RE: Terminators . (0 Replies). erdagon[]. 10/29/2001 13:20 (10/29/2001 13:20) 
 >> With the cost of one terminator you can get 3 tactical marines (well almost. 3pts short) 3
 tactical marines shoot 3 times in one turn, where terminator shoots only 2 times. 
 >> To kill one terminator you have to score an average of 6 wounds, but to kill 3 tac marines
 you need to score an average of 9 wounds. One lascannon shot can easily take out a
 terminator, but it takes three lascannon shots to take out those tac marines.
 >> So tacticals shoot more, and can take more enemy fire before going down. Tacticals can
 get a heavy and a special weapon, where terminators get two heavies, so thats pretty even.
 Terminators are better at hth, but with their 6" move they most propably never get there.
 Terminators also use up elite choices, which should be used to get dreadnoughts (which are
 cheeper and better) All those precious points are better invested on something more feasible.
 

 Hmmmm , I don't know if you're completely right . It's true what you say that it take three LC
 to take down your three tac marines , but they get wasted as fast as a termie when a Plasma
 Cannon is used instead of a LC and then your termies still have their 5+inv save which your
 tac marines don't get . Ok , they cost alot (especially for a DA player) but then again, you
 have to consider that they can take a bigger punch than your average Marine . I also see that
 you talk about "average" wounds it takes to take down a Termie or a Tac . Just to say that I
 don't really believe in "average" , well not on the battle field anyway . I think using things like
 "average wounding and hitting" is something that can't be used to compare two units . Your
 XP with those two might completely differ from somebody elses POV . For the one , termies
 might suck while for somebody else they might be a great blessing . Yet , it's still good to see
 that somebody is able to fully state why he thinks this or that unit sucks to his Point Of View .
 Most people just say that some units sucks because they don't like the look or they don't
 know why . Anyway , good luck and happy gaming Brother .

 Erdagon Faldan
 Dark Angels commander 
 Reply 
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                   RE: Excellent essay Brother - one question though... . (2 Replies). castellanlazarus[].
 10/30/2001 6:09 (10/31/2001 1:30) 
 you mentioned terminators as being a poor elite choice in a fire support role, I've not used
 them often in that role, but the few occassions I have I've been pleased with their
 performance.

 I must admit the same(from a fire support role) personally I,ve not had great luck in h2h, but in
 shooting, well that many bolter shots and a heavy weap. or two, its been pretty effective so
 far. The simple fact that they can lay down a withering hail of fire on the move is good. 

 but once in the open I've found them able to deliver a decent amount of suppressing fire,
 especially when working with other units. Also, I've considered the idea (on several
 occassions) of teleporting them in somewhat behind enemy lines to act as a hard to kill
 wandering firebase 

 Great Idea, and yes, I have never actually done it. Too many tactics, not enough wars!!

 >> PS. On another similar note - I've found Assault Terminators in a landraider crusader are a
 wonderfully powerful unit if their assault is supported :-)

 the sheer fear of the great machine is enough to weaken the heretics, brother. I have a
 crusader, but the fact thet you can fit fifteen guys in there has meant that I have yet to use it as
 my termie taxi. I was told of a horrid tactic for the crusader;
 Using two LRC drive through the enemy front line, firing all the way, release the troops behind
 enemy lines (rules for tank shock help this greatly- if you remember there are actually rules for
 it) and then use the LRC as a wandering fire base. When all the enemy troops break, guess
 whose in line of retreat? 
 Reply 
 Back To Thread Navigation 
 
 

                       Crusader tactics . (1 Replies). BloodAngelBrotherEdward[]. 10/30/2001 10:10 (10/31/2001
 1:30) 
 earlier you wrote:
 >> the sheer fear of the great machine is enough to weaken the heretics, brother. I have a
 crusader, but the fact thet you can fit fifteen guys in there has meant that I have yet to use it as
 my termie taxi. I was told of a horrid tactic for the crusader;
 >> Using two LRC drive through the enemy front line, firing all the way, release the troops
 behind enemy lines (rules for tank shock help this greatly- if you remember there are actually
 rules for it) and then use the LRC as a wandering fire base. When all the enemy troops break,
 guess whose in line of retreat?

 ++++ interesting tactics brother, against which armies have you successfully done this?

 looking forward to hearing the gory details :-)
 ~ Brother Edward 
 Reply 
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                           RE: Crusader tactics . (0 Replies). castellanlazarus[]. 10/31/2001 1:30 (10/31/2001 1:30) 
 >> ++++ interesting tactics brother, against which armies have you successfully done this?
 >> 
 >> looking forward to hearing the gory details :-)
 >> ~ Brother Edward

 Unfortunately, I must admit brother it is an untried speculation. Sounds good though I am yet
 to put it in effect. I do not have two Land Raiders, so I will use a rhino as the other
 linebreaker and see how that goes. As long as I have support in the assault from the front of
 enemy lines I believe it has a chance. It would go one of two ways and as such would be quite
 a risky tactic.1) it would work really well (which means too well, and cries of cheese and
 beardy goodness would be heard for miles) or 2) not at all, tanks get stuffed and assault
 slowly breaks up into discordia.If the tanks dont make it all the way there: abandon assault
 plan, both vehicles need to support each other, or one will be easily overwhelmed
 These reasons are why I havent yet used it, and the lack of a appropriate battle. 
 Really I am thinking about it in regards to the renegade IG garrison that I fight often, and
 maybe the Red Corsair heretic pirates I come into contact with. The Eldar Pirates would be
 way to mobile to consider effecting this plan.
 Any one out there with enough b@lls to try it for me? 
 Reply 
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               RE: Tactica: Dreadnoughts . (0 Replies). thedisposableman[]. 10/28/2001 11:44 (10/28/2001 11:44) 
 Well met, though why do you say termies suck?

 Let's look at terminators.
 They can move and shoot heavy wepons, cyclone missile launchers, which are extremely
 useful. In close combat they are practically gods and they have that great 2+/5+ invul. save.

 I'm thinking about getting 2 dreadnoughts w/ plasma/missile launcher and one with tl
 lascannon/missile launcher

 and also having a

 8 man Deathwing Terminator squad w/ 5 chainfists and 2 cyclone missile launchers
 

 >> Dreadnoughts: How to use them and why.
 >> 
 >> Dreadnought(s) are a must to any shooting orientated Space Marine army. They are
 relatively cheap (compared to Dev squads), pretty survivable, they are the only usable Elite
 choice (as termies suck, and veterans are essentially expensive tactical/assault marines), they
 don't take your essential HV support choices and most importantly they are mobile.
 >> 
 >> When you equip your dreadnought always upgrade the CCW into missile launcher. 
 >> Why? 
 >> because you get another Heavy weapon for only 10pts. and you can move and still shoot
 both of them. And let's face the fact that SM dreadnoughts are not any good in HtH with or
 without power weapons. With 2 attacks and ws 4 it takes more than the whole game (usually
 around 6 turns) to kill a ten man squad of anything that has ws4. Not very good. So rather
 take the missile launcher.
 >> Extra armor is also worth taking. You can go hiding behind cover for the following turn, if
 "crew stunned/shaken" result occurs, and emerge fully functional next turn.
 >> 
 >> Weapon choices: the missile launcher in other arm and to other either plasma cannon or
 lascannon. 
 >> Why?
 >> Because Plasmacannon is the best all round anti-anything weapon in SM arsenal, and in
 case of dread you don't have to worry about overheating. It kills any troops with ease and it is
 a template weapon. It is also effective against any but the heaviest armor.
 >> Lascannon is the rational option for a tank hunting drednought as it is the best anti tank
 weapon awailable for SM forces.
 >> The missile launcher goes well with both, as it can fire either Frag or Krak round
 depending on the situation at hand.
 >> Other weapons available just aren't as good as those mentioned above and thus are not
 worth taking.
 >> 
 >> How to use Dreads in games:
 >> If you don't have to go for a objective or capture table quarters, stay back with the rest of
 you shooting units and move only to get better LOS. Then just let fly with your 2 HV
 weapons. If possible, use cover to protect your dread from enemy fire. 
 >> In dense terrain you can also try to use cover to block enemy Heavy weapon squads LOS
 to your dread, while being able to fire at different targets that are less likely to harm the dread.
 >> 
 >> Dreads can also be used to tie up enemy hth squads. If enemy gets too close to your more
 vulnerable troops, first shoot them and then assault with the dread. most troops can't harm the
 dread in hth and are rendered useless for the rest of the game (watch out for those power fists
 or thunder hammers though!)
 >> 
 >> With these tactics I have used my Dreads with great succes. I like to have at least 1 of
 them. usually 2 or 3.
 >> 
 >> Comments/costructive critic/questions are welcome and I'm willing to answer them.
 >> 
 >> -Ventyr- 
 Reply 
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               RE: Tactica: Dreadnoughts . (0 Replies). t_ray[]. 10/30/2001 13:18 (10/30/2001 13:18) 
 >> Dreadnoughts: How to use them and why.
 >> 
 >> Dreadnought(s) are a must to any shooting orientated Space Marine army. They are
 relatively cheap (compared to Dev squads), pretty survivable, they are the only usable Elite
 choice (as termies suck, and veterans are essentially expensive tactical/assault marines), they
 don't take your essential HV support choices and most importantly they are mobile.
 >> 
 >> When you equip your dreadnought always upgrade the CCW into missile launcher. 
 >> Why? 
 >> because you get another Heavy weapon for only 10pts. and you can move and still shoot
 both of them. And let's face the fact that SM dreadnoughts are not any good in HtH with or
 without power weapons. With 2 attacks and ws 4 it takes more than the whole game (usually
 around 6 turns) to kill a ten man squad of anything that has ws4. Not very good. So rather
 take the missile launcher.
 >> Extra armor is also worth taking. You can go hiding behind cover for the following turn, if
 "crew stunned/shaken" result occurs, and emerge fully functional next turn.
 >> 
 >> Weapon choices: the missile launcher in other arm and to other either plasma cannon or
 lascannon. 
 >> Why?
 >> Because Plasmacannon is the best all round anti-anything weapon in SM arsenal, and in
 case of dread you don't have to worry about overheating. It kills any troops with ease and it is
 a template weapon. It is also effective against any but the heaviest armor.
 >> Lascannon is the rational option for a tank hunting drednought as it is the best anti tank
 weapon awailable for SM forces.
 >> The missile launcher goes well with both, as it can fire either Frag or Krak round
 depending on the situation at hand.
 >> Other weapons available just aren't as good as those mentioned above and thus are not
 worth taking.
 >> 
 >> How to use Dreads in games:
 >> If you don't have to go for a objective or capture table quarters, stay back with the rest of
 you shooting units and move only to get better LOS. Then just let fly with your 2 HV
 weapons. If possible, use cover to protect your dread from enemy fire. 
 >> In dense terrain you can also try to use cover to block enemy Heavy weapon squads LOS
 to your dread, while being able to fire at different targets that are less likely to harm the dread.
 >> 
 >> Dreads can also be used to tie up enemy hth squads. If enemy gets too close to your more
 vulnerable troops, first shoot them and then assault with the dread. most troops can't harm the
 dread in hth and are rendered useless for the rest of the game (watch out for those power fists
 or thunder hammers though!)
 >> 
 >> With these tactics I have used my Dreads with great succes. I like to have at least 1 of
 them. usually 2 or 3.
 >> 
 >> Comments/costructive critic/questions are welcome and I'm willing to answer them.
 >> 
 >> -Ventyr-

 Cool treatise. I have a question:

 What about twin linked autocannon?
 I'd think they would be better than a plasma cannon for shooting up vehicles. They are a bit
 hard to convert, but I have two weapons fits for my dreads: Plasma or linked ACs. I just find
 I use the ACs more.

 --T. Ray 
 Reply 
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       The Ultra Marines are here! (does happy dance!) . (1 Replies). ultra_marine[]. 10/26/2001 20:26
 (10/29/2001 13:18) 
 ?Well since we have no UM players here looks like I’m the first one.;) Any ways I wanna
 know how many of you use assassins and why, and how they fit in your army and how do you
 take on
 the problem of deciding how many scout squads and how may tactical squads and how many
 transports you give them (if any)

 Ultra_marine,

 For the Emperor!
 For Ultramar!

 ?We are the inheritors of the Roboute.
 Let no rule be beyond us.
 Let no man stand in our way! 
 Reply 
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           an Ultramarine asks about assassins and scouts... . (0 Replies).
 BloodAngelBrotherEdward[]. 10/29/2001 13:18 (10/29/2001 13:18) 
 ++++ Greetings brother!

 An Ultramarine talking about assassins, well let's talk about them.

 Assassins are useful (and fun) tis true - but too often I see them being used as a crutch by
 inexperienced Space Marine Commanders. Our people would do better in the long run to
 fully learn the capabilities of our own armies to begin with, and then later (when you want to
 bring an assassin for fun) then have fun and bring them, but I don't think I'd respect a Space
 Marine player as much if I saw a SM army with an assassin in a tournament. In my opinion
 your own army can take care of things just fine. Use them when gaming for fun when your
 scenario storyline might call for one, but do not become dependent upon them. This fits 40k
 fluff too, assassins are meant for special missions - they aren't meant to bolster a weak
 commander. If any one commander kept making requests of the assassinorium I don't think
 they'd keep their job very long, especially when other commanders can get the job done
 without the assassinorium's help :-)

 Your second question: "how do you take on the problem of deciding how many scout squads
 and how may tactical squads and how many transports you give them (if any)

 I start with two ten man tac squads (both mounted), then I select the main elements of the rest
 of my force - SM scouts are great for fire support (love sniper rifles), and scouts with CCW
 are great for sticking the enemy into assault early (allowing us a chance to move our other
 forces up behind the cover of the melee - it acts as a line of sight obstruction).

 In short, take infiltrators w/ close combat weapons when you want to rush up and engage the
 enemy quickly - take shooters (sniper rifles, etc) when you want more of a shooty fire support
 role.

 Glory to the Emperor and Sanguinius ~ Brother Edward
 

 >> ?Well since we have no UM players here looks like I’m the first one.;) Any ways I wanna
 know how many of you use assassins and why, and how they fit in your army and how do you
 take on
 >> the problem of deciding how many scout squads and how may tactical squads and how
 many
 >> transports you give them (if any)
 >> 
 >> Ultra_marine,
 >> 
 >> For the Emperor!
 >> For Ultramar!
 >> 
 >> ?We are the inheritors of the Roboute.
 >> Let no rule be beyond us.
 >> Let no man stand in our way! 
 Reply 
 Back To Thread Navigation 
 
 

       RE: The great SM Tactics Seminar - what would you want to see discussed? . (1 Replies).
 Runefang[]. 10/26/2001 21:05 (10/28/2001 0:05) 
 3 things:

 *I'd love to see tactics for Infantry Space Marine armies presented. 
 *Also what to do with Dreadnoughts, Land Speeders and the dreaded Land Raiders. 
 *When to Drop Pod and when not to Drop Pod. 
 Reply 
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           Dreadnought and Land Raider Tactica. . (0 Replies). TzeentchHorror[]. 10/28/2001 0:05 (10/28/2001
 0:05) 
 Hmm... well, as far as using drop pods... I can't really help you because I usually will deep
 strike half my army anyways. :) I play Deathwing. However, this gives me a great opportunity
 to discuss Land Raiders and Dreadnoughts.

 Dreadnoughts:
 Should not be used by themselves with a close combat weapon and assault cannon.(I don't
 see why many people would use them like this except to save points) If you're only using one
 then it needs a twin-linked lascannon and missile launcher to keep those pesky infidels at bay!
 Only if you're already using a dred w/ long range stuff should you even consider the close
 combat weapon one. If you're using a Furioso then just hide it in cover the whole game until
 he can do something worthwhile. Hint, hint: ALWAYS use smoke launchers on hth dreds.
 ALWAYS! and also extra armour. never take the searchlight even in a night mission cuz all it
 does is let everything within range pick on your dreadnought. Not good. I also say use three
 dreds. Two w/ the missile launcher/lascannon and one inexpensive, stripped down one to
 drawn fire from the supporting ones, and it can also pose a bit of a problem for your
 opponent. Suicide it, do stupid, unpredictable things with it to make him/her wonder.... :)

 Land Raiders:
 Always take one. It just makes your opponent tremble in fear. :) Since they're not as effective
 when moving and shooting, use a second one and put an assault or Deathwing termie squad in
 it. :) Those can carve a nice hole in your opponents' battle line.

 Good luck fellow Battle Brothers!

 ~Tzeentch Horror~
 (I really should change that name) 
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       Enter Scythes of the Emperor . (2 Replies). egbertdfat[alpha_egbert@msn.com]. 10/26/2001 22:12
 (10/27/2001 23:00) 
 There seems to be a dearth of information on fast attacks, their organization, and employment.
 What types of fast attacks are favored? Many land speeders? THREE assault squads?
 Help me out, people, I've got an army to build!
 

 Egbertdfat
 Scythes of the Emperor

 Reply 
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           favorite fast attack options . (0 Replies). BloodAngelBrotherEdward[]. 10/26/2001 23:15
 (10/26/2001 23:15) 
 >> There seems to be a dearth of information on fast attacks, their organization, and
 employment.
 >> What types of fast attacks are favored? Many land speeders? THREE assault squads?
 >> Help me out, people, I've got an army to build!
 >> 
 >> 
 >> Egbertdfat
 >> Scythes of the Emperor
 >> 

 +++++ greetings brother!

 I only have a moment, but my favorite FA choices are:

 assault squad - mobile, hard to kill, and wonderfully fun in close combat :-)

 speeders w/ multimelta - good anti armor threat (not very durable though) used in pairs I like
 them :-)

 speeder typhoon - great dual threat weapon, can fire on armor or infantry. again used in pairs
 can be very effective.

 attack bikes - the basic model with heavy bolters is so great at reducing infantry groups, I like
 to take a group of three when I fight nids or orks :-)

 would love to ramble more but must be going now!

 Glory to the Emperor!
 ~ Brother Edward 
 Reply 
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           RE: Enter Scythes of the Emperor . (0 Replies). thedisposableman[]. 10/27/2001 23:00 (10/27/2001
 23:00) 
 Three 5 man assault squads, melta bombs and plasma pistols, take on anything, can sow ultra
 confusion. Not as vulnerable as landspeeders and in my opinion bikes suck

 >> There seems to be a dearth of information on fast attacks, their organization, and
 employment.
 >> What types of fast attacks are favored? Many land speeders? THREE assault squads?
 >> Help me out, people, I've got an army to build!
 >> 
 >> 
 >> Egbertdfat
 >> Scythes of the Emperor
 >> 
 Reply 
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       bumpity bump :-) (NT) . (0 Replies). BloodAngelBrotherEdward[]. 10/27/2001 10:54 (10/27/2001 10:54) 
 No Text 
 Reply 
 Back To Thread Navigation 
 
 

       Question about land speeders . (2 Replies). egbertdfat[]. 10/27/2001 11:09 (10/30/2001 13:02) 
 Do you have to use the same type of 'speeder in each squadron? For instance, 3
 landspeeders, 3 typhoons, etc?
 Or, can your squadrons be mixed? I.e. 1 land speeder and 2 tornadoes?
 

 So many fast attack choices, so few slots!
 Egbertdfat
 Scythes of the Emperor 
 Reply 
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           RE: Question about land speeders . (1 Replies). MidnightHunter[]. 10/27/2001 13:51 (10/30/2001
 13:02) 
 >> Do you have to use the same type of 'speeder in each squadron? For instance, 3
 landspeeders, 3 typhoons, etc?
 >> Or, can your squadrons be mixed? I.e. 1 land speeder and 2 tornadoes?
 >> 
 >> 
 >> So many fast attack choices, so few slots!
 >> Egbertdfat
 >> Scythes of the Emperor

 You can only have normal Landspeeders in squads, tornadoes and typhoons are always
 individual so one typhoon takes up one slot and 2 typhoons take up 2 slots but 3
 landspeeders in a squad take up only one slot. 
 Reply 
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               RE: RE: Question about land speeders . (0 Replies). WolfLordSorenBloodfist[]. 10/30/2001
 13:02 (10/30/2001 13:02) 
 >> >> Do you have to use the same type of 'speeder in each squadron? For instance, 3
 landspeeders, 3 typhoons, etc?
 >> >> Or, can your squadrons be mixed? I.e. 1 land speeder and 2 tornadoes?
 >> >> 
 >> >> 
 >> >> So many fast attack choices, so few slots!
 >> >> Egbertdfat
 >> >> Scythes of the Emperor
 >> 
 >> You can only have normal Landspeeders in squads, tornadoes and typhoons are always
 individual so one typhoon takes up one slot and 2 typhoons take up 2 slots but 3
 landspeeders in a squad take up only one slot.
 I tend to use two landspeeders for one fast attack choice with my white scars. my second
 being an assault squad (take ten men for any assault formation), and my third is going to be
 scout bikers. 
 Reply 
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       All Hail the Emperor! . (6 Replies). skyfaller[]. 10/27/2001 13:27 (10/29/2001 18:22) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward 
 Reply 
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           RE: All Hail the Emperor! . (5 Replies). skyfaller[]. 10/27/2001 13:58 (10/29/2001 18:22) 
 Um, sorry about that...
 First, I'd like to thank Brother Edward for the excellent idea to create this forum. Bravo!

 I'd like to open with the question: "Which is more important to YOUR strategy, firepower or
 hand to hand combat? And why, if you please.

 Other questions are:
 How many of you use actual tatical formations (ie "Refused Flank", "Buffalo Head",
 "Pendulum" etc.) in your battles?

 What is your "best bet" when dealing with a foe with vastly superior long ranged heavy
 firepower (ie Imperial Guard, Tau etc.) on a BIG battlefield?

 Who among you creates battle reports or after action reviews and use them to improve your
 performance?

 And lastly,
 How many of you study the works of the ancient greats (von Moltke, Sun Tzu, Patton,
 Guiderian, Charles the Great, etc...) and apply their ideas to the battlefield?

 Cpt. Reese Hynek
 C.O. 2nd Reaction Company
 Skyfaller Chapter 
 Reply 
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               Basic Adeptus Astartes Tactica - and several questions . (2 Replies).
 BloodAngelBrotherEdward[]. 10/27/2001 16:02 (10/29/2001 18:22) 
 Thank you Brother Cpt. Reese for your kind words :-)

 I've found several of the translations of the Art of War to be useful for their discussions are so
 general that they can be applied to many fields of conflict. In my opinion many of the precepts
 of battle for specific commanders (ie Patton, Von Moltke, Guderian etc) are often on a scale
 more sweeping than 40k usually covers.

 For me it's a matter of time, look at how long a game lasts, maybe 4 or 6 turns (sometimes
 longer) but it is fairly easy for a unit to remain nearly stationary for 6 turns in many occassions
 (ie being rushed by nids, orks, any assault army etc). So when I think of the game overall I
 split things into two big categories - mobile and stationary. 

 The stationary units sole job is to sit and shoot pretty much the whole game until destroyed.
 The mobile forces bear the responsibility of surviving long enough to move into position for
 their optimal strike (specifics depend on the unit goals ie assault, or anti armor, or mobile anti
 infantry).

 This basic way of looking at things has actually made it much easier for me to keep my battle
 plan on track even when the battlefield appears as a chaotic mess. I know that these three
 units here are in good positions - they stay put ant put fire into the enemy ranks wherever I
 need it. This allows me to focus more on the mobile element (which for an assault army like
 the BA is a challenging aspect). For my assault themed Blood Angels I need to bring enough
 troops that the enemy has a hard time weakening my force, and I need to take enough guns to
 occupy his force as a whole - meanwhile I need to be able to place withering fire on the units
 my assault people will hit (or on the units adjacent to them to prevent damaging counter
 assaults from happening the next turn). 

 So as for which is more important - shooting or assault, I say it must be a blend. With proper
 prep fire an high quality assault unit can rip the heart out of an army IF that assault has
 effective fire coming from the rest of their forces reducing (and pinning) the remaing enemy
 forces.

 These are the things I'm trying to perfect at least :-)

 Some of my favorite tools? 

 Whirlwind - while stationary itself, it's range of fire allows you to place fire on most any part of
 the board, a very effective infantry killer.

 Space Marine Scout Squad w/ sniper rifles - good at removing enemy models from the board,
 and can sometimes pin a unit.

 Landspeeder Typhoon w/ multimelta - mobile, can project firepower across a distance (much
 like a rook or queen in chess). Can hurt infantry, and is a vehicle threat as well.

 Landraider Crusader - excellent if you really want to throw assault termies into h2h, it's high
 armor gives it a good chance to survive this delivery and then provide a turn or two of
 mayhem :-)

 Basic Tactical Squads (mounted when possible) the effect of massed bolter fire is often
 overlooked, but if can be a nice firebase once you get them into position (and that's what the
 rhinos are for).

 Attack Bikes - take a squadron of three and suddenly you have a darn mobile firebase, I just
 love these guys :-)

 Blood Angel Scouts - now I know not all of you are Blood Angels, but scouts with CCW are
 great for sticking the enemy into close combat - your scouts don't have to destroy the enemy,
 just hold them for one turn while you advance behind their melee (which blocks enemy line of
 sight), can be very effective at getting you closer to the bad guys (if this is what you want).

 Assault Sqauds - what can I say, I'm a BA player :-) although I've found that by being patient
 and keeping these units behind cover it forces my opponent to keep a defensive formation as
 he (if he is wise) will fear my assault to any unit which gets too far from the army center -
 therefore I'm screwing with his battle plan if I can do this, if he breaks formation I can assault
 him, and if his plan is to keep in a tight formation this too is fine because I know where he is
 and can act to reduce that group with firing before I assault at the time of my choosing :-)
 Naturally it doesn't always work out so smoothly, but that's the plan :-)

 One last thought before I go - recently I've been trying to wrap my brain around how an
 assault army can deal with enemy armor more effectively. 

 Traditionally I equip my assault troops with anti armor assault weapons (meltabombs, plasma
 pistols, meltaguns and the like). But lately I've been toying with the idea of taking some
 devastators (yes - despite the threat of Black Rage). So if you have any comments on this I'd
 love to hear your thoughts!

 That's it for me, time for others to comment :-)

 Glory forever to the Emperor!
 ~ Brother Edward

 PS. one last question - how do any of you ever get a dreadnought into close combat? most
 any time I've ever taken one they are nearly the first thing to explode, the only time I've used a
 dred successfully was in a fire support roll (armed with missile launcher/twin linked lascannon)
 and in that case I kept it in a patch of trees until I wanted him to advance and fire - he died a
 turn or two after he began firing (but he did his job!) :-)
 
 
 
 

 >> Um, sorry about that...
 >> First, I'd like to thank Brother Edward for the excellent idea to create this forum. Bravo!
 >> 
 >> I'd like to open with the question: "Which is more important to YOUR strategy, firepower
 or hand to hand combat? And why, if you please.
 >> 
 >> Other questions are:
 >> How many of you use actual tatical formations (ie "Refused Flank", "Buffalo Head",
 "Pendulum" etc.) in your battles?
 >> 
 >> What is your "best bet" when dealing with a foe with vastly superior long ranged heavy
 firepower (ie Imperial Guard, Tau etc.) on a BIG battlefield?
 >> 
 >> Who among you creates battle reports or after action reviews and use them to improve
 your performance?
 >> 
 >> And lastly,
 >> How many of you study the works of the ancient greats (von Moltke, Sun Tzu, Patton,
 Guiderian, Charles the Great, etc...) and apply their ideas to the battlefield?
 >> 
 >> Cpt. Reese Hynek
 >> C.O. 2nd Reaction Company
 >> Skyfaller Chapter 
 Reply 
 Back To Thread Navigation 
 
 

                   RE: Basic Adeptus Astartes Tactica - and several questions . (0 Replies). Ventyr[].
 10/27/2001 17:06 (10/27/2001 17:06) 
 >> PS. one last question - how do any of you ever get a dreadnought into close combat?
 most any time I've ever taken one they are nearly the first thing to explode, the only time I've
 used a dred successfully was in a fire support roll (armed with missile launcher/twin linked
 lascannon) and in that case I kept it in a patch of trees until I wanted him to advance and fire -
 he died a turn or two after he began firing (but he did his job!) :-)

 Dreadnoughts are no good in hth, because they newer get there, and even if they get they are
 not very good at it.
 Read the "Tactica: dreadnougts" that I just wrote to this thread.

 -Ventyr- 
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                   RE: Basic Adeptus Astartes Tactica - and several questions . (0 Replies). ender[].
 10/29/2001 18:22 (10/29/2001 18:22) 
 Brother Edward,
 

 >> One last thought before I go - recently I've been trying to wrap my brain around how an
 assault army can deal with enemy armor more effectively. 

 Here are some solutions to your anti-armor problem:
 A razorback with twin linked lascannons and a tac squad with a lascannon. I knocked out two
 Space Wolf Land Raiders in one turn with that combo. It also helps to have good die rolls
 too. At 105 points- the razorback is a great tank/dreadnought killer. Plus it draws attention
 away from your Assault squad(s) armed with melta bombs and plasma pistols that'll hit any
 tank left standing. 
 

 Brother Ender. 
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               RE: RE: All Hail the Emperor! . (0 Replies). smileyface[]. 10/27/2001 21:14 (10/27/2001 21:14) 
 >> I'd like to open with the question: "Which is more important to YOUR strategy, firepower
 or hand to hand combat? And why, if you please.

 shooting. CC is an unavoidable necessity.

 >> Other questions are:
 >> How many of you use actual tatical formations (ie "Refused Flank", "Buffalo Head",
 "Pendulum" etc.) in your battles?

 My plan with any force is to engage only a portion of the enemy force`at a time. This is
 probably because I usually play eldar and they are too fragile for a stand up fight... this carries
 over into my marines as less mobile but more carefully deployed armies, oftne leading to a
 refused flank formation, or some similar concept based on the particular terrain.

 >> What is your "best bet" when dealing with a foe with vastly superior long ranged heavy
 firepower (ie Imperial Guard, Tau etc.) on a BIG battlefield?

 Scenery. Deep strike. If neither is available, you will lose heinously. I frequently take six
 termies with 2 assault cannon... if they can deep strike I like to. Except against eldar of any
 kind who have transported squads of power weapon maniacs and nids where a) they cover
 the entire table and b) you need the firepower right from the start.

 >> Who among you creates battle reports or after action reviews and use them to improve
 your performance?

 I dont write battle reports but I do think about what happened and why and try to work out
 what I did right and wrong.

 >> And lastly,
 >> How many of you study the works of the ancient greats (von Moltke, Sun Tzu, Patton,
 Guiderian, Charles the Great, etc...) and apply their ideas to the battlefield?

 Their ideas were come in two categories. 1) Things that will always be true, and 2) things that
 were applicable to the battlefields of their day. Obviously, 40k not being like anything in
 history, those of 2) are useless, and those of 1) are usually really obvious... stuff like 'use
 terrain to your advantage'
 >> 
 >> Cpt. Reese Hynek
 >> C.O. 2nd Reaction Company
 >> Skyfaller Chapter 
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               RE: RE: All Hail the Emperor! . (0 Replies). ender[]. 10/29/2001 17:34 (10/29/2001 17:34) 
 +++I too would like to thank Brother Edward for the excellent idea to create this forum.
 

 >> I'd like to open with the question: "Which is more important to YOUR strategy, firepower
 or hand to hand combat? And why, if you please.

 Being a BA Fleshtearer army, my focus is on HtH with hard hitting support troops and elites.
 (Dreads and Lascannons) Why? Like my BA counterparts, I get the +1 Str and +1 Int with all
 first assaults so it's very important for me to get in there quick.
 

 >> 
 >> Other questions are:
 >> How many of you use actual tatical formations (ie "Refused Flank", "Buffalo Head",
 "Pendulum" etc.) in your battles?

 It really all depends on the army I face. But my main tactic is a variant of the Bulls/Buffalo
 head. Using fast attack troops as the horns. The only difference- I refuse a flank in the center
 for more fire support and with Fast Attacks positioned to both sides, my opponents tend to
 deploy wider to counter. This allows for a little more safety for my firebase since some of their
 troops will be depolyed out of range. Then when the time is right, charge right up the side.
 

 >> 
 >> What is your "best bet" when dealing with a foe with vastly superior long ranged heavy
 firepower (ie Imperial Guard, Tau etc.) on a BIG battlefield?

 Cover and speed to get into assault.
 
 

 >> 
 >> Who among you creates battle reports or after action reviews and use them to improve
 your performance?

 I always make notes on my battles and make changes.
 

 >> 
 >> And lastly,
 >> How many of you study the works of the ancient greats (von Moltke, Sun Tzu, Patton,
 Guiderian, Charles the Great, etc...) and apply their ideas to the battlefield?
 >> 
 >> Cpt. Reese Hynek
 >> C.O. 2nd Reaction Company
 >> Skyfaller Chapter 
 Reply 
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       SM have no real tactics . (2 Replies). Sygmar[]. 10/27/2001 16:33 (10/27/2001 17:22) 
 

 They charge and win. They are ****ing beardy. END OF STORY 
 Reply 
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           RE: SM have no real tactics . (1 Replies). mejahyan[]. 10/27/2001 16:54 (10/27/2001 17:22) 
 >> 
 >> 
 >> They charge and win. They are ****ing beardy. END OF STORY

 >>Ahh, but let's be honest. We marines are intended to be the ultimate crack troops in the
 universe. From the sound of it we seem to be doing the job just fine. 

 -For Sanguinius

 Mejahyan 
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               a purity seal for Brother Mejahyan :-) (NT) . (0 Replies). BloodAngelBrotherEdward[].
 10/27/2001 17:22 (10/27/2001 17:22) 
 No Text 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (5 Replies).
 mejahyan[]. 10/27/2001 17:09 (10/29/2001 15:45) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward
 

 >>I would like tips from other marines on a couple major issues. 

 1. Landspeeder Survival Tactics 101-- a briefing on how to utilise your landspeeders as more
 than a moving target with one lucky shot.

 2. Meditation for Heavy Weaponry Specialists-- a seminar on the use of meditation to aid
 Devastator Blood Angels from blowing their shots and running forward.

 3. Astral-Projection Techniques and the Machine Spirit-- a guided seminar on the rarity of the
 Space Marine Land Raider and its unusual tendency to appear in nearly every battle.

 4. Making the least of your allies-- an open mic for space marines and their tacticians to voice
 justifications for Officio Assasinorum presence in every battle they fight.

 5. Getting in touch with the inner You-- A guided meditation for space marines to connect
 with their inner-geneseed.

 Ahhh----sounds like a fun and informative weekend workshop. I'd better ask my Force
 Commander for permission to attend. Get your passes early. They'll even provide a meal! 
 Reply 
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           Artillery, and how to live with it . (3 Replies). GreyGriffin[]. 10/28/2001 1:41 (10/29/2001 15:45) 
 I employ a fairly specialized force. The whole thing is based around the Fourth Company
 Honor Guard, a close combat veteran squad, augmented by my personal presence. Stowed
 safely within the bowels of our Land Raider, flanked by two full tactical squads in Rhinos, we
 charge headlong into the enemy line. The tactical squads will disembark at a predetermined
 point and lay softening fire into the enemy line before the Fourth Company Honor Guard and I
 disembark from said Land Raider and proceed to lay waste to our foes.

 Behind us is a Devastator Squad and (hopefully) another tactial squad, to mop up anything we
 leave behind.

 However, we have one dreaded foe.

 Artillery.

 This simple implement is the bane of my entire force. A simple hill and a single shell (and the
 inability to Deep Strike my Terminators, if I have them to spare) can foul my entire advance.

 How do I deal with this? Do I just have to suck it up and take it? Or is there some secret
 weapon I am overlooking? Please, advise me, brother Marines.

 Chaplain Alan O'David
 Ultramarines Fourth Battle Company 
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               Pinky, are you pondering what I'm pondering? . (2 Replies). egbertdfat[]. 10/29/2001 0:04
 (10/29/2001 15:45) 
 I've been working on that little problem myself.
 Unfortunately, the only thing we have for counter-battery is the Whirlwind. A good artillery
 piece, but not worth a tinker's damn when trying to snuff out a Behomoth.
 Hence, my questions on Landspeeders. For a really outlandish idea, how about 2 landspeeder
 squadrons of 3 'speeders each? Maybe equip one with a multi-melta and two with heavy
 bolters? I think that with this, you should be able to punch through the front line along the
 flank, with enough survivors to kill off the offending gun. After that, you can unleash them to
 raise hell behind the lines. If nothing else, it would provide a nice distraction.
 My only question is, would your opponent invoke the cry of CHEESE?

 Egbertdfat, Commanding, 8th Reserve Company,
 Scythes of the Emperor 
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                   About "cheese" . (1 Replies). Ventyr[]. 10/29/2001 13:48 (10/29/2001 15:45) 
 As far as I'm concerned, cheese doesn't exist. (except if you mean food) 
 Claiming that some army/unit/model/whatever is cheesy or beardy just gives away ones
 incompetence as a commander and incapability to answer to this threat with something of your
 own. 
 Theres no such things as unbeatable armies. Everything can be beaten. You just have to
 improve your own army composition and tactics to be able to respond accordingly. Every
 Codex army list is thoroughly playtested before release and thus balanced. So those things
 that are too powerful in some aspect (=definition of "cheese") never get to the final codex.
 You can freely use anything in any amount if it's legally allowed by your armylist. Just ignore
 those childs whining about cheese everytime they lose a game.
 Cheese doesn't exist. period.

 Captain Arianus
 5th company
 Knights Templar 
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                       Yes there are, though good commanders can beat them . (0 Replies).
 thedisposableman[]. 10/29/2001 15:45 (10/29/2001 15:45) 
 I think there are cheesy armies, though you don't wine about them or use them as an excuse.
 You beat them. 3 wraithlords are definately cheesy, though they can be beaten.

 >> As far as I'm concerned, cheese doesn't exist. (except if you mean food) 
 >> Claiming that some army/unit/model/whatever is cheesy or beardy just gives away ones
 incompetence as a commander and incapability to answer to this threat with something of your
 own. 
 >> Theres no such things as unbeatable armies. Everything can be beaten. You just have to
 improve your own army composition and tactics to be able to respond accordingly. Every
 Codex army list is thoroughly playtested before release and thus balanced. So those things
 that are too powerful in some aspect (=definition of "cheese") never get to the final codex.
 You can freely use anything in any amount if it's legally allowed by your armylist. Just ignore
 those childs whining about cheese everytime they lose a game.
 >> Cheese doesn't exist. period.
 >> 
 >> Captain Arianus
 >> 5th company
 >> Knights Templar 
 Reply 
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           RE: RE: The great SM Tactics Seminar - what would you want to see discussed? . (0 Replies).
 skyfaller[]. 10/29/2001 13:33 (10/29/2001 13:33) 
 The only way I've found to keep Land Speeders (and Dreadnoughts too) is to give the enemy
 something to shoot at that seems more important. A single 'Speeder flitting about supporting
 an advance is not very imtimidating. A Speeder that jets right toward the main battle tank is a
 major threat and will be targeted as so. My advice is for a single speeder would be to go in as
 part of an advance, seeming unimportant, until you are in dash range of your target. Takes
 some subtlety though and not foolproof.
 The other way to protect them is in numbers (as stated elsewhere in this post by our esteemed
 breatheren). Three basic 'Speeders are one FA choice, but the cost means a squad or so of
 Tacticals stay home. As always, you have to weigh the costs...

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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (2 Replies).
 BorisGT[]. 10/28/2001 17:55 (10/29/2001 13:33) 
 i would like to see the ways different commanders attack defend retreat and cover their
 retreaters during battle also i would like to see what arguments come over power armor color
 hehehe 
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           RE: RE: The great SM Tactics Seminar - what would you want to see discussed? . (0 Replies).
 sulla[]. 10/29/2001 0:49 (10/29/2001 0:49) 
 >> i would like to see the ways different commanders attack defend retreat and cover their
 retreaters during battle also i would like to see what arguments come over power armor color
 hehehe

 RETREAT????

 Capt Sulla, 5th Co. Ultramarines 
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           Offensive Strategies and Defensive Formations . (0 Replies). BloodAngelBrotherEdward[].
 10/29/2001 13:33 (10/29/2001 13:33) 
 >> i would like to see the ways different commanders attack defend retreat and cover their
 retreaters during battle also i would like to see what arguments come over power armor color
 hehehe

 +++ Greetings Battle Brother!

 The topic you bring up is a good one. Our mission is to destroy the enemies of the Emperor,
 we can do this by actively hunting them - and also by letting the enemy batter themselves to
 death against our weapons - either way is acceptable.

 Let us discuss defensive formations first. Try to keep your units close together, position large
 troop concentrations at the front ranks, have your mobile fire support (ie vehicles, scout
 assault troops) remain behind the front line. As the enemy approaches focus your fire into the
 most severe threats initially - heavy weapons people/vehicles take out enemy vehicles (or big
 bugs) massed infantry fire should go to reducing the size of enemy infantry formations (nearest
 first). Have a couple of your fire support vehicles focus their efforts on the enemy elite to
 reduce their numbers before they hit. Continue this as the enemy approaches and then when
 they are close enough you need to assault them with your own assault troops (this is where it
 will get messy). Scouts with ccw may be used for this purpose, but their input may be most
 helpful in supporting a taq squad who is repulsing an assault (ie the tac squad was assaulted,
 but didn't get wiped out, so the next turn the scouts can come in and get their assault bouses,
 this combined with the tac squad should end the assault).

 Assault Formations: (this will have to be short - I'm needed at the front! :-) 

 again a fire support role for much of the army - firing at enemy vehicles ASAP, massed
 infantry fire reducing enemy troops as much as possible - your own assault troops maneuver
 carefully to avoid being shot at, and try to launch (and land!) their assaults at the same time
 (ideally adjacent to each other). support fire for these assaults is critical. Whether you move
 your jumppack people up behind terrain, or deepstrike them (again landing behind terrain so
 you can't be shot or assaulted immediately upon landing!) the role of fire support for your own
 assault troops is vital.

 must be going now.

 Glory to the Emperor and Sanguinius ~ Brother Edward 
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       Where are all the Blood Angel players (NT) . (4 Replies). Larke[]. 10/29/2001 0:39 (10/31/2001 0:45) 
 No Text 
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           yes... . (3 Replies). BloodAngelBrotherEdward[]. 10/29/2001 13:37 (10/31/2001 0:45) 
 yes they do seem to be rare these days... anything I can help with?

 ~ Brother Edward 
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               RE: yes... . (2 Replies). Larke[]. 10/30/2001 2:48 (10/31/2001 0:45) 
 >> yes they do seem to be rare these days... anything I can help with?
 >> 
 >> ~ Brother Edward

 Yeah what do you think is the best unit for the BA after Death Company and Veteran Assault
 Squads ive got enough of those and 40 Tactical Squads
 Oh yeah and the Baal Pred and the Furioso(spelling) now im stuck 
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                   making a BA army.... . (1 Replies). BloodAngelBrotherEdward[]. 10/30/2001 9:46 (10/31/2001
 0:45) 

 >> Yeah what do you think is the best unit for the BA after Death Company and Veteran
 Assault Squads ive got enough of those and 40 Tactical Squads
 >> Oh yeah and the Baal Pred and the Furioso(spelling) now im stuck

 ++++ Greetings Brother!

 Blood Angels are a fun army to collect and paint aren't they? :-) Let's see here...

 Death Company (Chaplain)
 veteran assault squads
 now did you say 40 tactical squads? that's gotta be a typo :-)

 Baal Pred, Furioso

 Next on your Christmas list you might think about:

 two or three rhinos for your tac squads (a MUST for Blood Angels tac squads!) :-)

 a whirlwind
 a couple of scout squads with close combat weapons
 one scout squad with sniper rifles (great for fire support)

 landspeeder typhoons (two of them)

 these units will allow you to launch a new kind of assault where you pepper the enemy with
 cover fire (and assaults from your scout infiltrators) while your assault people move up for the
 assault :-)

 after that think about:

 two or three attack bikes (another great mobile fire support option)

 then later (after months of gaming with all these models you might want to look into getting a
 landraider crusader and some assault terminators - this is such a great unit, but it costs a lot of
 points, the reason I recommend getting these last is that all of the other units cost (points wise)
 less, which means you can use them in a game and if they are destroyed you still have a
 powerful fighting force (each unit isn't all that particularly powerful), but when you sink so
 many points into something like terminators you'd better have an idea of how to use them fairly
 well or else your whole army might be in trouble if they get stuck in a bad position :-)

 well that't it for me - I know I've outlined a lot here, it would take a long time for anyone to
 collect and assemble all these models, and then months to play games with them to get a solid
 feel for how they work - but that's the great thing about this game, we have all these fun things
 to play with - and there's no rush whatsoever :-)

 have fun collecting/ assembling / painting, and most of all gaming! If I can help with anything
 please let me know!

 ~ Brother Edward

 PS. one other thing you really might want to look into is the Interactive Army List (a computer
 program that GW/Black Library sell) it helps you make army lists and is SOOO helpful in
 making sure everything is legal :-) When you buy it you then have to download a patch for the
 program (that fixes a couple of bugs and updates the program) then you download the files for
 your army (Blood Angels) and whammo you are all set to make army lists until the cows come
 home :-)
 
 

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                       RE: making a BA army.... . (0 Replies). Larke[sanguinuis@hotmail.com]. 10/31/2001 0:45
 (10/31/2001 0:45) 
 Yes the Blood Angels are great fun nothing like watching the enemys face when you roll 1s he
 thinks its great then your your entire army surges forward (although ive only ever managed to
 roll four 1s in a row for the Black Rage)
 Thanks for the advice im thinking about another Assualt Squad and some more scouts with
 Sniper Rifles ive already have one squad with Bolt Pistols and combat Shotguns (you have
 gotta love em)
 I dont think i will be needing another Land raider the basic type is good enough at the
 moment, its nearly the only thing that can deal with Tanks for me at the moment and a Dev
 Squad is to unreliable at times i think ill order a couple o Rhinos. While im on Rhinos do you
 always take the overcharged engines i know i do with my froce Commanders Razorback.
 The thing i hate with blood Angels is: if you are fighting the Nid's its very frustrating to watch a
 unit advance to close to the enemy in the Black Rage then inly to watch them get butchered by
 3 squads, altough i was impressed with my Force commander on one ocassion where he and
 his honor guard killed a quarter of the enemies 2000 point army (he didnt seem very happy
 lol)

 P.S 40 Tac marines wasnt a typo.... well it is now because cut 5 of them up to put on a Dark
 Eldar Talos (im also working on an Imperial Guard army aswell but it hasnt realy got started)
 What company of the BA do you call yours mine is the 4th company
 OH yea where do i get this interactive Army slector
 Any thanx again

 Hail the Emperor and Sanguinius 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (9 Replies).
 silentpoet[]. 10/29/2001 13:19 (10/30/2001 16:40) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward
 

 why do about 80% of the sm forces i encounter favour stand and shoot-tactics?
 hell, i even encountered stand and shoot BA more than just once!!!
 sorry for swearing... 
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           not me :-) . (8 Replies). BloodAngelBrotherEdward[]. 10/29/2001 13:36 (10/30/2001 16:40) 

 >> 
 >> why do about 80% of the sm forces i encounter favour stand and shoot-tactics?
 >> hell, i even encountered stand and shoot BA more than just once!!!
 >> sorry for swearing...

 Yikes! What a terrible statistic! I'm all mobile, and I mean ALL mobile. Deepstriking, driving
 transports all over the place - but I've been fighting an experienced Eldar player for quite
 some time so mobility was the only way to go.

 I'm thinking those who stand and shoot all the time have simply not faced an experienced
 Eldar commander - else they would have paid quite dearly...

 ~ Brother Edward the mobile :-) 
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               RE: not me :-) . (0 Replies). silentpoet[]. 10/29/2001 13:51 (10/29/2001 13:51) 
 >> 
 >> >> 
 >> >> why do about 80% of the sm forces i encounter favour stand and shoot-tactics?
 >> >> hell, i even encountered stand and shoot BA more than just once!!!
 >> >> sorry for swearing...
 >> 
 >> Yikes! What a terrible statistic! I'm all mobile, and I mean ALL mobile. Deepstriking,
 driving transports all over the place - but I've been fighting an experienced Eldar player for
 quite some time so mobility was the only way to go.
 >> 
 >> I'm thinking those who stand and shoot all the time have simply not faced an experienced
 Eldar commander - else they would have paid quite dearly...
 >> 
 >> ~ Brother Edward the mobile :-)

 they do pay indeed... 
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               RE: not me :-) . (3 Replies). silentpoet[]. 10/29/2001 14:04 (10/30/2001 16:40) 
 >> 
 >> >> 
 >> >> why do about 80% of the sm forces i encounter favour stand and shoot-tactics?
 >> >> hell, i even encountered stand and shoot BA more than just once!!!
 >> >> sorry for swearing...
 >> 
 >> Yikes! What a terrible statistic! I'm all mobile, and I mean ALL mobile. Deepstriking,
 driving transports all over the place - but I've been fighting an experienced Eldar player for
 quite some time so mobility was the only way to go.
 >> 
 >> I'm thinking those who stand and shoot all the time have simply not faced an experienced
 Eldar commander - else they would have paid quite dearly...
 >> 
 >> ~ Brother Edward the mobile :-)

 actually they went as far as to vdr earthshaker cannons into their sm-forces (and this from a
 black templar i.e., aaaaargh!!!!)

 but they still pay, the only interesting sm player i faced lately was our new BA player (going
 from DA to BA...) and all we managed was a draw in a night fight (i never saw that many
 scouts in a sm army before...) 
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                   scouts :-) . (2 Replies). BloodAngelBrotherEdward[]. 10/29/2001 14:51 (10/30/2001 16:40) 

 >> actually they went as far as to vdr earthshaker cannons into their sm-forces (and this from
 a black templar i.e., aaaaargh!!!!)
 >> 
 >> but they still pay, the only interesting sm player i faced lately was our new BA player
 (going from DA to BA...) and all we managed was a draw in a night fight (i never saw that
 many scouts in a sm army before...) 
 

 ++++++ well we have to teach the young ones somewhere don't we? and what better way
 than to begin with teaching them how to kill Eldar? :-)

 Seriously though, the scout's ability to infiltrate is an invaluable quality for sticking some enemy
 units into very early h2h whilst the rest of our forces move up (hopefully using the melee to
 block at least some of the line of sight!). 

 And I think the firepower of a space marine scout squad speaks for itself - what a great way
 to selectively bring pressure on specific enemy units (gotta love sniper rifles).

 I'm a firm believer in taking the right tool for the job (my opponents do the same I assure
 you!), the question in our part of the galaxy is one of movement - let's say we all bring the right
 gear - but can we get it all into position to be useful and effective? That's the challenge in these
 parts :-)

 Too many burning rhinos have I seen, too many battle brothers mowed down - their armor
 availing them not, we must use all that we know (equipment, deployment, movement, traps) to
 fight the Eldar threat...

 They should not be the mainstay of one's force granted, but they do have ways to contribute
 significantly even though they are only scouts.

 Glory to the Emperor and Sanguinius ~ Brother Edward 
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                       Force composition, scouts, and other stuff . (1 Replies).
 egbertdfat[alpha_egbert@msn.com]. 10/30/2001 7:57 (10/30/2001 16:40) 
 First, I don't see anything wrong with armies that are 'shooty'. After all, firepower is used to
 offset the relatively fewer marines that can be deployed during a given skirmish.
 Does this mean I advocate the stand and shoot tactic? Not at all. In my humble opinion, while
 a good fire base is needed, mobile forces are also neccessary to deal with the unexpected,
 seize objectives, disrupt opponents' plans, and just being a general pain.
 Soviet doctrine, as well as that of the USMC, or the WWII German, and many other all stress
 combined arms operations. Why? You can have the right forces available at the right time, to
 deal with threats and/or opportunities as they arise.
 Also, you need to consider the mission. If all you play is "last man standing wins", you don't
 need much finesse. Break-out, quartering, and other missions require more mobility. Holding
 an objective requires more fire power, with mobile units in reserve to deal with the
 unexpected.
 Now for a question of my own...
 How do you field scout units? I'm currently builing a marine army, and my next unit will be a
 10-man scout squad. With sniper rifles, heavy bolters, and missile launcher, these guys can be
 quite a nuisance. Has any one used them with close-assault weopons? How, in general, did
 they fare?
 Well, I'm off the soap-box for now.

 Egbertdfat, Commanding, 8th Reserve Company,
 Scythes of the Emperor 
 Reply 
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                           I agree completely, and answers to your questions :-) . (0 Replies).
 BloodAngelBrotherEdward[]. 10/30/2001 16:40 (10/30/2001 16:40) 
 Oh botch I hope I didn't come off sounding anti shooty! In fact it's been one of my
 longstanding goals to become the shootiest assault army in town :-) 

 Shooting is ESSENTIAL for assault armies, for a number of reasons. You always need a way
 to take out enemy vehicles (especially other mounted assault armies), and naturally you'll want
 to silence any enemy armor as fast as you can. For me balancing the blend of shooting power
 while at the same time taking advantage of all the bonuses we Blood Angels get in assault has
 been a continuous search for the best blend - and at this point I don't think there is a "best"
 blend, but I think there are a few trends that work well :-) Naturally the mission objectives
 play a large roll in things, yet another reason it's always good to have mobility - mobility gives
 one options :-) But I've seen it all fall apart when the army didn't have enough firepower to
 protect it's mobile troops!

 Now it's funny you should mention scouts right at this point - they are an integral part of all
 this. :-)

 Scouts (in my army) have one of two rolls.
 1) sit and shoot
 2) rush forward into h2h

 for option one we give them whichever weapons we prefer, generally though I really enjoy
 sniper rifles, they are useful against a variety of threats, they can pin units, and are relatively
 inexpensive (always a good thing!) Have them set up in cover somewhere (ideally let them just
 start the game there with infiltration), and just let them shoot the entire game :-)

 For option 2 (the assault option), we equip everyone with close combat weapons, have them
 infiltrate as deeply as possible (in cover naturally) - then rush them forward to engage the
 enemy in an assault. Use sufficient numbers such that the combat will result in a protracted
 melee - for you want that melee to provide a line of sight obsruction while your other units
 rush forward. Hence whether the scouts could take that unit on their own is irrelevant because
 hopefully they'll be reinforced in just a moment by either one of your tac squads or one of your
 assault squads - either way, the purpose of the scout squads in this case is to engage the
 enemy very early in h2h to tie them down (and block line of sight) while you rush the rest of
 your people up. To do this along a large front you need three groups of scouts with close
 combat weapons, followed up by your mounted (or jumppack equipped) forces. 

 On another happy note the scouts are actually VERY effective in assault :-) you'll quickly find
 that they are very effective at taking a bite or two out of the enemy! So if you've never tried
 anything like this before I say go give it a whirl (or two) and see what happens! Things won't
 always go totally your way, but I think you'll find these tactics both effective and entertaining!
 :-)

 Glory to the Emperor and Sanguinius ~ Brother Edward
 
 

 >> First, I don't see anything wrong with armies that are 'shooty'. After all, firepower is used
 to offset the relatively fewer marines that can be deployed during a given skirmish.
 >> Does this mean I advocate the stand and shoot tactic? Not at all. In my humble opinion,
 while a good fire base is needed, mobile forces are also neccessary to deal with the
 unexpected, seize objectives, disrupt opponents' plans, and just being a general pain.
 >> Soviet doctrine, as well as that of the USMC, or the WWII German, and many other all
 stress combined arms operations. Why? You can have the right forces available at the right
 time, to deal with threats and/or opportunities as they arise.
 >> Also, you need to consider the mission. If all you play is "last man standing wins", you
 don't need much finesse. Break-out, quartering, and other missions require more mobility.
 Holding an objective requires more fire power, with mobile units in reserve to deal with the
 unexpected.
 >> Now for a question of my own...
 >> How do you field scout units? I'm currently builing a marine army, and my next unit will be
 a 10-man scout squad. With sniper rifles, heavy bolters, and missile launcher, these guys can
 be quite a nuisance. Has any one used them with close-assault weopons? How, in general, did
 they fare?
 >> Well, I'm off the soap-box for now.
 >> 
 >> Egbertdfat, Commanding, 8th Reserve Company,
 >> Scythes of the Emperor 
 Reply 
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               RE: not me :-) . (2 Replies). Ventyr[]. 10/29/2001 14:05 (10/29/2001 15:48) 
 >> Yikes! What a terrible statistic! I'm all mobile, and I mean ALL mobile. Deepstriking,
 driving transports all over the place - but I've been fighting an experienced Eldar player for
 quite some time so mobility was the only way to go.
 >> 
 >> I'm thinking those who stand and shoot all the time have simply not faced an experienced
 Eldar commander - else they would have paid quite dearly...
 >> 
 >> ~ Brother Edward the mobile :-)

 I usully stand and shoot most of the time, as I play almost purely shooty SM armies. It works
 against anyone and anything. And works well. Let them be how mobile they want to. 
 You can neutralize enemys advantage in mobility by proper deployment. Of course I have also
 mobile shooty units like my beloved Dreadnoughts, and I use assault marines in counter
 assault role to protect all those shooty guys. Shooty army can afford to stay stationary and
 rely on it's massed firepower. 
 All assault army is the one who is having hard time with all those Eldar fliers.

 ps. and I happen to be experienced Eldar commander myself, when off duty from imperiums
 service

 Captain Arianus
 5th company
 Knights Templar 
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                   fighting the Eldar? Tell us how! . (1 Replies). BloodAngelBrotherEdward[]. 10/29/2001
 15:06 (10/29/2001 15:48) 
 Hello again!

 I'd LOVE to hear anything you have to say about fighting Eldar. Can you post what you
 typically take? Can you describe a little about your engagements? I've fought many shooty
 mobile Eldar armies and have found none of them easy to deal with - I for one could use all
 the help and advice you have to share :-)

 looking forward to hearing all the details ~ Brother Edward
 
 
 

 >> I usully stand and shoot most of the time, as I play almost purely shooty SM armies. It
 works against anyone and anything. And works well. Let them be how mobile they want to. 
 >> You can neutralize enemys advantage in mobility by proper deployment. Of course I have
 also mobile shooty units like my beloved Dreadnoughts, and I use assault marines in counter
 assault role to protect all those shooty guys. Shooty army can afford to stay stationary and
 rely on it's massed firepower. 
 >> All assault army is the one who is having hard time with all those Eldar fliers.
 >> 
 >> ps. and I happen to be experienced Eldar commander myself, when off duty from
 imperiums service
 >> 
 >> Captain Arianus
 >> 5th company
 >> Knights Templar 
 Reply
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                       RE: fighting the Eldar? Tell us how! . (0 Replies). Ventyr[]. 10/29/2001 15:48 (10/29/2001 15:48) 
 >> Hello again!
 >> 
 >> I'd LOVE to hear anything you have to say about fighting Eldar. Can you post what you
 typically take? Can you describe a little about your engagements? I've fought many shooty
 mobile Eldar armies and have found none of them easy to deal with - I for one could use all
 the help and advice you have to share :-)
 >> 
 >> looking forward to hearing all the details ~ Brother Edward
 >> 

 Hi.
 I'll try to write tomorrow about killing those pointy eared aliens. Now I'm getting too tired
 from the days fighting rites and will go to sleep. See you later. =)

 Captain Arianus
 5th Company
 Knights Templar 
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       Dark Angel Assault Marine tactics . (0 Replies). erdagon[]. 10/29/2001 13:32 (10/29/2001 13:32) 
 Would love to see assault tactics about Dark Angels Assault Marines . Or even assault tactics
 using the DA with suggestions about troops and tactics .
 

 Erdagon Faldan
 Dark Angels commander 
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       BLOOD RAGE!! The Fleshtearers are Here. . (2 Replies). ender[]. 10/29/2001 14:13 (10/30/2001 8:58) 
 Fear not Brothers, We are here.

 Question:

 What is the best tactic for the Furioso Dreadnought? Is it to assualt tanks, tie up troops or
 something else. With its 6" move, movement is quite restricted. Let me know what you think.

 Ender 
 Reply 
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           there has been much discussion on this... . (0 Replies). BloodAngelBrotherEdward[].
 10/29/2001 16:15 (10/29/2001 16:15) 
 Greetings Brother,

 There has been much discussion already about the use of dreadnoughts - have a look at this
 essay posted earlier in this thread 

 > Tactica: Dreadnoughts Ventyr (10/27/2001 16:54). 

 It is an insightful, in depth essay, with several follow up posts. 

 Just to forewarn you, many of us have difficulty keeping dreadnoughts alive long enough to get
 into h2h, the essay goes into many of the details and options.

 Glory to the Emperor and Sanguinius ~ Brother Edward 
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           drop pod army . (0 Replies). mwdalrymple[]. 10/30/2001 8:58 (10/30/2001 8:58) 
 best thing to do with furioso's is to develop a drop pod army and then deep strike them into
 your opponents deployment zone.

 matt 
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       RE: The great SM Tactics Seminar - what would you want to see discussed? . (0 Replies).
 castellanlazarus[]. 10/30/2001 6:19 (10/30/2001 6:19) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 

 I would like to hear the combined wisdom of the chapters on the subject of co-ordinated
 assaults.
 when to co-ordinate, and which units are suited to backing up a squad in combat, and also
 when to stagger the attack, in effect forming lines and creating waves of attackers.(hard when
 you have limited models like SM) and no i dont mean IG tactics-id like to be alive afterwards!

 Reply 
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       All Hail!!! The World Eaters enter the discussion! whoops, wrong seminar. . (2 Replies).
 straightjacket[colotsun@yahoo.co.uk]. 10/30/2001 8:34 (10/30/2001 15:19) 
 Tactics? TACTICS???? What need is there for tactics?

 I say strike hard, strike fast, kill every enemy while they sit and ponder their tactics!!!

 The pen is not mightier than the sword when engaged in deadly hand to hand combat with the
 chosen of Khorne.

 BLOOD FOR THE BLOOD GOD!!!!!! 
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           *sigh* foolish betrayers... . (0 Replies). mwdalrymple[]. 10/30/2001 9:26 (10/30/2001 9:26) 
 *sigh*.. foolish betrayers.. skulls, blood .. blah blah blah something about a fancy chair. 

 SM are Loyal to only the emperor and as such, act much differently than the accursed
 traitorous world eaters.

 I am sure if SM were blood crazy maniacs (blood angels excluded, they deal with their insane
 in a controlled environment), then they too wouldn't require tactics and would run around like
 a pack of mongoloids. But, since they do require thought, tactics are important. oh well...

 matt 
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           Thats it...just a little closer...Got ya! . (0 Replies). SirGore[]. 10/30/2001 15:19 (10/30/2001 15:19) 

 Dear Vile Heretic,

 You may want to consider deeping your pool of opponents.

 Why?

 Cuz its fun ;-)

 I would really like to see if a CSm Korne army could fight its way out of any ambush or well
 orcistrated death trap. My guess is no but I would love to see the fights.

 Yours in contempt of your treason and vileness ;-)

 Ivar Wulfenhardt

 >> Tactics? TACTICS???? What need is there for tactics?
 >> 
 >> I say strike hard, strike fast, kill every enemy while they sit and ponder their tactics!!!
 >> 
 >> The pen is not mightier than the sword when engaged in deadly hand to hand combat with
 the chosen of Khorne.
 >> 
 >> BLOOD FOR THE BLOOD GOD!!!!!! 
 Reply 
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       The Use of Rhino . (6 Replies). mwdalrymple[]. 10/30/2001 9:27 (10/31/2001 6:27) 
 >> Greetings Battle Brothers!
 >> 
 >> If there were a great seminar on Space Marine Tactics, with members of every chapter
 present - what topics would you like to see discussed?
 >> 
 >> I'm looking forward to hearing from ALL the chapters!
 >> 
 >> Glory forever to the Emperor ~ Brother Edward 
 Reply 
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           oops. messed up, read this one! . (5 Replies). mwdalrymple[]. 10/30/2001 9:54 (10/31/2001 6:27) 
 The usefulness of the rhino is often over looked and they are ussually not used to their full
 potnential.

 I think that a discussion on this topic is important!

 Rhino's primary goal is troop devlivry. Since they are a lightly armored vehicle they are
 ussually a big target for most armies artillary.

 But if your rhino does its job and deliver's its cargo, then what to do with it??

 Here are a few thoughts on this:
 1) You can use it to do some tank shocking. Run through your opponents lines picking on low
 ld troops. Doesn't work with tyrandids since for the most part they are all fearless for most of
 the time.
 2) My favorite use for them is mobile cover bases. Since your rhino has an Armor value of 11,
 it is pretty much immune to basic weaponry (ie str 4 ap 5 - weapons) which is ussually the
 only weapons that can be shot in mass numbers (mind you the tau now have Str 5 ap 5 in
 mass numbers... very evil). With this in mind, having a Rhino shadow another unit (a bike
 squad, an assault squad or even tactical marines, which is susceptable to basic weapon fire) to
 provide cover on the advance.

 With this, if one has 2-3 rhions available, one can even form a mobile terrian. Speeding up the
 board, deploying their troops loads, and then at the end of the move, you can turn them to
 face anyway you want and align them all to form a neat little wall to cover your troops.

 This also provides another way, if you are tactically savy, to divide up your opponents army.
 You can drive up your multiple rhinos (you can even do this with something larger like a land
 raider), deploy your troops, a then proceed to drive up the middle of your opponents line and
 make a train (line) of vehicles and cut your opponents forces in 1/2, providing you with the
 opportunity to piece me his forces. Simple divide and conquer.

 This is just some food for thought. Often rhinos are ignored after the troops are deployed as
 they are generally not a big threat anymore (ie there are more important things to shoot at).
 Use this to your advantage and try some funky rhino formations. You might end up surprising
 your opponent!

 Hope that helps,
 Matt 
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               The Rhino and its fellows . (4 Replies). GreyGriffin[]. 10/30/2001 15:36 (10/31/2001 6:27) 
 This post has brought up a facet of combat hat I feel hasn't been adequately covered.
 Dreadnought performance has been adequately detailed (and Captain Idaeus is busy ordering
 a refitting of ours as we speak), and the Land Raider has been discussed in passing. However,
 there has not been much said on the Rhino variant tanks, the Predators, the Vanquisher, and
 the Razorback.

 Of these, which do you prefer? Obviously, the Razorback is a formidable weapon when
 combined with a small, powerful squad, like devastators or even close combat veterans in a
 small battle, but when are the extra four men a favorable option over the increased firepower?

 The Predators obviously are formidable tanks, amongst the heaviest armoured vehicles that
 the Imperium has to offer. The two variants have obvious purposes, but when faced with
 sponson options, is it best to specialize, or diversify? And agaist what opponent is it best to
 have which Predator, specifically when faced with inadequate intelligence as to the enemy's
 force composition?

 And, to put it frankly, is the Vanquisher EVER worth its weight? The sheer volume of
 firepower that it offers makes it tempting, but its comparatively light armour and abyssmally
 short range make me hesitant to field this behemoth. To put it simply, when *can* I use it?

 I hope that some light may come of this discussion.

 Chaplain Alan O'David
 Ultramarines Fourth Battle Company 
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                   Vanquisher? We may only dream. . (0 Replies). GreyGriffin[]. 10/30/2001 15:43 (10/30/2001
 15:43) 
 Whoops. I meant Vindicator.

 I have to stop these joint operations. *rubs is head* Those Guard commanders...all thinking
 about nothing but their tanks. 
 Reply 
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                   Rhinos, razorbacks, predator variants and more... . (2 Replies).
 BloodAngelBrotherEdward[]. 10/30/2001 18:12 (10/31/2001 6:27) 
 Greetings Brother!

 Excellent topic you bring up :-) 

 Part of it has been covered some, you asked when is it useful to have the full ten man tactical
 squad in a rhino, you may wish to check out 

 > the role of tactical squads..... BloodAngelBrotherEdward (10/29/2001 13:05). 

 it is up near the beginning of the thread :-)

 Now on to the use of razorbacks and other rhino variants!

 Baal Predator and Predator Annihilator - love'em love'em love'em. I use the Baal Pred against
 troop heavy armies, I take the predator annihilator when I need some anti armor punch. The
 problems you touched on - I really hate relying upon something (anything really) that can be
 taken out with one luck shot... Therefore I depend upon the survivability of my army as a
 whole by taking as many "wounds" as possible - as of late I've been considering taking a
 devastator squad to help cover the fire support role in my army (will write more on this in the
 months to come). Now having said this the predator variants are still useful from time to time -
 but I've found I have to lower my hopes/expectations about what they do. I plan on them not
 living past turn three, and I will have one or two things I want them to destroy (hopefully their
 points worth at least!) and then when they leave us I know they did their job.

 The Vindicator - I have one, but have not used it much honestly, but I'm beginning to think of
 using it in more like w whirlwind - parking somewhere and seeing what it can hit on the
 following turns. It has the additional value (much as a whirlwind I should think) in that it is
 something that the enemy will want to destroy as quickly as possible and this does give us an
 advantage in that now we know where at least some of the enemy's firing will be aimed - it is
 up to us to make the most of that moment (hope they miss) and see what our own firing and
 assaults can do while they shoot at the vindicator. These are just conceptual thoughts mind
 you (aka never done it before) so give this however much (or little) credence as you see fit :-)

 With that I will leave the podium for others to tell us more of their thoughts on these subjects. I
 would also welcome more of a discussion about Landraider tactics. Who takes them? Why
 do you take them? In which capacity to you take them? What are your targets, what units to
 you carry in them etc etc etc 

 I look forward to hearing from my battle brothers!

 Glory to the Emperor ~ Brother Edward
 

 >> This post has brought up a facet of combat hat I feel hasn't been adequately covered.
 Dreadnought performance has been adequately detailed (and Captain Idaeus is busy ordering
 a refitting of ours as we speak), and the Land Raider has been discussed in passing. However,
 there has not been much said on the Rhino variant tanks, the Predators, the Vanquisher, and
 the Razorback.
 >> 
 >> Of these, which do you prefer? Obviously, the Razorback is a formidable weapon when
 combined with a small, powerful squad, like devastators or even close combat veterans in a
 small battle, but when are the extra four men a favorable option over the increased firepower?
 >> 
 >> The Predators obviously are formidable tanks, amongst the heaviest armoured vehicles
 that the Imperium has to offer. The two variants have obvious purposes, but when faced with
 sponson options, is it best to specialize, or diversify? And agaist what opponent is it best to
 have which Predator, specifically when faced with inadequate intelligence as to the enemy's
 force composition?
 >> 
 >> And, to put it frankly, is the Vanquisher EVER worth its weight? The sheer volume of
 firepower that it offers makes it tempting, but its comparatively light armour and abyssmally
 short range make me hesitant to field this behemoth. To put it simply, when *can* I use it?
 >> 
 >> I hope that some light may come of this discussion.
 >> 
 >> Chaplain Alan O'David
 >> Ultramarines Fourth Battle Company 
 Reply 
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                       RE: Rhinos, razorbacks, predator variants and more... . (1 Replies). GreyGriffin[].
 10/31/2001 6:22 (10/31/2001 6:27) 
 Ah, now the Land Raider is a vehicle with which I have had a great deal of experience...at
 least so far.

 The Land Raider, as is obvious, has two core roles. One is as a formidable troop transport.
 Its second is as a powerful (and nigh impervious) weapons platform. However, to properly
 employ the Land Raider, you must utilize BOTH roles.

 At first glance, the use of the Land Raider as a transport is glaringly obvious. Its capacity to
 carry Terminators, along with its (to say the least) impressive armour makes it ideal for
 carrying expensive squads into battle. When the devotion of forces of our esteemed company
 merits the use of a Land Raider, I personally use one to carry myself into battle. Its
 deployment points (at the front and sides) make it an ideal staging device for an assault, and
 the Machine Spirit assures its implacable advance.

 However, one tempting, but less obvious, facet of the Land Raider is its role in dishing out
 damage, and casualties. At first, its array of armaments seems clumsy, to say the least. A twin
 linked heavy bolter and two twin linked lascannons make for a formidable Tank hunter, but
 only of moderate use against infantry, which is what the Land Raider will inevitably face in its
 role as a transport. This seemigly clumsy array of weapons often diverts many commmanders
 (at least in the sector that I most often battle in) from employing the formidable Land Raider to
 its full capacity.

 However, contrary to popular belief, it is an expense is not wasted. The ideal target for a
 Land Raider is NOT a tank, NOR common infantry. The ideal target for the Land Raider are
 elite or Headquarters units. Its formidable array of weaponry, all of exceptional strength, is
 able to spew a surprising capacity of fire, perfectly suited for picking off smaller, but rock hard
 enemy units. The Lascannons nigh assure kills against Terminator Armour usurped by traitor
 legions, and against all but the most sturdy of infantry retinues, whilst the Heavy Bolters
 provide a volume of oft penetrating fire. Whilst the passengers of the Land Raider dispose of
 the screening units of the enemy commanders, the Land Raider itself should be softening up
 the true targets of the assault for the ultimate kill. I find this tactic, though placing the Land
 Raider in a precarious position deep within enemy territory and within fire of a multitude of
 heavy weapons, an ultimately rewarding endeavor. The Land Raider's incredible fortitude
 (save against the weapons of the accursed Eldar) more often than not is its saving grace.

 One other oft overlooked tactic is to Tank Shock, with the Land Raider, THROUGH
 screening troops, to cut enemy coherency and clear a path for both weapons fire and assault
 through to the core of the enemy's Headquarters. Granted, the Land Raider is something that
 is hard to move "out of the way," but once a firing corridor is opened, devastator squads can
 provide a much-needed punch to the now vulnerable core of the enemy, whilst tactical squads
 and other fire support can wipe out the incoherent (and thus virtually immobilized) enemy
 troops.

 I have had a great deal of success in employuing these tactics....whether through luck or
 otherwise, I am not sure. I speak only from experience.

 I hope I have been of help.

 Chaplain Alan O'David
 Ultramarines Fourth Battle Company 
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                           RE: RE: Rhinos, razorbacks, predator variants and more... . (0 Replies).
 GreyGriffin[]. 10/31/2001 6:27 (10/31/2001 6:27) 
 For the sake of completeness, I must emphasize the fact that against Orks, the above tactics
 suffer a reduced effectiveness without a great deal of effective fire support, and against
 Necrons place a much, MUCH higher risk to the Land Raider itself reardless of other
 circumstances.

 Chaplain Alan O'David
 Ultramarines Fourth Battle Company 
 Reply 
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       bump (nt) . (2 Replies). ender[]. 10/30/2001 11:52 (10/30/2001 14:36) 

 Reply 
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       RE: bump (nt) . (1 Replies). mwdalrymple[]. 10/30/2001 12:18 (10/30/2001 14:36) 

 Reply 
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       RE: RE: bump (nt) . (0 Replies). mwdalrymple[]. 10/30/2001 14:36 (10/30/2001 14:36) 

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