Archived from groups: rec.games.miniatures.warhammer (
More info?)
In article <4222fa08@dnews.tpgi.com.au>, Chris wrote:
>> HQ - Reclusiarch, bp, frag, jump pack 107
>> (leads the assault marines)
>>
>> T - 5 Scouts, 3x sniper, 1x bolter, 1x heavy bolter 85
> Best to either stick to bolters to keep the points down, or give everybody a
> sniper rifle.
At the moment I only have 3 sniper scouts, and I guess the poor bolter
scout should be viewed as ablative armour for the snipers.
>> T - 5 scouts, 1x missile launcher, 4x bp+ccw 75
> Not all that effective - small scout squads used for assault tend to vanish.
> Cut these guys & use the points elsewhere.
These guys job are not primarily cc but to give me an infiltrating
missile launcher, which sounds like a very good thing in theory at least.
I'll consider dropping them or making them a full-sized squad.
>> T - 6 marines, 1x plasma, 1x lascannon 115
> Classic. Lascannon & friends.
>
>>
>> T - 9 marines, 2x flamer 151
>> veteran, bp, p fist 45
>> rhino, smoke, armour 58
>>
>> T - 9 marines, 2x flamer 151
>> veteran, bp, p fist 45
>> rhino, smoke, armour 58
>>
>> T - 6 marines, 2x melta 115
>> rhino, smoke, armour 58
>> (tank hunting and/or support for the other rhino squads)
> These three are good. Maybe some meltabombs on the Vet Sgts (it's the only
> way to be sure...)
I thought that was 'nuke it from orbit' rather meltabombs...
;-)
Meltabombs will be added if I free up the points for it.
>> FA - 4 assault marines, 2x plasma pistol 98
>> veteran, bp, p fist 52
> It's really worth diverting points from elsewhere to up the size of your
> assault squads. They tend to draw a lot of fire, and don't have the benefit
> of a transport to protect them.
I have a box of unassembled assault marines so I could increase the
squad size easily given points, time and glue. With the current
squad-size I was planning on keeping them out of LOS for counter
charge, or keeping them close to the rhinos and use the rhinos as
mobile cover.
>> H - 8 devastators, 4x missile launcher 200
> Maybe drop the size by a model or two, and ditch one ML to make up the
> points you could use elsewhere.
Ok.
>> H - Whirlwind 85
> You can never go wrong with one of these...
My orks have been on the receiving end of a whirlwind far too many
times...
> This is very similar to my usual 3rd Ed army, with the emphasis being on
> close range fire-fights with assaults to mop up the survivors. The problem
> starts when your transports get blown out from under you in turn 1, but
> you've already done as much as you can to help prevent that. Consider taking
> a Predator instead of the Devestators, and if you can shoe-horn in another
> transport then you have a highly mobile force. If you need to rush the enemy
> you present him with so many targets that something is bound to get through!
> Razorbacks are good transports for fire support squads for this reason - you
> don't mind so much if the squad has to disembark.
I used a predator in my last game but was very unimpressed by it's
performance. It spent most of the game stunned/shaken until it finally
blew up. Better deployment could have helped some, but the 'hull
down'-rules are not quite as generous anymore. Getting 'hull down'
without obscuring at least one of the sponsons is quite tricky.
Thanks for the advice!
--
Joakim