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  1. #11
    Librarian
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    Wouldnt a conversion beamer be good?

    Longer range is higher strength so you could hide it in the back

    Im not quite sure as I dont play vanilla marines
    The Dark Angels, The Emperor's First, and Finest!
    A moment of Laxity spawns a lifetime of Heresy

  2. #12
    Chaplain
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    Well, it's at its best, which is okay, but it's also pricier than a vindicator. Decisions, decisions.
    "Nuh Uhn" is the valid counter argument to "Uhn Huh," which was the entire Affirmative case presented. -JWolf

  3. #13
    Chaplain
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    Vancouver, BC
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    Whirlwinds are your friends, just plunk 'em behind something nice and big to hide from angry Stompas.

    The 4 missile launcher dev squad can do wonders in thinning out the horde.

    You could just show up with a 9th company list, but that might break your theme.

    I totally agree with the Thunderfires (and anything else with a blast template for that matter) and iirc, the TC has a difficult terrain causing blast which could slow the waves down. Since TC are part of the armoury, it is conceivable to have them in a 1st company list while maintaining theme.

    Just deploy back and nuke anything quick (or large), then deal with the boyz on foot. Assault if necessary. DS some termies in the backfield (i.e. behind the Stompas) for some fun. The termies can take on any fire support (lootas, etc.) and if the Stompas want to shoot at them effectively, then they have to show their butts to the rest of your army.
    I reject your reality and replace it with my own.

  4. #14
    Veteran-Sergeant
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    Aug 2009
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    Nottingham, UK
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    Default Victory!

    I happy to report Victory to The Combined forces of the Ultramarine 1st Company, 3rd Company and the Blood Angels 1st and 2nd Companies.

    Forces where roughly:

    Me: Lysander aka Captain Incivtus
    Deathknell Formation:
    8 Assault Temies with Claws
    8 Assault Termies with Hammers/SS
    5 Termies with 1 Chainfist, Heavy Flamer
    5 Termies with 2 Chainfists, Heavy Flamer
    10 Termies with 2 Cyclone Missile Launchers, 2 chain fists
    Dreadnought, Assault Cannon, Heavy Flamer in a Pod

    Blood Angels:
    2nd Deathknell formation of 35 termies (7 five man squads, 2 of which where assault termies) and 2 dreads
    6 Death Company and Chaplin.
    Baal Predator
    Predator Annhilator

    Ultramarine 3rd Company Elements:
    3 Tactical Squads
    LR Crusader
    Predator Destructor
    Terminator Libby (who joined a Deathknell Squad)
    Chaplin Cassius with 7 Sternguard

    Vs Many Orks and Grots on Foot
    The Bike Special Charactor and Bikers
    Old Zogwart Character and a mob
    4 boyz squads in Trukks
    Mad Doc Grotsnik with Slugga boyz in trukk
    8 Burna boys and Warboss in Battlewagon
    1 Stompa
    1 Big Mekboy Stompa
    Mek Boy and the big gun thingy
    Lots of Grots with a Warboss
    3 Deffcopters
    3 Killa Kans
    3 Rokkit buggies
    3 Flamer Buggies

    Marine Assets:
    Tank Traps
    Vital Objective (one objective in our half counts as 2 if we hold it)
    Strategic redeployment for my Units

    Orks Assets:
    Supreme HQ
    Disruption Field (Deep strikers and reseveres in 48" on a 4+ get put where the orks like OUCH!!)
    Flank March on the Grot player

    Battle went as planned in my orginal post but with 2 Deathknell Formations.
    3 turns of Ork Movement ment they spread out across the table contesting all 6 objectives, mech forces where a little bottle necked by the tank traps.

    When the whole Marine force showed up on turn 3 all Ork Resistance in our deployment zone was either killed or reduced beyond combat effectiveness (this was most of the mech units and outflanking grots). Ethnic cleansing with bolter and blade at it's best.

    The Ork counter was hard from the stompas, who took most terminator squads down a man or two as most of the orks moved in postion to counter next turn. Or got stuck in vs most of the blood angels infantry.

    At the end of turn 5 we rolled for random game length, got an extra turn. As it stood both stompas where on a no man's land objective each. Marines held the vital objective worth 2, one marine objective was contested by a buggy and both objectives in the ork deployment zone where in greenskin hands.

    Marines took both of thier objectives and as the Gamed ended at the end of turn 6, The lone Land Raider was contesting a objective in no man's land with a stompa, while the other was contested by a damaged stompa who was in the process of being violated by Lysander and 1 Thunder hammer termie who was just with in 6 inches of the objective.

    So it was 2-2 but since one of ours was worth 2 it was actually 3-2 to the Marines.

    Victory just by the skin of our teeth.

    In hindsight, the desion to with hold till turn 3 worked a treat, it mean the Orks had spread themselves out so we could maximize most of the Astartes Force on roughly 20% of thier army at a time.

    The Tanks traps where ok-ish, it kept a large portion of the mech ork forces to a smaller part of the table so when the termies came down we could take them piece meal. But I think we could of done without them.

    Didn't even use the redeployment, but having the option was handy.

    The Orks dispuption system was in thier zone so we just kept away and fought for our deployment zone and no man's land, keeping the ork 'home units' out of the fight.

    The Ork players really did not like us holding our whole force in reserve, and fighting on our terms, to our strengths. It really caught themout. (As if we are going to give 1st turn/outflanking charges away for free).

    I'm just happy it was a close game, as if there was another turn the orks could of won by simply having the mech stomp thorw the land raider away with its picking up weapon, and pourring mass fire power on Lysnader and his drinking buddy.


    I think over all it really proves resevres play a big role in 40k and even more so in Apocolypse. And taking Formations in Apoc helps get things when and where you want to, and effectively, and that vital objective is a game winner!

    I'm just very surprised we won!

    COURAGE AND HONOUR!
    Last edited by MC Tic Tac; 02-24-2010 at 05:12 PM.

  5. #15
    Chaplain
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    Sounds like an interesting game :P I bet the ork players were annoyed at all those terminators :P

    In apocalypse games ive played I find the most effective way to use my marines is to simply give my tactical squads longer ranged heavy weapons like missile launchers or lascannons. Ultimately in a game of apocalypse you can make the range on those weapons really count, and theres nothing that brings down stompas like massed missile and lascannon fire

    As for the close combat, well unless they use some of those formations etc that let them get massive moves and still assault i find its not to hard to send out a combat squad as a "sacrifice" to lure them on into your nice 12" zone of bolter death, maybe topped off with some flamers and well orks will die lots .

    You know you could always just grab a warhound titan and drop some destroyer hits and massive templates on their faces Nothing is quite as satisfying as watching that ork player who spent the entire build up to a game of apoc going on about his green tide formation take off one hundred orks and a warboss after the first shots of the game

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