Sunday, 24 July 2016

Everyone Loves DKOK!

Everyone Loves DKOK!

For those of you who are into the classic match ups you just can't go wrong with the imperial Gaurd. All those years playing standard 40k as Gaurd and injustice never felt right, Epic is definitely the perfect scale. If you are looking for a nice balanced Gaurd force with access to heaps of grunts and tank support you just can't go past DKOK. In fact you'll hear me say it a few times but when this list was recently approved I found myself asking, why would anyone bother with Steel Legion... There are heaps of solid builds available for DKOK so let's have a look at some of the options.

Core choices
One of the real strengths of DKOk is that all the core options are great. Whenever I played Steel Legion I always struggled to fit what I wanted because you were forced to take large, expensive and usually sub par core options. No such issues here:



Infantry options - given that no competent general leaves home without a supreme commander you will need to fit at least one block of infantry in. The best news in they are great. Traditional DKOK armies have always been built around fat blocks of infantry using Gorgons to cross the board and engage in FF assaults. The simple tactic being to throw the Gorgons into the front of the assault so they take the first 6 hits in their reinforced armour while your squishy gaurdsmen provide support FF. It's a great tactic and it works well enough. The problem I feel though is that it's horribly predictable and when you run into those armies that do have plenty of TK shooting (e.g Gaurd/ just falls apart completely. Also putting two of these into a 3000pt army is going to limit your activation count significantly. 
Alternatively is the bunker infantry option. Yes you could just plan on using the available terrain and thus save the points but I'm my experience the 75pt investment for the trenches is fantastic. Chuck them down somewhere you want to hold objectives and just see how much trouble the enemy has trying to shift those 20 grunts. Obviously with this option you lack the flexibility of the gorgon unit but you do save the points and gain an amazingly resilient strong point to build your plan around. 

Rough riders - Another amazing unit for DKOK, don't leave home without at least one... Or ideally 2... You have to be very careful with these guys because they can be surprisingly fragile, no real armour, no capacity to use terrain saves and being infantry does lead enemies to aim every available gun in their direction. Use terrain to screen them as best you can, hold them off till the last activations to advance and get into position for a solid BC engage in the next turn. Using the walker rule allows you to have amazing flexibility which the usual rough riders just don't have and the first strike rule can help you crush the opposition before the solid counter hit. Definitely a unit you will need to practise with to keep them in the right place at the right time but absolutely worth it. Also helps a lot with maximising core choices without spending too many points to open slots for those amazing support choices. 



Support choices

Artillery support - never used it, don't imagine I ever will. It's too soft to ever risk as a BTS and presents a huge soft points eating target. 

Deathstrike silo - exactly the opposite - should be an auto include. Deathstrike missiles are pretty awesome in general for their amazing range and the silo is even better because it's harder to break and is just a little tougher. The best bit is that with its speed of 0 you can garrison the silo, that can be an amazing deterrent to those thunderhawk alpha strikes... 

Rough rider scout platoon - I love these guys in many Gaurd armies but I've never felt the need in DKOK. The core riders are so great and I reckon that you can scout screen with 12 core rough riders as well as the scout variant. Certainly not a bad unit but there are so many great options to choose from. 

Engineer platoon - not one that I've ever fielded but I like the idea of the tunnellers. It presents an interesting tactical option for grabbing that blitz potentially and can cause your opponent some headaches. My squats love the tunnelling option use I'll put it in at some point. 

Grenadiers - for Cadians I love the grenadier equivalent and their heavy transports but for DKOK it feels like the core options cover this well enough so I'd keep scrolling. 

Heavy support batteries - The Anti aircraft options are essential, at least 2 units in my mind. Personally I prefer the long range options with the fortifications but plenty of others prefer the hydras and lots of people use the transporters as well. Experiment with the options but AA is absolutely compulsory. The artillery options by contrast I just don't rate. 200pts for a single template if it isn't broken which will happen in a strong wind, for Baran siegemasters by contrast these units are amazing but in DKOK it's just not something I've ever missed. 

Macharius Tanks - definitely on my worth a look list. Great value fire support unit with good FF support potential. That said I've never managed to include them, only played against them. If you can get some of the originals or the proxies from companies like Gregster's Lab give them a try. 

Super heavy tank company - like I mentioned in the Minervan article the only unit I ever run in threes is the Stormswords but they are definitely an excellent unit and well worth including when you can find the points and the models. Again I'd look at what the iconic infantry and Gorgons can do compared to this unit and I'll grab for the stormswords any day. The only downside is that they are a point sink and a BTS you end up building an army around and finding ways to protect from engagements. 



Light support guns - The mortars are rubbish in my mind entirely due to their range but the quad gun option by contrast is very interesting. 8 shots at up to 90cm with AP3 with a sustain is fantastic for the points. Note also they are infantry so if you run the trench option like I do it's entirely plausible to garrison them with you forward infantry unit so you can sit them in the spare trenches (you will have some..) whilst taking the Trojan upgrade essentially giving you the best of both worlds. 

Bombards - *snort*. No. Just no. Considering I don't rate manticores which are better in every important respect for the same points these guys are just way too expensive IMO. But if you can find someone using them well id love to hear about it. 
Super heavy tank platoon - easiest way to slot in the obligatory shadowsword or two. Great options and more compulsory slots. 

Tank platoons - another great thing about DKOK is the ability to drop in these 6 man tank units that I've always felt worked better in terms of flexibility and points than the full 10 man tank units. If you can find the points and love treads go for it. 



Imperial Allies
Just the usual suspects here minus the spaceship option so you end up with the usual choices. 

Titans - A Warhound or 2 is always good to give you some speed and flexible firepower. I'd run 1 at a minimum every game. Reavers and warlords just aren't great in my mind. In marines a reaver can be great for adding some extra firepower but Gaurd just don't lack for that and I feel that dropping extra big Titans in just puts pressure on your activation count. 

Thunderbolts - of course are amazing and an auto include, 1 for some great interception abilities and even an extra if you want to pad the activations. 

Marauder bombers - I've got a pair of them but with so many awesome blast weapons and artillery options available to Gaurd I've never felt the need. I've always wished they had a unique ability like the chaos bombers with their ignore cover etc, those are the bombers that I rate much more highly.



Objectives and general strategic thoughts. 
If you look at the build that I've listed below and check out the bat reps that I've posted with my Gaurd you will see what I mean with some of these. 

Blitz - really easy to hold for Gaurd but tricky to catch due to our lack of fast options. If you are keen on taking the Blitz look at Warhounds and tunnelling engineers. To defend your own Blitz just drop down the silo, maybe some artillery or anything else that isn't planning to move. You might need more if your opponent is heavy assault oriented as in terminators or thundehawks. 

General objectives - bearing in mind that you will generally place after your opponent I tend to place mine near what my opponents have done because my Gaurd doesn't generally want to spread out or run too far. Especially important if you run the trenches. Take and hold is definitely a priority got Gaurd as you can just grind forward and bury those objectives in piles of firepower followed up by the amazing engagement options available to DKOK. 

Hold the line - one thing Gaurd do very well is hold ground. This should be an easy one for you if you group your objectives close together, potentially gaurding them with a bunker line. 

BTS - the enemy BTS can be a challenge for Gaurd to hit because we lack the speed, a typical scenario would have you maul the enemy BTS with big guns only to have them run away faster than you can chase. By the same token the inclusion of fearless commissars can make it very hard for your enemy to finish off your BTS too so it does balance out well. 

They shall not pass - just something to be conscious of. Assuming a nice slow grind up the field and things going to plan being in the enemy half shouldn't be an issue. Gaurd do tend to do really well on the win by points option if it comes to that though so it's a shame when you lose the game because you just forgot to move far enough forward... Believe me, I'm speaking from experience! 

Monday, 18 July 2016

Battle Report - DKOK Imperial Gaurd Vs Emperors Children Chaos Marines

So I managed to get a game in today and I thought it would be a good opportunity to test out the newly approved Emperor's Children and they were going up against my well refined DKOK list. Also a solid opporunity to explore the use of fortifications for the DKOK. 

Here's the lists we used (generated on Armyforge - https://traitor-legion.appspot.com/)

The Emperors Impressive Dkok

REGIMENTAL HQ [400]
Death Korps Supreme Commander, 19 Death Korps Infantry

TRENCHWORKS [75]
80cm of Trenches, 20cm of Razor Wire, 4 Bunkers

DEATH RIDER COMPANY [275]
12 Death Korps Rough Riders

DEATH RIDER COMPANY [275]
12 Death Korps Rough Riders

SUPER-HEAVY TANK SUPPORT COMPANY [500]
3 Stormsword

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

DEATHSTRIKE SILO [225]
Death Korps Deathstrike Missile Silo

HEAVY SUPPORT BATTERY [125]
3 Hydra or Heavy Anti-Aircraft Platform

HEAVY SUPPORT BATTERY [125]
3 Hydra or Heavy Anti-Aircraft Platform

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

WARHOUND TITAN [275] 



The Emperors (least favourite) Children (who also stand in as Black Legion and Red Corsairs if you were wondering about the dark colour scheme....)

RETINUE [350]
6 Chaos Marine units, Stalker, Replace 2 chaos marine units with 2 Noise Marine units, Chaos Warlord (Supreme Commander)

RETINUE [300]
6 Chaos Marine units, Chaos Marine, Daemon Prince

RETINUE [275]
6 Chaos Marine units, 2 Chaos Marine, Sorcerer Lord

RETINUE [255]
6 Chaos Marine units, Sorcerer Lord, 3 Rhino

CHOSEN [145]
4 Chaos Space Marine Chosen, 2 Rhino

CHOSEN [125]
4 Chaos Space Marine Chosen

EMPEROR'S CHILDREN TERMINATORS [275]
Chaos Lord, 4 Terminator

EMPEROR'S CHILDREN TERMINATORS [275]
Chaos Lord, 4 Terminator

QUESTOR TITAN [300]

SUBJUGATOR TITAN [250]

SUBJUGATOR TITAN [250]

CHAOS THUNDERHAWK [200] 


NOTE: Just as I've written this up I've realised the list is slightly illegal being 50pts over in the 'support' section... Ah well needs some tweaks! 



And here's the table with the fruits of my recent terrain making labours




Here's a deployment shot with Gaurd at the top. A little more spread out than I would have liked in hindsight. 



And a more detailed view across the table of the Chaos forces marshalling on the gaurd left and right 

 

Turn 1  
Chaos pulls of a classic alpha strike teleporting in against the Deathstrike silo and taking it out in a smooth CC, they did get a bit enthusiastic though and critted the silo losing a terminator in the explosion. Termies were then whittled down by starting with a crossfire from the Warhound and finished off with blast markers. 



On my right the fury continued with the thunderhawk strafing 3 rough riders and chaos marines aggressively advancing into the church ruins 
A shadowsword Volcano cannon snipes two shields and a DC off the questor Titan only to watch it Marshall off the damage and walk away.
On the last activation of the turn the remaining thunderbolts are told to intercept the thunderhawk and do so in spectacular fashion bringing it down with a full unit of traitors including a daemon prince inside. Woot! 



In the centre the marines in the centre woods go on overwatch and the rough riders advance to prepare to see them off. The Stormswords failed to activate so just wandered up the middle aimlessly. 
Final chaos activation sees the subjugator run a full triple to get all up on the face of the Stormswords hoping for a chaos win on the strategy roll. 



Turn 2 
Chaos wins the roll off and in comes the subjugator only to whiff completely inflicting a total of one damage... Unsurprisingly he then breaks and runs away from the grinning Stormswords. A retain with the terminators makes up for it bringing down the Warhound for no losses. Sadly for the chaos termies a shadowsword was on hand to return the favour followed up by enough shots to wipe them out with blasties. 



The Gaurd respond in the centre with the rough riders wiping out the unit of marines in the woods though are broken in return and are in turn. The rest is positioning with the subjugator getting ready for a turn 3 charge against the bunkers and the volcano cannons sniping shields where they can 
Rally phase sees roughies in the middle rally whilst the ones on the back edge fail. The broken subjugator stays broken and the rest clears blasties and regains shields. 

Turn 3 
Chaos win strategy and the chosen move up to put a blastie on the bunkers followed by a subjugator who charges in to give free reconstructive surgery. Sadly the gaurdsmen prove too numerous. And the subjugator is destroyed outright for the loss of 3 gaurdsmen. 
On my right the Stormswords and thunderbolts break the chaos marines who were advancing to take the objective whilst the chosen marines engage and break the Shadowsword who thankfully is fearless so no great loss. 



In the centre the remaining chosen are broken by thunderbolts and the questor Titan was sniped again by the shadowsword (neither of them missed a shot this game...) before being broken by the gaurdsmen as they surged forward out of their trenches to cross the half way line. 

  

Net result a very close 2-0 for the Dkok forces which was helped a heap by some amazing dice. The shadowswords hit 5/6 shots doing 3 damage every time and the thunderbolts blew a full thunderhawk out of the sky without a single crit being taken. My feeling is that the chaos marines had every tool they needed to win but just couldn't overcome some of those key issues. Teleporting was used really well and had that thunderhawk been there for backup it would have been a different sorry. The new Emperors Children is a solid marine list, I'll do a full write up soon. 

Hope you enjoyed the read!

Friday, 15 July 2016

State of the game – Getting ready for Castle Assault 2016

State of the game – getting ready for Castle Assault 2016


Last year’s Castle Assault event saw 22 players using 17 different races so it was a great spread and an awesome weekend (Details can be found here - http://goo.gl/jdn6ZJ). What was unique about last year’s event was the introduction of a composition system to address concerns about the relative power level of armies. You will no doubt see my thoughts coming through in the articles that I put together but in the simplest sense what we are exploring is the advantages that ‘top tier’ armies like Eldar and Imperial Guard have over some of the weaker armies like Orks. The composition system last year was a simple score /10 allocated by a panel of judges. Interestingly the scores ranged from 5-8 last year with UK style Tyranids getting the lowest result whilst Orks and a few variety of marines gained the highest. A quick look at the results would suggest that composition scoring didn’t make much of a difference last year, the top 3 were Tyranids/Emperors Children and Necrons and without comp scoring still would have been and in the same order.

Fast-forward to Cancon 2016 held in Canberra in January and an even bigger tournament than last year’s Castle Assault. This time is was 28 players using 16 races (full summary here http://epicau.com/wp/cancon-2016-wrap-up/) and because no one felt it achieved much no composition system. Traditionally Cancon has been decided purely by generalship, there’s enough games that if one player wins all of them he will essentially knock out his opposition and with a pretty standard win/loss/draw system there’s no real chance for someone to leapfrog due to margin of victory etc. Cancon this year was somewhat controversial with some seriously tough lists turning up to vie for the crown. The full set can be found here (http://goo.gl/fLBH7f) but the top 3 were Biel-Tan Eldar, Squats, Vraks and the followed by the recently approved Space Wolves. The controversial component came mostly from the Squats who essentially spammed piles of Overlord airships to maximise battle cannons and wipe entire contingents of enemies from the board. This led to much debate about the balance/use of developmental lists in tournaments without a balancing system of any sort. No doubt players skill is still a huge part of the equation with 2nd overall holding the bridesmaid spot 2 years in a row but in the interests of supporting and growing our tournament community the conversation regarding balance has continued.

So now we approach Castle Assault 2016, an absolute highlight on many Epic players tourney calendars and if the pattern continues it should shape up to be one of the biggest Epic events ever seen, not bad for a system that officially died over 15 years ago eh… For those who haven’t been a few key contextual points should be dropped in at this stage. First and most importantly CA is a wet event with an amazing vibe to it, anyone considering staging an event could learn from this idea. The winner each year is awarded a bottomless beer mug for the following year which is just an awesome idea. Secondly the pack is very different to Cancon (Found here http://goo.gl/gFyqDW) in that there is a distinct margin of victory component rather than the win/loss/draw tradition. This means that (although unlikely) it is possible for players to gain a podium spot without actually playing other guys on the podium already, especially with a big win in the last round. Last year I took along my Minervans and though I was really happy with my results overall my fat slow tank formations struggled to get those big VC victories that the winning Tyranids were so adept at. The second big difference is that this year’s Castle Assault is only allowing “Approved” armies (so no Squats…) after lots of discussion post Cancon.



The real question will be what sort of armies will dominate at this year’s event. Certainly the pack suggests that fast/aggressive assault armies who can pressure lots of objectives will be awesome, so Marines, Eldar, Necrons and even Orks could be in high supply. Whilst slower more grindy armies like Baran Siegemasters and AMTL will probably struggle. Given how generally terrible the currently approved NETEA Tau/Tyranid/Stigmatus and Dark Eldar armies are my feeling at this moment is that you would only turn up with them if you’re priority is drinking rather than gaming, you would need much to drown your sorrows. Part of the fun leading up to Australian events is also that lists are published a couple of weeks before the event so expect to see another post with some thoughts and predictions. I’m planning on having massive fun with Orks this year (since my Squats aren’t welcome after Cancon…) so you can also expect to see a full writeup on my journey with those on the weekend… well hopefully! 

Monday, 11 July 2016

So what's on your table this week? I've been working on some new terrain for my forest table. I've got a set of roads and the idea of these tiles will be to have little stations around the map connected by road to a central city complex. All the parts you see here are available from companies listed in the terrain page and there's some great stuff. I've got a few more tiles to go then I'll post up pics of the final table. 













Wednesday, 6 July 2016

Epic Storage!


Epic storage options! 


So you've decided to jump into this awesome system and grab yourself a collection of tiny soldiers. You've then worked out that none of the fancy foam storage guys give a hoot about us and frankly with war engines in your list good luck getting a standard box that will fit everything from infantry stands through to warlord Titans... But do not despair, I have a solution for you! 




Enter the toolbox, a cheap and effective storage method for all of your epic needs. Pictured here art he 3 different sizes that I use. The smaller one holds my entire 3000pt tau army with objectives and a little space to spare. The middle one is definitely the better option for a single army because it has a shelf in the top which is deep enough to hold infantry and leman russ sized tanks, probably big enough for a single army with room to grow. 




The large box on the right is the one I use the most of, I can easily fit two armies in one of these (usually one side each) and a warlord Titan or true scale reaver will fit in the bottom shelf with no dramas. In this picture you see my Gaurd box, in this case it holds a Minervan army, a Dkok and steel legion and Baran siegemasters army plus enough Titans to do an AMTL if I wanted too. You're welcome to zoom in and count for yourself if you like but I'm just going to say it stores many. These boxes can be purchased at most hardware chains and where I am they range between $20-30 (Aus) depending on size.
 
The best part is still to come. Once you have painted you're beautiful 6mm goodies you sure as hell don't want them bumping and scratching. The beauty of this system is the magnets. Every base has a rare earth magnet glued to the bottom (or several for the big things) which holds them tightly in place. The infantry stands just have sheet magnet which come with a sticky backing cut to size and glued down too. I'll give examples of the photos below. The magnets are easily sourced on eBay. I tend to buy 8-10mm round magnets that are 1-2mm thick. They cost about $8 for 100 if you shop around. 



So if you are looking for a reliable and cheap method of storing your minis head to the hardware store! Alternatively if you have an even more awesome idea post it up in the comments below! Share the love people's let's build our hobby! 

Friday, 1 July 2016

Orkeosaurus Spotted!

Orkeosaurus Incoming!

According to Eureka's latest newsltetter this guy is coming real soon, scaled at 10mm he will be a perfect Orkeosaurus to help all those greenskins get their savage mode on. I for one will be keeping a close eye on developments - Check it out here: 

http://us5.campaign-archive2.com/?u=0a87530d16586e927f8aa0ddd&id=5c1ba46d64



If you are in need of other savage orks (boar boys etc) just check out the Microworld Games link in in the sourcing minis page. 

Wednesday, 29 June 2016

For the Emperor! Space marines in Epic Armageddon

For the Emperor! Space marines in Epic Armageddon

A big thanks to a fellow Epic enthusiast Mick for the awesome pics of his Ultras



Possibly the most iconic force in the 40k and 30k worlds and the most common force you will n counter on a Warhammer 40k tabletop. Sadly though in Epic 40k they are not an ideal learning army and can be quite tricky to learn. Basically marines are a strike force, all of your troops are great but you won't get heaps of them and if you use them poorly you'll lose the attrition game every time. So for those thinking about building a marine chapter it's all about building a force that hits hard enough that the enemy can't hit back, timing is everything.

The other thing to consider is that in my mine there is no real balance between the armies of the Epic universe. Some races just have access to far stronger choices than others, without going into great detail the top of this power pyramid would include Eldar with Gaurd not far behind while the bottom of the pyramid would be filled with Ghazghull Thrakas Orks and Tyranids in general. This is not a reason to avoid them just something to be aware of, you will need patience, you should expect to lose a few games etc. certainly the more recently approved imperial fists and space wolf armies would appear to be more powerful on paper than the standard codex marines but that is a result of them being more specialised so it is a double edged blade in many respects.

Essential units

Tactical marines - most builds won't include more than 1 of these (though that's very different in some to the alternate lists like imperial fists) but they are super flexible. An ideal place to park your hunter and usually a brilliant blitz Gaurd which can move out in their rhinos if needed. The important thing to remember is that marines can't outshoot anything so it's all about getting these guys into a support position of an enemy unit then something else engages it. Trying for an engage with these guys can be risky as they are slow outside of rhinos and at risk inside them, you could draw upon the hig strat rating of marines to move them up at the end of a turn and then engage from out of the rhinos.



Scouts - as a cheap activation they would be good by themselves but combined with their transport and extra control zone scouts are brilliant. Use them to mess up enemy movement or even just hold them back so that they can grab objectives while the more important troops in your army can focus on killing stuff.

Land speeders - similar to scouts, fast, flexible and with their macro toting multi melta they are super flexible. Yes they are light vehicles but with a solid armour save its not so bad. Spread them out to avoid copping too many hits on them and use their scout and speed to grab objectives. I also think they are interesting as an engagement unit both as support fire and as the ones who trigger engagement.

Terminators - easily the best unit in the space marine army and the one whose correct use will determine your best outcomes. The most common tactic would be to either load them into a Thunderhawk for deployment or just teleport them in drawing on your high strategy rating to hopefully go first. If you can find a spot where your opponent s vulnerable and then hit hard it will be critical. The risk though is that you need to keep them safe after the engage move, ATSKNF does go a long way in that respect. Some players will take 2 units and throw in a commander so that they can both be drawn into a single engage move, others will invest in a chaplain for the inspiring, it's really personal choice. The ideal usage will see them dropping in during turn 1-2, being collected by a Thunderhawk and then dropped again in turn 2-3. The only big drawback here is that you will need to wait/find the ideal place to attack and a good opponent won't make this easy. Every turn they are I reserve robs you of an activation so timing is a big issue.

Thunderhawks - marines are all about hitting hard in the right places. If you aren't running thunder Hawks don't expect to win a game because these are one of your best advantages. The real challenge is like terminators, dropping the engage move in the right spot at the right time to do maximum damage and not end up losing the hawk or the cargo. Also don't underestimate the effectiveness of the guns. Being able to drop a long range cannon shot to snipe of a single hydra or artillery piece in a Gaurd armies unit of 3 can be great. Dropping those heavy boaters on a broken infantry/Light vehicle unit can be huge etc.
Warhounds - almost the perfect support option for marines. It carries a nice Macro gun which can be great for shooting down the reinforced armour options that normally marines can struggle with and its a great unit to launch an engagement with supported by another unit like land speeders or tactical marines.

Thunderbolts - Marines really lack for decent long range firepower at all and their own artillery options are pretty expensive and average in general. Thunderbolts are a cheap and flexible unit that will allow you to have good air defence and strike out at targets of opportunity across the board.

Optional Units

Assault marines - in the novels these guys carve up everything in sight. In Epic their small unit size, limited attacks and upgrade options leave them pretty average IMO. I've seen some players run them along with a devastator squad in a thunderhawk as an alternative to terminators and they are a cheapish activation.

Devastators - Much like assault marines they just aren't elite enough to do much good in my mind. Yeah they shoot more than a tactical marine but you will never win the shooting game anyway. Yes they have better FF than tacticals but they die as fast and there aren't many of them. Etc.

Land raiders - you already get rhinos for free everywhere so with these guys it feels like you pay for guns and transport and armour and frankly none of it is amazing. If you have the option to take the more assault oriented variants than the standard you may consider them.

Bikes - another unit that is potentially interesting but very difficult to use effectively and I'm my mind pales in contrast with other options like speeders. Solid armour, speed and engagement speed make them a great ingredient for a FF engagement but then again so is a Warhound, so are land speeders etc. BC engage is always a tricky beast too, it can be good against units like Gaurd who suffer from being in BC but armies like Orks love it by contrast and of course the closer you need to get the more you open yourself up to support fire shots. Attack bikes are an interesting option too but don't change the equation in my mind.



Whirlwinds - yeah long range artillery! Sadly it's not that long range by the standards of many artillery options still requires you to pay the marine points premium and doesn't have the special rules to help it hit that hard. Overall it's just kinda nyah.
Predators/vindicators - certainly not a bad unit but you need to wonder what their purpose is. You can't outshoot a leman russ, can't put manoeuvre a grav tank and the unit can be wiped pretty quickly by something as small as a Warhound. Good for some medium range shots if you feel desperate.

Bigger Titans - I've seen a couple of lists running around wth reaver Titans, the logic being that you can get a hard to kill BTS and some decent ranged firepower which marines generally lack. The catch is that you will lose activations which can be so important when you are trying to do a big engage style.

Strike cruiser/battle barge - They can be very annoying for the unprepared opponent and with your high strategy rating you can easily force your opponent into a corner deployment and do big damage with a double pie plate. Followed up by a powerful drop pod assault. Or you're opponent might guess where the pie plate is going, dodge it completely and both it and your drop pods end up going nowhere useful... Worth experimenting with certainly and I've included a space wolf build below which centred around this amazing first strike capacity. It can be extremely effective if you are very good, and a bit lucky.

Marine landers - like thunder Hawks but bigger! More importantly fearless... Including these will cut down your activation count but gives you the capacity to put huge amounts of men into massive engagements, potentially planet falling for space. A Cancon this year one of the best players in the country used the wolf build below centred around landers and 3 games sum it up well. In one game he decimated an Eldar force so badly with his alpha strike the game was basically over in turn 1, in another game his lander took a crit on the way in to ground based AA and he lost so much that the game was basically over in turn 1, in the game against me he did huge damage in turn 1 but found himself then out of position for objectives so I grimly held on and won on objectives despite losing massively on points killed. Such is the dilemma of the landers. They are certainly an interesting options and I encourage you to have a go, games will be dramatic and fun, though not always successful.

Thoughts on objectives:

Objective placement - you will be placing objectives first which means your opponent gets to react to you. I would try and group them so that I can concentrate on the emery blitz and on additional point whilst trying to ensure I could deny the objectives on my side but not worry too much about holding them. Again your small numbers means you don't want to be spread too far but if you can make your opponent spread out that will be good because it will make it harder for them to layer defence against your large engagements. You also gets to use speed to you're advantage and that can't be underestimated. The other advantage to spreading your objectives in this way is it makes it harder for slow armies like Gaurd/Knights/AMTL etc and they will have to deploy to cover all but you will know that the plan is just to hit critical spots and ignore other areas completely.

BTS - Yours should be tactical marines and should be just about untouchable thanks to a combination of armour, speed and ATSKNF. Theirs will often be kill able because your force is so much about critical engagements, go for it.

Blitz - Hold yours with scouts and/or tacticals depending on how much threat is heading it's way. Absolutely go for theirs with teleport troops or a timely thunderhawk.

Hold the line - trying to hold all 3 in your half generally won't be as significant as taking the enemy objectives unless you are running Imperial Fists.

Take and hold - absolutely focus on taking 1 key enemy position and the enemy blitz to get yourself 2 objectives.

They shall not pass - again unless you are Imperial Fists expect to fight the battle in the enemy half so this really shouldn't be an issue to achieve. Catching every sneaky enemy in your half can be tricky though, don't let yourself spread out too much.


Sample builds


Sample 1 generic marines - Designed for speed, hitting power and above all flexibility: 


Codex Astartes / Codex Astartes 3000
Tactical Detachment 450 6xTactical Hunter Supreme Commander
Terminator Detachment 350 4xTerminator
Terminator Detachment 350 4xTerminator
Scout Detachment 150 4xScout
Scout Detachment 150 4xScout
Land Speeder Detachment 200 5xLand Speeder
Land Speeder Detachment 200 5xLand Speeder
Land Speeder Detachment 200 5xLand Speeder
Thunderhawk 200 Thunderhawk Gunship
Thunderhawk 200 Thunderhawk Gunship
Warhound Titan 275 Warhound Titan
Warhound Titan 275 Warhound Titan


Sample 2 Space Wolves - this time the list is far more one dimensional. All around a huge alpha strike in turn 1 followed up by another lander worth of death to hopefully knock out so much enemy that they can't recover. High risk/high reward.


GREAT COMPANY [625]
6 Grey Hunters - Rhinos,
Wolf Lord,
2 Wolf Guard Terminators,
2 Blood Claws,
Land Raider Crusader

GREAT COMPANY [575]
6 Grey Hunters,
Wolf Priest,
2 Wolf Guard Terminators,
2 Blood Claws,
Rhinos,
Hunter 

FENRISIAN WOLVES [150]
6 Fenrisian Wolves

WOLF GUARD TERMINATORS [375]
4 Wolf Guard Terminators,
Wolf Priest,
Drop Pods

LAND SPEEDERS [200]
5 Land Speeder

STRIKE CRUISER [200]
Space Wolves Strike Cruiser

LANDING CRAFT [350]
Space Wolves Landing Craft

LANDING CRAFT [350]
Space Wolves Landing Craft

THUNDERBOLT SQUADRON [175]
2 Thunderbolt Fighter-Bombers



Sample 3 - Imperial Fists - by far the most defensive of the the marine chapters but so damn good at it. Trading transport for some amazing bunkers allows me to put solid defence onto key objective points which the enemy will struggle to shift allowing the mobile elements to focus on killing key enemy positions to secure objectives.


CENTURION [550] 4 Assault Centurion, 4 Land Raiders
SCOUTS [150] 4 Scout units
SCOUTS [150] 4 Scout units
LAND SPEEDERS [200] 5 Land speeder
LAND SPEEDERS [200] 5 Land speeder
TACTICAL [275] 6 Tactical units
TACTICAL [375] 6 Tactical units, Supreme Commander
FELLBLADE [325] 1 Fellblade
FELLBLADE [325] 1 Fellblade
HYPERIOS PLATFORMS [125] 3 Hyperios Platforms
HYPERIOS PLATFORMS [125] 3 Hyperios Platforms
2 STORM TALONS [200]