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40k Cherry

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Post  Russell T.Baar 2010-11-08, 00:37

Ok, weird title, this message is mainly for Chavo but there's a question for everybody too!

Had my first 40k match last night, Space Marines against Blood Angels. 650pts played two Tactical squads, Devastators and a Chaplain. Got my bottom handed to me by his Vanguard Marines with Jump-Packs.

Ok, I didn't realise you could fire, then assault aswell...

But anybody got any hints on defeating a Jump pack heavy army using only troops and heavy troops?

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Post  Brother Renton 2010-11-08, 01:02

Power weapons!!!
power weapons r the assault marines worst nightmare (or any marine for that matter)

plus take advantage of cover as much as poss, if they jump into it they must make dangerous terrain tests, and it give you cover from his heavy weapons

or just get yourself some space wolves they kick jam doughnut....

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Post  Russell T.Baar 2010-11-08, 14:21

Cover turned out to be my downfall, the Jump packs just got closer and closer until they leaped right on top of my dev squad without them getting a shot in. Power weapons sound good though... What's the difference between a Power Fist, Power Weapon and Chain Sword? I mean in layman's terms please, lol.

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Post  Orc4life 2010-11-08, 15:37

right not sure but 1 is double strength no armor save but u go at innitiative 1, the other is your normal strength but ignores armor and u go at normal initiative, right i would say ur heavy squad should be at the back of your troops if possible or either ontop of cliff terrain as u get cover saves and a clear view, u cold also look into mb low ap weapons if u got any like melta and such any more questions and well gladly answer although im do meele and orc stuffs better lol
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Post  Brother Renton 2010-11-08, 17:05

Cover can be the jump packerd best and worst enermy..

Jump packs can move over terrain but if they land on it it hurts
If a moving jump infantry model begins or ends it's move in difficult terrain, it must make a dangerous terrain test..page52 small rule book

i found this out to my horror as i jumped into combat 1 game.

and orc2life is right
Powerfist - double the users strenght but has a Int1, no armour save
Chainfist same as above but also does an extra d6 when damaging vehicles
power weapon do gives no armour save
Chainsword - is just a normal close combat weapon

i hope this helps
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Post  WarBunka-Charlie 2010-11-08, 19:22

Get your bikes to chase them and shootem down, place your dev squad in difficult terrain, they arn't going to be doing much movement, Terminators always do the job with the right equipment Very Happy

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Post  Johnny KTOU 2010-11-08, 20:43

Devastators + Inquisitor + 2 mystics
Anything that deep strikes 4D6 around can be shot at by one of your units 12" away just when they touch the ground !
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Post  Russell T.Baar 2010-11-09, 14:33

Deep strike wasn't allowed and thanks Charlie but troops and heavy troops only remember Razz, I considered using a small squad of Terminators (and it may have been worth it now that I look back) but at the time they where too costly for the small battle. I thought I was being smart by having a Heavy Bolter orientated Dev Squad.

What are mb low ap weapons?

What constitutes difficult Terrain? Unfortunately our map was grass plains with building and debris cover, nothing magic.

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Post  WarBunka-Charlie 2010-11-10, 19:47

Ruins, trees, anything you think you can walk through but may slow you down.

Low AP is Armour penetration, lower the score the better chance it has of getting through armour, especially if the weapon has high strength

Not to sure what MB stands for, melta bomb maybe?

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Post  Russell T.Baar 2010-11-11, 03:13

Cheers dude, always thought Melta weapons only really received a bonus against vehicles?

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Post  syxx 2010-11-11, 07:17

Meltas get the bonus that nobody gets a armour save from them which is good enough :p
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Post  Russell T.Baar 2010-11-11, 13:51

Worth remembering, thanks guys... Whilst I'm here, what's the difference between melta and plasma weapons?

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Post  Johnny KTOU 2010-11-11, 14:51

Melta is a common weapon in 40k; melta rule gives +2D6 for penetration when shooting vehicules at half distance. They usually have AP1 that gives bonus on demage table. Perfect anti tanks. EG: Melta gun, St8AP1
Plasma are fluffwise supposed to be a lost art (funny enough they're in every guardsman's hand)... They have the Get's hot rule that forces to roll an armour save if you roll a 1 to hit. Very good as anti heavy infantry and MC. EG: plasma gun, St7AP2
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Post  Alphadrop 2010-11-13, 00:10

Like Marbo's number one fan said, plasma weapons are very good against heavy infantry and make the perfect marine killers. They are also rapid fire so you can literally pour on the heat when the assault marines get close... providing you don't roll ones (as my Command HQ plasma gunner is want to do).

Fluff wise a plasma gun fires a ball of plasma (pretty much what the sun is made of) while a metla gun fires a beam of heat energy so powerfull it evaporates anyone it touches.
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Post  Russell T.Baar 2010-11-14, 21:49

Space Marines are pretty buff really aren't they?

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Post  WarBunka-Charlie 2010-11-15, 20:18

Super Humans, ubermensch, Duke Nukem's in a half shell!

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Post  Alphadrop 2010-11-15, 21:40

Great, now it's gonna be ages until I can get that theme tune out of my head.
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