Thursday, August 27, 2009

Space Marines in Apocalypse

This weekend I'll be playing in my local store's apoc tournament. I love Apoc. Huge armies smashing together but most games I have played in have failed due to poor planning. People new to Apoc don't realize just how big it can get.

Lets start with the basics
ORGANIZERS
- Give people lots of warning - Big armies take time to prepare
- Start early in the day - At night as the game drags on people will want food, booze, sleep etc and you will inevitably end up with people dropping out half way through.
- Have a narrative/mission - Give this to people early. This weekend the narrative is almost planet strike A large force of Imperial guard holding a key city against multiple invading forces.

Although a great big game of let kill stuff sounds fun it can soon get tedious as the larger board size stops troops moving freely and engaging.

PLAYERS
- Know the mission. If its kill the highest point cost of units then itemize your army list with point costs.
- If at all possible squad mark - there is nothing more frustrating than a blob of 100 infantry with no way to tell them apart.
- There is no Org chart. People forget this.
- Stay mobile - you will most likely need to move 48" in 4 turns.


KEY SPACE MARINES UNITS
HQ
Librarian - Gate of infinity is vital. Might of the Anchients and Vortex of doom are also great
Captain/Chapter Master - If you have 200 points left run them they are sure fire beat sticks.

TROOPS
Tactical Marines and scouts carry beacons to deep strike on. Combo with gate of infinity.

ELITES
Terminators - 2+ armour, 5+ invul is in valuable in this game. Great choice
Dreadnought - Originally I was going to run 7 but had a change of heart after re-reading th mission.

Fast Attack
Van Guard -I'll talk about them in a moment
Assault Marines - Not a bad choice, little situational

Heavy Support
Vindicator - Great choice, Kills anything, Range can be a bit of a problem.
Predator - Another great choice for bringing down monstrous creatures and tanks.
Land Raider - Standard is best, Redeemer comes in second.

TITANS - Expensive. I'll let you know after I try one out on the weekend.

FORMATIONS - I've tried the masters of the chapter, I've tried the battle company, I've seen the line breakers in action. I'd like to try the armored spear head but need another land raider.
Orbital strike looks awesome but in my experience most players will take a jamming beacon. Making them next to useless.
In short, Good for fluff, crap for play.

STRATEGIC ASSETS
In my mind you need one of the following
- Orbital Bombardment - Oportunistic, A little under powered though
- Schedualed bombardment - 3 of the above but pick the location before hand. Horde killers, Line breakers. Can be great in the right situation
- Vortex grenade - Deadly in king of the hill scenarios. Nid players will hate it.
- Disruptor Beacon - anyone enemy coming in from reserve with in 48" of the beacon has a 50/50 chance of ending up where ever you want to put it.

With this in Mind I felt I should tweek my list

Exorcists Raiding Force
Asset - Vortex Grenade

First Captain w/Escort
Captain - Relic Blade, Storm Shield, Artificer Armour, Melta Bombs
Assault Terminators - 5 Man - Thunder Hammers and Storm Shields
Land Raider Redeemer - Multi Melta

Terminator Rapid Response units
Librarian - Terminator Armour, Storm Bolter, Gate Of infinity, Null Zone
Terminators - 10 Man, 2 assault Cannons

Librarian - Terminator Armout, Storm Shield, Null Zone, Gate of infinity
Terminators - 10 Man, 2 Chain Fists, 2 Cyclone Missile Launchers

Tactical Support
Tactical Squad - 10 Man - Melta Bombs, Melta Gun, Multi Melta, Teleport Homer
Land Raider

Armoured Support
Vindicator
Vindicator

Rapid Assault
Assault Marines - 5 Man, Power Fist, Melta Bombs
Assault Marines - 5 Man, Power Fist, Melta Bombs

TITAN
Warhound Scout Titan - Plasma Blast Gun, Double Barreled Turbo Laser Destructor

Plan is simple. CHARGE!!!!!!!!!!!

Let me know what you think.

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