Hiya fellow denizens of the darkness,
I'd like to ask for some advice about dealing with hunkered down Marine infantry (space puppies to be specific).
I got my first 1.5k game in last night against the dreaded puppies and I have yet to gain a win over these damned annoying marines. My opponent went entirely infantry with the ever common dual longfang units (2 units of 6 longfangs led by a terminator armoured guy with cyclone missile launcher. Each unit was then accompanied by a Wolf Priest in termie armour. He then took 4 solid units of standard infantry; 10-12 in each I believe with his most central unit containing Njarl Stormcaller) led by a terminator and containing a mark of wulfen marine as well as a flamer and meltagun in each. Lot of toys like wolf talismans etc were taken wherever he could.
I went with a very varied list as I wanted to try lots of different concepts and units out (only had 1 game of 6th previous to this and that was over a year ago! Used to play 5th quite a lot however).
Haemie warlord*
Venom Blade Liquifier, WWP (didn't read the FAQ that you can't assault out of them now - WTF?!)
3 Incubi (in WWP)
6 Mandrakes (wanted to test out the Haemie disembarks gives them a pain token, they then guard the WWP)
5 Blaster born (4 blasters+spare body for exploding venom)
Venom + 2 SCs
Nightshields
9 Wracks* (Haemie starts with these boys)
Liquifier
Acothyst + Venom Blade
Raider
Dissies (anti termies) and Torment GLs
10 Wyches
Haywire grenades
Raider
Dissies
7 Kabalite Warriors
Blaster
3 Reavers
Heat Lance
Cluster Caltrops
3 Reavers
Heat Lance
Cluster Caltrops
3 Reavers
Heat Lance
Cluster Caltrops
Talos (WWP)
Liquifiers
Talos (WWP)
Liquifiers
Chronos
Spirit Vortex
We played a kill point mission lengthways along the board with nightfighting to start the game. I rolled highest but chose to deploy second and left seize the initiative. Looking back I think that I would have been better to take first turn. My thinking was, if I remain over 36" away, all of his rocket launchers will be denied and he effectively wastes a turn.
The tabled was covered by quite a lot of large ruins and a hill in either corner (top left and bottom right).
He deployed fairly symmetrically with one of longfang units+priest on the top left hill with 2 of the marine squads next to them.
a large ruin seperated his army and his remaining forces piled around a bunker building on the other side of this ruin; the longfangs piled in together on the top of the bunker with both infantry squads sat in front/beneath it. There must have been about 24" that divided the two with the ruin occupying the centre of this rift.
I decided that the best plan would be to deal with one half of his army and then run away/hide! As a result I piled most of mine behind the best LOS blocking ruin I could find that also contained a 3 floor system up (rules query here - does the max 2" apart rule prevent a squad from being spread over several different floors? I wasn't sure if you measured to the model or base when calculating verticle distance)
So the Wych Raider, Wrack Raider, Blastervenom and warrior squad hid behind this ruin (as far forward as I could manage without being in 36" range of the longfangs on the hill opposite). The Chronos sat to the left of the boats and the Reavers sat behind a very large ruin in the centre of my deployment zone.
Both Talos and Incubi hid in the WWP and I forfeited Seize the Initiative.
The actual batrep can be found HERE
Tactically speaking I think my heart was in the right place: I tried to be sneaky and use as much cover, combo charges and focused shooting as possible. I just couldn't deal with the dual longfangs and wolf priests easily enough. I think my opponent fluffed his deployment and spread himself out, no doubt thinking he'd cover any avenue I came up. Luckily nightfighting started the game and I should have made better use of rolling first turn. I have a feeling if I'd done this then I wouldn't have deployed much more differently and my opponent would have piled together to defend the top left hill which would have been a nightmare to deal with!
Other than that I was too free with leaving my vehicles open (was obsessed with getting the haemie out of the boat ready to drop the WWP and join the mandrakes so that the incubi/talos wouldn't have to footslog from my (very long way away!) board edge.
The bike units were brilliant and their turbo boost is horrific for opponents to deal with or predict where you'll end up. The caltrops, though expensive seemed like a worthwhile upgrade - I roll poorly with them but they still did well as the 2+ to wound makes a difference and could be particularly useful VS termies by simply torrenting the attacks. I really think 2 units of 6 would've been better however, each with an arena champion with power weapon to deal with being charged / allowing an option for charging to finish units off.
I forgot combat drugs all game until the end! DOH! Rolled it up and it was re-roll run moves so no biggie to lose. The wyches really weren't that great and I can see the woes of being snap fired at too: not so much that wyches shooting defence sucks but more the being negated of being out of range for random charge distance rolling...
I would say that I'd have liked to have traded a Talos for a Jet but frankly, with all those missile launchers that wouldn't have been much better either!
The incubi were included as a specialist counter attackers but ended up leading the charge on 2 desperate last 'bag it' moves, neither of which pulled off due to poor rolls. I'll save my judgement on small units of them for another time when I can appropriately see how they do.
The wracks were awesome at taking damage (still confused about the missile launcher damage that finished them off...) but their damage output didn't seem like enough and the liquifier was too random.
The mandrakes I could see potential with (particularly vs eldar/Imp Guard equiv) as their assault 2 str 4 AP 4 shots are actually quite good and helped finish that SW larger unit in front of their building. They sucked in assault (no grenade equivalents hurt them).
I've read now that WWPs cannot be assaulted out of, as if they weren't hard enough to play already but hell, I love a challenge! Shooting unit support seems like the best remaining use for them (blasterborn / scourge delivery?!). The talos again can't easily be judged but frankly I think that the dual liquifiers are no longer a good choice on them for fear of killing off the guys you are about to assault and so derping you out of charge range/keeping you in combat during the opponents turn so that you can't be shot. The Chronos was awesome to a large extent - the pie plate shots at 18" were good but at BS 3 I can see this being frustrating at times. The template spirit syphon could be a good change instead as more hits occur reliably through this, although to reach you enemy you have to first survive (hence the pain token on itself first).
Overall I think that to deal with an entrenched enemy like a SW army, you'd have to hit them with everything at one point in their line, then consolidate/hide into cover only to surge back out again. Having both talos on the table could be a good way to draw fire but they're also heavy hitters in combat to deal with termies if the incubi die.
I'm not entirely sure if this is making sense but I forse the Space Wolf defence list being a tough nut to crack, particularly with someone like Njarl leading it!
Any thoughts / comments / constructive critiques?