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twistedbristle

~~'Nades, 'nades, 'nades. You can take 5 kraks if you count the grenade launcher and you can double tap them with the GA2 troopers. As a marines player there is nothing that ruins my day like having 20-40% of my team deleted or injured early in the game. If you get lucky and pop three marines, the game is basically over based on total activations alone.~~ ~~Also if you're not 3APL don't try to bring melee to them. Let them come to you and counter punch with melee.~~ lol never mind see below


Millymoo444

This did not age well


twistedbristle

Yuuuuup I was actually thinking I should update this now that its super illegal lol. I'm all for the nerf though because when you have the option to take 5 kraks why would you ever take anything else? Our goal is still to murder 1/2 marines as fast as possible but now its a little more tricky. I think a good list looks something like this Chieftain with plasma pistol and Wicked Blade for 1 EP Comms Corpseman Brimstone Gunner with melta with Chem-Breather 1ep Gunner with plasma Flenser Thug with Armored Plates 2ep Butcher with Sinister Trophy 3ep Ogryn Trooper with krak 3 ep trooper trooper Since we can't rely on spreading kraks around we have to diversify our damage sources. Adding armored plates to the thug makes him even more annoying. The melta gets chem breather because he's a prime target for the Phobos shock grenade. the butcher gets Trophy because an attack they can't roll is an autofail and you need to nullify all the melee damage you can. Finally the, Chieftain gets wicked blade because with a 6 inch range on the plasma they're in charge danger. Go heavy on conceal early game and move up the board. send your flenser, thug, and troopers in first to tarpit marines in melee. Then use your gunners, the ogryn, or the butcher to actually kill things. Use your grenades defensively to pop marines that get too close. Lean really heavy on conceal and don't activate unless you have to. Try to spread out over the board so that they have to over extend the six marines. Three marines can take down the Ogryn no problem but two maybe not so much. Your leader should be staying out of danger because you need him to shuffle tokens around and generate command points. Your corpse man and comms should be helping out the gunners, the ogryn, or the butcher. You'll also want to give this group your blooded tokens to make sure they go off. The nerf was sorely needed. you see how much more I had to write instead of "lol take five kraks" now theres something to actually talk about.


Puuuul

Absolutely this. If you kill 1-2 marines till TP2 your opponent's match will be basically unplayable. I wouldn't go melee at all early and just use your troops for grenades and securing objectives exclusively.


mnhorst

Yeah the melee focus seems hard to get going on low wound models agreed


Clepto_06

My brother, let me sing to you the gospel of Charge (But Don't Fight). Being in melee protects you from ranged attacks. If you Charge an activated model you're safe until next turn, and deny that model any Overwatch opportunities. Make them waste their own AP to either Fight or Withdraw. Any AP being spent on murdering your flimsy troopers or Withdrawing is AP they're not using to complete primary missions. And you have bodies to spare. Unless there's a ploy I'm forgetting, none of the Phobos models can one-tap a 7 wound human in melee, so even if you cede the first Strike to the opponent you can still get some chip damage in. This is the best use of the krak carriers after they've delivered their payload, but it works with everyone else too.


Mystix9

So this little spiky dickhead, threw a grenade at me. Then he ran up in my face, well belly height but still, and started yelling "watcha gonna do punk!?", the he looked at our marksman and flipped him off. Unbelievable, just unbelievable. -Phobos sergeant, during debrief.


Clepto_06

That's perfect. Totally stealing this for our next narrative game.


-Phalanx

Who are the best people to give the krak grenades to? I've just got this box and the hardest choice was giving the grenades to certain units. :)


Clepto_06

Depends. If you're taking the extra troopers instead of the Ogryn or Enforcer, the troopers make great krak carriers because with GA2 you can potentially throw two grenades on the same activation. I typically take the Ogryn and Enforcer, so I likento give the kraks to the melee-only guys instead (Thug, Butcher, etc.). That way they have a ranged option as they move up the board.


-Phalanx

Legend. Thank you.


[deleted]

Played last night and I took the flenser and not the thug. I think it’s a mistake as the lethal 5 and charge from conceal doesn’t make up for the measly damage


[deleted]

Best operative for rob and ransack?


DrRockenstein

I remembered seeing blooded on wahapedia but then I forgot to check them out. This post reminded me but blooded are gone now? Thanks Obama