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Hi. I'm playing in the UK Half Term Gaming. For those who don't know, it's vs nids and a cityfight campaign. I've never played Cityfight before, so I don't know what I'm doing. I play with a relatively fast army, so I'd appreciate any advice. Here are some examples of my units:
-Chaplain on a bike
-4 Bikes, 2 of which could be used as a vet sarge/Commander
-A Predator that can be transformed into a Rhino at a moment's notice
-Some Jump Marines.
But I do have lots of heavies; lots of missiles and stuff.
What are the essentials for marine cityfight? I'm thinking around 1500-2000 pts.
remember, cityfight is gona put you in alot of area terrain...
so those bikes are gona be getting dangerous tests all over the place...
same with the jump marines.
and since there's alot of cover... remember flamers are an excellent option...
if your jump troops can get flamers, then use 'em, and keep to the building tops where the nid's can't get to you easilly, and use the rinos to block roads when possible....
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Okay. I must say, I've never read the codex. Does all movement count as dangerous, then? I don't really know. So from what you've said, flamers are good, as is staying on rooftops, but bikes and jump packs are bad, right?
After playing a 12 week Vogen camapign I can say this: get off the bikes NOW! Most of your objectives will be to take a particular building(High Ground, Fire Sweep, ect). However, bikes and calvery cannot enter a building. So if you can't get in, you can't win. Stay on foot or w/ jetpacks. Good luck.
Not all the ground creates saves, but definitely ditch the bikes. There's enough rubble piles, barricades, buildings, and stuff like that. The assault marines are good, because they ignore difficult terrain tests and can jump on top of buldings and things like that. Give 'em a couple of flamers, and maybe a squad with a PF und melta for them big toughies. Try not to be too CC oriented, maybe just stay with the assault marines for that. Flamers is good, and indirect fire, too. which means WW. Maybe a Vindicator if yer feelin' lucky. That's my two cents.
I need the bugger so I can see!
if your nids players have any brains, they'll take flesh hooks which act like frag grenades and allow them to scale vertical terrain as if it weren't there. so your jump troops aren't safe.
i would still say, go with them, just remeber nids don't play fair in cityfight (move through terrain, Flesh hooks).
the cover in a city fight is insane, if you have the option use a template weapon. otherwise try to keep the range open or you'll bee overwhelmed. CC range in the city is 6" not 2, like normal. that means your squad will be fighting the entire nid squad.
i personally like dreads in cityfight. they get cover, and can deal with numbers.
If your luck is anything like mine ditch the bikes I once lost 4 bikers to a dangerous terrain checkwhen Icharged for my friends command squad would have one the game to if they haddnt died.:cry:
Take as many blast weapons as possible so I think devastators are a good choice with Plasma Cannons or ML's
A good strategy is to geet your guys in an alley a groupof devastators in the back firing away with a full size tactical squad in front toting two flamers these guys will not only be able to rapid fire those bugs to death but the can also slows them enough for the Devs to get to farther positions down the alley. plus if you give the Vet sergeant a power sword or something hed could do a ton of damage.
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Ordinance works differently though. you don't put down the pie plate you roll 1d6 to determine the number of hits. These are counted as full hits, no pie plate = no partial hits.
All the terrain is counted as Difficult, unless you have roads (which are treated as just normal terrain) or Dangerous terrain. So Fleet and/or Skimmer are nice to have. (not a lot of help for Marines but just be aware).
LOS is different too, you can see through 6" (or 8"?) of building/terrain so a building does not necessarily block los.
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Skimmers and Jump pack troops are nice to have as they bound over terrain and spring surprise assaults. Unless your DA like me and can take Ravenwing with thier terrain skills the I agree with everyone that bikes are worth avoiding.
As in cityfight elevated troops can shoot the top armour of vehicles which counts as the rear armour unless its a Land Raider(which cant have dozer blades) tanks tend to die quickly to elevated infantry.
Ordnance weapons go to pot though the Whirlwind is great wth its better than IG Bs and cheap cost. Normal tanks are likely to find LoS restricted.
Flamers dont get that much of an improvement d6 isnt that good, i've seen 17 gaunts go down to 1 Skorcha, stuff getting a 1 on 1d6.
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Timing is important in city fight. Its easy to get your units picked of piecemeal especially if only half of them arrive at the objective because the others got bogged down in rough terrain. There is an excellent artical in one of the chapter approved books. (3rd?)
Its worth reading the rules as well, there are slight differances, coherency, area effect etc.