Jaedar said:
Since mission 3 seems to be popular I'll go with that. I want this setup personally:
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Think this kit will let us be prepared for anything they throw at us. Anyone got any input?
I'm digging up some old space marine codex and ork codex pdfs at the moment. If memory serves, ork armour is virtually non-existant and melee capabilities fairly crap. There's going to be a lot of them however, so we'd need to whittle them down before closing to melee to reduce casualties from sheer weight of numbers. I think our best bet for a devestator squad will be 4 heavy bolters and a rocket launcher with krak missiles for Killa Kans/Wartrukks (especially red 'unz, as dey go fasta) etc.
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In the event of mission #3, after conferring with the entries in the newest KKKodex Orks and KKKodex Speez Mahreenz, I would suggest the following set-up as being the most effective against orcs. (Profiles for weapons fairly similar to a set-up that was highly successful years back when I played an Ulthwé army). :geek:
1st squad - Devestators x8 + tech marine. 6 heavy bolters, 2 rocket launchers. Mainly Krak missiles, possibly a couple of frag missiles. The heavy bolters, when deployed correctly, will eat through HORDES of orks. Which is what we'll get if there are orks. Hordes. The missile launchers primary duty will be antivehicular, hence why they will be packing krak missiles. We're especially intereste in these to take out Killa Kanz (really nasty in melee, even for a Speehz Mahreen), Squiggots or Orky SuperDakka of Doomz™.
2nd squad - Assault Marines x6. Bolt pistols (plasma pistol for sargeant), chainswords. Meltabombs if we have some (they are fairly standard equipment on ASM squads). These boys will be our surgical strike squad. Their main objectives will be light armour (wartrukks spring to mind) and heavy weapon squads (lootaz, ranged nobz). 6 marines is a nice size for ASMs. In my experience, having larger squads often means melee fighters getting in the way of one another.
(Perhaps picking 6 is a force of habit, as 6 is the number of howling banshees my trusty falcon grav tanks could deliver to the front lines.)
3rd squad - Tactical marines x8 + Force Commander. The Mahreenz will have 4 bolters, 1 flamer, 3 bolt pistol/chainsword combos, frag grenades. FC will bring a force sword and an artificer bolt pistol. Third squad will act as a screen for 1st squad, protecting them from orks that get too close. The chainswords will be especially handy if a clever Warboss sends stormboyz (the orky version of ASMs) into our devestators, as heavy weapons are crap in melee.
4th squad - Tactical marines x8 + apothecary. 5 bolters, 1 flamer, 1 melta gun, plasma pistol and chainswords on the sargeant and apoth. This will be our advance squad that moves ahead under covering fire from 1st and 3rd squad. Since they are likely to be the first to be engaged, this is also the squad with the highest risk of GLORY™. Hence the apoth. Bolters are fairly versatile. The flamer is mostly because orky morale and combat discipline is crap, so it'll keep them at bay long enough for the devestators to annihilate them.
If 1st squad needs to relocate for a better firing position, 3rd squad will be responsible for securing their route so they don't get ambushed while they're mobile and vulnerable. The FC is deployed with this squad because their assignment will likely place them in the position with the best tactical overview of a given combat situation. 2nd squad is held in reserve, and called in to perform surgical strikes on high-priority targets, freeing the devestator squad to concentrate on providing heavy fire support for 4th squad.
In the event we enter close quarters, 1st and 3rd squad take point, while 4th squad remains with the devestators as escort.
I'm tempted to sneak in a lascannon instead of a heavy bolter in 1st squad and adding a plasma rifle instead of a bolter to 3rd and 4th squads. This till make them more efficient against chaos. But the bolters will be more effective against orks/tyranids (devestating against both in fact). Also, while plasma guns are really, really nice they're also rare and difficult to obtain. If we bring too many heavy weapons with us, it may decrease the operational efficiency of the other 4 squads as they get starved for BoomBoom.