Looking Tech-Marine Strategies Against IG

Strategy and L2P topics.
DarnedDragoon
Level 2
Posts: 138
Joined: Wed 16 Oct, 2013 7:09 pm

Looking Tech-Marine Strategies Against IG

Postby DarnedDragoon » Mon 13 Jul, 2015 2:41 pm

I'm have a lot of trouble dealing with IG lately in Tier 1 and above. The Sentinel, 2 guardsmen, and melee commander has been kicking my ass first engagement. Setup teams are countered so easily with artillery spotters, going asms seems like a bad solution with the ogryns in tier 2. I don't know what to do anymore, please help.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: Looking Tech-Marine Strategies Against IG

Postby Adeptus Noobus » Mon 13 Jul, 2015 2:55 pm

I saw the game you are talking about and suppression was the only way to go. I faced this guy the game before you. I tried to control the Ogryns with double Shotguns and the Thunderhammer which worked very well as the effect from the Flak Jacket wore off before he could do any real damage and after that the TH smashed them to bits. The Techmarine has the Master Crafted Bolter and Bionics to control the Ogryns, other than that there are always Devs.
His build was 2x GM + Sentinel in T1, fast tech into T2 and then Grenade Launcher -> Ogryns -> Flak Jacket -> T3.

The mistake I made was focusing on the Sentinel, believing it was the prime threat. I should have just taken out the GMs and then pressured the Sentinel. ASMs + Devs would have completely shut down his T1 army. From there the Ogryns would not be such a big threat as mentioned before (Shotguns, Bionics, Devs, Merciless Strike). Snare them as long as the Flak Jackets ability is active. You could go with a Libby in T2 to support your Devs, as the Ogryns will fly towards your army under the effect of "Move, move, move". The Force Barrier does also help to keep away the enemy. Smite is obviously nice vs the GM. So there are lots of utilities. Haven't really thought of them before though. ^^

Hope I could help.
DarnedDragoon
Level 2
Posts: 138
Joined: Wed 16 Oct, 2013 7:09 pm

Re: Looking Tech-Marine Strategies Against IG

Postby DarnedDragoon » Mon 13 Jul, 2015 4:44 pm

Adeptus Noobus wrote:I saw the game you are talking about and suppression was the only way to go. I faced this guy the game before you. I tried to control the Ogryns with double Shotguns and the Thunderhammer which worked very well as the effect from the Flak Jacket wore off before he could do any real damage and after that the TH smashed them to bits. The Techmarine has the Master Crafted Bolter and Bionics to control the Ogryns, other than that there are always Devs.
His build was 2x GM + Sentinel in T1, fast tech into T2 and then Grenade Launcher -> Ogryns -> Flak Jacket -> T3.

The mistake I made was focusing on the Sentinel, believing it was the prime threat. I should have just taken out the GMs and then pressured the Sentinel. ASMs + Devs would have completely shut down his T1 army. From there the Ogryns would not be such a big threat as mentioned before (Shotguns, Bionics, Devs, Merciless Strike). Snare them as long as the Flak Jackets ability is active. You could go with a Libby in T2 to support your Devs, as the Ogryns will fly towards your army under the effect of "Move, move, move". The Force Barrier does also help to keep away the enemy. Smite is obviously nice vs the GM. So there are lots of utilities. Haven't really thought of them before though. ^^

Hope I could help.


Thanks for the advice, I did try bionics, shotgun scouts, and asms with merciless in the game I'm thinking about. Unfortunately the LG kept using the Incoming ability and ogryns would charge in with knock back immunity.

Though the first issue for me is tier 1. How do I get to those guardsmen in first engagement with a sentinel and Melee commander in my way? If you asked me last week I would of said I wouldn't. I'd just sit back hold until I can get a dev or turret on the field. If they try to bum rush me I'll fall back and try to kite, unfortunately I keep getting chased down and harassed by that sentinel.
You cant focus the sentinel because it just gets repaired and the guardsmen are too far back to shoot or approach, even though I've tried it on several occasions. The problem there is I'm working with 3 units and he's got 4.

I love the MCB against IG but it's 30 power and it needs a buff to be viable in tier 2 & up the HPS ability's CD is just too long. In the past I've combined the MCB with double sniper scouts to try to kill that sentinel, I don't think that build is worth it now. I am often forced to buy shotguns in the first engagement for the rush. Actually rushes has been so common and so devastating that anytime I know I'm not facing GKs or SMs, shotguns have been an automatic purchase for me. Even so there have been many times where my opponent can cross the map fast enough to catch me at 12 power.

Turrets are nice if they're in a good position and I have time to put them down. But in my opinion if I have time to put up a turret in a good position then the IG I'm playing isn't very experienced or distracted. If they apply any kind of pressure on me and force me to kite there is no way a turret is going down, unless they fuck up.
Corrie
Level 1
Posts: 39
Joined: Thu 21 May, 2015 9:32 pm

Re: Looking Tech-Marine Strategies Against IG

Postby Corrie » Mon 13 Jul, 2015 4:52 pm

Vanilla Dread ruins ogryns and they have similar cost by the time ogryns are upgraded, not sure why he would try ogryn play unless he was really far ahead and bashed you.

With SM Dread, FC hammer and shotgun scouts, ogryn play is just a no as there a huge resource dump.

In T1 I find double tacs with MCB into devs and sit back and pick your fights to be really annoying to play against tacs in green cover just bleed GM and kraken bolts with MCB snipe mhas huge burst on the sent.
DarnedDragoon
Level 2
Posts: 138
Joined: Wed 16 Oct, 2013 7:09 pm

Re: Looking Tech-Marine Strategies Against IG

Postby DarnedDragoon » Mon 13 Jul, 2015 5:06 pm

Corrie wrote:Vanilla Dread ruins ogryns and they have similar cost by the time ogryns are upgraded, not sure why he would try ogryn play unless he was really far ahead and bashed you.

With SM Dread, FC hammer and shotgun scouts, ogryn play is just a no as there a huge resource dump.

In T1 I find double tacs with MCB into devs and sit back and pick your fights to be really annoying to play against tacs in green cover just bleed GM and kraken bolts with MCB snipe mhas huge burst on the sent.


In that case he was far ahead and when I was able to get my dread out they had enough av on the field. FC Hammer is the solution for everything it seems. If it wasn't so good, I think more people would be asking the same questions I am.

I play Tech-marine so no hammer for me, I'll try the double tacs and a dev. What do you buy second another tac squad, devs, or MCB?
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: Looking Tech-Marine Strategies Against IG

Postby Adeptus Noobus » Mon 13 Jul, 2015 5:47 pm

I'd go for the 2nd Tac squad. Not sure wether MCB or Devs first. Devs seem the better choice though as it will deter rushes more effectively.
DarnedDragoon
Level 2
Posts: 138
Joined: Wed 16 Oct, 2013 7:09 pm

Re: Looking Tech-Marine Strategies Against IG

Postby DarnedDragoon » Mon 13 Jul, 2015 7:03 pm

Adeptus Noobus wrote:I'd go for the 2nd Tac squad. Not sure wether MCB or Devs first. Devs seem the better choice though as it will deter rushes more effectively.


Ok, Thanks I will try that!

Return to “Strategy Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests