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Counters to Nurgle-JumpPack RAMPAGE + Auto cannon

Discussion in 'Space Marines' started by TEFluffybastard, Aug 25, 2016.

  1. Galen Galen Arkhona Vanguard

    Oh this IS the "CSM OP narf now" weekly thread!Well that explains much.
  2. XavierLight XavierLight Well-Known Member

    When did anyone in this thread call for a nerf?
  3. Ancient ItsTime Preacher

    Frankly, you just have to get better at the game, I suggest doing so with a shield brother at first since you can block the pain for a while before delivering your own, or just practice with a couple of friends both ways work.

    Lately, I've found it very entertaining to melee them as an apothecary, it works very well.
    Galen likes this.
  4. Dude did you even see the powerfist and shield spam SM does, its like more than 3/4 SM play with power fist and the rest are apothecaries. Just thought it would be fair to drop this here...
  5. um that might be true but i saw the same exact thing from Chaos using PF alot aswell. So you cant say its only just LSM using the cheese
  6. No_1 No_1 Well-Known Member

    I have no doubt that poison and autocannon are the main problem for the JUmp Pack Assault. 100% tested XD
  7. Orkus Pokus Trenchwar Arkhona Vanguard

    All great answers to which I'd like to emphasise:

    Positionning is key. One of the number rule of any engagement (in real life too) is to meet the enemy on YOUR term. You need to seize the initiative.

    The reason why I focus is that is because of a simple example. Between a jump pack unit and an autcannon havok, who would win?

    The answer is it depends on who's term they fight.

    In-game autocannons have the flak property (mentioned in the tooltips on the loading screen). It makes them more accurate or easier or whatever to track and kill FLYING units. So an havok shooting jumppack assault is like target practice, given enough range.

    HOWEVER if he's flanked by said jump pack...well...good luck if you have no friends to cover you. Which comes into play:

    fireteams. cover fire, fire support, give it, get it, got it?

    To be able to outmanoeuver the enemy, you need to have fire teams that manoeuver as a team. An entrenched weapon or a jump unit is great at destroying undisciplined enemies.

    jump packs are like cavalry in the middle age, all fine and dandy to break peasants line with poor coordination and moral. If they jump into a disciplined enemy (say, 3 tacticals and an apoth) they'll die even if they beat the tacticals in theory, if the tacticals play as a team, they are flexible enough to deal with the threat.

    Havoks/devastors and EQ are, like everyone said, good at holding a line, but they are nothing without body guards. If they do have body guards, either don't engage them, or blitz them with more firepower/better mobility with your team.

    A smart heavy weapon team will move from time to time. staying static in a war is calling for death from above (with artillery, air strikes, or simply grenades and other forms of "I'll either remove you from cover or bury you under it". ) Remember that a static enemy from which you know the position is an enemy not somewhere else. They likely can't deny you all paths to take and if they move and you catch them moving that's the right time to strike. If they don't move, you still win, because they focus on holding a single point and you've got others.

    The hardest map vs those are likely tug of wars where you can push a single point. fortresses are better because it's just a grind but defenders have tickets vs them while attackers have time against them. In tug of war, the defenders have no disavantage whatsoever and can concentrate their defense, which make blitzing them really hard.
  8. ANGRY MARINE ANGRY-MARINE Well-Known Member

    I know you don't play the game anymore, Galen; but you don't need to bring those shitty vibes to everyone else.


    Alright, fuckers: WE'RE GOING TO HAVE AN OLD FASHIONED TACTICS DISCUSSION. SIT YOUR ASSES DOWN.


    The Autocannon:

    A real pain in the ass for anyone in its CoF, the Autocannon is a quadcannon without the extra barrels. It shoots slow compared to the Heavy Bolter, hits hard, and is an absolute nightmare in the hands of anyone who's worked out the concept of aiming. The 'Flak' property of the weapon also negates Cockknocker Assaults, because they're basically clay-birds if the Havoc sees them coming.

    So if you find yourself out in the open and suddenly have Autocannon McHeretic raining down irritants in your general direction, your first priority should be to FIND SOME FUCKING COVER. STOP STANDING STILL. DON'T FIRE BACK JUST YET.
    Run in a zig-zag pattern(basically ADAD), to make it harder for people to hit you, and get to the nearest point of cover as fast as possible. At this point, there are two decisions you can make:
    • You can peek out of the cover and try to out-DPS an Autocannon like a retard.
    • You can try and find another way around the Havoc.
    That's right motherfuckers, I'm telling you to flank. When in doubt, always flank if you can. Or, better yet: USE TEAMWORK.
    I know it's a foreign concept, but if you leave one guy to keep the Havoc's attention, you can send another to go around and shoot him from a different direction. Bait the enemy into thinking they have an advantage, and make them pay for it with a swift knife to the face.
    But above all, the most important advice I can give here is to never approach an Autocannon(Or any Havoc for that matter) head-on. If they're braced or even crouched, you're going to die. Even if they're not braced, it takes literally a fucking second for them to get ready. Always come at them from a flank, or even better, get them in melee range where they don't have the advantage.

    If you're a Tactical/Apoc, you have the flexibility to adapt to whatever this fucker pulls on you, use your head. If you're an Assault of some sort, focus on getting in close without getting your ass shot. If you're a Devastator, you can be just as dangerous as he is, brace your Heavy Bolter and suppress that fucker into hiding behind his chest-high wall.


    JUMP ASSAULT/MoN ASSAULT:
    I have no advice for this one, other than don't let this piece of shit get too close. If you're in melee, pray you have a decent weapon(or better yet, a Shield), and watch for his jump pack: If it starts smoking, it's out of fuel.

    Otherwise, stick in groups and try not to get into a melee clusterfuck. While it doesn't have the 'Flak' property, it can be remarkably effective against Raptors if you see them coming.
    Fiendly and XavierLight like this.
  9. Galen Galen Arkhona Vanguard

    People bitch about MoN assult yet i am the one bringing shitty vibes?Whatever makes you feel better.
  10. ANGRY MARINE ANGRY-MARINE Well-Known Member

    Except that nobody is bitching about it(with the exception of the initial post), and instead discussing how to defeat an enemy that's not seen all that often anyways.
    [​IMG]

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