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Defending FORTRESS HARKKUS: More tips for Space Marines

Discussion in 'Space Marines' started by DOBLE-FILO, May 13, 2016.

  1. DOBLE-FILO DOBLE-FILO First Blood!

    Salutations Brothers,

    It is clear that Chaos are nothing but flamers...there're lots of examples of that in the post where I explained how to proceed to Attack Fortress Harkkus because it's so easy to bring the shit to the forums but it is not that easy to speak during a battle when they have our shields in their throats...Nevemind mind, as a follow up point now I'd like to address some basic tactics to our faction to successfully defend Fortress Harkkus:

    (step-1) The Walls: Space Marines should organize in three packs; defenders of the northern wall, defenders of the southern wall, defenders of the inner yard.

    Pack 1 - Defenders of the northern walls: Their task is to keep under control the external stairway and the main gate

    Pack 2 - Defenders of the southern walls: Their task is to keep under control the pipes and the southern gate
    Those two teams should use the quad-guns to destroy incomming vehicules, those turrets won't last much though. Plasma gunners and Laser cannons at the walls should be firing to vindicators as a priority

    Pack 3- Denfender of the inner yard: Their task is to watch for roaming rapax, mons and others that may sneak into the fortress to destroy our inner turrets and/or capture point A. They should use our Predator respam console and our mid-inner quad guns for doing this.​

    We all should fall back to A as soon as the orden is given by more experienced Marines...when I say "all", I really mean "all"...it is pointless to go back to the walls alone when chaos take it to die for nothing...

    (step-2) Defending A: Defending A does not mean to have every Marine close to the point, we should distribute among the buildings near to the capture point and focus fire on their vehicules. Remenber to use quad guns located at entrance of the chappel during this phase since they could kill manny wanna-be-hero chaos moving alone across the inner yard. Anyway we should not defend A for longer, as soon as we have 100 tickets left we all should fall back to B. Again pay attention to the voice chat, and again when I say "all", I really mean "all"...

    (step-3) Defending B: This is the holy chappel of our Emperor. Now we must organize two big packs; defenders of the center-right chappel and defenders of the left side of the chappel. Melta & Heavy bolters are very usefull in both sides to give death to any chaos willing to tresspass the doors of the chappel. The inner catwalk is the best possition to supress the invaders with our bolters, but some of our melees should be also there to counter their rapaxs. At this stage of the battle, Tacticals are probably the less usefull class to choose now...at least in my opinion Brothers... Apothecaries should be more focused in rasing our stunned Marines that in shooting enemies... It's very important that you undestand we defend B from the inside of the chappel, never ever stay in the stairway or you will be fried.

    Additional Tips:
    - Don't jump out of the walls if you are not an Assault...you will die for nothing
    - Keep watching the relation between time left and tickets left, in the worst scenario it should be even to do this right
    - Do not execute any downed chaos...the longer they await recovery, the longer they are out of combat

    Hope this tips could help you to bring victory to the Emperor.

    DOBLE FILO
    Blood Angel Shield Guardian
  2. Cyrillus Cyrillus Confessor

    I've actually noticed very few melta users on Chaos side lately.

    DON'T DIE!

    Pipe defense, as well. Easier to contain them in the pipes than to allow them the buildings.

    Lose the balcony, lose the match. Plasma cannons and stalkers up there will kill any hope of an organized defense.

    Clearly you've never experienced the Tower of Power in all its glory and devastating capabilities.

    A victory, maybe...But the Long War goes on.
    Sumshine likes this.
  3. Eihger Eihger Active Member

    FEAR THE PIPES
    I cannot stress enough. It is a battle of attrition that you can easily get caught up in a steady battle over the pipes. Its a good choke point and great for farming score. However its very easy to lose yourself into the the fight of die, run back and defend.


    Watch the tickets, watch your KD. This goes for all engagements. The most dangerous fight is the one you are winning, you get caught up in the moment and before you know it you are the last defender and getting mobbed by chaos.

    Another point
    150 Fall back to A
    100 Fall back to B
    When A is captured Fall back inside or you'll just get arty and sniped.


    You are killing the clock not chaos. What ever you can do to make chaos come to you and slow them down will make you win. Nothing confuses chaos more than a sudden withdraw. They will advance slowly and not know you gave up the walls or A. Fighting to the last man gives them the ground then and there. Confuse, Disrupt, Delay, Destroy!
    Azmodi likes this.
  4. sXep Sxep Steam Early Access

    Don't park your Rhino in the line of fire from the enemies team!

    Can't stress this enough..
  5. Taking the wall should be a big XP boost. I swung a match for chaos a few games ago when I took out a string of guys on the wall, and pushed up being lucky enough to be the one not hit by plasma fire and to see the melees above huddling around a downed chaos guy, then more luck the tacticals running around the arch came too close, and more luck the heavies covering the stairs didn't realise. It was luck I was the one that made it up there but that is because it is a big deal getting there. I find it much easier to get in the pipes, baring people setting up plasmas at the opposite end of them, the defending team sparing two lots of people to guard both exits is rare.

    Holding the walls as an attacker is so much easier than taking them, but everyone who dies on the way up should be given an XP boost, as that's a bigger feat than taking A often and a big match decider. In fact i'd go so far to say, the entire team gets an XP boost when you take the walls.

    You then just camp the lifts and unless the enemy push strongly from the left side (their right) in time they lose the walls. Also this dumb lift system, I feel bad for the guys just walking casually into my chain axe, not very bad but a bit :D Mostly because they can't see what they are walking into, same with blackbolt, where a past time is getting a powerfist and camping spawn with my power attack pressed - amusing seeing how far you can punch a helpless target but not very good gameplay.
  6. BrunoGrimaldi Mohax Active Member

    Lots of text, sorry.
    Let me add some tactics as well:
    1) Pipes - you need only 4-6 dedicated players to succesfully defend pipes from any kind of assault save ALL chaos team rushing in as one (this could happen, ive seen it). 4 players are enough against average attacks, 6 req is enemy focuses on pipes, watch the situation and dont be ashamed of asking for help.
    Weapon and class composition: 1 heavy bolter(ammo), 1 apothecary, 1 plasma gun(ammo), 1 bolter/stormbolter(ammo), 1 plasma cannon/heavy melta (optional), 1 shieldbro(optional).
    Deployment: HB, apothecary and plasmagun are positioned in the left pipe (longer one, with breach in the side), just outside of grenadethrow distance from the enemy entry point, HB on the left side crouched, front, plasmagun right side crouched, apothecary behind standing, bolter/SB in the corner of junction between left and right pipe(shorter, with hole in the roof), watching second enemy entry point and helping with any CSM reaching junction (most expirienced and capable player should be here). Second heavy weapon stands in the samll room hear defenders pipe entrance and watches second enrty point (hole in the roof), shieldbro awaits in the junction to block enemy adavance or cover team in left pipe.
    Tactics: HB suppresses, plasmagun and apothecary kills, dont let anyone get into grenade range, dont falter on plasma balls (most likely they will miss, be brave, The Emperor Protects!), in case of low ammo retreat one by one, or have bolter guy/ shieldbro run ammo packs for you. Most likely CSM will stop coming after 5-6 failed attampts, or will come in full force, so be wary of situation oputside of walls, have apothecary monitor the map for enemy rhinos, call for help if things look grim. This is critical position, so it should be defended even at the cost of honour. Dont play heroes and remember - you deaths counts, not your kills.
    Second line of defence - HB, bolter/SB and apothecary in the right hallway (which leads to the cathedral), plasmagun and optional guys on the ramp, laying crossfire on anyone getting into small room.
    If something goes wrong (and it will) dont hesitate to retreat, you can cover that chokepoint later when CSM spread across the courtyard (unlikely, but you could, though if pipes are lost they are lost and you have to defend the buildings just outside of pipe exit)
    2) Northern balcony - 6 players are enough to hold balcony, with ocassional help from guys on the wall and careful anti-raptor fire.
    Weapons and classes: 2 plasma cannons, apothecary, shieldbro, 2 bolters(1 bolter/ 1 plasmagun). everyone should have ammo packs
    Deployment: plasma cannons stand on the wall, in the cover of northernmost quadgun, and fire on the balcony and stairs, apothecary is watching for wall-scaling raptors and supporting plasmacannons, shieldbro have the most boring assignment - waiting for raptors and eliminating them, or, if there are no raptors present, hes supporing tactical marines. 2 tactical marines are in cover on on that small staicase connecting balcony and wall, they provide spot-on firepower to kill any CSM surviving plasma cannon fire, so they should have decent FPS to prevent any failuers related to plasma ball explosions.
    Tactics: Rain plasma on the balcony in alternating pattern if enemy advances enmasse, let bolter guys deal with lone wolves, but keep an eye for potential MoN rush. Also watch outside for enemy rhinos and destroy them if possible, when low on ammo replenish it in crate taking turns. Tacticals should let plasma cannons and grenades do most of the job, saving bolters for those who survive or lone idiots. Everyone should be wary of enemy sniper fire, lascannons, and always stay in cover when not firing. Remember, lascannon is a sure ticket loss, so pay attention. Shieldbro is last line of defence, to cover stairs from balcony to wall or defend agains raptors. Critical condition to holding balcony - enemy should not set their foot on the wall, so plasma cannons could kill them. Draw on reserves on the wall if you have to.

    General tactics: you have 230 tickets and 30 minutes,so if you hold positions and keep "tickets to minutes" ratio ~ 11 you will win easily (for example 10 mins left = 110 tickets left). If both gates are lost and enemy have tanks in the courtyard - retreat to cathedral saving tickets, man the quadguns and prepare for the last stand.

    3) Cathedral - as whole team is here, only outlines of defensive positions are needed.
    First of all - dont lose north side - man balconies and barricades to create ovelapping fire on the door (its the only entry point here, so watch it)
    Second - hold central doors and upper balcony - its extremly advantageous position for attackers, it controls entire room.
    Third - hold south entrance, its usually under weak or sporadic attacks if north entrance is held firmly or some CSM thinks hes smart. Best is to have 3-4 ppl on lookout here, so they wont miss potential threat, holding door long enough to call for help or send a warning is possible.
    Fourth - stay in cover at all times, but dont be a coward, use grenades and watch for flanking fire, this is especially true for north side defenders, since their position is easily compromised from central doors. Heavy bolters are your best friends, plasma cannons are your second best friends, and awarness is your third best friend.
    Fifth - when north side lost - dont retreat from balcony, and man covers around cap point, and when i say man - dont just hide, shoot, for the sake of Emperor! If youre not shooting you are either shieldbro (you can insult them verbally then), out of ammo (fool, bring spare or resupply in time), there are no enemies in your sight (most unlikely), reloading (gotta reload), or a filthy coward, i will repeat: if you are not shooting at enemy, you are filthy coward (or a shieldbro). Remember, they have to advance, and you have to make them pay for every step.

    And final word of advice - dont play hero outside of walls. There are two causes to go outside - destroy a rhino near wall/pipes (there are spots you cant reach from the wall) or wipe out enemy sniper team, because they can ruin your day (your quadguns will be ruined, but infantry should be wary of snipers at all times). Other than these two things - you have nothing to do outside, so hold you position and strenghten your resolve.
  7. THE NATHANIMAL EventHorizon Arkhona Vanguard

    [Step 4 ] When you see your fellow Space Marine defending B with a Lascannon, run around flapping your arms and screaming,

    "Horus was right!!!"
    Torrential likes this.
  8. Bald Bald Arkhona Vanguard

    One thing annoys me most is how LSM tend to move outside to the wall and attack , not only they waste a huge among of tickets, but sometimes also causing the inner areas lack of defend. And even when B is out of ticket, they will still charge out to the chapel and suicide for no reason.

    IMO being unorganized is the main reason why LSM are losing so much .
  9. RageScreama RageScreama Well-Known Member

    I kinda wanna play the game now just so I can go around executing enemies so they can play more. Prime example of playing to win not to have fun right there.
  10. Going outside should be only for Jump Assaults that take down the lascannons and plascannons destroying the turrets and bombarding the walls.

    Also for the quadguns, don't enter them if you have a lascannon, plascannon, HB or stalker, I mean your weapons are useful to shoot the attackers, let the people standing on a massive wall with nothing but a sword priority over taking the turrets so they can fire at the attackers while you already can with your main weapon.

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