View Full Version : A hole in the gunline
07-03-2008, 11:26 AM
This may be me having a bad memory, but something hit me in one of my games the other day. The standard outfit for Mark's gunline is a bunch of shooty stuff plus a medic and a sister of compassion. Well, Mark's gun causes Cauterize, which prevents him from healing wounds. I understand that the sister would be able to numb him, as this is a temporary wound and not healing, but when he fries himself with his plasma gun, the field medic cannot heal him as he cauterizes his own wound. Maybe I'm making things up and nobody has made this mistake in the past (since the medic is still excellent for exploding Coils and Firestorms) but I seem to recall reports of a Medic healing a microwaved Mark.
07-03-2008, 01:54 PM
never forget your weaponsmith for mark.
Also I always figured the medic was more for the much much more fragile coils.
07-03-2008, 03:55 PM
Everything looks technically correct.
From here it goes to tactics.
The Field Medic has a good use with Mark's Suicide Prevention hotline. . .
"Hang in there Boys" still allows her to help him remain on the table long enough for that sister to break off shoot enemies and slaunter back to Mark.
Personally, I end up drifting my Sister a bit more forward of Mark to take advantage of her four shots a turn. Then, when Mark is in trouble it takes a turn or two to get all the way back to him.
07-03-2008, 06:22 PM
Seriously, sister used offensively is crazy good. 4 shots a turn + numb = TEH WIN.
07-03-2008, 07:12 PM
This is also true, oh the times I've tried to kill something with a medic (thus far 2 wounds, no kills :( )
07-03-2008, 10:42 PM
yeah the medic is really there to heal everyone else and keep mark there so the sister can get to him. Plus i know she's really annoying in Hoj's gunline as almost everything has 2 wounds and with the medic and the sister that means everything and mark really have 4 wounds.
07-06-2008, 06:51 AM
having faced the gun line countless times, it just takes practice/experience it against it.
07-07-2008, 02:32 PM
All I want to say is that Galyn is never allowed to talk about his gun line. It's worse than the Mark line any day of the week! :cry:
stupid game...didn't kill a model....grumble grumble...
07-07-2008, 09:14 PM
what army are you playing where you get no kills?
07-08-2008, 01:46 PM
I would suggest perhaps it wasn't the army that was so bad..
lol :P :P
07-09-2008, 02:17 PM
It was a 1000 points.
IIRC it was:
+ 2 Clergy
4 Coils (Leader)
3 Firestorms (Leader)
Sister of Compassion
vs Skarrd (500) and Brood (500)
It was the simple matter of, I think, they brought knives to a gun fight.
07-09-2008, 07:47 PM
true that. We didn't bring much other than pud throwers. Not like it mattered anyway...the healing/numbing was pretty brutal.
07-10-2008, 12:32 AM
Try out grists sometime, they're amazing.
also I've found saber to be silly useful when dealing with gunlines.
07-10-2008, 03:08 PM
There were Harpies (of course). And, Sabre was one of my immediate suggestions. -- Having both in a Force, deployed at the same time mitigates some of the 50/50 probability of the late deploying units.
(Lose Initiative the turn they deploy and usually they die. Both on the table [at opposite ends of the enemy formation] often keeps one or the other alive even if the enemy wins first move)
07-13-2008, 05:48 AM
if you really want to cause some trouble, a nice combo is having a father in the mix. If you win initiative harpies + saber can cause so much havoc when commanded by father.
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