05 September 2004

A Result

Laser Squad Nemesis

A result for the duck, with his Marines crushing attacking Spawn 30 to 5 in a twenty five point game on Reclamation. The days of the Spawn rush destroying Marines are gone. A well orchestrated defense with forward grenadiers and concentrated support fire seems to do well.
Spawn players need to be aware of the lessons this gives. Firstly, randomly throwing drones and buzzers in, unless they are in overwhelming numbers, will no longer work. They need to be well co-orindated, especially with supporting goo and spikers.

Spikers are very useful against Marines. If they can get an avenue of fire toward an HQ, not only can they deny ammunition, but the explosion will cause damaged marines to scurry around for a few turns as they try te reset their defense and patch up. Try to keep your Spikers out of range of grenades though, my opponent let me get close enough with the bouncing bombs of death to work away at his beasties. That sort of range will nullify grunts effectiveness as well, their speed of fire makes them a danger to Spikers at close range. Snipers can be avoided, but Commanders are dangerous.

Don't be afraid to throw Queens in as an Imperial Guard of sorts, but they are very useful when recycling, especially if you have kept your spikers and goo spitters back from the action and their corpses in fairly safe positions.

Of course, this only really applies to fighting defensive marines, the counter-attacking variety are a different thing altogether.

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