Toroic wrote:Lots of sticky resin in the east-west tunnel, funneling the marines in an area they can't OB you. Ideal for a boiler/crusher combo, with smaller xenos rushing in after the stomp/acid glob.
If the marines are competent, both sides take heavy losses by the river. IN a narrow tunnel they can't OB, they can't fire more than two at a time, and they generally are in an ideal position for boiler harass/crusher charging.
Anyway, enough resin structures from beach to caves will do a good job in retreating kills and harassment of medics/engineers by flanking T2
Sometimes after bad push marines retreat to crashed shuttle, there can be 6-8 of them, injured or not. It's perfect time to just swipe all forces with flank from some remaining walls.
If you have good hivelord or drone+spitter combo - they can just start building good defences BUT from caves, not from beach. And some nests in barrens(around 6-8) would make a good deal for hunting castes.
If xenos would give up whole barrens - that's really bad, marines should lose their momentum there, lose some men, spend some metal, move turrets, lose some medics with corpses on the way to LZ etc
I mean, you don't want to see 20-30 marines outside the cave with turrets and barricades, having OB ready if you attack, and supplies coming in + flanking forces