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![[Post New]](/s/i/i.gif) 2010/05/31 01:39:53
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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This is the first in a series of discussions on how to use the various units within the marines codex to effectively blow your opponent away with massed marine firepower. in each post i will focus on a different marine unit and how it works within the gunline.
Unit Focus: Tactical Squad.
The Humble tactical marine. jack of all trades, master of none some have said. this is true most of the time, but it doesn't have to be. while i am focusing on Tac squads as part of a gunline army this can be applied to any marine army.
When forming a gunline army the size of the squad matters. always go for the full ten men. firstly because its the only way to get access to special and heavy weapons and allows for you to combat squad. for 180 points you get 10, BS4, T4 and 3+ save models. rather basic, but it forms the foundation upon which your gunline is formed.
a gunline Tactical squad should be composed of 3 parts. Special weapon squad, heavy weapon squad and transport and each has a different job to do.
Armament choices. you have many choices when it comes to arming your weapons squads and each has its own purpose. each squad has its total cost in pts. simply mix and match heavy weapons squads to get the tac squads full cost. You must pick 1 Special and 1 Heavy weapon squad to be legal.
Special weapons squad: this squad will consist of the Sergeant and 4 marines. your first goal is to decide on which special weapon the squad will be carrying. the 3 choices are Flamer, Melta-gun and plasma gun. their primary purpose is to protect the heavy weapons squad and any other heay support units.
Flamer: the flamer has several virtues. first off its cheap, free in fact. if you give your squad a flamer it will become a fearsome anti-infantry squad. if your squad is given a flamer then your sergeant should take a Combi-flamer to support the squads purpose, frying infantry by the dozen. additionally a power weapon for the sergeant is an excellent choice.
a Flamer squad, 115 pts: Sergeant with Combi-flamer and power weapon, Marine with flamer and 3 basic bolter boys. this squad should be tasked as a horde destroyer/intercept unit, a large unit of ork boyz or gaunts is a perfect target for this unit.
Melta-gun: the melta-gun, despite being short ranged is another effective option. a melta-gun makes the Special weapons squad a Tank intercepter. if you have a Landraider or a dreadnought coming in your direction it is perfect for this squad to intercept. the sergeant should be armed with a Combi-melta, Powerfist, and Melta bombs, again, to support the squad in their appointed purpose, Tank and Monsterous creature hunting.
a Melta squad, 130 pts: Sergeant with Combi-melta, powerfist and melta bombs, Marine with Melta-gun and 3 bolter boys. the power fist makes this squad expensive and as such you need to be careful with the squad. the sergeants melta-bombs are for tanks while the PF is for Monsterous creatures. because the squad is expensive you want to have it protected. Don't expose it to a squad of Orks boyz or howling banshees.
Plasma gun: the most expensive of the options, identical range to a bolter make it good at complimenting the squads bolters. a plasma gun is for MEQ hunting. the sergeant should have a Combi-plasma OR a Stormbolter and a power weapon.
Plasma squad, 135 pts: Sergeant with combi-plasma or stormbolter and power weapon, marine with Plasma gun and 3 bolter boys. plasma squads should not be used to intercept enemy squads like the flamer and melta squads, but should be placed within the gunline as a midranged fire support squad. the sergeant can have either a SB or a Combi-plasma, stormbolter adds considerable to the squads long ranged firepower and is less risky, but 2 rapid firing plasma guns can potentially decimate a incoming MEQ squad or MC. the power weapon is to add to the squads anti-MEQ potential in CC.
Heavy weapon squad: this is what the tac squad adds to the gunline, up to 6 heavy weapons. these anchor the gunline firmly and hold back field objectives. weapon choices are Heavy bolter, Multi-melta, Missile launcher, Plasma cannon, and lascannon.
Heavy bolter: Cheap fire power. 3 Str5 AP4 shots up to 36". a heavy bolter gives you anti-horde at range and the potential to pop some transports if better targets don't present themselves.
heavy Bolter squad, 80 pts: Marine with Heavy bolter and 4 bolter boys. these guys can lay down a good quantity of fire for pretty cheap, once the enemy is in bolter range the firepower jumps exponentially. put them where they can dominate fire lanes between terrain features that act as natural funnels. excellent against hordes and MEQs due to volume of fire.
Multi-melta cheap anti-tank, but short range makes it a poor choice. this is the one heavy weapon with little use. use its dangerous against tanks, but no enemy in his right mind is going to move his tank within 12" of this weapon, and if you go to him you can be he won't waste any time getting away before you have time to set up. the one use i do see in a MM squad is a form of area denial, a no go zone for tanks and walkers. if your opponent uses Landraider or dreadnought spam i can see it being effective, but it is limited to that use.
MM squad, 80 pts: marine with MM and 4 bolter boys. as an area denial for tanks it works well enough, but special weapon squads with Melta-guns work just as well and there are more effective choices for heavy weapons.
Missile launcher Cheap, versitile, and long ranged. this is the most effective and points efficient heavy weapon in the space marine arsenal. the ability to lay down a Str4 AP5 blast template or a single Str8 AP3 shot is fantastic. you pop a transport and then blast the occupants the next turn.
Missile squad, 80 pts: Missile marine and 4 bolter boys. reach out and touch the enemy on the first turn, pop his transports and move on to his medium tanks or infantry.
Plasma Cannon while it is more expensive then the previous options it still is relatively cheap, especially when compared with Devestator marines. a Str7 AP2 blast template makes this a MEQ or a MCs worst nightmare. wounding on a 2+ most of the time and no armour saves means what you hit you will most likely kill or wound. because its a blast weapon it can scatter, but the marines BS of 4 can make up for that giving you a 1/3 chance of a direct hit and a 2/3 chance for an average deviation of 3 inches.
it has the same range as a heavy bolter and can be put to a similer purpose.
plasma cannon squad, 85 pts: Plasma cannon and 4 bolter boys. shoot at squads of MEQs or at MCs and keep them in the gunline.'
Lascannon: the ultimate space marine anti-tank weapon, the most expensive option for a Tac heavy weapon, but still dirt cheap. the lascannon is good for popping transports and any heavy and medium tank your opponent has. Long range means it will be shooting from turn 1.
lascannon squad, 90 pts: lascannon marine and 4 bolter boys. the bolters and the lascannon are completely at odds with each other as opposed to the other heavy and special weapon squads where they could at least help with the weapons purpose. Here the bolter boys are simply ablative wounds to allow the lascannon to remain in the fight. this squad should be placed in cover as it will be a priority target. while it is supposed to go tank hunting the lascannon can also be used against MCs for moderate effectvness.
Transport there are 3 options for a Tacsquad and each has its use.
Rhino: a cheap ride for the special weapon squad or a bit of protection for the Heavy weapon squad. there are 2 ways to out fit a rhino for a gunline.
Dakka rhino, 45 pts: this rhino has purchased an extra Stormbolter. 2 storm bolters add considerable anti-infantry firepower to the tank, works best with Flamer or melta-gun special weapons squads for drive by shootings and quick objective contesting or snatching late game.
Bunker rhino, 45 pts: the bunker rhino has a hunter killer missile. a single shot krak missile adds to the fire power of the heavy weapons squad inside. this rhino doesn't move much, its purpose is for a heavy weapons squad to shoot out of its top hatch protected from enemy fire. because it isn't meant to move much a immobilized result isn't a huge loss, but it can also relocate the squad to a safer location if needed.
Razorbacks: the best choice for a gunline Tac squad IMO. they add cheap, mobile heavy weapons to the gunline and can transport a squad in a pinch.
Bolterback, 50 pts: a stock Tl-heavy bolter and a purchased Stormbolter. this tank can add anti-infantry firepower where its lacking or simply add to what exists. pairs well with a heavy weapon squad with a Missile launcher or heavy bolter. 1/2 the squad should hide behind the tank for cover.
Flameback, 65 pts: a TL-heavy flamer. because of being a template weapon and that, at least firing forward, much of the flamer template will be unable to reach enemy models. if you take this option it will work well with a Flamer special weapon squad.
Dakkaback, 85 pts: TL-assault cannon and a Stormbolter. this tank can put out some serious anti-infantry and, thanks to rending, it is moderatively effective against enemy tanks. 4 Str6 AP4 rending shots will rip apart any infantry, wounding most on a 2+. works well with a Flamer or a Melta Special weapon squad.
Lazorback, 75 pts: TL-lascannon. a mobile anti-tank platform. works best with a lascannon or a missile launcher Heavy weapon squad. 1/2 the squad should hide behind the tank for cover.
Stronos Razorback, 85 pts: Lascannon, TL plasma gun and a Stormbolter. an anti-MEQ Razorback with some Anti-tank in a pinch. pairs well with any of the heavy weapon squads, but the Plasma cannon and Lascannon ones in particular. again 1/2 the squad should hide behind the tank for cover.
Drop Pod :not the best choice as far as transports in gunlines go, but there is 1 useful build.
Drop pod with Deathwind missile launcher, 55 pts: the pod should come down seperate from the squad. once landed the enemy will havem to walk through a field of drop pods, each with a Str5 large blast template coming out each turn. annoying and not the most effective choice, but it can be useful against hordes.
I hope this helps you use tactical marines more effectively. Comment and discuss away.
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This message was edited 3 times. Last update was at 2010/06/17 03:22:34
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/05/31 01:46:17
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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Esteemed Veteran Space Marine
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Hmm, good stuff you have there! I prefer a plain old assault cannon predator. No storm bolter.
I love my 1,750 gunline list, 5 plasma cannons, 3 vindicators, 5 assault backs, a librarian with null zone, good stuff.
I would highlight these units for a gunline army:
Techmarine (meh)
Null zone librarian
TL/ AC Dreanoughts
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![[Post New]](/s/i/i.gif) 2010/05/31 01:54:40
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Techmarine and Dreadnoughts are on the to do list. the Null zone librarian is a little iffy, but forcing rerolls on hammerbro's and seer councils is a potential use.
the armaments are an example. you are free to tweak them.
i plan on doing
Tactical terminators
MOTF
Vulkan
TFCs
Whirlwinds
predators
Dreadnoughts
landspeeders
and vindicators.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/05/31 02:01:23
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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Esteemed Veteran Space Marine
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Grey Templar wrote:
Tactical terminators
MOTF (On a bike I hope!)
Vulkan
TFCs
Whirlwinds
predators
Dreadnoughts
landspeeders
and vindicators.
Looks like a good list, even though they aren't the best, I figure devestators would at least get a mention?
In a competitive list, they rarely see the light of day, they also cost an arm and a leg, though pound for pound, they are better than landspeeders in a gunline.
I wouldn't take them over my vindicators though.
Off-topic, I love your location.
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![[Post New]](/s/i/i.gif) 2010/05/31 02:04:43
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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actually landspeeders are better then Devs and when their turn comes i will tell you why.
my location actually says alot. guess where exacty.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/05/31 02:17:39
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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Esteemed Veteran Space Marine
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Meh, I guess they don't have to compete for the heavy support slot, though I only take speeders with MM's.
In Cali?
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![[Post New]](/s/i/i.gif) 2010/05/31 02:20:26
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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correct. GET ME OUT OF HERE.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/05/31 02:26:30
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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Esteemed Veteran Space Marine
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Grey Templar wrote:correct. GET ME OUT OF HERE.
 It couldn't be all bad? Alot of 40k goes on around there, I get no tournaments other than 'Ard boyz, and a bi-annual RTT style event.
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![[Post New]](/s/i/i.gif) 2010/05/31 03:20:50
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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there is only 1 store in my area that has regular gaming and the nearest GW is a 2 hour drive
but its the wackos in the area and not the gaming(which isn't bad  )
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/04 03:34:26
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Utilizing Careful Highlighting
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Love the article - good fundamentals for new players, appreciate you putting down
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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![[Post New]](/s/i/i.gif) 2010/06/05 03:13:55
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Eternally-Stimulated Slaanesh Dreadnought
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All your articles have been great.
I recently switched my gunline from Co:SM to Co:SW.
I relied on my devs before and didn't like spending 85 points for a stationary plasma cannon.
The details on special weapon combat squads will help me outfit and play with my GH squads in RBs.
I did have a question though: How come you added the storm bolter upgrade to the Asscan RB?
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2010/06/05 03:51:02
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Rogue Daemonhunter fueled by Chaos
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My only quibble is that I think Multi-meltas are slightly better for area denial that heavy bolters. there simply aren't a lot of units that really fear a single heavy bolter, but the MM puts fear in Monstrous Creatures, light vehicles at 24" and even landraiders that get too close.
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![[Post New]](/s/i/i.gif) 2010/06/05 04:32:00
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Nasty Nob
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With Lascannon Razorbacks - I find it useful to mix plasma cannons in the squads riding in these. In missions where you dont have all your tactical squads on the table - when a lascannon Razor back unit shows up, you get anti-horde from the squad and anti-tank from the transport. This way, the reserve rolls are messing you up too much - having anti-tank show up when what you want is anti-troop and vice versa. Of course, using missile launchers mitigates this to a degree but I like having those in my Dev Squad. For Heavy Bolter Razorbacks I put a lascannons in these squads for the same reason. I still have the same mix of heavy weapons in the army but I dont have them all consolidated in like-armed transports. They're separate units and target separately and the infantry still benefit from the cover and movement the transport provides.
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This message was edited 3 times. Last update was at 2010/06/05 04:38:45
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/06/05 04:42:35
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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@ Deuce11: the stormbolter is an upgrade that i feel pairs well with the assault cannon. having an extra gun to shoot is nice way to spend extra points. i can't remember how many times a storm bolter has made a difference. one took down a DP, another took out 2 CSMs, once had a glance on the RA of a Skimmer that destroyed due to an Immobilized result because the skimmer moved flat out.....
@ Polonius: most MCs can't be KO'd by a MM and it won't get more then 1 shot off before that MC is in CC munching on the wielder. HBs can begin shooting at the MC 3-4 turns before the MC reaches the lines and has a greater damage output possability. and what player is going to move ANY vehicle into range of a MM. area denial is good, but a gunline army needs its guns to be blazing away on turn 1 and a MM isn't helping with that goal. a Meltagun does the same job and it can actually catch prey, a footsloggin MM requires its prey to come to it, which won't happen against even a reasonably competant player, or for its prey to be immobilized so it can spend a turn getting there.
all the other heavy weapons have long enough ranges to make avoiding them almost impossable.
consequentially my philosophy on MMs is that they belong in the hands of Vehicles or relentless units where they have a decent chance of damaging something.
MMs may be very effective against vehicles, but they don't get very many chances to get used. a Missile launcher or Lascannon can start firing on turn 1 and can fire untill the game ends or its dead. a MM may get 2 or 3 shooting phases, and most likely it won't have a target it is best against.
it is free, but you can also get a Missile launcher free that is actually better at killing tanks in the AV10-12 range and can kill infantry fairly easily too.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/05 07:20:33
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Rogue Daemonhunter fueled by Chaos
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I hear all that, I'm just saying that two MM combat squads placed 18" in from each board edge, up to the line, covers a lot of the center of the board. MMs really do shoot fairly frequently.
BTW, 4 turns of shooting at T6, 3+ save unit with a heavy bolter leads to just under 1 wound. 2 turns with a MM yields just over 1 wound.
I'm not saying it's better than a Missile or LC, but pretty damn useful.
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![[Post New]](/s/i/i.gif) 2010/06/05 04:47:44
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Nasty Nob
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I agree with your assessment of the MM. I like them on bikes and speeders. They zip out and kill the land raider or executioner then die. Mission accomplished. Sometimes - you get lucky and they dont die.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/06/05 04:51:57
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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yeah, a Tac squad MM will kill a LR when its in their face and then the Assault termies inside will come out and hand them their butts.
if the tac squad has a Lascannon and they kill or immobilize the LR on the other side of the board its the Tacs who are laughing as they watch the Termies have to hoof it accross the table and maybe make into CC on the last 2 turns of the game.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/05 04:54:16
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Rogue Daemonhunter fueled by Chaos
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If.
Look, if a combat squad kills a landraider, who cares if it dies? your'e talking about 80pts of "I have to take this because the FOC requires it."
As a long time IG player, counting on lascannons to kill AV14 is a losing proposition.
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![[Post New]](/s/i/i.gif) 2010/06/05 05:03:14
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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my point was that the LR has done its job if it can get into Melta range of a Static MM.
i have a 1/6 every shooting phase of getting a Roll on the chart with a Lascannon. if i have 6+ lascannons it becomes even better.
But i also have Combat squads with Meltaguns or maybe attack bikes heading to meet the LR halfway and they WILL stop it.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/05 05:04:06
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Rogue Daemonhunter fueled by Chaos
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My point was that if an 80pt combat squad can kill a landraider, it's done it's job.
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This message was edited 1 time. Last update was at 2010/06/05 05:04:33
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![[Post New]](/s/i/i.gif) 2010/06/05 05:06:05
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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True.
i guess we will have to Agree to disagree.
we both have valid reasons for what we do and thats that.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/05 05:07:36
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Rogue Daemonhunter fueled by Chaos
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I'm not even saying I'd use MMs over Lascannons. I'm saying I'd use MMs over Heavy bolters, because a chance for a big hit, or area denial, is better than a handful of AP4 wounds.
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![[Post New]](/s/i/i.gif) 2010/06/16 08:45:01
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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Stabbin' Skarboy
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What an awesome thread
Thanks, Im building a Space Marine force and this helps me a lot
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![[Post New]](/s/i/i.gif) 2010/06/16 21:26:00
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Long-Range Ultramarine Land Speeder Pilot
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Hmm... a solid article, though I'm not sure about tricking out your transports with storm bolters or advanced weapons. The 45 points it costs to upgrade a razorback to having a storm bolter plus a better gun is the equivalent of another razorback. I think I'd rather have another razorback in most situations. Though there are times an extra TL-Lascannon is nice (notably spearhead).
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![[Post New]](/s/i/i.gif) 2010/06/17 01:52:55
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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the Stormbolters and HK missiles are optional.
they are there mostly to show what upgrades are good for that configuration.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/17 03:16:49
Subject: Space Marine Gunline units OR Tactical marines and how to arm them
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Lord Commander in a Plush Chair
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I would like to add to the Dakka-Back entry: A Dakka-back is actually Better at anti-tank than a Lazorback, within it's range-band. For the first 24 inches(that is from 24"-48") the Lazorback obviously outshines the dakkaback. But, as soon as you enter the 0-24" range band you get 4 Str 6 rending shots coming at your tank; twin linked means that 90-some-odd percent of the time all 4 shots will hit, that means you have 4 chances to rend, and rending will auto-penetrate AV12, will penetrate AV13 fully 2/3 of the time and will Penetrate AV 14 1/3 of the time.
This is vs the Lascannon shot that will again hit somewhere in the 90 percentile, and only gets 1 chance to possibly damage the above vehicle AVs and starts with penetrating the AV12 only half the time.
Also i could not help but notice you used the Base cost of the units for the special weapons as if they could take a special in less than a 10 man squad, then you only added the cost of the additional 5 marines and the heavy weapons in the heavy analysis. This is fallacy as you do not split the cost in this manner.
I fully agree with most other points in the Original Post though.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2010/06/17 03:21:21
Subject: Re:Space Marine Gunline units OR Tactical marines and how to arm them
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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i do say that you need to pick one Special weapon squad and one heavy squad.
i guess i will highlight it.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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