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![[Post New]](/s/i/i.gif) 2009/02/01 18:36:51
Subject: Space Marine Tactics with the New Codex
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Pauper with Promise
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What do you guys think are some good strategies to use with the new marine codex? Is an assualt army better off than a shooting army with the new vanguard veterans?
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2000 pts
WIP Grey Knights |
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![[Post New]](/s/i/i.gif) 2009/02/02 09:57:47
Subject: Space Marine Tactics with the New Codex
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[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..
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Welcome to dakka.
I'm moving this to the 40k tactics forum.
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2025: Games Played:6/Models Bought:149/Sold:163/Painted:104
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![[Post New]](/s/i/i.gif) 2009/02/02 14:29:24
Subject: Space Marine Tactics with the New Codex
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Ultramarine Land Raider Pilot on Cruise Control
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The problem with vanguard is that they only work in really big games.
I recently took part in a 7,500 pt apocalypse game and a guy on my team had a squad of 10x vanguard all with jump packs and power weapons, backed up by the 'replacements' asset which meant once they were shot, they could reappear and assault from dep strike all over again!
A squad like that costs 400pts and in a big apoc game its worth it. In a smaller game, they land, kill their target and then die without coming close to making their points back.
Avoid in favour of sternguard with combi-weapons!!!
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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![[Post New]](/s/i/i.gif) 2009/02/02 15:46:31
Subject: Space Marine Tactics with the New Codex
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Tunneling Trygon
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Space Marine Assault army is basically as many Terminators with Landraider as you can fit in the list. The rest is support (usually vindicators and some tacticals for scoring). You could skip the landraider and replace with more terminators too.
If there were more ways to get beacons into the list, vanguard might be more viable but as is they are slightly stronger assault marines that pay too much for a gimmick that is hard to pull off and rarely works all that well. They still intrigue me but I wouldn't recommend them.
Space Marine shooty army is sternguard and razorback spam with a counter charge unit thrown in.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2009/02/02 16:30:54
Subject: Space Marine Tactics with the New Codex
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Ladies Love the Vibro-Cannon Operator
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Well, Space Marines are better played reactively keeping the enemy at arm's length if possible. However, Assault Termies are one of the best cc units in the game and thus they can also be played assault-oriented.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2009/02/03 13:18:06
Subject: Re:Space Marine Tactics with the New Codex
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Drop Trooper with Demo Charge
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put everything in drop pods, flamers, meltaguns, combi meltas and multi meltas on tacticals, some sternguard sqauds with loads of combi melta and heavy flamers, vulkan and a gate libby and you got yourself a strike force cabable of killing pretty much everything!
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![[Post New]](/s/i/i.gif) 2009/02/03 21:00:34
Subject: Space Marine Tactics with the New Codex
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Fixture of Dakka
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Vanguard are some awesome looking minis. I really like the ones that were released by Forge World for Red Scorpions.
G
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![[Post New]](/s/i/i.gif) 2009/02/03 21:17:37
Subject: Space Marine Tactics with the New Codex
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Awesome Autarch
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Vanguards are flat our inferior to Asssault Termies. Cool models, neat idea, but just not as good.
If you want to go assault, as has been said, the most efficient units are assault termies in Land Raiders.
Some good combos:
6 L.Claws termies, 1 T.Hammer termie, Khan (not on bike), Chappy, LRC. On the Charge this units kills anything in the game, costs about 800 points.
6 L.Claw Termies, Khan (not on bike) in LRC, Shrike. The unit has fleet of foot so can potentially go 27" on turn one, which is obviously pretty crazy.
10 Termies, even mix of T.Hammers and L.Claws with Shrike. They infiltrate, and FoF. Redurculous.
Or you can just go max squads of T.Hammer termies with shirke as they can fleet across the board and are very hard to kill. 30 and shrike run about 1400 points, leaving you points for two scoring tac squads.
Vulkan in a maxed squad of T.Hammer termies in a LRC is stupid hard. Max squad with a libby and gate is crazy too as it cna go anywhere. Combo this with shrike for FoF or with Vulkan for extra punch.
Etc, etc. THe bottom line though is for maximum effect right now, assault termies are tits. They are more efficient than any other assault unit in the book.
The only other option I would consider would be maxed Assault squads with shrike as you have a blisteringly fast army and a large amount of bodies to throw into a scrap.
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![[Post New]](/s/i/i.gif) 2009/02/04 01:28:08
Subject: Space Marine Tactics with the New Codex
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Fixture of Dakka
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What I find funny is that I proposed a list tailored around optimizing assault terminators and it was slagged by many flamers. The list is rock solid and can easily counter both lash spam and nob bikers.
G
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![[Post New]](/s/i/i.gif) 2009/02/04 03:13:18
Subject: Space Marine Tactics with the New Codex
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Awesome Autarch
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Anyone who says that list isnt solid is incorrect. They either have not played it or have not played against it. That list is rock hard.
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