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![[Post New]](/s/i/i.gif) 2010/02/07 03:11:42
Subject: Calling all Space Marines
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Fresh-Faced New User
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I'm just trying to draw of some conversation about the SM army. I'm just starting up a SM army and currently have:
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***HQ Hero****
-Captain Cato Sicarius....200pts
Wargear: Special Rules:
Mantle of the Suzerain - Feel no Pain - And They Shall Know No Fear – Auto Pass Regroup Tests
Talassarian Tempest Blade – S7/ID - Combat Tactics - Auto Fail Morale Tests
Plasma Pistol - S7/AP2 - Independent Character - See page 50 Rulebook
Frag & Krak 'nades - Rites of Battle - All Units use 10LD for Morale/Pin Tests
Iron Halo - 4+InvulnSave - Surprise Attack! - Reroll to Seize the Initiative
- Battle-forged Heroes - Counter-Attack, Infiltrate, Scout
or Tank Hunters @ No Cost.
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***Troop Unit ALPHA***
- Space Marine Tactical Squad….
5 additional Marines
1 Marine armed w/Plasma Gun....
1 Marine armed w/Rocket Launcher....
Sergeant armed w/Plasma Pistol....
Sergeant armed w/Powerfist....
Special Rules:
And They Shall Know No Fear - Auto Pass Regroup Tests)
Combat Squads - Split Unit into 5 man Combat Squads
Combat Tactics (Auto Fail Morale Checks)
TOTAL = 225pts
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***Troop Unit BRAVO***
-Space Marine Tactical Squad….
5 additional Marines
1 Marine armed w/Plasma Gun....
1 Marine armed w/Rocket Launcher....
Sergeant armed w/Plasma Pistol....
Sergeant armed w/Powerfist....
Special Rules:
And They Shall Know No Fear (Auto Regroup Checks)
Combat Squads (Split Unit into 5 Man Combat squads)
Combat Tactics (Auto Fail Morale Tests)
TOTAL = 225pts
Pardon the layout....just copy pasted my list from word....Just looking for chatter about SM....Like whats people favorite aspects of the army, what its flaws are just general (to ultimatley help me choose my next direction).
I was thinking about taking 5 CC Terminators and attach Sicarius to them and put them in a rhino.
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This message was edited 1 time. Last update was at 2010/02/08 19:25:57
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![[Post New]](/s/i/i.gif) 2010/02/07 03:45:18
Subject: Calling all Space Marines
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Steadfast Grey Hunter
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Terminators can't be put in a rhino. Don't know much about space marines but Cato may be a bit expensive in a list this small. However, if you did add some terminators in and some other units it might make him more justifiable.
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![[Post New]](/s/i/i.gif) 2010/02/07 03:56:02
Subject: Calling all Space Marines
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Bounding Ultramarine Assault Trooper
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Cato is too expensive for that list. A normal captain would fit better. My check list of things you need/may want:
Rhinos for the tactical squads, they will get shot to pieces if you don't have rhino's. Trust me.
Cato needs some friends if your gonna keep him. I'd say give him a command squad with a Champion and Company Banner, stick them in a Razor back and have fun.
Land Speeder for Fast attack, MM/HF is popular but I like MM/Ass Can.
CC Termies are fun, if you take them I'd say 5 with TH/SS in a LRC.
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This message was edited 1 time. Last update was at 2010/02/07 03:56:34
Mistress of minis wrote urity seals of course! Sorta like a man-kini....only more zealous... |
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![[Post New]](/s/i/i.gif) 2010/02/07 04:02:22
Subject: Calling all Space Marines
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RogueSangre
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Looks like you're trying to fill up a list, unless you want to play 500 point games. Pick a point size for your army, a theme, (mechanized, drop pods, bikes, something else) and we'll help you fill it up.
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![[Post New]](/s/i/i.gif) 2010/02/07 06:10:42
Subject: Re:Calling all Space Marines
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Thinking of Joining a Davinite Loge
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One of the Space Marines biggest strengths is that they are overall, good at everything. However this is also a weakness as they are not masters of anything. Tactical Marines can assault and win, but do not expect them to win against dedicated assault units. IMO, SM are one of the most balanced armies one can do. Another drawback is that you will almost always be outnumbered.
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Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/02/07 14:09:28
Subject: Calling all Space Marines
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Fixture of Dakka
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I can't really comment on the list but I will say that you need to removed the individual points costs for the wargear etc. a total points for the unit is fine, but the rest is Games-Workshops intellectual property. it would also make it a LOT easier to read!
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2010/02/07 19:01:20
Subject: Calling all Space Marines
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Fresh-Faced New User
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Just Dave wrote:I can't really comment on the list but I will say that you need to removed the individual points costs for the wargear etc. a total points for the unit is fine, but the rest is Games-Workshops intellectual property. it would also make it a LOT easier to read! 
Woops! I didn't even think of that. Thats just how I organize on my computer in word. I just copied and pasted it. Now does anybody play with scouts at all? I'm curious of what people think of scouts armed with sniper rifles with camo netting.
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![[Post New]](/s/i/i.gif) 2010/02/07 19:08:41
Subject: Calling all Space Marines
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Legendary Master of the Chapter
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i suggest a devastor squad and a tactical squad.
that way you can have 8 special weapons. and that way you can have more flexiable army.
Then when thats done buy some termies. Get the basic stuff down before you buy elite units.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/02/07 19:22:50
Subject: Calling all Space Marines
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Long-Range Land Speeder Pilot
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 Imperial Fist wrote:
Woops! I didn't even think of that. Thats just how I organize on my computer in word. I just copied and pasted it. Now does anybody play with scouts at all? I'm curious of what people think of scouts armed with sniper rifles with camo netting.
Woo! I LOVE me some scouts. they may not be as good as space marines, but they save me the points i need to field me my sternguard and they make my list fluffy.
i only use scouts to camp on objectives so i field them but don't technically play them
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You love it you slags!
Blood Ravens 1500 pts |
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![[Post New]](/s/i/i.gif) 2010/02/07 20:39:00
Subject: Calling all Space Marines
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Armored Iron Breaker
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HQ: I like Cato but only in 1250+ games as a 2nd HQ. He's too expensive vs the cost of other more cost effective ones.
I've had good results with the generic Captain/Chapter Master. He is cheap to field, flexible upgrades, and versatile. One game a single captain killed a squad of Eldar Striking Scorpions (needless to say my friend was pissed!). Chapter master gives you orbital bombardment which can be devistating if you're lucky. Camp them in a rhino with a 5 man tac squad. Turn 1 OB and missle launcher.
Another HQ I like is the Master of the forge. His conversion beam can be devistating. I usually put him in the farthest corner from my army so he usually has a side/rear shot on incoming MEQ.
Elites: I love termies. By far the best luck I've had was with assault termies, but I think you will have better luck combining them with a good hq. A chaplain will allow you to reroll failed hits (on assault) and they can reroll failed wounds (lightning claws).
Another great termie tac is havng them with Shrike. He is basically like a brood lord with a slightly lower int. In a tourney a player ran Shrike with 10 termies (lightning claws) and had them assault on turn one on a poor IG army. They nearly decimated the entire army.
Termies also work great with Land raiders. You can use your land raider right to spearhead an unsuspecting opponent (just watch out for those las weapons).
I also love dev squads the most. They can pack a punch and last longer than any vehicle I ever played. You can hide them in with your tac squads to unleash some firepower on unsuspecting vehicles.
Troops: Scouts are great if you field enough of them with Telion, but a good opponent can almost ignore sm scouts since, IMO, they lack stopping power.
I prefer to keep 10 man tac squads together unelss I plan to use the heavy weapons independantly. Otherwise you're just giving your opponent another kill point. When I do split them I usually have something like this.
5 sm +1rocket, 1 Chapter Master in a rhino
5 sm in cover.
Another fun thing to do is use a 5 man tac squad as a sacrifical shield from assaults. Your opponent may kill the 5 marines, but that leaves them in position to get rapid fire, flamed, sniped, etc.
Vehicles: Rhinos are a must have. I prefer them over razorbacks since they have the 2 firing ports and self repair. Add in a hunter-seeker missle and it's a pretty good nuisance to your opponent.
Vindicators aren't great since they lack range to fire. I've had very little success with them offensively other than being a pretty good spearhead.
Land raiders are great, but need support to work effectively.
Speeders are another sacrifical unit that can be useful if played correctly. I would add this to your army later down the road though. The Mmeltas and heavy flamers can be a real nuisance!
The Thunderfire cannon is great. It can really wreak havoc on mob armies. I usually play this opposite of my Master of the Forge to force the opponent. I would say aside from the rhinos the TFC is a must have when building the army.
As for tactics it seems for me that SM have good survivability but lack the swarm stopping power. With nids getting a new codex it makes them much tougher to stop them before they tie you up in cc. I suggest more firepower > hard hitting units. Field more 10 man tac squads with LC/ML and avoid plasma weapons (gets hot is stupid).
It also depends on the chapter you want to play. If you play against Orks a lot the Crimson Fist can net good results. Blood Angels also have the advantage of speed, especially with the new codex coming out
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![[Post New]](/s/i/i.gif) 2010/02/08 03:43:19
Subject: Re:Calling all Space Marines
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Focused Dark Angels Land Raider Pilot
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I like how you recognise that putting individual upgrade costs on the squads was a mistake, but then do nothing to remove them from your original post.
Scouts are good, but you need to specialise them. 8 Scouts with Sniper Rifles, Missile Launcher, Camo Cloaks and Telion make for a resilient firebase, just watch out for heavy flamers. 5 Scouts with CCW, Combi-melta and Meltabombs inside a Land Speeder Storm make for a pretty good anti-tank alpha strike unit, just don't expect them to last long beyond the initial assault.
First thing to pick up is some Rhinos. Mech is the name of the game in 5th edition, you need to protect your valuable units or you will lose them. I'd also recommend picking up a box of Devastator marines, just so you can play around with different heavy weapon configurations with your tactical squads. Contrary to what others have said below, Plasma weaponry is fantastic, don't be afraid of Gets Hot!.
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You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2010/02/08 04:28:36
Subject: Re:Calling all Space Marines
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Fresh-Faced New User
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unbeliever87 wrote:I like how you recognise that putting individual upgrade costs on the squads was a mistake, but then do nothing to remove them from your original post.
Scouts are good, but you need to specialise them. 8 Scouts with Sniper Rifles, Missile Launcher, Camo Cloaks and Telion make for a resilient firebase, just watch out for heavy flamers. 5 Scouts with CCW, Combi-melta and Meltabombs inside a Land Speeder Storm make for a pretty good anti-tank alpha strike unit, just don't expect them to last long beyond the initial assault.
First thing to pick up is some Rhinos. Mech is the name of the game in 5th edition, you need to protect your valuable units or you will lose them. I'd also recommend picking up a box of Devastator marines, just so you can play around with different heavy weapon configurations with your tactical squads. Contrary to what others have said below, Plasma weaponry is fantastic, don't be afraid of Gets Hot!.
How did i recognise the upgrade costs was a mistake? I don't think that was a mistake personally. so far at playing in equal points with this army I'm doing fine with victory. So why would I do anything to remove that from my original post?
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![[Post New]](/s/i/i.gif) 2010/02/08 06:18:16
Subject: Re:Calling all Space Marines
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Focused Dark Angels Land Raider Pilot
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Imperial Fist wrote:How did i recognise the upgrade costs was a mistake? I don't think that was a mistake personally. so far at playing in equal points with this army I'm doing fine with victory. So why would I do anything to remove that from my original post?
It's pretty common knowledge that posting individual upgrade costs is a big no-no, as you are technically stealing GW IP. Reading GW official Terms of Use would give you a better understanding. That's all I'll say on the matter, I'm not a Mod so it's not my place to enforce it further.
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You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
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![[Post New]](/s/i/i.gif) 2010/02/08 07:32:10
Subject: Calling all Space Marines
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RogueSangre
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Imperial Fist wrote:I'm curious of what people think of scouts armed with sniper rifles with camo netting.
It's not a terrible choice, but alot of people expect them to be a killy unit, which they aren't. The whole point is that they'll harass an enemy unit, hoping to cause a wound so as to make a pinning test. If your opponent fails it, that unit is out of commission for the next turn. Taking camo cloaks is a good idea for a scout unit that will stay in cover (i.e. camping an objective) for the whole game.
Protip: Take a Techmarine or Thunderfire and apply Bolster Defenses to the ruin the Scouts are in. That, plus camo cloaks, nets a 2+ cover save. If you can be really annoying with the scouts, he'll devote alot of firepower onto a unit that won't die as easily as it would normally.
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![[Post New]](/s/i/i.gif) 2010/02/08 16:42:38
Subject: Calling all Space Marines
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Sinister Chaos Marine
fort lauderdale florida
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fist. consider a librarian? gate of infinity + nullzone + terminators is really strong.
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Hatred Is My Sword. Contempt Is My Shield. Impurity Is My Armor. Glory Is My Destiny!
25,000 |
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![[Post New]](/s/i/i.gif) 2010/02/08 19:30:01
Subject: Calling all Space Marines
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[DCM]
Tilter at Windmills
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Point costs are not strictly off-limits, but posting them wholesale, or anything else which would tend to allow people to reference the forum rather than buying a codex, is generally not a good idea. The best rule of thumb with army lists is to just condense your listing into something quick and easy to read, with the total points cost for each unit.
-The Mgmt.
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This message was edited 1 time. Last update was at 2010/02/08 19:30:16
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![[Post New]](/s/i/i.gif) 2010/02/13 06:48:49
Subject: Calling all Space Marines
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Armored Iron Breaker
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GloryToThe16th wrote:fist. consider a librarian? gate of infinity + nullzone + terminators is really strong.
Yeah 2nd that.
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