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![[Post New]](/s/i/i.gif) 2011/09/15 18:13:05
Subject: Space marines, what should I get?
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Stormin' Stompa
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I'm building a footslogging marine list and so far I've gotten the AOBR box set, the space marine battleforce and a chaplain with a jump pack. What would be the next best thing to get for them?
Also, how good are devastators?
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Ask yourself: have you rated a gallery image today? |
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![[Post New]](/s/i/i.gif) 2011/09/15 20:07:53
Subject: Space marines, what should I get?
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Lord Commander in a Plush Chair
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Devs are only "good" with Missile launchers; by "good" here I mean economical.
A Combat squad or the Devs Box are both good items for adding Marines(Dev box for adding a Plasma Cannon, and/or Lascannon).
Other than that, another Tac squad box; and maybe a Tech marine for a Master of the Forge with a Conversion Beamer.
I play foot slogging gun-line marines and I have found the 2 most used HQs for me are MotF and Chaplain Cassius, although sometimes I use a Jump pack equipped Captain with paired Lightning Claws and Auxiliary Grenade Launcher.
My lists with them are generally 3-4 10 man Tac squads, maybe a 10 man Assault squad(as a counter assault unit), and maybe a 5 man missile launcher Dev squad or 2. Sometimes a Termie, or Termie assault squad will make it in as well.
This is my most common list though:
Captain - Jump pack, paired Claws, AGL, Melta bombs
MotF - Conversion Beamer
Terminator Squad w/assault cannon
Dreadnaught w/Assault Cannon+Storm Bolter
Dreadnaught w/Assault Cannon+Storm Bolter
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Asault Squad - Powerfist+Storm Shield
5 man dev squad with 4 missile launchers
Dreadnaught with MM+HF
Total list comes to 1850.
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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) 2011/09/19 16:19:08
Subject: Space marines, what should I get?
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Perfect Shot Black Templar Predator Pilot
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I'd strongly recommend vanguards. Not only would they be able to support your assault chaplain, they are vital when fighting other power armoured and terminator units, as they fire a volley of plasma pistol shots, followed by a power weapon assault. I 've used them at time to kill GK termies and Mega armoured Nobz, despite being outnumbered at two to one. To make them, I'd advise getting some assault marines, and use plasma pistols from tactical squad and assault marine sets to kit out all your vanguards with plasma (to make them vets, use purity seals and such from the tactical squad box).
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![[Post New]](/s/i/i.gif) 2011/09/20 00:59:27
Subject: Re:Space marines, what should I get?
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Regular Dakkanaut
Alton, Hampshire
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I'd strongly recommend vanguards. Not only would they be able to support your assault chaplain, they are vital when fighting other power armoured and terminator units, as they fire a volley of plasma pistol shots, followed by a power weapon assault. I 've used them at time to kill GK termies and Mega armoured Nobz, despite being outnumbered at two to one. To make them, I'd advise getting some assault marines, and use plasma pistols from tactical squad and assault marine sets to kit out all your vanguards with plasma (to make them vets, use purity seals and such from the tactical squad box).
This unit costs a fortune, at least if your giving them all power weapons and plasma pistols as your post suggests, and isn't that effective a combat unit or shooty unit. 5 Plasma pistol's and power weapons won't shift a paladin/ TWC/ork mob/hammernator/juggernaut etc. squad, 5 bodies and s7 shots is meh and lack of invulns (unless god forbid you spent even more on storm shields) means they can't deal with good combat units, sure they can shift a tac squad but thats not worth their extreme price tag.
Take TH/ SS if you want a strong CC unit, s8 for IDing and a 2+/3++ make them far better and sternguard with combi plasmas if you really need anti MEQ/ TEQ (meltas are typically better on sternguard though).
If your footslogging your marines I'd highly reccomend taking shrike with some TH/ SS (some people take 10 XD) infiltrating in your opponents face, your whole army gains fleet which gives yopu a much greater threat range.
Missile dev's are the way to go as kommisar kel has said, anti infantry and anti tank for cheap (well, cheap for vanilla devastators).
Assault marines while not so hot in the vanilla dex fit a list with shrike quite well as he gives them a potential 24" threat range, pop a PF on the sarge and load up on flamers and you have a unit (albeit an expensive one). Take a couple fr redundancy. They shouldn't have too much fire coming there way considering the threat of a large number of infiltrating TH/ SS in your opponents face.
Then spam pretty much as many tac squads as you can fit in, I'm partial to melta/ mm myself.
I'd also throw in a librarian with TDA and a SS, the psychic defense he brings is invaluable and null zone rocks, but it's a matter of points.
Every single unit above poses a threat to both infantry and tanks and has either the range ( ML dev's, Tac's with the mm's after a turn or so) or the speed ( TH/ SS infiltrating and assault squiads both with fleet) to reach out and hurt your opponent.
Here's quick 2k build build I drummed up:
Shrike
7 TH/ SS- 320
10 Marines (melta, mm, pf) 200
10 Marines (melta, mm, pf) 200
10 Marines (melta, mm, pf) 200
10 Assault marines (2 flamers, PF)-235
10 Assault marines (2 flamers, PF)-235
5 ML Dev's-150
5 ML Dev's-150
5 ML Dev's-150
Total:1990
Anyhow, best of luck
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This message was edited 2 times. Last update was at 2011/09/20 01:10:26
Dark Eldar: 3k
Space Wolves : 1k
Orks: 2.5k
Necrons: Vassal
Fafnir on the topic of marbo "All I know is that when he manages to kill 500 points on his own in one game, I get a rush that is not unlike that of injecting heroin directly into the folds of my scrotum." |
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![[Post New]](/s/i/i.gif) 2011/09/20 12:32:06
Subject: Re:Space marines, what should I get?
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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Easy. Another dread. I'd also think about getting some Sternguard, their special ammo can be fairly smashing
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![[Post New]](/s/i/i.gif) 2011/09/20 23:26:33
Subject: Re:Space marines, what should I get?
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Wicked Canoptek Wraith
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First, I would get a jump pack squad so you have 10. Then I would get 10 more tactical marines. After that, it really matters what you like. If your a CC fan then go for some TH/SS termies, and a Land Raider Redeemer/Crusader. Vanguard Vets should be part of your force, as with Shrike. If your a Shooting fan then get some devastators, and some range support tanks (e.g. Vindicators (Close range support) Whirlwinds (Long range support) and Razorbacks (Med range support)). Sternguard Vets are the way to go.
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This message was edited 3 times. Last update was at 2011/09/20 23:27:50
Ya, I play Crons, what about it?
Also, they are just shiny space zombies with guns.
6700 |
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![[Post New]](/s/i/i.gif) 2011/09/21 03:13:49
Subject: Space marines, what should I get?
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Scuttling Genestealer
feasting on an Imperium planet.
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Kommissar Kel wrote:
Captain - Jump pack, paired Claws, AGL, Melta bombs
MotF - Conversion Beamer
Terminator Squad w/assault cannon
Dreadnaught w/Assault Cannon+Storm Bolter
Dreadnaught w/Assault Cannon+Storm Bolter
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Tac Squad - Storm bolter on Sgt, Plasma gun, lascannon
10 man Asault Squad - Powerfist+Storm Shield
5 man dev squad with 4 missile launchers
Dreadnaught with MM+HF
Total list comes to 1850.
This list has four elites in it. Not exactly codex legal. To the OP, devs work well. I have to disagree with everyone else and say that 4 MLs is NOT the way to go with devs. I run mine Las x2 ML x1 Plasma x1. This works well. It's AT but can also handle heavy infantry(terminators, broadsides etc.).
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"As I looked into its dead black eyes, I saw the terrible sentinence it had in place of a soul. Behind that was the steel will of its leader. Further still I could feel its primogenitor coldly assessing me from the void. And looking back from the deepest recesses of the aliens mind I perceived what I can describe only as an immortal hunger.
We can slay the tyranids on our worlds, blast their fleets from space, grind their armies to torn and ruined fragments. But their hunger? That is beyond our ability to slay."
- Ultramarines Cheif Librarian Tigurius
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![[Post New]](/s/i/i.gif) 2011/09/21 03:39:23
Subject: Space marines, what should I get?
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Crafty Bray Shaman
NOVA
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The MotF makes the third Dread a Heavy choice, so Kel's list is legal.
I don't know if I would run Devastators out of the vanilla codex, but if I were, I would likely not mix ranges. If you don't want to run all missile launchers (which keeps them relatively cheap), then two Lascannons and two ML would probably be the way to go as it provides a bit more anti-armor as well as ap2.
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![[Post New]](/s/i/i.gif) 2011/10/01 08:36:59
Subject: Re:Space marines, what should I get?
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Death-Dealing Devastator
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Lascannons for devs are very expensive IMO, Mls have same range and do well.
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![[Post New]](/s/i/i.gif) 2011/10/01 09:15:24
Subject: Re:Space marines, what should I get?
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Longtime Dakkanaut
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What do you mean by foot slogging? do dread, bikes, drop pods count?
I would go for bikes and dreads list. Also maybe consider scouts as tacticals need transportation.
To adjust Kel's list I would take longer ranged weapons on the dread, maybe even riflemen and also cml on the termies. Also MotF with big gun needs a bike - plus this makes it reallt easy to model from attack bike, techmarine and gun like bits.
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![[Post New]](/s/i/i.gif) 2011/10/01 10:44:05
Subject: Re:Space marines, what should I get?
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Wicked Warp Spider
A cave, deep in the Misty Mountains
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MFletch wrote:What do you mean by foot slogging? do dread, bikes, drop pods count?
I would go for bikes and dreads list. Also maybe consider scouts as tacticals need transportation.
To adjust Kel's list I would take longer ranged weapons on the dread, maybe even riflemen and also cml on the termies. Also MotF with big gun needs a bike - plus this makes it reallt easy to model from attack bike, techmarine and gun like bits.
Well, biks don't count because they don't go on foot... same for drop pods.
Dreads do count.
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Craftworld Eleuven 4500
LoneLictor on thread about an ork choking the Emperor:
LoneLictor wrote:I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.
Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space. |
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![[Post New]](/s/i/i.gif) 2011/10/05 06:48:31
Subject: Re:Space marines, what should I get?
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Homicidal Veteran Blood Angel Assault Marine
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If you are dead set on a footslogging list, that's fine, but taking transports is almost certain to give you a better list. Mobility is the name of the game right now.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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