Switch Theme:

Space Marine Weapons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Adolescent Youth with Potential



Canada

So I just started playing 40k again, with my space marines, and i am having some difficulties. I cant seem to build a decent list. I dont want a bunch of lists given to me because i like making my own. My question is this: what are the 3 top weapons I should bring? for example, multi-meltas or demolisher cannons or plasma guns, something like that. I dont want the unit build or anything like that.

thanks in advance.

 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

I'm assuming your playing vanilla marines, since you didn't mention a specific chapter...
1) Melta weaponry on mobile platforms. Tac squads with meltaguns in rhino's, ironclads with meltaguns (HK's help!) in drop pods, the infamous Multimelta/Heavy flamer speeder etc. If you can put a melta on it, and it can move and shoot it, its worth it. Even your land raiders can get multimeltas! One of the best anti-tank weapons, but their short range hurts. Mobility means they hurt the opponent.
2) anti MEQ/GEQ weapons, depending on your local meta. flamers, Heavy flamers (again the speeder...), etc for handling hordes, and plasma/AP1,2 or 3 weaponry for handling marines. Got lots of orks and nids but only a couple of marine players in your area? take more flamers, assault cannons etc. Got more marines locally than light troop armies? Take some more plasma or low AP weaponry. Vindicators are good- they fill both roles
3) anti-vehicle. Meltaguns will get rid of vehicles in your line and the hardest of the enemy armor (leman russ tanks, land raiders...), but you need something to destroy your opponents vehicles at range. Autocannons, Missile launchers, lascannons... anything S7+ really. Just check the price first...
4) What I think the big advantage of marines is cheap and cheerful units. AC/las pred for 120, Typhoon speeders for 90, rifleman dreads(2xTL Autocannons) at 125, in low point games a dakka pred at 85(?IIRC?) points, barebones vindicator at 115, TH/SS assault terminators at 200, even the Thunderfire cannon is pretty cheap (can't remember the cost off the top of my head). You can get alot of bang for your buck from some of these cheap and effective units, and it lets you field more bodies- always a plus I find in MEQ armies.


also, rhinos.

   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Personnally, I find the MM in tac squads rarely get to fire - seeing movement equals no fire. I would lean on the longer ranged options like lascannon (pricey) or the ubiquitous Missile Launcher.

If you want MM think attack bikes or speeders.

I personnally like the typhoons for mobility, stand-off and firepower for the cost. I find that the biggest weakness to marines is lack of mobility which translates into a big problem in objective games late. Speeders, while they can't take an objective are good for late game contests and that can make the difference.

Razorbacks - if you want to spam heavy weapons are great.

2000
2000
WIP
3000
8000 
   
Made in us
Irked Necron Immortal




I'm assuming you mean only special and heavy weapons. I say this because I'm a fan of Bolters+Flamers and routinely combine 2 units of Tactical marines to cripple enemy infantry units. Here are the top 3 weapons that have meant the most to me:

#1 Missile Launcher (specifically in Tactical Squads, Typhoon Speeders, or Devastators)
#2 Melta weapons (specifically in Tactical Squads as meltaguns and Typhoon Speeders as Multi-Meltas)
#3 Lascannons (specifically on Razorbacks or Predators)

Missile Launchers are a cheap option with great range that are great for taking out dedicated transports and can hurt infantry. Melta weapons are the most dependable tank-busting weapons in the game and can also insta-kill most heavy infantry you'll face with sufficient reliability. Lascannons have the range, strength, and AP to handle most high-profile threats, but they are the most expensive weapon to field.

This message was edited 2 times. Last update was at 2012/01/04 21:37:16


 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

If we are talking Tactical combos:

Las + Plas Long ranged AP 2 fire.
ML + Plas best long-ranged multipurpose.
MM + Melta really only for Vulkan lists.
Any + Flamer Good multipurpose. Allows marines to deal with hordes.

2000
2000
WIP
3000
8000 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

DAaddict wrote:If we are talking Tactical combos:

Las + Plas Long ranged AP 2 fire.
ML + Plas best long-ranged multipurpose.
MM + Melta really only for Vulkan lists.
Any + Flamer Good multipurpose. Allows marines to deal with hordes.

This sums it up well, but the reason I mentioned the MM is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.
Also I'd change the bottom one to ML+flamer. Good multipurpose, and both are free- where can you go wrong?
There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.

   
Made in us
Bounding Ultramarine Assault Trooper





Macragge

Jihallah wrote:
DAaddict wrote:If we are talking Tactical combos:

Las + Plas Long ranged AP 2 fire.
ML + Plas best long-ranged multipurpose.
MM + Melta really only for Vulkan lists.
Any + Flamer Good multipurpose. Allows marines to deal with hordes.

This sums it up well, but the reason I mentioned the MM is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.
Also I'd change the bottom one to ML+flamer. Good multipurpose, and both are free- where can you go wrong?
There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.


Quoted again for truth. I agree with Jihallah that the bottom one should be flamer+ML. I sometimes run Plas + Plas Cannon, just because I have the models, but the fact that the Plas Cannon doesn't fire when it overheats kind of kills the weapon for me. I've also experimented with melta in a Tac Squad, but I find that getting into position to use it often gets the Tac Squad into more trouble than they can deal with (and I don't run Vulkan).

As far as sarges go, it depends on what you want them to do. I usually run two bare bones Tac Squads, so I leave the Sergeant with BP/CCW to keep it cheap. If you have more Tactical Squads in your army, they'll be doing some more heavy lifting, so I'd suggest either a PF or a combi-weapon that complements the squad's role (aka a combi-flamer with a flamer, combi-melta with a melta, etc.).


Automatically Appended Next Post:
Also, if you're just looking for the "top 3" weapon choices you should be bringing, I'm afraid it's a little more complicated than that. It's more about how the weapons and their platforms interact with each other than about bringing as many of X, Y and Z as you can. For example, meltaguns are the best anti-tank, but they're very short ranged, so you can't rely on them as your sole source of AT. Call me old-fashioned, but I like a few lascannons with my eggs and toast in the morning. A lot of builds try to maximize the amount of meltaguns and missile launchers in the army, because MLs can deal with most targets at range and meltaguns get the job done up close, especially against AV13-14. Heavy flamers are nice as anti-horde, because they auto-hit multiple models with a good Strength and decent AP. Also, most mobile melta platforms can also take a HF (aka MM/HF dreads, MM/HF speeders).

So, short answer: The holy triumvirate of meltaguns, missile launchers, heavy flamers - they're the Lee, Lifeson and Peart of 40K.


Automatically Appended Next Post:
And now I'm liking that metaphor, so I need to flesh it out.

Missile launchers are the Geddy Lee of 40k. They're incredibly flexible, whether you need base, vocals, synths, anti-infantry or AT. They can also hit at ranges most other weapons (or men with testicles) can't reach.

That statement in no way implies Geddy Lee lacks testicles, because he doesn't. He's got big, brass balls.

Meltaguns are the Neil Peart of 40k. They're both the best at their calling, whether it's drumming or popping Land Raiders. Neil Peart's drum solos are precisely engineered to melt minds, just as a focused beam of pure heat is engineered to melt adamantium.

Heavy flamers are the Alex Lifeson of 40k. They know what their job is, and they do it well. They may lack the raw talent of the other two weapons, but they have their own niche, and nothing beats a lead guitar when it comes to spraying the whole audience with red-hot promethium-injected rock and roll awesomeness.

This message was edited 2 times. Last update was at 2012/01/05 02:56:07


1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts 
   
Made in fr
Regular Dakkanaut





Noise Marine heretic spotted. Instructions are to purge with fire.

Speaking of fire, do the seemingly ubiquitous cover saves of 5th ed have something to see with flamers being so recommanded ?

This message was edited 1 time. Last update was at 2012/01/05 05:22:23


 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

If your in rapid fire range, your probably in flamer range. And its easy enough to hit 2-3 targets or more with it. Since its the same strength and AP as a boltgun, instead of rolling 2 dice hitting on 3+, you automatically get 2+ bolter hits-that ignore cover too. And it's free
Not having to roll to hit, the ability to hit multiple models, and ignoring cover saves means its a good general purpose weapon that's good against lightly armored troops. And when used in numbers of 4 or more on a single squad, they can lay alot of hurt on MEQ's too.

   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Jihallah wrote:
DAaddict wrote:If we are talking Tactical combos:

Las + Plas Long ranged AP 2 fire.
ML + Plas best long-ranged multipurpose.
MM + Melta really only for Vulkan lists.
Any + Flamer Good multipurpose. Allows marines to deal with hordes.

This sums it up well, but the reason I mentioned the MM is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.
Also I'd change the bottom one to ML+flamer. Good multipurpose, and both are free- where can you go wrong?
There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.


I agree ML + Flamer is a good base choice (probably why AOBR gives them...). However the HW choice is the best definer of the tac squad purpose:


LasCannon - The AT choice for stand-off capabilities and punch.
Missile Launcher - The best all-arounder
Plasma Cannon - The best anti-personnel esp with MEQ and TEQ
Multi-melta - A bit more up-close and personnal anti-tank choice.
Heavy Bolter - (this used to be my first choice but cover saves and cost have reduced it.)

Remembering you can combat squad, the 5-man lascannon or missile launcher can be left behind supporting while the sergent and special weapon can get up close and personnal. It works with plasma and heavy bolter but it really is iffy that I would ever combat squad a multi-melta.

If I have a lot of long ranged firepower (dakka preds, speeders, razorbacks, etc) I probably am focused on a firepower army and want to maximize damage at-range. OTOH if I am running a Vulkan list I am going to run MM (Heavy Flamers for Sternguard) and flamers and meltaguns.

2000
2000
WIP
3000
8000 
   
 
Forum Index » 40K General Discussion
Go to: