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![[Post New]](/s/i/i.gif) 0020/01/06 22:30:02
Subject: New space marines, help!?
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Death-Dealing Ultramarine Devastator
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So, long storey short, I played spacemarines for a bit before the new book came out.
I was very new to the game and made horrible lists and bad choices, I abandoned my marines and traded them for Tyranids.
Now I'm getting back into them now that I'm much wiser, and want to know how the following squads perform:
Assault marines
Sternguard
MM barf attack bike squads
Dreadnoughts of any variety
Thanks in advance!
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Overwhelm the enemy with an unrelenting onslaught of the hive mind. |
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![[Post New]](/s/i/i.gif) 2014/01/06 22:51:08
Subject: New space marines, help!?
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Assault Marines: Meh. Best use for them is double flamer drop pod.
Sternguard: Good as ever. Better with Cantor. They are what marines should be.
MM Attack bike squads: Generally done by Land Speeders these days, as they give cheaper Multi-meltas (80pts for two versus 110 for two with bikes), but still not a bad move.
Dreadnoughts: Stick Ironclads in pods, leave the rest at home.
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This message was edited 1 time. Last update was at 2014/01/06 22:51:18
They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/01/06 23:11:33
Subject: New space marines, help!?
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The Marine Standing Behind Marneus Calgar
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Assault marines are OK. Just remember that most other CC troops are better then they are. But they can still take the lunch money from backfield campers and support units. I'd not base a list around codex assault marines, but they work OK as a harassment unit.
Sternguard are good. Still one of the best units in the codex.
MM bikes are reliable fast meta. It's a coin toss between them an speeders, both do better in different situations.
Dreads are OK. Not the best. If you have good armor saturation they can perform acceptably. Ironclads are probably the best, but if you like them, fielding one or two is not going to cripple your list. Just because you can get comparable firepower on a better platform does not mean that dreads can't shoot stuff.
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![[Post New]](/s/i/i.gif) 2014/01/07 16:06:52
Subject: New space marines, help!?
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Crushing Black Templar Crusader Pilot
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I second obsidiankatana's feedback, spot on.
Some chapter tactics will make some of those choices slightly better (IH for the dreads for example).
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![[Post New]](/s/i/i.gif) 2014/01/08 22:36:45
Subject: New space marines, help!?
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Agile Revenant Titan
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Assult marines are generally much overrated by new marine players, dont fall into the trap. the best and really only way imo is no packs and x2 flamers in a pod
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2014/01/09 02:44:39
Subject: Re:New space marines, help!?
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Veteran Wolf Guard Squad Leader
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agreed with above, assault can be left home most times, I still like quad autocannon dreads but their fuction can be done better but ironclads are easily better and speeders over bikes anyday. it would be worth it to make sure and get some grav weapons too.
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![[Post New]](/s/i/i.gif) 2014/01/09 10:33:50
Subject: Re:New space marines, help!?
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Slippery Ultramarine Scout Biker
Ultramar
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I'm rather new too. Haven't played much either. As Obsidiankatana puts it rightly, units benefit from the different chapter tactics.
Assault Marines - Not too fond of them, 6th ed seems to favour the shooty. See much of them in BA.
Stern Guard - interesting unit with special ammo which makes them useful against a variety of enemies.
Kantor makes them scoring units but I read that their special ammo does not work with IF chapter tactics.
My army list builder states they also get access to 2 heavy weapons/ special weapons.
Combi weapons count as boltguns and allows them a single use of a special weapon and access to their special ammo. Storm bolters however cannot use special ammo.
Stick them in a drop pod as a 'death star' unit. Guys my side run 6 combi melta, 2 heavy flamers, drop pod. Or you could run them with Heavy Weapons and allow them to shoot from far (weird choice but can still be done). Unless you have other threatening units, expect them to become a priority.
Bike squads - Benefits from the UM assault doctrine. Only attack bikes get MM option. Regular bikes don't. White scars have hit and run with bike. You can put these with regular bikers. Seems biker squads with Grav is a thing as it can deal woth both low and high armored infantry.
Speeders can also be considered but not too sure if they benefit from the assault doctrine. High reliable way to destroy tanks. Drive up to rear and fire. Slightly harder to kill than regular marines as a bike gives +1 toughness and jink.
Dreads - Have seen regular dreads doin both assault roles or shooty. Haven't had much experience with these. Getting a master of the forge unlocks them for heavy as well as elite choices. Iron hands chapter tactics gives them IWND.
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This message was edited 2 times. Last update was at 2014/01/09 10:39:05
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