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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/01/01 21:49:19
Subject: Re:Space Marines: What Should I Get?
|
 |
Fresh-Faced New User
|
I am currently running a 2000 point list that may fit your current criteria.
Pedro Cantor HQ
2x 10 man Sternguard squads w/ 5 combi-melta and 5 combi-flamers in Droppods w/Deathwind ML
Dreadnaught(CCW & multi-melta) in Droppod
2x 5 man scout squads w/ Sniper rifles and camo cloaks
2x Tactical Marine Squads w/melta and Multi-Melta in Rhinos
Stormtalon w/Skyhammer ML
Landspeeder with heavy Flamer and Multi-melta
5 man Devestator squad w/4 ML
I know it has Rhinos in it, but they are a good way to get your troops where you want them and do some LOS blocking now and then. I run against alot of vehicles so hence the plethora of meltas so your weapon choice may differ of course. I have found the ML on the devastators to be a good choice for the point cost as they can do anti-vehicle or anti-infantry. All my squads would be combat squadded fyi, so thats 10 scoring units running around the board with most of them having a 3+ Armor save.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/01 22:01:21
Subject: Re:Space Marines: What Should I Get?
|
 |
Roaring Reaver Rider
|
Unyielding Hunger wrote:Ok, so plasma is not as bad as I feared. Now, I don't consider dreadnoughts and drop pods to be tanks. Now, if I did lighten up on the no tanks thing, could I still run mostly foot? And if said restriction was loosened, what would you suggest to compliment the marines?
I have succesfully ran one tank lists. The tank has been a predator and the rest of the army consisted of tactical marines and scouts. The infiltration naturally helps when there is no transports. As mentioned earlier a predator with a twin-linked lascannon turret and heavy bolter sponsons is versatile but propably not a good idea as the sponsons can't hurt most of the vehicles. But I just get a feeling that you might actually like one.
|
I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!
Hollowman wrote:
Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/02 03:14:29
Subject: Space Marines: What Should I Get?
|
 |
Longtime Dakkanaut
|
Honestly I would wait till the January drop fo Dark Angels. Based on the early White Dwarf stuff they look to be a fun mobile gun army with mostly safe scary Plasma. (Bikes with twinlinked Plasma guns and relentless, yikes)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 03:05:17
Subject: Space Marines: What Should I Get?
|
 |
Fresh-Faced New User
NH
|
From what I've gathered you're looking for versatility out of your army and I think UM are the way to go. I've seen SW thrown around a lot and from my experience they are pure BS (just my opinion from playing) . In almost every aspect the SW codex is better then the UM codex but the fluff isn't there to support the SW (in terms of playability).
Granted, the UM are no slouches. Stay away from the Fast Attack slots in the codex and focus on Troop and Elite slots. As for a Army General, I highly recommend the Librarian! Your two best friend are Null Zone and Gate of Infinity.
Troops: Tactial Squads provide you with a strong backbone for the army but lack in driving that final blow (that's what the Elite choices are for). Scouts sqauds are a great cheaps choice (140p for 10), awesome for securing objectives, and removing special models out of a unit you don't like.
Elite: Sternguard are good anti-everything but require support to stay on the board. Terminators are (at the moment the cheapest in terms of points) the powerhouses of the codex and require little to no assistance in terms of survivability. Dreads are the rounded choice of the Elite slots, by providing everything but anti-horde.
As for an army build, it's fairly easy after some experience to take a little bit of everything and have it all work.
And remember; Be Calm and Null Zone On!
|
They shall be pure of heart and body, untainted by doubt and full of vitality. They will be the Angels amongst the Death and Chaos of battle. And They Shall Know No Fear! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/03 04:39:05
Subject: Space Marines: What Should I Get?
|
 |
Stalwart Tribune
|
Jbobbie439 wrote:
Granted, the UM are no slouches. Stay away from the Fast Attack slots in the codex and focus on Troop and Elite slots. As for a Army General, I highly recommend the Librarian! Your two best friend are Null Zone and Gate of Infinity.
The landspeeders can be great. alpha striking dual MM speeders can make people scared, and typhoons, while expensive, can also really mess up a mechanized advance. Bikes are also great mobile weapon platforms that can be tremendously effective against light tanks, TEQ, and MCs. Yes assault marines have only the tiniest potential, and vanguard marines... well... too expensive.
Scout bikes will be instrumental if you want to run a GoI army.
Also, the auto las predator is probably our best long range tank hunter atm.
|
PM me! Let's play a game!
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/01/04 01:42:44
Subject: Space Marines: What Should I Get?
|
 |
Fresh-Faced New User
NH
|
Lord PoPo wrote: Jbobbie439 wrote:
Granted, the UM are no slouches. Stay away from the Fast Attack slots in the codex and focus on Troop and Elite slots. As for a Army General, I highly recommend the Librarian! Your two best friend are Null Zone and Gate of Infinity.
The landspeeders can be great. alpha striking dual MM speeders can make people scared, and typhoons, while expensive, can also really mess up a mechanized advance. Bikes are also great mobile weapon platforms that can be tremendously effective against light tanks, TEQ, and MCs. Yes assault marines have only the tiniest potential, and vanguard marines... well... too expensive.
Scout bikes will be instrumental if you want to run a GoI army.
Also, the auto las predator is probably our best long range tank hunter atm.
I'm not a huge fan of Landspeeders anymore. They used to be huge game changers in 5th ed, but in 6th ed they hardly do what I what them to do. They either get blown off the board 1st turn (there goes first blood), are ineffective against what I'm playing, or just act as distractions. At least in my gaming group and a lot stores in my area, no one is running mech heavy and in some cases have gone all foot or flyer. Bikes are a great choice and can also be taken as a troops choice, I've had fun playing them but they are over priced (points and cash) for what they do and I'd rather take more tact bodies at that point. You're right in saying the Predator is an excellent HW platform, but the Author of this post whats to stay away from AV so I didn't mention it.
Scouts bikers again are pretty cool, but they generally don't last long and you don't need them to run a Gol list. I'll throw the Libby in with a full tact quad and keep them in the back field. This allows for last second pecker moves by gating a fresh squad to either claim or contest an objective. It's a one-off trick. Seems meh but it's won me a couple games I should've lost.
HS does have Devastators (I've had some good luck with them), and the Thunderfire Cannon (throw a coin).
Like a said before, the UM codex have the most versatility of any of the other army books so there's no real way you have to play.
|
They shall be pure of heart and body, untainted by doubt and full of vitality. They will be the Angels amongst the Death and Chaos of battle. And They Shall Know No Fear! |
|
 |
 |
|