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![[Post New]](/s/i/i.gif) 2018/04/27 20:27:06
Subject: Space Marines - Best Melee Units and Builds?
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Ferocious Black Templar Castellan
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Primark G wrote:Bharring that is Martel's typical response I would ignore him too. Guard is okay but nearly at the level he portrays them as - it is a waste of time arguing with him.
This coming from a guy who didn't know the rules for stuff he was arguing about and who thinks a list with 50% Custodes is a Vanilla Space Marine list.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2018/04/27 20:39:51
Subject: Space Marines - Best Melee Units and Builds?
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Decrepit Dakkanaut
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AlmightyWalrus wrote: Primark G wrote:Bharring that is Martel's typical response I would ignore him too. Guard is okay but nearly at the level he portrays them as - it is a waste of time arguing with him.
This coming from a guy who didn't know the rules for stuff he was arguing about and who thinks a list with 50% Custodes is a Vanilla Space Marine list.
And doesn't actually know how units can be loaded out in said codex. The fact he didn't know Vanguard could take two Chainswords was beyond ridiculous.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/04/27 20:48:19
Subject: Space Marines - Best Melee Units and Builds?
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Fixture of Dakka
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Compared to thinking that taking slow CC units, such as Zerkers, is autolose, or that a screen or durable unit can't be a CC unit, missing that VV can have 2 weapons doesn't seem nearly as big a miss.
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![[Post New]](/s/i/i.gif) 2018/04/27 20:58:51
Subject: Space Marines - Best Melee Units and Builds?
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Scarred Ultramarine Tyrannic War Veteran
McCragge
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If you want to run a pure list I think Aggressors are a good way to go since they are versatile and reasonably costed.
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Bow down to Guilliman for he is our new God Emperor!
Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."
"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."
DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. |
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![[Post New]](/s/i/i.gif) 2018/04/27 21:01:41
Subject: Space Marines - Best Melee Units and Builds?
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Decrepit Dakkanaut
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Bharring wrote:Compared to thinking that taking slow CC units, such as Zerkers, is autolose, or that a screen or durable unit can't be a CC unit, missing that VV can have 2 weapons doesn't seem nearly as big a miss.
It is one of the only talked about loadouts for them, and it was coming from a poster saying the codex was good, yet doesn't know how it operates.
Also just for repeat: nobody is taking non-fast Berserker Marines. You gotta get that in your head.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/04/27 21:04:24
Subject: Space Marines - Best Melee Units and Builds?
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Nihilistic Necron Lord
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Melissia wrote:Clearly the problem is you're only using one unit of terminators. I recommend using six units.
Jokes aside, they really aren't bad, you just can't expect to use them like they're jump pack assault units. You need to deploy and use them intelligently.
I dont use any termis. Even 10 units wouldnt make them good.
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![[Post New]](/s/i/i.gif) 2018/04/27 21:12:54
Subject: Space Marines - Best Melee Units and Builds?
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Willing Inquisitorial Excruciator
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What's this slow Space Marines unit we're comparing to footslogging / non-Alpha Legion Berserkers? Or is this thread just not actually about Space Marines units anymore.
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![[Post New]](/s/i/i.gif) 2018/04/27 21:15:16
Subject: Space Marines - Best Melee Units and Builds?
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Locked in the Tower of Amareo
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Anyone is welcome to show me how assault marines are good at killing guardsmen. Or any other marine melee unit for that matter. When i saw show, i mean math, not anecdotes.
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![[Post New]](/s/i/i.gif) 2018/04/27 21:28:31
Subject: Space Marines - Best Melee Units and Builds?
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Fixture of Dakka
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It's the claim that Termies are bad because any slow CC unit is bad. Zerkers being just as slow but not being bad shows that that isn't the only thing that makes Termies bad.
I wanted to refute the point that any slow CC unit means you automatically lose the game. That's just flat wrong hyperbole.
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![[Post New]](/s/i/i.gif) 2018/04/27 22:04:54
Subject: Re:Space Marines - Best Melee Units and Builds?
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Decrepit Dakkanaut
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Brainstorming to make cents useful...
Land Raider Crusader, TAC, 2x Hurricane Bolter - 308
3 Assault Cents, Flamers, Hurricane Bolter - 243
Lieutenant, TH, Jump, MCBG - 102 // Armor Indomitus
Chaplain - 72
Apothecary - 55
Librarian, Force Staff - 101 //Might of Heroes
2 Company Vets, Double CS- 32 (to tank explosions)
Razorback, THB, SB - 89
6 Tac Marines, Flamer - 87
Razorback, THB, SB - 89
6 Tac Marines, Flamer - 87
Rhino, 2x SB - 74
Assault Marines, CS/BP, TH&Combat Shield, 2x Plasma Pistol - 164 (elite slots gone)
10 Tac Marines, 2x HB - 150
Interceptor, 2x AC, 2x HB, Stormcannon - 166
Interceptor, 2x AC, 2x HB, Stormcannon - 166
Oddly enough Iron Hands seems appropriate here for the WL, strat, and tactic. It keeps the cents up longer and apothecary makes them stick. Use the interceptors to take down fliers that might flee.
7 drops means better chance for first turn.
Not sure if the cents will make it far in enough though...
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![[Post New]](/s/i/i.gif) 2018/04/27 22:06:20
Subject: Space Marines - Best Melee Units and Builds?
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Locked in the Tower of Amareo
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Bharring wrote:It's the claim that Termies are bad because any slow CC unit is bad. Zerkers being just as slow but not being bad shows that that isn't the only thing that makes Termies bad.
I wanted to refute the point that any slow CC unit means you automatically lose the game. That's just flat wrong hyperbole.
Termies make you lose because there's too many weapons easily knock 40-80 pts out of your list when they fire while only costing 40-80 pts themselves.
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![[Post New]](/s/i/i.gif) 2018/04/27 22:27:11
Subject: Space Marines - Best Melee Units and Builds?
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Scarred Ultramarine Tyrannic War Veteran
McCragge
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@ Daedalus81 - I have used asscents and they do some work plus for what you get I think they are reasonably costed.
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Bow down to Guilliman for he is our new God Emperor!
Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."
"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."
DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. |
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![[Post New]](/s/i/i.gif) 2018/04/27 22:30:58
Subject: Space Marines - Best Melee Units and Builds?
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Omnipotent Necron Overlord
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Bharring wrote:It's the claim that Termies are bad because any slow CC unit is bad. Zerkers being just as slow but not being bad shows that that isn't the only thing that makes Termies bad.
I wanted to refute the point that any slow CC unit means you automatically lose the game. That's just flat wrong hyperbole.
Zerkers aren't slow though. The ability to fight twice for free makes them - really fast. Starting your movement phase already in charging range helps too.
You might notice a serious lack of ravengaurd infiltrate assault lists. Marine units suck at CC. It is beyond pathetic.
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This message was edited 1 time. Last update was at 2018/04/27 22:38:36
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2018/04/27 22:50:33
Subject: Space Marines - Best Melee Units and Builds?
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Longtime Dakkanaut
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This is true. Zerkers aren't slow. People take them in Alpha Legion lists, and even if they take them in other armies, they're usually protected by rhinos or something.
I am also perturbed by the fact that Raven Guard having Strike from the Shadows hasn't spawned any assault heavy lists. Being able to start the game in your opponent's face SHOULD put them at the top of the list for assault oriented armies, now that deep strike is nerfed.
But, everyone keeps telling me that assault marines are bad, vangaurd vets are overcosted and squishy, terminators are surprisingly squishy and slow, and other things need a list built around them to work. :/
Alright, well, I'm off to go find some other way to make my army work. Thanks for the help guys!
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![[Post New]](/s/i/i.gif) 2018/04/27 22:54:25
Subject: Space Marines - Best Melee Units and Builds?
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Scarred Ultramarine Tyrannic War Veteran
McCragge
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SftS only works when you go first. RG has not won any significant events during 8th edition.
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Bow down to Guilliman for he is our new God Emperor!
Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."
"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."
DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. |
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![[Post New]](/s/i/i.gif) 2018/04/27 22:59:03
Subject: Re:Space Marines - Best Melee Units and Builds?
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Ferocious Black Templar Castellan
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On top of having to go first, infiltrating Aggressors or similar is also much better anyway.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2018/04/27 23:11:58
Subject: Space Marines - Best Melee Units and Builds?
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Scarred Ultramarine Tyrannic War Veteran
McCragge
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SM don't have anything equivalent to Zerkers.
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Bow down to Guilliman for he is our new God Emperor!
Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."
"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."
DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. |
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![[Post New]](/s/i/i.gif) 2018/04/27 23:21:14
Subject: Space Marines - Best Melee Units and Builds?
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Ultramarine Chaplain with Hate to Spare
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drbored wrote:This is true. Zerkers aren't slow. People take them in Alpha Legion lists, and even if they take them in other armies, they're usually protected by rhinos or something.
I am also perturbed by the fact that Raven Guard having Strike from the Shadows hasn't spawned any assault heavy lists. Being able to start the game in your opponent's face SHOULD put them at the top of the list for assault oriented armies, now that deep strike is nerfed.
But, everyone keeps telling me that assault marines are bad, vangaurd vets are overcosted and squishy, terminators are surprisingly squishy and slow, and other things need a list built around them to work. :/
Alright, well, I'm off to go find some other way to make my army work. Thanks for the help guys!
The CT of Raven Guard tends to encourage armies that keep more distance. So while they have some neat deployment options, I think most people prefer to use them to get into a forward cover position and shoot instead.
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![[Post New]](/s/i/i.gif) 2018/04/28 06:29:15
Subject: Space Marines - Best Melee Units and Builds?
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Nihilistic Necron Lord
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Bharring wrote:It's the claim that Termies are bad because any slow CC unit is bad. Zerkers being just as slow but not being bad shows that that isn't the only thing that makes Termies bad.
I wanted to refute the point that any slow CC unit means you automatically lose the game. That's just flat wrong hyperbole.
Its not only the slowness that makes termis bad. Compare assault termis to BA SG. Termis are more expensive, have no shooting (ok, they have 5++, but with 2+ sv and most weapons having AP-3 max you roll on 5+ anyway), but SG outperforms termis in pretty much every way. SG can use descent of angels, which gives them a 3D6 charge. Add a SG ancient with the standard of sacrifice as warlord and SG outperform termis significantly.
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This message was edited 1 time. Last update was at 2018/04/28 06:31:05
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![[Post New]](/s/i/i.gif) 2018/04/28 09:52:59
Subject: Space Marines - Best Melee Units and Builds?
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Combat Jumping Rasyat
East of England
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Agreed on the Stfs Aggressors - they are the number one unit to make use of this strat. If you can get first turn they provide three really strong options for you: 1) 9" drop, within 18" of as much chaff as possible, and dakkadakkdakka 2) 9" drop, walk in and delete the chaff, opening up a Powerfist chard on armour. Even shooting once they should have enough to wipe a guard unit, for example. This only works if your opponent didn't give enough space between their wrap and their assets. It does happen though, and will become more common now I think. 3) deploy into cover and spray bullets into a flank. They are T5 -1 to hit and 2+, so if they deploy at range from their natural predators (plasma) then they can be a royal pain in the ass to deal with. Long story short, for RG lists, aggressors are my favourite Primaris unit now I think...
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This message was edited 2 times. Last update was at 2018/04/28 09:54:12
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![[Post New]](/s/i/i.gif) 2018/04/28 14:17:57
Subject: Space Marines - Best Melee Units and Builds?
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Decrepit Dakkanaut
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Assault Centurions become mediocre with SFtS, but that's about it.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/04/28 15:13:23
Subject: Re:Space Marines - Best Melee Units and Builds?
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Nihilistic Necron Lord
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You can put 12 centurions in a termite assault drill from FW  Doesnt matter if they are assault or devastator. Deepstrike it, remain inside, next turn disembark 3" away from it, move 4". Shoot and charge.
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![[Post New]](/s/i/i.gif) 2018/04/28 17:34:39
Subject: Re:Space Marines - Best Melee Units and Builds?
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Decrepit Dakkanaut
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p5freak wrote:You can put 12 centurions in a termite assault drill from FW  Doesnt matter if they are assault or devastator. Deepstrike it, remain inside, next turn disembark 3" away from it, move 4". Shoot and charge.
Don't expect that to last very long BUT if the upcoming tournament you're going to doesn't give an errata...
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/04/29 00:08:26
Subject: Re:Space Marines - Best Melee Units and Builds?
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Nihilistic Necron Lord
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Slayer-Fan123 wrote:
Don't expect that to last very long BUT if the upcoming tournament you're going to doesn't give an errata...
Its FW, i do expect it to last very long. The relic contemptor dreadnought can still reroll hit rolls of 1s when it has two fists, which also counts for the overcharged plasma blastguns. Or the sicaran battle tank which ignores any modifiers when shooting FLY units.
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![[Post New]](/s/i/i.gif) 2018/05/01 18:54:51
Subject: Space Marines - Best Melee Units and Builds?
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Nurgle Chosen Marine on a Palanquin
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Use allies to get some death company or wulfen?
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