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![[Post New]](/s/i/i.gif) 2015/02/24 00:29:14
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Fresh-Faced New User
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I play a version of ultra marines called the Doom Eagles, but with the new rules and other armies becoming so good I had to put them away and have been mainly focusing on using my Necrons. Does anybody have any ideas or lists they would suggest? Personally I love using a bunch of vehicles just because it looks cool and is fluffy. I normally run a couple of rhinos, some predators, and a few land raiders. Unfortunately they always seem to get shot up way to early. Any solutions or experience to share?
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![[Post New]](/s/i/i.gif) 2015/02/24 00:53:42
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Regular Dakkanaut
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Cents, with tiggy are very difficult to deal with. They threaten 2 units a turn and basically turn sections of the board into no go zones since they annihilate anything near them and they can't be hurt back because of invisibility.
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Psienesis wrote:While that's possible, it's also stupid to build your game around your customers being fething morons |
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![[Post New]](/s/i/i.gif) 2015/02/24 01:18:18
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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The Marine Standing Behind Marneus Calgar
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There are a number of strong vanilla marine lists. How/if they march up with your collection and what you like to play are another story. Also something to consider is how competitive your local meta is.
If you like tanks, you need to get armor saturation. Just keep putting more on the table, they can’t kill them all at once. You also might want to look into the Iron Hands chapter tactics.
Bikes, drop pods, and cents are generally considered our good units. But there are a lot of ways to make a successful list.
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![[Post New]](/s/i/i.gif) 2015/02/24 04:05:57
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Xeno-Hating Inquisitorial Excruciator
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Legion of the damned can be damned effective.
Particularly when you run up against things that like their cover saves!
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For the greater glory of the Zoat Empire!
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![[Post New]](/s/i/i.gif) 2015/02/24 10:18:13
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Resolute Ultramarine Honor Guard
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Scout list almost won LVO, SM variations of that should work.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2015/02/25 00:35:57
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Fresh-Faced New User
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cool thanks, the only problem with the cents is that they are wildly expensive (points wise) and don't have an invulnerable save. Its been a while since I've taken a long look at the assault marines. Are they any good on the battle field? Any good stories or strategies. Personally I like to run them like the wraiths, just using their mobility and strength in numbers to overwhelm different variances of units.
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![[Post New]](/s/i/i.gif) 2015/02/25 01:28:47
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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The Marine Standing Behind Marneus Calgar
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Cents get a lot of milage out of attached characters. Either someone tanky to soak wounds, or someone casty for buffs.
Assault marines are as mediocre as they have been for the last few editions. Not to say they are useless, but I don’t think anyone is going to call them a power unit. A pair of flamers I think is mandatory, geared up sarge (vet w/ power weapon) recommended, and attached chaplain encouraged. I like 5 man squads, arguments can be made for full 10 men units. They are bullies. Jump around the back field, find someone weaker then you, take their lunch money. In a drop pod list they are an inexpensive way to boost your pod count. I like them, YMMV.
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![[Post New]](/s/i/i.gif) 2015/02/25 02:14:33
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Decrepit Dakkanaut
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Thunderfire Cannons are excellent, cheap HS choices.
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![[Post New]](/s/i/i.gif) 2015/02/25 02:47:29
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Fixture of Dakka
Chicago, Illinois
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I don't care what army you are playing it's really really difficult to deal with 6 units of Tactical Marines that are in Rhinos and all have Objective Secured.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2015/02/25 02:51:48
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Locked in the Tower of Amareo
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Hollismason wrote:I don't care what army you are playing it's really really difficult to deal with 6 units of Tactical Marines that are in Rhinos and all have Objective Secured.
Not if you kill them all.
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![[Post New]](/s/i/i.gif) 2015/02/25 03:26:17
Subject: How to play vanilla marines effectively with the new rules and other updated armies.
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Xeno-Hating Inquisitorial Excruciator
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Martel732 wrote:Hollismason wrote:I don't care what army you are playing it's really really difficult to deal with 6 units of Tactical Marines that are in Rhinos and all have Objective Secured.
Not if you kill them all.
Indeed, it is kind of frightening when you calculate it out just how many tactical marines some lists can kill per turn. I eliminated one marine list from contention to bring to LVO after calculating that on average 4 flyrants could table it in 5 turns. Obviously one will probably deal with a couple of the flyrants by then, but that didn't take into account the rest of the 'Nid list either.
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For the greater glory of the Zoat Empire!
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