Switch Theme:

Need help with Space Marine army: new to WH40k.  [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 us
Locked in the Tower of Amareo




Yet you just talked about jumping over the screen.

What are these several ways? Because All the BA and BT players are getting crushed because we can't get past 400 pts of guardsmen. Physically get past them. Screens win in the movement phase. They win without firing a shot, and they win before I get to shoot.

This message was edited 1 time. Last update was at 2017/12/04 19:23:15


 
   
Made in us
Fixture of Dakka





If 400pts of Guardsmen are in a 500pt game, that means that's just about all you're taking. An HQ and one small decent toy.
   
Made in us
Locked in the Tower of Amareo




I wasn't specifically referring to a 500 pt game.
   
Made in ca
Preacher of the Emperor






The assault marine box should have everything you need to equip a pistol/chainsword crusader squad, this can be supplemented by either devastator, tactical, or sternguard parts depending if you want those special weapons. Of course, you'll also need scouts to form the basis of your newbies if you want to take them in full-sized units.

For the same reason, assault marines with normal backpacks were great for Charcharodon Tacticals too, back when they could do it.

PS: Welcome to the hobby!

This message was edited 1 time. Last update was at 2017/12/04 21:09:52


   
Made in us
Monster-Slaying Daemonhunter





Martel732 wrote:Yet you just talked about jumping over the screen.

What are these several ways? Because All the BA and BT players are getting crushed because we can't get past 400 pts of guardsmen. Physically get past them. Screens win in the movement phase. They win without firing a shot, and they win before I get to shoot.


Seraphim can to some degree, depending on deployment pattery, because they move 24" instead of arriving via deep strike. Deep-striking units cannot.


Also, I'm not entirely certain why you can't kill 400 points of Guardsmen. That's only 100 guys, it shouldn't be hard to clear a path with your guns. And, of course, you can reach over it with your mid-range guns.

This message was edited 2 times. Last update was at 2017/12/04 20:22:03


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Locked in the Tower of Amareo




It is VERY hard. You need to play against it often to really understand the absurdity. T3 5+ for 4 pts is good. Really good. Realize you've only got about two turns before the IG has slagged your entire marine list.

This message was edited 1 time. Last update was at 2017/12/04 20:22:04


 
   
Made in us
Monster-Slaying Daemonhunter





Martel732 wrote:
It is VERY hard. You need to play against it often to really understand the absurdity. T3 5+ for 4 pts is good. Really good. Realize you've only got about two turns before the IG has slagged your entire marine list.


I do/did. I haven't really had a problem, especially because most people I play with tend to be using russ-tanks over manticores because they have a lot of the former and less of the latter. There's also not enough Sentinel screening.

I'm not entirely certain how the IG is destroying the entire marine list in 2 turns. I get the impression that, from all these descriptions, the IG has like 2 or 3 times as many points worth of stuff, or has full support while the marines are all alone.


I run most of my units with as little upgrading as possible beyond what's necessary for the unit to do the job I envision for it.


Question, at risk of becoming off-topic, what are you running?

This message was edited 2 times. Last update was at 2017/12/04 20:35:59


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Clousseau





East Bay, Ca, US

 Inquisitor Lord Katherine wrote:

I'm not entirely certain how the IG is destroying the entire marine list in 2 turns. I get the impression that, from all these descriptions, the IG has like 2 or 3 times as many points worth of stuff, or has full support while the marines are all alone.


Just look up the standard AM list that has been winning nearly every tournament.

And it's not just IG. That assault marine list would get rocked by 25+ dark reaper lists. They don't even need Soulburst, they can just be craftworld lol.

Or how about chaos superfriends? Your 2+/3++ point sink terminators die to smite just as fast as everything else, and they are still going to struggle to clear brimstones.

It's no secret at this point what success looks like in 8th edition.

I will add though to what others have said - in a casual environment you can run melee marine lists. We don't know what your meta is like. We don't know what the people you play with are like. I can tell you, from personal experience, friends who started with melee armies either quit or switched armies. Not saying that will happen to you, OP, but it does happen. I think you'll have more fun playing a shooting list in 8th edition. And since you're learning, and building a collection, why not start with something that will be a bit more favored by the current game?

This message was edited 1 time. Last update was at 2017/12/04 21:28:20


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Locked in the Tower of Amareo




 Inquisitor Lord Katherine wrote:
Martel732 wrote:
It is VERY hard. You need to play against it often to really understand the absurdity. T3 5+ for 4 pts is good. Really good. Realize you've only got about two turns before the IG has slagged your entire marine list.


I do/did. I haven't really had a problem, especially because most people I play with tend to be using russ-tanks over manticores because they have a lot of the former and less of the latter. There's also not enough Sentinel screening.

I'm not entirely certain how the IG is destroying the entire marine list in 2 turns. I get the impression that, from all these descriptions, the IG has like 2 or 3 times as many points worth of stuff, or has full support while the marines are all alone.


I run most of my units with as little upgrading as possible beyond what's necessary for the unit to do the job I envision for it.


Question, at risk of becoming off-topic, what are you running?


I've tried a bunch of stuff in 8th. I'm just spamming lascannons atm. Because 400 pts of guardsmen turns off 2K of BA assault tech.

This message was edited 1 time. Last update was at 2017/12/04 21:27:30


 
   
Made in us
Clousseau





East Bay, Ca, US

Martel732 wrote:
 Inquisitor Lord Katherine wrote:
Martel732 wrote:
It is VERY hard. You need to play against it often to really understand the absurdity. T3 5+ for 4 pts is good. Really good. Realize you've only got about two turns before the IG has slagged your entire marine list.


I do/did. I haven't really had a problem, especially because most people I play with tend to be using russ-tanks over manticores because they have a lot of the former and less of the latter. There's also not enough Sentinel screening.

I'm not entirely certain how the IG is destroying the entire marine list in 2 turns. I get the impression that, from all these descriptions, the IG has like 2 or 3 times as many points worth of stuff, or has full support while the marines are all alone.


I run most of my units with as little upgrading as possible beyond what's necessary for the unit to do the job I envision for it.


Question, at risk of becoming off-topic, what are you running?


I've tried a bunch of stuff in 8th. I'm just spamming lascannons atm. Because 400 pts of guardsmen turns off 2K of BA assault tech.


How about plasma inceptors with CA? Or just regular inceptors. I heard they got a significant price drop (haven't picked up chapter approved yet).

This message was edited 1 time. Last update was at 2017/12/04 21:35:00


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Locked in the Tower of Amareo




Haven't played with CA yet. Probably gonna use the bolter guys and heavy bolter attack bikes to try to clear screens.
   
Made in us
Decrepit Dakkanaut




 Inquisitor Lord Katherine wrote:
Slayer-Fan123 wrote:Did I actually read someone trying to recommend double Bolt Pistols on Vanguard?


Yes. I'm away from my index right now, and don't own the standard SM codex anyway, is that not legal?p

I don't think it's bad. They kill about 4 GEQ each phase with re-rolls, which, for 80 points isn't bad. I think 2x Bolt Pistol is better than Pistol-Chainsword. At some point the unit becomes too expensive yes?

Martel732 wrote:You can't jump good screens. That's the whole point of screens.


Well, otherwise drop troops would be unbelievably broken.
There are several ways to deal with screening infantry.

It's legal. It's more the matter that you suggested it as being worth anything.

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.
 
   
Made in us
Monster-Slaying Daemonhunter





Perhaps we have a miscommunication: I said some time ago, before I started defending individual units, to field a strong shooting core augmented by threatening melee.

I also have no experience with Eldar. I've seen a lot of Tyranids and Imperial Guard of varying levels of efficiency, and a whole damn lot of Space Marines, but only faced Dark Eldar once.

Slayer-Fan123 wrote:
 Inquisitor Lord Katherine wrote:
Slayer-Fan123 wrote:Did I actually read someone trying to recommend double Bolt Pistols on Vanguard?


Yes. I'm away from my index right now, and don't own the standard SM codex anyway, is that not legal?p

I don't think it's bad. They kill about 4 GEQ each phase with re-rolls, which, for 80 points isn't bad. I think 2x Bolt Pistol is better than Pistol-Chainsword. At some point the unit becomes too expensive yes?


It's legal. It's more the matter that you suggested it as being worth anything.


For 80 points, they kill about a squad of guardsmen a turn, and are an immediate concern, at least if backed up with a strong mid-range shooting presence. This isn't bad. It's not the strongest thing ever, but I think it can be used fairly successfully.

This message was edited 5 times. Last update was at 2017/12/04 23:44:55


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Legendary Master of the Chapter






Double bolt pistols would be shooting out on say a unit of 5, 10 shots followed by a charge for 11 CC attacks they both do same str same damage so say in a full turn they assuming they dont die, will be 32 attacks.

vs

pistol chain sword which would be 5 shots, 16 attacks and in the opponents turn is another 16 attacks so 37 attacks over the turn.

and pistols are effected by cover.

This message was edited 1 time. Last update was at 2017/12/04 23:42:12


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Monster-Slaying Daemonhunter





 Desubot wrote:
Double bolt pistols would be shooting out on say a unit of 5, 10 shots followed by a charge for 11 CC attacks they both do same str same damage so say in a full turn they assuming they dont die, will be 32 attacks.

vs

pistol chain sword which would be 5 shots, 16 attacks and in the opponents turn is another 16 attacks so 37 attacks over the turn.

and pistols are effected by cover.


I'm not interested in the opponent's turn, since the opponent will fall back and perforate them. There's 21 attacks either way, and 2x pistols gets 5 more than pistol-sword if it fails the charge.



Anyway, I think we passed the point of anything useful for SM@500-1000 long ago. I'm bad about rising to people.

This message was edited 1 time. Last update was at 2017/12/04 23:58:43


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Decrepit Dakkanaut




 Inquisitor Lord Katherine wrote:
 Desubot wrote:
Double bolt pistols would be shooting out on say a unit of 5, 10 shots followed by a charge for 11 CC attacks they both do same str same damage so say in a full turn they assuming they dont die, will be 32 attacks.

vs

pistol chain sword which would be 5 shots, 16 attacks and in the opponents turn is another 16 attacks so 37 attacks over the turn.

and pistols are effected by cover.


I'm not interested in the opponent's turn, since the opponent will fall back and perforate them. There's 21 attacks either way, and 2x pistols gets 5 more than pistol-sword if it fails the charge.



Anyway, I think we passed the point of anything useful for SM@500-1000 long ago. I'm bad about rising to people.

And the opponent doesn't always fall back.

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.
 
   
Made in us
Loyal Necron Lychguard





If the opponent doesn't fall back you've got bigger problems because you charged into something that beats you in CC.
   
Made in gb
Been Around the Block




So if I go black Templars, can I just use their codex but paint my army my own way, even if they look nothing like templars? Also where in the codex mentions their charge tactic as I can’t find it.
   
Made in us
Fixture of Dakka





Yes.

Your chapter can use the rules for any force it represents.

So if you go BT, then decide later you want to play BA or UM, you can change that.

One caveat is that Crusader Squads don't port over perfectly. But Boltgun Crusaders are Tacs, Chainsword Crusaders are ASM, and Neophytes are Scouts if you do change to another chapter.

Marines are Marines are Marines. A Marine with a Boltgun could be an UltraMarine, Salamander, Blood Angel, or Space Wolf or really any chapter Tac Marine. Or a CSM Marine.

If you create your own chapter (I'm a big fan of that), it's up to you how they fight. How Codex-compliant are they? Do the skuk about? Are they master craftsmen? Are they on a crusade?
   
Made in us
Locked in the Tower of Amareo




I've been playing BA models as marines with no chapter tactics, so sure.
   
Made in us
Clousseau





East Bay, Ca, US

Martel732 wrote:
I've been playing BA models as marines with no chapter tactics, so sure.


Well you're getting red thirst.

I watched a battle report the other night. It wasn't a competitive game, but a squad of Sanguinary Guard murdered a squad of Khorne Berzerkers, that fought first.

I don't think BA will ever beat Imperial Guard, but it's not like they're alone in that regard. But, I could see BA being very competitive against Eldar, and Tyranids.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Locked in the Tower of Amareo




Of course Khorne berzerkers are chumps when they don't charge. THey're just meqs. My last game, I crippled them with SCOUTS.
   
Made in us
Legendary Master of the Chapter






Martel732 wrote:
Of course Khorne berzerkers are chumps when they don't charge. THey're just meqs. My last game, I crippled them with SCOUTS.


I though he said the zerks fought first.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Locked in the Tower of Amareo




 Desubot wrote:
Martel732 wrote:
Of course Khorne berzerkers are chumps when they don't charge. THey're just meqs. My last game, I crippled them with SCOUTS.


I though he said the zerks fought first.


Oh, I misread it. Sanguinary guard are probably the last guys zerkers want to fight, I agree. All those AP 0 attacks. And they won't live to get their round 2 fighting.

This message was edited 1 time. Last update was at 2017/12/05 18:14:12


 
   
Made in us
Clousseau





East Bay, Ca, US

The Zerkers had Chain Axes, and yes they did charge. In reality the Sanguinary Guard could be good. They have high mobility and will be charging with 3D6.

But it all depends on cost. And you already know they'll be more expensive than Death Company, whatever Death Company end up costing.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
Forum Index » 40K General Discussion
Go to: