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![[Post New]](/s/i/i.gif) 2025/08/06 16:18:34
Subject: Epic Space Marine 2nd Edition
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Fresh-Faced New User
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Hello. I had some questions regarding Space Marine 2E. What is the worst cheese you have faced and why? What are the cheesiest armies/unit combos ? Is there actually a two card combo that wins turn one for space marines and what is it?
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This message was edited 1 time. Last update was at 2025/08/06 22:51:31
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![[Post New]](/s/i/i.gif) 2025/08/07 09:42:13
Subject: Re:Epic Space Marine 2nd Edition
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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I would say there were no out and out 'broken' units in the game, or certainly none that spring to mind. What the game did have was over or undercosted units that meant you either always or never saw them. Marine Land Raider companies, devastators, eldar Wind Rider Host etc were too cheap and the latter especially was really mobile and powerful so normally Eldar players would have at least one or possibly two.
Otherwise having a think.. Imperial Guard artillery companies (surrounded by rough rider units so they couldn't be assaulted by said wind rider host!) was really powerful..
Eldar Wave serpents were probably a bit OP, effectively making a unit immune until it launched a unit-squishing shock wave.
For Orks, I have heard of Pulsa Rokkits being banned as they could effectively immobilise half the tabletop.
Weirdboy towers on full charge are probably the single most destructive unit in the game, but have the orky thing of potentially blowing up into a mushroom cloud which can cost you the game..
Some of the Titans that came with Titan Legions (Imperator or Mega Gargant) - really those needed a counter-point on the other side, otherwise they were too powerful.
I would say army/stats wise marines were probably one of the least powerful on paper. Where they came into their own was good morale and mobility - every infantry unit effectively having their own rhino taxi was so useful late game. While their opponent was foot slogging or left an objective lightly defended they could jump in a rhino and capture it, and when games sometimes came down to one objective that could win the game.
Combos that can win the game in one turn similarly I have not really heard of - in fact the game was designed so that you can't do this. Even if you rush forward and grab all objectives on turn one, the overall win threshold requires you destroy enemy units as well - so the game requires a balance between objective grabbing and then leaving yourself exposed if you over-reach, it was really well designed (that gave the slower but more powerful armies, like Imperial Guard, a good chance against the more mobile armies like marines or Eldar).
Anyway sorry went on a bit there! Great idea for a topic, will see what others will say I am interested to find out.
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![[Post New]](/s/i/i.gif) 2025/08/07 10:00:23
Subject: Epic Space Marine 2nd Edition
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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I honestly don’t recall feeling anything was inherently unfair.
Granted, we were horrific smelly teenagers, and not exactly playing to a high degree of skill.
What I think helped was whilst engrossing, the game was mechanically pretty simple. The subtlety and skill came from deployment, orders, and for a quick win, hogging the objectives with the strategic knacking of enemy units to tip you over the VP line.
Also, most armies had unique interactions with the base rules to give them their own flavour. Marines didn’t have to worry about chain of command, allowing them to be super reactive and rewarding investment in transports.
Imperial Guard had mental firepower, but if I could break your chain of command, you could only assign Advance orders.
Eldar, near a Warlock, could assign Orders after I’d revealed mine. In the hands of a skilled player, that was a massive advantage.
Orks were difficult to bag victory points against. That’s because the Support Cards added to the Company Card, meaning I was trying to score VPs off a single large blob of units, rather than nibbling away at say, a squadron of Predators here, a squad of Assaulr Marines there.
Squats and Tyranids I have the rules for, but never played with or against so have no immediate knowledge of their perks.
Maybe Pacific and I can dust off our original rules and do an exhibition match at Bac-Con 2?
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![[Post New]](/s/i/i.gif) 2025/08/08 19:15:51
Subject: Epic Space Marine 2nd Edition
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Jinking Ravenwing Land Speeder Pilot
Wrexham, North Wales
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I remember my regular opponent using large numbers of Wave Serpents racing out to the edges of his deployment zone and launching the waves across the table to affect most of the army in the centre, but then I had load of regenerating trolls and bloodletters, and any weapon that required putting down a piece of cardboard would ruin a Eldar Titan's day, so it all balanced out in the end.
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![[Post New]](/s/i/i.gif) 2025/08/13 18:28:04
Subject: Re:Epic Space Marine 2nd Edition
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Fresh-Faced New User
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I am going to be playing chaos regardless. Unfortunately I hear that they are among the weakest. Supposedly the power gap isnt massive Tyranids are my second choice amy and I dont see a lot about them but not being able to claim objectives seems harsh.
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![[Post New]](/s/i/i.gif) 2025/08/14 08:17:41
Subject: Epic Space Marine 2nd Edition
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Witch Hunter in the Shadows
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It has been a _looong_ time, but the largest cheese that i recall was the warlord titan formation with corvus assault pods, plasma weapons, and fire control centres.
1500pts. Three warlords each with around the firepower of a reaver and 30 bases of free terminators that didn't grant VPs when killed.
Not a turn 1 winner but decidedly anti-casual.
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![[Post New]](/s/i/i.gif) 2025/08/20 22:31:39
Subject: Epic Space Marine 2nd Edition
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Ultramarine Chaplain with Hate to Spare
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Is Space Marine II different than Titan Legions? I remember a barrage missile launcher that could fire off all its shots at once, and that seemed stupid good.
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