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![[Post New]](/s/i/i.gif) 2017/02/21 18:26:17
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Fresh-Faced New User
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So this is my first army. Im wondering where its weakest, with what types of units would provide biggest exploit, and how to bolster up my army to counter that.
The army:
4- 10man tactical squads (with sarge, flamer, launcher, 7 bolters) *** (May have some extra bits to change around, but no guarantee)
2- 10man devastator squads(3 lascannons, 1 launcher, 6 bolters) *** (May have some extra bits to change around, but no guarantee)
2- rhinos
3- drop pods (thinking with locator beacon) 3 drop pods ensures I get 2 on turn one?
2- centurion devastator squads (not sure my preferred load yet) may do TL lascannons and missiles. + omni scope ( NIB atm.)
2- venerable dreads(thinking tl lascannon and tl autocannon) ( NIB atm.)
3- vindicators. (in a squad for linebreaker?)
1- chapter master.(iron halo, lightning claws)
I lack a unit that fulfills assault requirements on a demi-company.
Weakness: I am thinking where this list is the weakest is against close combat/ fast attack stuff?
My rationale is if i was playing against this, Centurions or vindicators would be priority number one. While you would likely have stuff on sides of vindicators, Id be looking at getting rid of linebreaker first, centurions second, other vinds 3rd?
To do that I might be looking at the SM equivalent of multi meltas on fast attack or grav weapons, and CC weapons.
To counter weakness
a) rhinos + 2 squads can provide some cover against CC/fast attack but may not last that long depending on your (random) army.
b) I deep strike with dev squads against your CC and fast-attack
c) first pie plate and only orbital against your CC and fast attack.
d) intercept or tie up your cc/fast attack with my own cc/fast attack?
Im thinking either an assault marine squad with jump packs or a land speeder or two would complete my demi-company and offer some protection against my own armies weakness?
~Warmaster Jeffarius the Hillarious
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This message was edited 1 time. Last update was at 2017/02/21 18:26:46
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![[Post New]](/s/i/i.gif) 2017/02/21 19:24:46
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Clousseau
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Do you normally play at 2500? or are you looking to build a smaller list? For centurion devastators, this is the best place to put grav weaponry. Don't put lascannons on them, that is a waste. Generally I like to pod them, so they arrive turn 1 or are deferred if it's not advantageous, so they don't get instagibbed if you don't go first. Just remember the drop pod can't be dedicated so it will consume a FA slot. Generally I don't like space marine devastator squads; I would recommend taking advantage of the fire points in your rhinos and using smaller TAC squads. So you could, for instance, with your 2 rhinos, have 4 squads of 5 men, and take advantage of the fire points. That's what I would do, unless there was a specific reason to keep squads at 10. The Chapter Master raises questions. I'm not sure what his goal is. A chapter master with artificer armor and a stormshield - believe this only takes up 1 slot - so you could put him with your centurions, so they have a nice invuln save to block shots. If you want dreadnoughts they should go in pods in my opinion. I'm not a huge fan of codex space marine dreads. They're not as good in melee as other chapter's dreadnoughts, they're not as good in close range assault as other chapter's dreadnoughts, and if you want a long-range shooting platform, there are cheaper, more effective units really. For instance, 2 dreadnoughts with Twin-linked lascannons will hit things very reliably, but a predator has 3 lascannons for half their cost. This is my personal preference, but I wouldn't put vehicles together in a squad. Split fire is nice, and if someone deals a ton of wounds to your unit they'll spill over into the other vehicles. What chapter are you? there are some solid HQ IC choices in the codex, and some decent formations specific to successor chapters.
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This message was edited 2 times. Last update was at 2017/02/21 19:26:59
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. |
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![[Post New]](/s/i/i.gif) 2017/02/21 20:08:23
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Fully-charged Electropriest
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I think an Ork Trukk/bike spam list could give you trouble as well as some Super Heavy Vehicles/Walkers. You need more melta and less lascannons I think.
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![[Post New]](/s/i/i.gif) 2017/02/21 20:37:55
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Unhealthy Competition With Other Legions
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Are you looking on how to make this more cheesy? Or just to optimise it and make it more user friendly?
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![[Post New]](/s/i/i.gif) 2017/02/21 20:47:37
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Fresh-Faced New User
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-v10mega wrote:Are you looking on how to make this more cheesy? Or just to optimise it and make it more user friendly?
optimise/ More user-friendly Automatically Appended Next Post: Marmatag wrote:Do you normally play at 2500? or are you looking to build a smaller list?
For centurion devastators, this is the best place to put grav weaponry. Don't put lascannons on them, that is a waste. Generally I like to pod them, so they arrive turn 1 or are deferred if it's not advantageous, so they don't get instagibbed if you don't go first. Just remember the drop pod can't be dedicated so it will consume a FA slot.
Generally I don't like space marine devastator squads; I would recommend taking advantage of the fire points in your rhinos and using smaller TAC squads.
So you could, for instance, with your 2 rhinos, have 4 squads of 5 men, and take advantage of the fire points. That's what I would do, unless there was a specific reason to keep squads at 10.
The Chapter Master raises questions. I'm not sure what his goal is. A chapter master with artificer armor and a stormshield - believe this only takes up 1 slot - so you could put him with your centurions, so they have a nice invuln save to block shots.
If you want dreadnoughts they should go in pods in my opinion. I'm not a huge fan of codex space marine dreads. They're not as good in melee as other chapter's dreadnoughts, they're not as good in close range assault as other chapter's dreadnoughts, and if you want a long-range shooting platform, there are cheaper, more effective units really. For instance, 2 dreadnoughts with Twin-linked lascannons will hit things very reliably, but a predator has 3 lascannons for half their cost.
This is my personal preference, but I wouldn't put vehicles together in a squad. Split fire is nice, and if someone deals a ton of wounds to your unit they'll spill over into the other vehicles.
What chapter are you? there are some solid HQ IC choices in the codex, and some decent formations specific to successor chapters.
so Grav-cannon/ missile launcher combo on the centurions?
IM heavily considering Iron hands or imperial fists, right now im definitely in the experiment, learning to play realm and I have under $200 of Pokemon card sales to spend and that's it... for a long time...
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This message was edited 2 times. Last update was at 2017/02/21 20:59:04
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![[Post New]](/s/i/i.gif) 2017/02/21 22:15:45
Subject: How to defeat (and improve) my Space Marine Army ~2500 pts.
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Clousseau
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JeffariusHillarious wrote: -v10mega wrote:Are you looking on how to make this more cheesy? Or just to optimise it and make it more user friendly? optimise/ More user-friendly Automatically Appended Next Post: Marmatag wrote:Do you normally play at 2500? or are you looking to build a smaller list? For centurion devastators, this is the best place to put grav weaponry. Don't put lascannons on them, that is a waste. Generally I like to pod them, so they arrive turn 1 or are deferred if it's not advantageous, so they don't get instagibbed if you don't go first. Just remember the drop pod can't be dedicated so it will consume a FA slot. Generally I don't like space marine devastator squads; I would recommend taking advantage of the fire points in your rhinos and using smaller TAC squads. So you could, for instance, with your 2 rhinos, have 4 squads of 5 men, and take advantage of the fire points. That's what I would do, unless there was a specific reason to keep squads at 10. The Chapter Master raises questions. I'm not sure what his goal is. A chapter master with artificer armor and a stormshield - believe this only takes up 1 slot - so you could put him with your centurions, so they have a nice invuln save to block shots. If you want dreadnoughts they should go in pods in my opinion. I'm not a huge fan of codex space marine dreads. They're not as good in melee as other chapter's dreadnoughts, they're not as good in close range assault as other chapter's dreadnoughts, and if you want a long-range shooting platform, there are cheaper, more effective units really. For instance, 2 dreadnoughts with Twin-linked lascannons will hit things very reliably, but a predator has 3 lascannons for half their cost. This is my personal preference, but I wouldn't put vehicles together in a squad. Split fire is nice, and if someone deals a ton of wounds to your unit they'll spill over into the other vehicles. What chapter are you? there are some solid HQ IC choices in the codex, and some decent formations specific to successor chapters. so Grav-cannon/ missile launcher combo on the centurions? IM heavily considering Iron hands or imperial fists, right now im definitely in the experiment, learning to play realm and I have under $200 of Pokemon card sales to spend and that's it... for a long time... I wouldn't bother with the missile launchers. Hurricane bolters are actually solid. At rapid fire range that's 18 twin linked shots. There are ways to make these rending. If so, you will make vehicles and high toughness creatures cry. Grav is a stud on a slow & purposeful / relentless platform. Without Grav, Centurion Devastators are really not worth the price, IMO. More dice = less variance. Which means you can count on them to be fairly consistent. You can't penetrate but who cares that's only against vehicles, and vehicles die like all the time with little effort. Iron Hands are definitely the default go-to choice for a lot of people. Ubiquitous feel-no-pain, and Medusa are solid. If you do this, putting the gorgon chain on your captain is a solid choice, but may frustrate casual opponents. Some of it comes down to preference. I am not a fan of Imperial Fists, but that's just me.
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This message was edited 2 times. Last update was at 2017/02/21 22:18:03
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. |
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