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2017/05/11 17:06:49
Subject: What are your top 3 points effective units for general space marines?
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Bounding Assault Marine
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Top 3 units that give you a lot of bang for your points buck.
Cheers
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2017/05/11 18:57:09
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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Bikers.
TFC
Scouts in a storm.
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2017/05/11 21:48:20
Subject: What are your top 3 points effective units for general space marines?
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Bounding Assault Marine
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which more so, attack bikes or bike squads?
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2017/05/11 21:53:50
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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Bike squads. Especially with grav and as troops because of bike captain.
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2017/05/11 21:59:58
Subject: What are your top 3 points effective units for general space marines?
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Dakka Veteran
Colorado Springs
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2017/05/12 01:15:25
Subject: What are your top 3 points effective units for general space marines?
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Regular Dakkanaut
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Scouts in storm are arguably the most underrated thing in the codex. God I think they are useful as heck.
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8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third
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2017/05/12 01:27:53
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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Despite not playing them, I know the vanilla dex VERY well.
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2017/05/12 03:18:02
Subject: What are your top 3 points effective units for general space marines?
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Pyromaniac Hellhound Pilot
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Surprised there's no love for grav cents in a pod. Admittedly two different units but still they're a common configuration.
Tigurius? Or regular libbies with the AoD powers?
Chapter master on bike with shield eternal? Might not always kill his points back but an immovable object is an extremely useful playing piece.
TFCs are great though!
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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2017/05/12 14:41:43
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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Grav cents in a pod are powerful but not always a good value. They are also usually a suicide unit.
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2017/05/13 10:28:56
Subject: What are your top 3 points effective units for general space marines?
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Steadfast Ultramarine Sergeant
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Tsol wrote:Scouts in storm are arguably the most underrated thing in the codex. God I think they are useful as heck.
Not so much for me… Don't get me wrong, I like this unit combo, always have one Squad of Scouts w close combat weapon in LSS with Heavy Flamer. Tends to strike enemy light infantry and hordes quick. Or try keep them in reserve, and come in by out flank to grab objectives late game.
However, the LSS I brought into the game always get shot to death then followed by the Scouts before it can get to objective, or can kill more than 95pts worth of enemy light infantry. More often than not the LSS are forced to jink, and thus the firepower is silenced. And even worse, I often get it immobilized in Dangerous terrain test
Maybe it is just me, using this squad in wrong way. Maybe I should not just take only one or two? Is it only good when using in mass? I.e., 4 to 5 of them on field?
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This message was edited 1 time. Last update was at 2017/05/13 10:38:45
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2017/05/13 22:55:46
Subject: What are your top 3 points effective units for general space marines?
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Regular Dakkanaut
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Neophyte2012 wrote: Tsol wrote:Scouts in storm are arguably the most underrated thing in the codex. God I think they are useful as heck.
Not so much for me… Don't get me wrong, I like this unit combo, always have one Squad of Scouts w close combat weapon in LSS with Heavy Flamer. Tends to strike enemy light infantry and hordes quick. Or try keep them in reserve, and come in by out flank to grab objectives late game.
However, the LSS I brought into the game always get shot to death then followed by the Scouts before it can get to objective, or can kill more than 95pts worth of enemy light infantry. More often than not the LSS are forced to jink, and thus the firepower is silenced. And even worse, I often get it immobilized in Dangerous terrain test
Maybe it is just me, using this squad in wrong way. Maybe I should not just take only one or two? Is it only good when using in mass? I.e., 4 to 5 of them on field?
No you're not wrong. One of my play buddies would shoot and kill both my Land Speeder Storms first turn each game for three games in a row. He would keep asking me why I kept playing them since they always just die and aren't a threat. I told him, I think they are cool and tactically useful.
Then a game came where I went first. I flew my LLS right up to a nice row of 10 firewarriors heavy flamered them and killed the whole squad. The scounts fired their boltguns and heavy bolter into a separate squad and took out a few more causing a failed moral test. My other LSS heavy flamered and nearly outright killed a pathfinder squad, my scouts hopped out and finished them off with their pistols and where then abe to charge and assault a separate fire warrior squad which rolled poorly on its overwatch. My buddy almost conceeded victory first turn because he didn't pay attention to how he placed his units with my super fast and flexiable scouts and LLSs.
I gear up my scouts to do one of two things based on my mood and what I think I'll be fighting. Either CC (powermaul on sargent maybe a grave pistol) give the rest pistols/chainswords, or range fire, give the sargent a grav gun or a combi weapon, the rest shotgun or boltguns plus a heavy bolter.
Either way, they can often assault first turn, (if you don't infiltrate them or scout move them on enemy forward units) or you can use them as fireplatforms for the surprising amount of dakka scounts can have. Bonus points if you're imperial fists for those sweet sweet rerolls.
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8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third
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2017/05/14 12:40:02
Subject: What are your top 3 points effective units for general space marines?
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Prophetic Blood Angel Librarian
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3. Javelins with multimelta, cyclone missile laucher and 2 HK missiles.
2. Land Speeder Storm with whatever upgrades you choose.
1. Rapier Quad Mortars. Almost impossible to argue with this as #1 - 4 T7 3+ wounds, and a choice of 4 bs4 st8 ap4 tankhunting shots or 4 st5 ap5 barrage blasts. 60pts. Insane!
Honourable mentions to the Typhon, Grav Bikers, the Sicaran with Schism of Mars, Deimos Vindicator with Schism of Mars, Libararians in a Librarius Conclave and Drop Pods (when done right - eg supported).
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2017/05/14 23:06:15
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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I was thinking vanilla codex.
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2017/05/14 23:31:10
Subject: What are your top 3 points effective units for general space marines?
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Prophetic Blood Angel Librarian
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Then your list is as good as any :-). Curious if we reverse it what the bottom 3 would be...
Mine would be:
3. ?
2. Terminators with PF and SBs
1. Godhammer Landraider
Quite a few draw for 3rd imo, both other LR types, LC termis etc.
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2017/05/15 01:20:25
Subject: What are your top 3 points effective units for general space marines?
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Regular Dakkanaut
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Poly Ranger wrote:
Then your list is as good as any :-). Curious if we reverse it what the bottom 3 would be...
Mine would be:
3. ?
2. Terminators with PF and SBs
1. Godhammer Landraider
Quite a few draw for 3rd imo, both other LR types, LC termis etc.
Ill be honest and say I don't think I agree with your list there at all, until I realised I have't used a Land Raider or Termies pretty much at all in 7th...
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8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third
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2017/05/15 01:38:37
Subject: What are your top 3 points effective units for general space marines?
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Trustworthy Shas'vre
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Personally, I have always been a fan of sternguard. But then, I haven't played SM in a while.
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'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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2017/05/15 02:45:49
Subject: What are your top 3 points effective units for general space marines?
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Locked in the Tower of Amareo
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Poly Ranger wrote:
Then your list is as good as any :-). Curious if we reverse it what the bottom 3 would be...
Mine would be:
3. ?
2. Terminators with PF and SBs
1. Godhammer Landraider
Quite a few draw for 3rd imo, both other LR types, LC termis etc.
Honestly? Assault squad. Yucko.
Also, your FW list is probably better. So many battle companies that I rarely see the FW stuff anymore. If I would told 5th ed players that , they'd think I was NUTS.
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This message was edited 1 time. Last update was at 2017/05/15 02:46:39
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2017/05/15 09:55:24
Subject: What are your top 3 points effective units for general space marines?
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Prophetic Blood Angel Librarian
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I haven't noticed it as much since I stopped playing in July when I moved to China, which is about when people would have finally completed building up and painting those battle companies. The big SM build when I left was the biker builds.
Good call on ASMs - they really are terribad!
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2017/05/15 14:35:31
Subject: What are your top 3 points effective units for general space marines?
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Mekboy on Kustom Deth Kopta
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I think thunder-fire cannon is literally the best points in the current game that codex marines can take.
following that up would be a plain jane multimelta dred in a drop pod. bonus points to both if running iron hands
third would be scout bikes, 3 T5 bikes with a 3+ for 54 points cluster mines are underrated. force a dangerous terrain check might not be so bad but your opponent might not risk it and it forces them to risk it or to go around, think of it as a 20 point speed bump. take the mines and a grenade launcher for 79 points all in (yes please)
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