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				<title>Understanding Marines</title>
				<description><![CDATA[ I'd like to get a little discussion going about Marines in general, because I've been having a hard time wrapping my head around them to make workable lists. Marines(and chaos marines to some extent) are a very versentile list, you can make a lot out of them but that also gives you the potential to screw up a lot, I've noticed from first hand experience. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: With 5 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices and too many special characters to count, I've had a real hard time picking a good <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice. The special characters make your army more unique and focused, Vulkan being great if you want to drop pod / deepstrike a lot of flamers and meltas, Pedro for loads of Sternguard, and such on. My bigest problem is that I don't know what leader to put in what squad, as all of them benifits greatly from geting into close range / close combat.<br /> <br /> The regular Captain and Chapter Master are melée monsters, I tend to give them expensive close combat weapons, such a twin lightning-claws or power fists. I often think a regular Power Sword are wasted on them, since they won't be able to take down anything nasty. Since they are so good to hold their own, I usually put them in a tactical or sternguard squad that rolls forward in a rhino or drop pod, to either to just detach and charge out of, or support a friendly charge. I'm not sure how good Command Squads / Honour Guards are, but I tend to favour more scoring units over them. Anybody can comment on these?<br /> <br /> Chaplains seem to go best by joining already powerful melée squads, to make them even more deadlier. He seems to go very well with Vanguard Veterans, Assault Marines or Assault Terminators.<br /> <br /> The Librarian and the Master of the Forge is definetly the most shooty of the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, though I've yet to found way to use Conversion Beamer. <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> seems best alone, but he tends to get lascannon/railgun sniped. Not entirely sure about the Psychic Powers either, the flamer power and Strength of the Ancients is definetly good if you are going for a fast attack(jumpjets, rhino or droppod I suppose) aproach. Not entirely sure about Quickening, that seems like a last ditch power you use if you realize his squad wont reach assault range, and you detach him to charge in solo. Librarians seems to be best on quick assault though, either joining a drop pod or assault marines, for some Avenger or Smite goodness. Would an Epistolary with Smite(the ap2 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 assault 4 power) and the flamer power in a drop pod be a good combination, perhaps with a tactical squad?<br /> <br /> Troops:<br /> <br /> Well, the most bland of marines are also the most important, with 5th edition scoring unit rules. I try to keep two squads of tacticals in any 1000 list, and try to fill out the gap with a scout squad. In 1500-2000 I usually bring three or four tactical squads. <br /> <br /> The Tactical Squads themselves, I never know what to do with. Give them a heavy weapon and they need to stand still.Lascanons are great, but you waste the other 9 bolters firing at one tank. Is it worth it? Missile Launchers are pretty versentile, but not very powerful. It lets them take down vehicles if no better target presents itself. Would you favour it over lascans? Plasma cannons are pretty nice, and I favour heavy bolters over autocannons because of the extra shot. I've never seen a good use for multi-melta, although I've heard of tactics where you put them in a rhino, disembarking on the other side of the rhino and using it to block line of sight for a turn. I almost always put a plasma gun in a tactical squad that fields heavy weapon. How good really is puting a tactical squad with a flamer or a melta(I wish you could have both) in a drop pod or rhino, for some close ranged assault, barring the use of joining Independent Character. As for the Sergeant, I don't usually give him any special weapons, I might equip him with a chainsword if I send in a meltasquad. Is giving him a power sword at least a good investment?<br /> Mostly I like using my tactical squads as stationary firebases, but I have seen some pretty good mechanised tactics, with full-rhino equiped tactical squads, to get into rapid fire range. Unsure about these also.<br /> <br /> Scouts seems a bit iffy, I've yet to had any good experience with them. Snipers seem nice in theory, but hardly ever lives up to their name, with a 25% chance to score a wound, and around 10% chance to score a rending one. Mostly they seem only to serve as cannon fodder, or holding objectives. They're nice to have in 'hold' matches, but I rue them when I get kill point matches. Has anyone had any experience with shotgun/combat blade scouts in landspeeder storms?<br /> <br /> Further thoughts: Are Vanguard Vets worth it, their heroic intervention being quite risky. Is it worth deepstriking Assault Marines? All my tactics with deepstriking assault infantry has been blast weapons to the face. Could ditching jetpacks and going for a free drop pod be anything?<br /> <br /> As for Terminators, to me they seem sometimes too easy to kill. They will soak small arms fire, while they rain back stormbolters and missiles(or <span class="glossaryitem" onmouseover='gp(5);'>AC</span>). Enough small arms fire will bring them to their knees, and there are plenty of AP2 weapons that will make you sadface. Assault Terminators with Thunder hammers are pretty neat, though I'm uncertain about deepstriking them, and a Land Raider is in my opinions too much points spent in one squad/vehicle.<br /> <br /> How would you judge Marines antitank capacities? A recent favourite of mine are a squad of 10 devastators, 2 missile launchers, 1 lascannon and 1 plasma cannon. Then combat squad them into two, the lascanon geting the signum and hunts tanks, while the other is for infantry/versentility. How well does Predetors with 3 lascannons work, or dreadnaughts with lascanons or multimeltas? <br /> <br /> Hope we can get a little discussion going about how to best use the Space marines forces!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 14:31:59]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Marines' strength in anti-tank lies not in their Heavy Support slots, but in their Fast Attack.  Attack Bikes and Land Speeders with multi meltas are some of the most reliable anti-tank in the game for their points cost, and are one of the biggest strengths of the Marine list.<br /> <br /> I've never thought of a list where Vanguard Vets were anything but a weakness.<br /> <br /> Assault terminators with thunder hammers are just as vulnerable to small arms fire as shooty terminators are.  Shooty terminators should be deep striked, assault terminators should be run in a land raider, unless you have another specific role for them to be played in your list.<br /> <br /> What makes tactical squads most worthwhile is the Combat Squads rule.  That way you don't have to have 9 short range marines with one long rage weapons, you split them up to be more effective at their given roles.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 14:50:35]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Deep Striking Landspeeders with multimeltas or Typhon Missile Launchers can be pretty nasty, right? Are they best to take as one or two alone, or have in squads of three?<br /> <br /> Also, nothing wrong with Devastators or Predators for anti-tank, is there? Or are those best kept for anti-infantry? I've actually never tried out an autocannon/heavy bolter predator before, though seems vindicator does that job a lot better.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 15:09:51]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Lascannons suck at anti-tank in 5th ed, especially compared to multimeltas that you can get for much cheaper, without using valuable heavy slots.<br /> <br /> For 85 points, I love the <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> pred.  The vindicator makes your strategy much more predictable, because of its very short range, and also, it is easily neutralized by any immobilized/weapon destroyed results.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 15:25:30]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ What change made lascannons suck / multimeltas better in 5th edition? I can't recall any change to the weapons actual rule...<br /> <br /> There are very few times if I play under 2000p where I actually fill out all the slots, unless I'm taking something like 3 landspeeders or 3 unsquaded attack bikes. <br /> <br /> Though I suppose 3 heavy slots could easily be filled with a cheap <span class="glossaryitem" onmouseover='gp(5);'>AC</span> predator, Whirlwind and Thunderfire Cannon.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 16:03:38]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Good <span class="glossaryitem" onmouseover='gp(482);'>AT</span> can be had by Droppodding dreads with multi-meltas or <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with meltas, especially using the Drop Pod Assault rule.<br /> <br /> EDIT:<br /> <br /> The vehicle damage charts have changed, meaning you (under most circumstances) can't destroy a vehicle with a glancing hit.  However, a melta (being AP1) gets a +1 to the damage chart, so can destroy a vehicle on a glancing hit.  A melta also gets a much better chance to penetrate up close, obviously, and is usually cheaper than a lacannon.  That's the difference.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 16:09:07]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Whirlwinds seem to perform better in batteries of 2-3. Not a big fan of the thunderfire. <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> preds are great cheap dakka and <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/las isn't bad <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. With combat squads, <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> aren't bad- take 2 of 1 weapon and 2 of another and split into two weapon squads- it's like the old 6 man las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span>.<br /> <br /> I wouldn't say las sucks as <span class="glossaryitem" onmouseover='gp(482);'>AT</span> at all- but <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is better (though shorter range). Bikes and speeders are great, fast but fragile platforms for them. Podded <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> dreads are also great fun! Vulkan really makes this stuff shine.<br /> <br /> Assault termies are also really mean with Shrike's fleet.<br /> <br /> The reason you are having problems using the conversion beamer is because it sucks. Libs are very cool when gating your squads around or forcing daemons and assault terms to reroll invulns.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 16:13:08]]> GMT</pubDate>
				<author><![CDATA[ jmurph]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ There are some great tactical articles you should read at the Bolter and Chainsword, including Warp Angels Killhammer principles.<br /> <br /> I can't even begin to break down how many questions you have there, but I can say this:  Codex:  Space Marines is a very streamlined toolbox.  Which tool you need, and in what strengths/combinations will depend on your regular enemies.  Making an effective all-rounder list can be done in dozens of ways, considering the Marine unit tendancy to be capable of multiple roles.<br /> <br /> For instance, the basic Assault Squad can be made a horde killer with Lightning Claws x 2 (or <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, Combi-Flamer), Flamer x 2.  It can also be kitted out to deal with Monsterous Creatures, and the occational vehicle with Thunderhammer, Plasma Pistol x2.  Both will always benifit greatly from attaching a Jump Chaplain, but in the latter configuration, you'll want to give him Melta Bombs.<br /> <br /> I don't know if it's B&C or not, but I've seen at least a couple articles that tried to cover C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> unit-by-unit.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 17:47:37]]> GMT</pubDate>
				<author><![CDATA[ GeneralRetreat]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ I am not familiar with the Bolter & Chainsword website, could I ask for you to point me in the direction of these guides?]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 23:05:11]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Giant Moth wrote:</cite>Deep Striking Landspeeders with multimeltas or Typhon Missile Launchers can be pretty nasty, right? Are they best to take as one or two alone, or have in squads of three?<br /> <br /> Also, nothing wrong with Devastators or Predators for anti-tank, is there? Or are those best kept for anti-infantry? I've actually never tried out an autocannon/heavy bolter predator before, though seems vindicator does that job a lot better.</div></blockquote><br /> <br /> How is this good? When deepstriking vehicles, they count as moving at cruising speed. So no shooting the turn they drop.]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 05:17:47]]> GMT</pubDate>
				<author><![CDATA[ Old Man Ultramarine]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Old Man Ultramarine wrote:</cite>How is this good? When deepstriking vehicles, they count as moving at cruising speed. So no shooting the turn they drop.</div></blockquote>Unless, of course, that vehicles happens to be Fast. Land speeders are Fast vehicles, so they'll be able to fire one main weapon apiece after deep striking. ]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 05:32:33]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <a href="http://www.bolterandchainsword.com/index.php?act=SF&s=&f=98" target="_new" rel="nofollow">http://www.bolterandchainsword.com/index.php?act=<span class="glossaryitem" onmouseover='gp(642);'>SF</span>&s=&f=98</a>]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 08:53:14]]> GMT</pubDate>
				<author><![CDATA[ GeneralRetreat]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ All the info here is strong.<br /> <br /> keep in mind all (almost) units in a codex have a purpose. The effectiveness has more to do with the synergy of your army list then its effectiveness as a stand alone unit.<br /> <br /> try to find a style of play you enjoy or a fluffy aspect to hold on to and then mathhammer or min/max the crap out of it and see what pops out<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> i will be attempting a Vanguard counter assault unit in my next game which won't be for a while. I'll let people know how they do defending my <span class="glossaryitem" onmouseover='gp(29);'>devs</span>]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 16:00:41]]> GMT</pubDate>
				<author><![CDATA[ Deuce11]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ On the subject of Librarian powers, Null-zone is a must take in almost every circumstance. I really like avenger, but I run a Drop Pod army so it comes in far more useful than anything else.<br /> <br /> <br /> <br /> My standard 10 man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads are:<br /> <br />  1 melta, 1 Combi-melta, 1 Multi-melta in a Drop pod<br /> <br /> Or <br /> <br /> 1 Flamer, 1 Combi-flamer, 1 Missile Launcher in a drop pod<br /> <br /> I split them in groups when not playing for <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> leaving the Heavy weapon and 4 bolters to guard the landing site (usually a capture point)<br /> <br /> <br /> <br /> <br /> <br /> I have to agree with the others in saying <span class="glossaryitem" onmouseover='gp(80);'>LC</span> are overpriced in 5th ed, <span class="glossaryitem" onmouseover='gp(330);'>MM</span> will server you better in almost every case. (monolith being the exception)]]></description>
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				<pubDate><![CDATA[Tue, 14 Apr 2009 16:26:08]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>Re:Understanding Marines</title>
				<description><![CDATA[ I'm thinking of geting Land Speeders or two with a Typhon Missile Launcher and a heavy bolter. This seems like a very decent tankhunting weapon, especially since it has great range. The multimelta landspeeder seems nice, but it's going to be a one-shot weapon. Next turn, your enemy will kill you by turning any infantry squad on you(barring guardsmen without heavy weapons). I do not much one-shot things like drop poding multimelta dreads at first round or likewise. It seems rather unfluffy.<br /> <br /> A bike-squad with combi-meltas or a multi-melta on the other hand... I'm thinking combine with a biker captain, and get a nice troop choice as well.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 01:27:39]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ The Typhoon/Heavybolter combo is very, very strong.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 01:31:41]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Bikes with meltas are a great idea, especially now that they can all use the jet boost to get an invuln save, meaning that even <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> won't get the easy kill as you swoop in.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 02:38:37]]> GMT</pubDate>
				<author><![CDATA[ Mad Rabbit]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ The trick for a <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> w/ conversion beam is to stick him on a bike.  Now he can stay at long range so he can drop that s10 ap1 blat.  <br /> <br />  The big thing with stock <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is that <span class="glossaryitem" onmouseover='gp(119);'>SM</span> will lose every time in assaults with a dedicated assualt and lose in shooting vs dedicated shooting units.  But on the flip side they will tear up shooty units in assaualt and assault units in shooting. As long as you remember that you can have a good shot vs people.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 03:48:54]]> GMT</pubDate>
				<author><![CDATA[ Backno]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>The Typhoon/Heavybolter combo is very, very strong.</div></blockquote><br /> <br /> Would you recomend deep strikes, outflank, or field at start?<br /> <br /> <blockquote><div><cite>Backno wrote:</cite>The trick for a <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> w/ conversion beam is to stick him on a bike.  Now he can stay at long range so he can drop that s10 ap1 blat.  <br /> <br />  The big thing with stock <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is that <span class="glossaryitem" onmouseover='gp(119);'>SM</span> will lose every time in assaults with a dedicated assualt and lose in shooting vs dedicated shooting units.  But on the flip side they will tear up shooty units in assaualt and assault units in shooting. As long as you remember that you can have a good shot vs people.</div></blockquote><br /> <br /> That's why I like regular combat tactics a lot, you can make sure to withdraw with your space marines when the need arises. For example, I once ordered a tactical squad to autofail the morale check they recieved when a squad of Berzerks killed a few of them with a pistol salvo, making them fall back far enough to be out of charge range. The other combat tactics are pretty darn good too, but I really like the Ultramrines one. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 14:12:33]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ RE: Deep strike, outflank, or on the table.<br /> <br /> It depends on a few factors. Also, since only <span class="glossaryitem" onmouseover='gp(456);'>LS</span> Storms can outflank, you can toss that out of your toolbox immediately.<br /> <br /> Are you going first?  Does your opponent have a high-priority target on the field that you need those 48" missiles to take out ASAP?  Does your opponent have weapons that can reach your speeders?  Generally, I think that typhoons are best to start on the table if you're going second, and putting into reserves if you're going first, because that way you have better range control.  If your opponent has super-important vehicles with rear armor 10, consider deepstriking.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 15:10:00]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Very good posts here. A small addition about vanguard vets: A Locator Beacon makes them much less random. <br /> <br /> And a general idea with marines, don't be afraid to improvise. The high stats and good save is pretty forgiving if you feel like charging something with your devastators.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 15:59:17]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ here is a fun(ny) trick I pulled off:<br /> <br /> Charged an ironclad dreadnought with the 9 guys I had left in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad. It killed 3 marines over 2 rounds of combat. Then I auto failed the moral check so the melta gun in my other <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad could run up and try to gib the ironclad.  By losing 3 marines I preveted the squad eating an assault cannon, a missile launcher, a 50" conversion beam, AND protected the malta marine from getting charged/gibbed.]]></description>
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				<pubDate><![CDATA[Wed, 15 Apr 2009 20:55:51]]> GMT</pubDate>
				<author><![CDATA[ Backno]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ I recently tried a shrike army at a tourney and had quite a bit of sucess.  I used shrike with a vanguard squad with a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, 2PW, 1 Relic Blade and 3 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>.  2 people started completely in reserve, but due to the speed of the vanguard and the other 2 assault squads I was able to catch up to them when they came in.  The third game shrikes squad charged a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad 1st turn and wiped 3 total <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads before being taken down. <br /> <br /> I also had 3 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with meltas and lascannons and a podding sternguard squad in 1850.  The fleet move is pretty solid and even helps <span class="glossaryitem" onmouseover='gp(167);'>tac</span> combat squads while the lascannon half sits back.  <br /> <br /> The vanguard are expensive but with the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> they are pretty surviveable and if the opponent starts on the board they are almost always get a first turn charge.]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 01:49:51]]> GMT</pubDate>
				<author><![CDATA[ amenzer]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Has anyone had any good experience with land speeder storm? It seems like a very sound tactical choice, being able to charge something relatively weak(like a thunderfire cannon, or lascannon team) on round 1. Equip with combat blade, and add a power weapon on the sergeant, and they can do some real damage!<br /> <br /> I'm also curious what peoples thoughts are on Honour Guard. Overpriced and overglorified tactical marines, or worth it? And is it worth fielding a command squad with a captain, perhaps even puting them on bikes, or in a rhino? Sounds potentialy as annoying as nob bikers, except with only 1 wound. ]]></description>
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				<pubDate><![CDATA[Mon, 4 May 2009 19:14:40]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Giant Moth wrote:</cite>Has anyone had any good experience with land speeder storm? It seems like a very sound tactical choice, being able to charge something relatively weak(like a thunderfire cannon, or lascannon team) on round 1. Equip with combat blade, and add a power weapon on the sergeant, and they can do some real damage!<br /> <br /> I'm also curious what peoples thoughts are on Honour Guard. Overpriced and overglorified tactical marines, or worth it? And is it worth fielding a command squad with a captain, perhaps even puting them on bikes, or in a rhino? Sounds potentialy as annoying as nob bikers, except with only 1 wound. </div></blockquote><br /> <br /> Honor gaurd are exspensive marines that you can equip with lots of stuff to make a melee super-star unit.<br /> <br /> Command squads are awesome because of how flexible they can be.  Take a champion + the capt + storm bolters on the other vets = good assault/counter assault unit.  Giving all 4 vets plasma guns and a razorback is pure awesome vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, and thanks to the apothacary you have a ~3% chance of your guy cooking himself. ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 00:11:05]]> GMT</pubDate>
				<author><![CDATA[ Backno]]></author>
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			<item>
				<title>Re:Understanding Marines</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see some good anti-imp guard tactics. I went up against a imp guard this past week in a regular 6000 point game, and his tanks (all 23 and 2 baneblades) ripped me to shreds. Is there a decent tactic out there for getting behind the iron curtain? The only point I started doing any real damage was when my landspeeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> got behind his lines, and I was able to take a few tanks down, but that was turn 3, and by then half my army was gone from the overkill of shots each turn. Terminators didnt do much better, as they could not deep strike anywhere near the tanks (It was shoulder to shoulder tanks on the damn field).  ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 01:07:43]]> GMT</pubDate>
				<author><![CDATA[ combatmedic]]></author>
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			<item>
				<title>Re:Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>combatmedic wrote:</cite><span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see some good anti-imp guard tactics. I went up against a imp guard this past week in a regular 6000 point game, and his tanks (all 23 and 2 baneblades) ripped me to shreds. Is there a decent tactic out there for getting behind the iron curtain? The only point I started doing any real damage was when my landspeeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> got behind his lines, and I was able to take a few tanks down, but that was turn 3, and by then half my army was gone from the overkill of shots each turn. Terminators didnt do much better, as they could not deep strike anywhere near the tanks (It was shoulder to shoulder tanks on the damn field).  </div></blockquote><br /> <br /> And this is why you shouldn't play 6000 points without using Apocalypse rules.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 01:55:54]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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			<item>
				<title>Understanding Marines</title>
				<description><![CDATA[ Marines suck now compared to the previous codex. You could spam assault cannons like nobody's business and the&nbsp;librarian was a god...<br /> <br /> Two terminator command squads for a total of four assault cannons plus three elite squads of terminator for a plus total of six more assault cannons plus up to nine landspeeders with a plus total of nine more landspeeders... 19 assault cannons total. Now throw in the previous rendition of Captain Lysander with deep striking landspeeders when they could still shoot the turn they arrived from reserve. That was about as sick as you could get for Marines and no Marine army today could hold a match stick to that. So why even bother now when it comes to vanilla Marines?<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 04:06:36]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ There has been some nice bonuses to the current edition: like storm shields. Yay invulnerable saves!]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 04:26:44]]> GMT</pubDate>
				<author><![CDATA[ FoxPhoenix135]]></author>
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				<title>Re:Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>combatmedic wrote:</cite><span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see some good anti-imp guard tactics. I went up against a imp guard this past week in a <b>regular 6000 point game, and his tanks (all 23 and 2 baneblades</b>) ripped me to shreds. Is there a decent tactic out there for getting behind the iron curtain? The only point I started doing any real damage was when my landspeeders with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> got behind his lines, and I was able to take a few tanks down, but that was turn 3, and by then half my army was gone from the overkill of shots each turn. Terminators didnt do much better, as they could not deep strike anywhere near the tanks (It was shoulder to shoulder tanks on the damn field).  </div></blockquote><br /> <br /> <br /> Thats your problem right there.  The rules for basic <span class="glossaryitem" onmouseover='gp(3);'>40K</span> cap out at 3k...and even at that point with some armies it just gets absurd.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 04:46:51]]> GMT</pubDate>
				<author><![CDATA[ Backno]]></author>
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			<item>
				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>Marines suck now compared to the previous codex. You could spam assault cannons like nobody's business and the&nbsp;librarian was a god...<br /> <br /> Two terminator command squads for a total of four assault cannons plus three elite squads of terminator for a plus total of six more assault cannons plus up to nine landspeeders with a plus total of nine more landspeeders... 19 assault cannons total. Now throw in the previous rendition of Captain Lysander with deep striking landspeeders when they could still shoot the turn they arrived from reserve. That was about as sick as you could get for Marines and no Marine army today could hold a match stick to that. So why even bother now when it comes to vanilla Marines?<br /> <br /> G</div></blockquote><br /> <br /> Say what? Landspeeders can still fire the turn they arrive from reserve. The rules state that vehicles arriving from reserve is moving at cruising speed. Fast vehicles can fire 1 weapon when moving at cruising speed(12" or under).<br /> <br /> Some of the more cheesy combinations have been removed, yes. Some have been buffed, like terminators with their new storm shields, and the rules for the Typhon and Cyclone missile launcher has also been improved. The regular marines are also better, with the new and improved <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>. Some of the chaptert tactics you can get is very handy(regular) to outright sick(Salamander).]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 22:14:37]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Giant Moth wrote:</cite> The regular marines are also better, with the new and improved <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>. Some of the chaptert tactics you can get is very handy(regular) to outright sick(Salamander).</div></blockquote><br /> <br /> How is <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> better?  It seems like it's the same to me.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 23:50:42]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ I think personally peoplearestill in a 4th edition mindset when it applies to  marines]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 03:39:08]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Marines can do lots of things, but are never the best at any of it. They allow you to build an army that does what you want. There is nothing wrong going with a themed army, but from what I'm seeing there are only a couple highly competitive tournament builds at 1500-2000 points. However I'll give an explanation of some things you can do with a codex. <br /> <br /> Want an entire first turn assault based army? Get shrike with Vanguard and then infiltrate 6 units of hand to hand scouts. Of course if you draw turn 2 you'll be in for a fight. <br /> <br /> You can run an entire army on bikes, but then that limits you to 3+ saves & reduces model count. <br /> <br /> You can go with a gunline with a master of the forge & all ranged weapons (if only there was a way to get 6 predators in one list, or even 3 thunderfires & three predators.), but guard can outgun you. <br /> <br /> Things like allied mystics, master of the fleet, and even good ol kill points makes a full drop poding army less viable. <br /> <br /> Duel Lash, Psychic Choir, & guided war walkers make an entire footslogging army cry. <br /> <br /> So how do you create the most competitive lists in space marines? Here is how: <br /> <br /> 1. Mechanize everything you can. In general everything should have a transport. If you don't Lash & the Choir will make life very hard. This also means that camo scout squads might not be as effective as they once were. <br /> <br /> 2. Make sure you have a librarian in your force with null zone. A chance to stop psychic powers? YES PLEASE! Making an enemy reroll invu saves? YES PLEASE! I love watching a jet bike seer council fail to get fortuned and then get assaulted by assault terminators. <br /> <br /> 3. Melta is your friend! The more games I play the more I'm convinced that the multi melta is the best weapon for space marines. That being said, drop poding sternguard with combi meltas aren’t a bad option either. Where else will you get AP1 with <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> armor penetration once you are close? AP1 means your chances of destroying a vehicle just went from 33% to 50% on a pen and from 0% to 16% on a glance! With a multi melta you need to be within 12 inches. Every easy to do with Attack Bikes, land Speeders, and even Land raider Crusaders/Redeemers. <br /> <br /> 4. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads are expensive. At 205 min for a fully functional <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (mounted in a rhino with weapons options) you can't really afford to have too many in your force. Combat squading helps this. Remember that a 5 man combat squad in a land raider can hold an objective just as well as a 10 man squad. I almost never run more then 2 full <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in anything less then 2000 points. I have never yet run out of scoring units needed to win a game doing this. If you are afraid a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad will get killed early then you can leave it in reserve, if you build your list correctly those 8 extra bolter shots won't be needed. <br /> <br /> 5. You need some range & you need some <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads (in a rhino) with a plasma cannon or lascanon can kill things at range. Thunderfires can kill things at range. Predators can kill things at range. Vindicators took a hit with no longer being able to get <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> but can still be effective. Orbital bombardment can kill LOTS of things at range. However you also need something that can hold their own in assault. Dreadnoughts & Assault terminators (with storm shields) tend to be the best at this. <br /> <br /> 6. Land raiders are a must. If you are playing 1500+ points you should be fielding at least one land raider variant. The regular land raiders work best when loaded with a scoring unit and can sit back and open fire across the field. The Crusader and Redeemer work best when you put your Hand to Hand unit inside and rush it towards the lines. Extra armor is almost a must have for these. Once it has dropped off it's cargo it can keep fighting and maybe even pick up a unit to make it scoring (from a late turn drop poded <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, outflanking scout squad, or rhino that had been following). <br /> <br /> 7. Synergy. I've always loved the phrase from Transformers The Movie: "First we crack the shell, then we crack the nuts inside!" You use your Melta/Demolisher/Lascannon to open up the transports then you have you <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> unit assault it or your long range dakka (preds/Thunderfire) open fire. <br /> <br /> Pedro allows you to take highly effective sternguard who can score and helps everything around him in assault. That plus the Orbital bombardment is a pretty good deal for 175. <br /> <br /> Vulkan means that your meltas got that much better, plus he & assault terminators make one hell of a <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> unit. Oh and now you can twin link flamers & heavy flamer s for more anti horde stuff. <br /> <br /> Hope that helps!<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 19:38:40]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Hollismason wrote:</cite>I think personally peoplearestill in a 4th edition mindset when it applies to  marines</div></blockquote><br /> <br /> I had a break from miniatures during the years that 4th edition existed. I played a lot during 1st to 3rd, and have started again this winter, so I havn't really read either the 4th ed marine codex or rulebook. Do you think you could enlighten me to how marines were supposed to be played then, and how that changed with 5th edition? I have gathered that the 4th ed ability to assault out of all sorts of transports and that sweeping advances could bring you into another assault gave rise to the Rhino Rush army, but apart from that I don't know much.]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 21:20:04]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
			</item>
			<item>
				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>asugradinwa wrote:</cite>Marines can do lots of things, but are never the best at any of it. They allow you to build an army that does what you want. There is nothing wrong going with a themed army, but from what I'm seeing there are only a couple highly competitive tournament builds at 1500-2000 points. However I'll give an explanation of some things you can do with a codex. <br /> <br /> Want an entire first turn assault based army? Get shrike with Vanguard and then infiltrate 6 units of hand to hand scouts. Of course if you draw turn 2 you'll be in for a fight. <br /> <br /> You can run an entire army on bikes, but then that limits you to 3+ saves & reduces model count. <br /> <br /> You can go with a gunline with a master of the forge & all ranged weapons (if only there was a way to get 6 predators in one list, or even 3 thunderfires & three predators.), but guard can outgun you. <br /> <br /> Things like allied mystics, master of the fleet, and even good ol kill points makes a full drop poding army less viable. <br /> <br /> Duel Lash, Psychic Choir, & guided war walkers make an entire footslogging army cry. <br /> <br /> So how do you create the most competitive lists in space marines? Here is how: <br /> <br /> 1. Mechanize everything you can. In general everything should have a transport. If you don't Lash & the Choir will make life very hard. This also means that camo scout squads might not be as effective as they once were. <br /> <br /> 2. Make sure you have a librarian in your force with null zone. A chance to stop psychic powers? YES PLEASE! Making an enemy reroll invu saves? YES PLEASE! I love watching a jet bike seer council fail to get fortuned and then get assaulted by assault terminators. <br /> <br /> 3. Melta is your friend! The more games I play the more I'm convinced that the multi melta is the best weapon for space marines. That being said, drop poding sternguard with combi meltas aren’t a bad option either. Where else will you get AP1 with <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> armor penetration once you are close? AP1 means your chances of destroying a vehicle just went from 33% to 50% on a pen and from 0% to 16% on a glance! With a multi melta you need to be within 12 inches. Every easy to do with Attack Bikes, land Speeders, and even Land raider Crusaders/Redeemers. <br /> <br /> 4. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads are expensive. At 205 min for a fully functional <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (mounted in a rhino with weapons options) you can't really afford to have too many in your force. Combat squading helps this. Remember that a 5 man combat squad in a land raider can hold an objective just as well as a 10 man squad. I almost never run more then 2 full <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in anything less then 2000 points. I have never yet run out of scoring units needed to win a game doing this. If you are afraid a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad will get killed early then you can leave it in reserve, if you build your list correctly those 8 extra bolter shots won't be needed. <br /> <br /> 5. You need some range & you need some <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads (in a rhino) with a plasma cannon or lascanon can kill things at range. Thunderfires can kill things at range. Predators can kill things at range. Vindicators took a hit with no longer being able to get <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> but can still be effective. Orbital bombardment can kill LOTS of things at range. However you also need something that can hold their own in assault. Dreadnoughts & Assault terminators (with storm shields) tend to be the best at this. <br /> <br /> 6. Land raiders are a must. If you are playing 1500+ points you should be fielding at least one land raider variant. The regular land raiders work best when loaded with a scoring unit and can sit back and open fire across the field. The Crusader and Redeemer work best when you put your Hand to Hand unit inside and rush it towards the lines. Extra armor is almost a must have for these. Once it has dropped off it's cargo it can keep fighting and maybe even pick up a unit to make it scoring (from a late turn drop poded <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, outflanking scout squad, or rhino that had been following). <br /> <br /> 7. Synergy. I've always loved the phrase from Transformers The Movie: "First we crack the shell, then we crack the nuts inside!" You use your Melta/Demolisher/Lascannon to open up the transports then you have you <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> unit assault it or your long range dakka (preds/Thunderfire) open fire. <br /> <br /> Pedro allows you to take highly effective sternguard who can score and helps everything around him in assault. That plus the Orbital bombardment is a pretty good deal for 175. <br /> <br /> Vulkan means that your meltas got that much better, plus he & assault terminators make one hell of a <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> unit. Oh and now you can twin link flamers & heavy flamer s for more anti horde stuff. <br /> <br /> Hope that helps!<br /> </div></blockquote><br /> <br /> I think you have a lot of good points in there...not sure I agree with all the MUSTS you have listed but a lot of good advice there.  Assault Terminators are the only MUST have in my book, and if you play Kayvaan then you will know the joy of the fleeting Terminator...and oh what a joy it is!! ]]></description>
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				<pubDate><![CDATA[Fri, 8 May 2009 00:21:34]]> GMT</pubDate>
				<author><![CDATA[ anjinson]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Ealier there was a question about land speeder storms.  I actually used to use them but haven't for a while.  However after playing a few games against a very good Space Marine Player I've decided to copy one of his ideas and try out a storm with a 5 man combat blade/Powerfist/Combi Melta scout squad.<br /> <br /> 1st turn scout means it can get within 12 inches, with the storm or outflank if you are going 2nd.<br /> <br /> The squad jumps out and can melta or assault.  Usually my land speeder storms have heavy flamers but I might as well try a multimelta (that and I had 5 points leftover when I created a 2000 point army)]]></description>
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				<pubDate><![CDATA[Fri, 8 May 2009 00:36:31]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ I find that pairing a sniper squad w/ camo cloaks ad a TF in the same ruin works pretty well. Because of bolster defense, the TF gets a 3+ cover save and the scouts get a 2+ cover save. Also the sniper squad can pick off any leftover models after the TF fires or it can weaken a unit getting close to you. Also add in a whirlwind to the mix and you have an awesome combo.<br /> <br /> <br /> <br /> <br /> -Orkishly]]></description>
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				<pubDate><![CDATA[Fri, 8 May 2009 00:40:51]]> GMT</pubDate>
				<author><![CDATA[ orkishlyorkish]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>asugradinwa wrote:</cite><br /> <br /> 4. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads are expensive. At 205 min for a fully functional <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (mounted in a rhino with weapons options) you can't really afford to have too many in your force. Combat squading helps this. Remember that a 5 man combat squad in a land raider can hold an objective just as well as a 10 man squad. I almost never run more then 2 full <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in anything less then 2000 points. I have never yet run out of scoring units needed to win a game doing this. If you are afraid a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad will get killed early then you can leave it in reserve, if you build your list correctly those 8 extra bolter shots won't be needed. <br /> <br /> </div></blockquote><br /> <br /> I agree that the Tactical squads are expensive. I think a 2,000+ point army should have 4. Tacticals are so versatile now, having 8 scoring units plus 4 semi-scoring units is worth the 800-1000 points. ESPECIALLY with a good character like Vulkan, or Marneus. I aslo never leave home without Razorbacks. The extra heavy weapon is worth the decrease in transport capacity. I don't play in tournaments anymore, so the calibre of my opponents isn't on the razor edge of <span class="glossaryitem" onmouseover='gp(323);'>WAAC</span> play. <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span> during competative play.]]></description>
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				<pubDate><![CDATA[Fri, 8 May 2009 08:10:05]]> GMT</pubDate>
				<author><![CDATA[ Lordhat]]></author>
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				<title>Re:Understanding Marines</title>
				<description><![CDATA[ Marines can actually lay down a mobile list where everything can dual purpose. Dreads with multi-melta and heavy flamer, speeders with same load out, land raiders with <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in em.<br /> <br /> I really don't like "powerunit" lists, you give the opponent an instant focus and justify him for focus firing it, once it's gone you don't have much left. Whereas if you have spammed multipurpose killing and have your scoring units inside av14 then he's facing threats in every element. He has to kill it all to feel safe, if he focuses on one element the other elements paste him.<br /> <br /> Drop pod armies? Meh, good to shake things up but really suck if they are denied there "shock and awe" turn and people will twig on about that.]]></description>
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				<pubDate><![CDATA[Fri, 8 May 2009 13:10:33]]> GMT</pubDate>
				<author><![CDATA[ Leotilt]]></author>
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				<title>Re:Understanding Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Leotilt wrote:</cite>Marines can actually lay down a mobile list where everything can dual purpose. Dreads with multi-melta and heavy flamer, speeders with same load out, land raiders with <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in em.<br /> <br /> I really don't like "powerunit" lists, you give the opponent an instant focus and justify him for focus firing it, once it's gone you don't have much left. Whereas if you have spammed multipurpose killing and have your scoring units inside av14 then he's facing threats in every element. He has to kill it all to feel safe, if he focuses on one element the other elements paste him.<br /> <br /> Drop pod armies? Meh, good to shake things up but really suck if they are denied there "shock and awe" turn and people will twig on about that.</div></blockquote><br /> <br /> I agree with your assesment there really. I've never much liked Land Raiders, mostly because they are big targets everyone wants to kill, and loading them with assault terminators will give your enemy an instant focus. Also, transporting 12" every round is a massive waste of its fantastic weaponry.<br /> <br /> To my experience, Space Marines ill affords to have high priority targets in your list. Ok, so you deepstrike assault terminators with storm shields, but then there better be something else that can threaten him if he choses to focus his fire on the terminators. Like a bunch of razorbacks or rhinos rolling constantly closer...! Otherwise those 5 or 6 terminators are going to feel the blunt end of massive charge or rapid-fire hell!]]></description>
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				<pubDate><![CDATA[Mon, 11 May 2009 21:31:06]]> GMT</pubDate>
				<author><![CDATA[ Giant Moth]]></author>
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				<title>Understanding Marines</title>
				<description><![CDATA[ Those big targets that everyone wants to kill soak up a lot of damage.  Lascannons only get through on a 5 or 6, If there is fast moving melta I have smoke launchers and most <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s can't hit a speeding land raider on a 6. <br /> <br /> Very rarely do I lose my land raider before it drops off Vulkan & the assault terminators.  However, I WANT people shooting at my Land Raider.  When an enemy is shooting lascannons & missiles at my landraider he is not shooting at everything else in my army.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 11 May 2009 22:11:03]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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