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		<title><![CDATA[Latest posts for the thread "Space Marine Weapons"]]></title>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ So I just started playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> again, with my space marines, and i am having some difficulties. I cant seem to build a decent list. I dont want a bunch of lists given to me because i like making my own. My question is this: what are the 3 top weapons I should bring? for example, multi-meltas or demolisher cannons or plasma guns, something like that. I dont want the unit build or anything like that.<br /> <br /> thanks in advance.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 18:11:34]]> GMT</pubDate>
				<author><![CDATA[ Lord_Admiral]]></author>
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				<title>Re:Space Marine Weapons</title>
				<description><![CDATA[ I'm assuming your playing vanilla marines, since you didn't mention a specific chapter...<br /> 1) Melta weaponry on mobile platforms. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads with meltaguns in rhino's, ironclads with meltaguns (<span class="glossaryitem" onmouseover='gp(55);'>HK</span>'s help!) in drop pods, the infamous Multimelta/Heavy flamer speeder etc. If you can put a melta on it, and it can move and shoot it, its worth it. Even your land raiders can get multimeltas! One of the best anti-tank weapons, but their short range hurts. Mobility means they hurt the opponent.<br /> 2) anti <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> weapons, depending on your local meta. flamers, Heavy flamers (again the speeder...), etc for handling hordes, and plasma/AP1,2 or 3 weaponry for handling marines. Got lots of orks and nids but only a couple of marine players in your area? take more flamers, assault cannons etc. Got more marines locally than light troop armies? Take some more plasma or low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weaponry. Vindicators are good- they fill both roles  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> 3) anti-vehicle. Meltaguns will get rid of vehicles in your line and the hardest of the enemy armor (leman russ tanks, land raiders...), but you need something to destroy your opponents vehicles at range. Autocannons, Missile launchers, lascannons... anything S7+ really. Just check the price first...<br /> 4) What I think the big advantage of marines is cheap and cheerful units. <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/las pred for 120, Typhoon speeders for 90, rifleman dreads(2xTL Autocannons) at 125, in low point games a dakka pred at 85(?<span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>?) points, barebones vindicator at 115, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminators at 200, even the Thunderfire cannon is pretty cheap (can't remember the cost off the top of my head). You can get alot of bang for your buck from some of these cheap and effective units, and it lets you field more bodies- always a plus I find in <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies.<br /> <br /> <br /> also, rhinos.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 21:08:34]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ Personnally, I find the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads rarely get to fire - seeing movement equals no fire.  I would lean on the longer ranged options like lascannon (pricey) or the ubiquitous Missile Launcher.  <br /> <br /> If you want <span class="glossaryitem" onmouseover='gp(330);'>MM</span> think attack bikes or speeders.<br /> <br /> I personnally like the typhoons for mobility, stand-off and firepower for the cost.  I find that the biggest weakness to marines is lack of mobility which translates into a big problem in objective games late.  Speeders, while they can't take an objective are good for late game contests and that can make the difference.  <br /> <br /> Razorbacks - if you want to spam heavy weapons are great.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 21:21:08]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ I'm assuming you mean only special and heavy weapons. I say this because I'm a fan of Bolters+Flamers and routinely combine 2 units of Tactical marines to cripple enemy infantry units. Here are the top 3 weapons that have meant the most to me:<br /> <br /> #1 Missile Launcher (specifically in Tactical Squads, Typhoon Speeders, or Devastators)<br /> #2 Melta weapons (specifically in Tactical Squads as meltaguns and Typhoon Speeders as Multi-Meltas)<br /> #3 Lascannons (specifically on Razorbacks or Predators)<br /> <br /> Missile Launchers are a cheap option with great range that are great for taking out dedicated transports and can hurt infantry. Melta weapons are the most dependable tank-busting weapons in the game and can also insta-kill most heavy infantry you'll face with sufficient reliability. Lascannons have the range, strength, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> to handle most high-profile threats, but they are the most expensive weapon to field.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 21:34:10]]> GMT</pubDate>
				<author><![CDATA[ Marshal_Gus]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ If we are talking Tactical combos:<br /> <br /> Las + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  Long ranged <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 fire.<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  best long-ranged multipurpose.<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span> + Melta  really only for Vulkan lists.<br /> Any + Flamer  Good multipurpose. Allows marines to deal with hordes.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 21:39:04]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>DAaddict wrote:</cite>If we are talking Tactical combos:<br /> <br /> Las + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  Long ranged <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 fire.<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  best long-ranged multipurpose.<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span> + Melta  really only for Vulkan lists.<br /> Any + Flamer  Good multipurpose. Allows marines to deal with hordes.</div></blockquote><br /> This sums it up well, but the reason I mentioned the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.<br /> Also I'd change the bottom one to <span class="glossaryitem" onmouseover='gp(328);'>ML</span>+flamer. Good multipurpose, and both are free- where can you go wrong?<br /> There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 22:34:14]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>Jihallah wrote:</cite><blockquote><div><cite>DAaddict wrote:</cite>If we are talking Tactical combos:<br /> <br /> Las + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  Long ranged <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 fire.<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  best long-ranged multipurpose.<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span> + Melta  really only for Vulkan lists.<br /> Any + Flamer  Good multipurpose. Allows marines to deal with hordes.</div></blockquote><br /> This sums it up well, but the reason I mentioned the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.<br /> Also I'd change the bottom one to <span class="glossaryitem" onmouseover='gp(328);'>ML</span>+flamer. Good multipurpose, and both are free- where can you go wrong?<br /> There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.</div></blockquote><br /> <br /> Quoted again for truth. I agree with Jihallah that the bottom one should be flamer+<span class="glossaryitem" onmouseover='gp(328);'>ML</span>. I sometimes run <span class="glossaryitem" onmouseover='gp(166);'>Plas</span> + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span> Cannon, just because I have the models, but the fact that the <span class="glossaryitem" onmouseover='gp(166);'>Plas</span> Cannon doesn't fire when it overheats kind of kills the weapon for me. I've also experimented with melta in a <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad, but I find that getting into position to use it often gets the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad into more trouble than they can deal with (and I don't run Vulkan).<br /> <br /> As far as sarges go, it depends on what you want them to do. I usually run two bare bones <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads, so I leave the Sergeant with <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> to keep it cheap. If you have more Tactical Squads in your army, they'll be doing some more heavy lifting, so I'd suggest either a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> or a combi-weapon that complements the squad's role (aka a combi-flamer with a flamer, combi-melta with a melta, etc.).<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, if you're just looking for the "top 3" weapon choices you should be bringing, I'm afraid it's a little more complicated than that. It's more about how the weapons and their platforms interact with each other than about bringing as many of X, Y and Z as you can. For example, meltaguns are the best anti-tank, but they're very short ranged, so you can't rely on them as your sole source of <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. Call me old-fashioned, but I like a few lascannons with my eggs and toast in the morning. A lot of builds try to maximize the amount of meltaguns and missile launchers in the army, because <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> can deal with most targets at range and meltaguns get the job done up close, especially against AV13-14. Heavy flamers are nice as anti-horde, because they auto-hit multiple models with a good Strength and decent <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. Also, most mobile melta platforms can also take a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> (aka <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> dreads, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> speeders).<br /> <br /> So, short answer: The holy triumvirate of meltaguns, missile launchers, heavy flamers - they're the Lee, Lifeson and Peart of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And now I'm liking that metaphor, so I need to flesh it out.<br /> <br /> Missile launchers are the Geddy Lee of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. They're incredibly flexible, whether you need base, vocals, synths, anti-infantry or <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. They can also hit at ranges most other weapons (or men with testicles) can't reach.<br /> <br /> That statement in no way implies Geddy Lee lacks testicles, because he doesn't. He's got big, brass balls.<br /> <br /> Meltaguns are the Neil Peart of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. They're both the best at their calling, whether it's drumming or popping Land Raiders. Neil Peart's drum solos are precisely engineered to melt minds, just as a focused beam of pure heat is engineered to melt adamantium.<br /> <br /> Heavy flamers are the Alex Lifeson of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. They know what their job is, and they do it well. They may lack the <span class="glossaryitem" onmouseover='gp(111);'>raw</span> talent of the other two weapons, but they have their own niche, and nothing beats a lead guitar when it comes to spraying the whole audience with red-hot promethium-injected rock and roll awesomeness.]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2012 02:34:40]]> GMT</pubDate>
				<author><![CDATA[ Roboute]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ Noise Marine heretic spotted. Instructions are to purge with fire.<br /> <br /> Speaking of fire, do the seemingly ubiquitous cover saves of 5th ed have something to see with flamers being so recommanded ?]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2012 05:21:29]]> GMT</pubDate>
				<author><![CDATA[ Hyd]]></author>
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				<title>Re:Space Marine Weapons</title>
				<description><![CDATA[ If your in rapid fire range, your probably in flamer range. And its easy enough to hit 2-3 targets or more with it. Since its the same strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> as a boltgun, instead of rolling 2 dice hitting on 3+, you automatically get 2+ bolter hits-that ignore cover too. And it's free  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> Not having to roll to hit, the ability to hit multiple models, and ignoring cover saves means its a good general purpose weapon that's good against lightly armored troops. And when used in numbers of 4 or more on a single squad, they can lay alot of hurt on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s too.]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2012 07:31:11]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>Space Marine Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>Jihallah wrote:</cite><blockquote><div><cite>DAaddict wrote:</cite>If we are talking Tactical combos:<br /> <br /> Las + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  Long ranged <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 fire.<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> + <span class="glossaryitem" onmouseover='gp(166);'>Plas</span>  best long-ranged multipurpose.<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span> + Melta  really only for Vulkan lists.<br /> Any + Flamer  Good multipurpose. Allows marines to deal with hordes.</div></blockquote><br /> This sums it up well, but the reason I mentioned the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.<br /> Also I'd change the bottom one to <span class="glossaryitem" onmouseover='gp(328);'>ML</span>+flamer. Good multipurpose, and both are free- where can you go wrong?<br /> There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.</div></blockquote><br /> <br /> I agree <span class="glossaryitem" onmouseover='gp(328);'>ML</span> + Flamer is a good base choice (probably why <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> gives them...).  However the <span class="glossaryitem" onmouseover='gp(59);'>HW</span> choice is the best definer of the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad purpose:<br /> <br /> <br /> LasCannon -  The <span class="glossaryitem" onmouseover='gp(482);'>AT</span> choice for stand-off capabilities and punch.<br /> Missile Launcher -  The best all-arounder<br /> Plasma Cannon - The best anti-personnel esp with <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span><br /> Multi-melta - A bit more up-close and personnal anti-tank choice.<br /> Heavy Bolter - (this used to be my first choice but cover saves and cost have reduced it.)  <br /> <br /> Remembering you can combat squad, the 5-man lascannon or missile launcher can be left behind supporting while the sergent and special weapon can get up close and personnal.  It works with plasma and heavy bolter but it really is iffy that I would ever combat squad a multi-melta.<br /> <br /> If I have a lot of long ranged firepower (dakka preds, speeders, razorbacks, etc) I probably am focused on a firepower army and want to maximize damage at-range.  <span class="glossaryitem" onmouseover='gp(114);'>OTOH</span> if I am running a Vulkan list I am going to run <span class="glossaryitem" onmouseover='gp(330);'>MM</span> (Heavy Flamers for Sternguard) and flamers and meltaguns.  ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2012 17:03:56]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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