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		<title><![CDATA[Latest posts for the thread "[1210] - Space Marine  - Newish Player"]]></title>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ Hey was just wondering if people would be willing to give feedback and opinions on my list, i've only played a few games and i think it does well but just looking for feedback.<br /> Thanks in advance.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Captain- Relic Blade and Storm Bolter<br /> <br /> ELITES<br /> Contemptor Dreadnought- Cyclone Missile launcher, Assault Cannon and Powerfist with Storm bolter<br /> <br /> TROOPS<br /> (Rhino) Tactical Squad- Sgt power Sword and Plasma Pistol<br /> Flamer and Missile Launcher<br /> <br /> (Drop Pod) Tactical Squad- Sgt Lighting claw and Plasma Pistol<br /> Plasma Gun<br /> <br /> FAST ATTACK<br /> Assault Squad- Jump packs<br /> Sgt lighting claw and Plasma Pistol<br /> Eviscerator and Flamer<br /> <br /> Stormtalon Gunship- Twin linked Assault Cannon and Typhoon Missile Launcher<br /> <br /> HEAVY SUPPORT<br /> Predator- Autocannon Turret and lascannon sponsons]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 22:06:10]]> GMT</pubDate>
				<author><![CDATA[ Randomswaine]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ take a look at the points that you have spent on your sergeants. Really look at those points. Now, take away all that wargear. How many points do you have to spend on a whole new unit now that they're not being dumped into 1w models that will die just as quick as the rest of their squad? <br /> <br /> Also what is your assault squad doing? attacking armor? fighting hordes? harassing elites units? You have them equipped to do all three poorly. pick a single role for them to excel at and then let them do one job. <br /> <br /> switch your squads transports. flamers need to be up close put the flamer in the droppod and combat squad the missile launcher to your deployment area while your plasma gets to fire with mobility and protection.<br /> <br /> plasma pistols are never, ever, ever, worth their points. the only time I would even possibly imagine paying for them would be some close assault salamanders list where I get to master-craft them for free, or maybe a black templars list where I'm hoping they will explode in my face to give the rest of the squad rage for a turn. plasma pistols cost 15 points. a marine costs 14 points. you will probably not kill more than one thing with that pistol in a whole game making it cost more points than it earns back.]]></description>
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				<pubDate><![CDATA[Fri, 23 Dec 2016 23:23:50]]> GMT</pubDate>
				<author><![CDATA[ Renesco P. Blue]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ Does the captain have artificer armor? If not, he can easily be killed by any fool with a power weapon if he's not careful; that 2+ save has kept my captains alive in many a dangerous situation.<br /> <br /> What Chapter Tactics are you using? Each Chapter plays a bit differently, so it would be easier to tailor your list in regards to what abilities they have.<br /> <br /> If you're going to gear up your sergeants, give them Combi-weapons. Ideally tactical squads should not be in close combat, so don't go trying to pick fights with squads that do. Combi-Weapons allow you to get a little extra punch with the tacticals, like getting two flamers to barbecue an Ork mob instead of one.<br /> <br /> I don't really use Assault Marines all that much, mainly because my experience with them is that they plop in and then get shot off the board next turn. If you have some points/money, invest in some bikers with Grav Guns. They're more durable and can be a threat to almost everything, be it light infantry with their bolters or heavy infantry/tanks/Monstrous Creatures with the Grav weapons.<br /> <br /> I like the Predator with the autocannon and Lascannons, I think it does well at dealing with light armor and walkers, and can even knock out some heavy vehicles from time to time, But if you have the points, go for the tri-las Predator; I've one-shot Battlewagons with all those lascannons, and your list does seem to be lacking in long range anti tank weapons (but that's the Imperial Fist player in me talking)]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 06:47:41]]> GMT</pubDate>
				<author><![CDATA[ iowaforever]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ Sorry guys I forgot to put that the Sgt with the drop pod has a plasma combi not a plasma pistol, the captain does have artificer armour forgot to say that and when making the assault marines it was an impulse buy and when building them just had though the load out would work at the time sort of a person for every situation e.g flamer for troops evisarator for armour.<br /> <br /> My next buys I'm thinking are either a centurion squad with grav for heavy fire power or a bike squad with grav to replace the assault squad. <br /> For chapter tactics I've been playing with imperial fists and doing my chapter as a successor.]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 19:37:18]]> GMT</pubDate>
				<author><![CDATA[ Randomswaine]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ Centurions are beefy and can bring a lot of firepower, but Grav Centurions have the problem of short range; footslogging them just won't cut it. However, if you do go for Grav centurions take a Drop Pod in the fast attack slot (and maybe give them a Librarian to buff them with psychic powers- Telepathy with shrouded and invisibility will make sure those Centurions survive long enough to win back their points).<br /> <br /> I would also look into a retinue for the captain, like a command squad or some Sternguard Vets (the latter of which are fantastic for Imperial Fist lists since Bolter Drill works with their Special ammunition). Having some meat shields will ensure he sticks around for some time.]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2016 20:12:18]]> GMT</pubDate>
				<author><![CDATA[ iowaforever]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ Sorry for the late reply, thanks alot for the advice im going to look at what im lacking such as long range as you said and see what i can do to fill that role. Im starting to lean more towards getting a bike squad with grav guns due to your comment on them and seeing them in action in a game at my local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store, once again thanks for the help and i'll let you know how it goes ]]></description>
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				<pubDate><![CDATA[Mon, 26 Dec 2016 20:01:39]]> GMT</pubDate>
				<author><![CDATA[ Randomswaine]]></author>
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				<title>[1210] - Space Marine  - Newish Player</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/712034/9096199.page"><b>Randomswaine wrote:</b></a><br/>Hey was just wondering if people would be willing to give feedback and opinions on my list, i've only played a few games and i think it does well but just looking for feedback.<br /> Thanks in advance.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Captain- Relic Blade and Storm Bolter<br /> <br /> ELITES<br /> Contemptor Dreadnought- Cyclone Missile launcher, Assault Cannon and Powerfist with Storm bolter<br /> <br /> TROOPS<br /> (Rhino) Tactical Squad- Sgt power Sword and Plasma Pistol<br /> Flamer and Missile Launcher<br /> <br /> (Drop Pod) Tactical Squad- Sgt Lighting claw and Plasma Pistol<br /> Plasma Gun<br /> <br /> FAST ATTACK<br /> Assault Squad- Jump packs<br /> Sgt lighting claw and Plasma Pistol<br /> Eviscerator and Flamer<br /> <br /> Stormtalon Gunship- Twin linked Assault Cannon and Typhoon Missile Launcher<br /> <br /> HEAVY SUPPORT<br /> Predator- Autocannon Turret and lascannon sponsons</div></blockquote><br /> <br /> The captain is a decent all-around load.  In general, stormbolters are not worth the points.  Might be better served with a combi.  I normally forgo any real shooting options, keeping them geared for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  Atrificer armor is a must, as well as some sort of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> toy.  The rest is optional.<br /> <br /> Dread is expensive, but should work.<br /> <br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span>/F is the classic loadout for a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad.  Very flexible, but suffers from being a generalist load in a game that rewards specialization.  I still field a squad like that frequently due to pure nostalgia.  Sarges should be light on gear in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Bare-bones, or with a special to match the squad.  Not a lot more then that.<br /> <br /> I like both the special and heavy in a 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> or <span class="glossaryitem" onmouseover='gp(583);'>GCs</span> pair well with plasma guns.<br /> <br /> Plasma pistols are comically overpriced.  Avoid them when you can.  My assault marine squad of choice is 2xFlamers, and a vet sarge with a power weapon.  I don’t like spending the points for the evicerator, but it has some potential.<br /> <br /> I like the skyhammers on my talon, but the TML has some advantages.  I’m just stingy on upgrades.<br /> <br /> Auto/Las is my pred of choice, although the <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span> is reasonably priced these days.<br /> <br /> Edit:<br /> <br /> Grav bikers are a really solid choice.  Easier to work into a list then grav cents (which are also good).]]></description>
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				<pubDate><![CDATA[Mon, 26 Dec 2016 20:13:06]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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