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		<title><![CDATA[Latest posts for the thread "Best Space Marine Battle Company Loadout"]]></title>
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				<title>Best Space Marine Battle Company Loadout</title>
				<description><![CDATA[ Hello all Dakkians, <br /> <br /> I am working out planning my next Battle Company as I complete my Ultramarines Chapter. I want something that will be able to be stand up to anything I might face in a local tournament. I know Bikes and <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is preferred, but I am trying to create the full company/chapter. <br /> <br /> Here are the requirements. I don't need formations/list building/points, but what specials/heavies/<span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons you would put and where. <br /> <br /> It must include <br /> <br /> A Captain<br /> A Chaplin<br /> A  5 man Company Command Squad with Apothecary, Standard Bearer, and Champion<br /> 6 10 man Tactical Squads<br /> 2 10 man Assault Squads<br /> 2 10 man Devastator Squads. <br /> <br /> So what would the preferred loadout be and what vehicle support (Rhinos, Drop Pods, Razorbacks) should I use. <br /> <br /> Thanks for the help. ]]></description>
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				<pubDate><![CDATA[Sat, 14 Jan 2017 23:30:50]]> GMT</pubDate>
				<author><![CDATA[ mightymconeshot]]></author>
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				<title>Best Space Marine Battle Company Loadout</title>
				<description><![CDATA[ Which company?  I only ask if you need to have Sicarius.  You also forgot your dreads.<br /> <br /> Here is how I built mine:<br /> <div style="margin-top:5px; margin-bottom:10px;">
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</div><br /> Now there is a lot of legacy stuff, and practical considerations there.  If I has it to do over again, I’d make a lot of changes.  <br /> <br /> How competitive do you want to be?  How many concessions of fluff for performance?<br /> <br /> Some examples.  From a fluff POV, you could be completely justified taking all 20 assault marines on bikes.  <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> that would not <i>feel</i> right, as you should have some with jump packs, as they are the iconic way they take the field.  There is also the question of squad size and sarges.  From a practical POV, you might be better off fielding them as multiple smaller squads.  But by the codex, you only have 2 sarges to lead the assaults.<br /> <br /> Formations can also change what gear you want.  If you field a skyhammer annihilation force, you are going to want your assault with jump packs, and your <span class="glossaryitem" onmouseover='gp(29);'>devs</span> with <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> or <span class="glossaryitem" onmouseover='gp(583);'>GCs</span>.  If you want to use a CTDA captain, you could use S&P tricks to get a similar effect.  But if you are going for a more classic build, you probably want <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>/<span class="glossaryitem" onmouseover='gp(328);'>MLs</span> on your <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>.<br /> <br /> The fact that you want to use the champion and standard bearer in your command squad pushes them towards close combat.  Mechanically, the rules favor them on bikes (or podding) spamming special weapons.  But you can run them as a bike <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  Probably want an axe in there somewhere, and possibly a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> or two.  While I like flying my companies’ colors, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> they are a waste of points.  Points I willingly waste when I field the squad, but still.<br /> <br /> If you run a bike command squad, you probably want to put your captain with them.  If you want to make sure he can tank, give him a <span class="glossaryitem" onmouseover='gp(221);'>SS</span>/SE.  But T5 with a 4++ is pretty rugged on it’s own.  <span class="glossaryitem" onmouseover='gp(105);'>PF</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span> is a more offensive load.  If you do go  for the shield, run a specialist weapon.  <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, relic blade, fist, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, Teeth of Terra.  A lot depends on your mood and what you think looks cool.  If you grab something that’s not S8, take a meltabomb.<br /> <br /> I’d get some diversity in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.  <br /> <br /> 2x <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav sarge<br /> 2x <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta sarge<br /> 1x <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/F, c-flamer sarge<br /> 1x <span class="glossaryitem" onmouseover='gp(328);'>ML</span>/F, <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> sarge (purely on tradition)<br /> <br /> Everyone in a rhino/pod.  How many pods depends on the rest of your army.  Should be an odd number, I’d suggest 3/3 for a nice hybrid list.<br /> <br /> There are a zillion ways to build the assault marines.  Back when I first put together my company, I had 2x5 man squads, a bike squad, and a few in land speeders.  The apocalypse book demanded 2x10 man squads for the company formation, so I built up to that.  Competitively, you want as many <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> grav biker squads as you can stomach.   Thematically, I agree with the old <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> books that 20 men with jump packs looks awfully nice.<br /> <br /> My assault marine squad of choice is 5 men, 2 flamers, and a vet sarge with a power sword.  If you want go with this, just field 10 man squads and call it a day.<br /> My bike squads were built in the last edition, where you needed 5 models to count as a troop pick.  One grav, one melta.  With attack bikes.<br /> If you don’t want to field large squads, and don’t want to <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> as you technically only have 2 assault sergeants, speeders can take spare bodies.  I have a lot of luck with TML/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> speeders in a pair, but most speeder loadouts have merit.<br /> <br /> The Chaplain probably wants to be hanging out with these guys.  Give him a <span class="glossaryitem" onmouseover='gp(457);'>JP</span> and stick him in an assault squad and go chop things.  He’s a great bare-bones <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and doesn’t need much more then that.<br /> <br /> <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads are a great place to get some needed <span class="glossaryitem" onmouseover='gp(9);'>AV</span> into a list.  4xLC is my <span class="glossaryitem" onmouseover='gp(29);'>dev</span> of choice.  You could splash in some <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> for flexibility.  Formation tricks can make <span class="glossaryitem" onmouseover='gp(330);'>MMs</span>/<span class="glossaryitem" onmouseover='gp(583);'>GCs</span> work.  You could also take 2xGC in a rhino and roll around shooting out the top hatch.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 Jan 2017 16:05:40]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:Best Space Marine Battle Company Loadout</title>
				<description><![CDATA[ As competitive as I can make it. It is 5th company. I have 3 other companies to draw softer units from if I need to, so this would be just my throw down list. I have the assault reserve company on bikes/lands speeders/flyers as well so I can pull units from there if need be.  20 assault marines does look awesome in context especially with the rest of the company. <br /> <br /> I want to keep the terminator armor to 1st company so probably more traditional for the devastators. <br /> <br /> All right. Thanks for the advice. <br /> <br /> I like the loadouts you listed. Not just the grav spam I expected. <br /> <br /> Thanks ]]></description>
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				<pubDate><![CDATA[Mon, 16 Jan 2017 00:19:04]]> GMT</pubDate>
				<author><![CDATA[ mightymconeshot]]></author>
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				<title>Best Space Marine Battle Company Loadout</title>
				<description><![CDATA[ If you're going competitive, then I'd suggest the following.<br /> <br /> No assault marines or terminators. Scouts as your auxiliary.<br /> <br /> Naked devastators. You're taking them to spam razorbacks and drop pods (obsec units).<br /> <br /> Attack bike or maybe bike squads.<br /> <br /> 5-man squads. If you want to take heavy weapons, take grav cannons. Generally heavy weapons aren't worth it due to the disparity with your regular bolter marines (movement/range/target priority etc).<br /> <br /> That's about it... dull, but tough to beat due to sheer number of units.]]></description>
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				<pubDate><![CDATA[Tue, 17 Jan 2017 17:13:11]]> GMT</pubDate>
				<author><![CDATA[ zerosignal]]></author>
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