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PostPosted: Thu Jun 18, 2009 4:44 am 
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Guess we will wait to see what comes out of the mini dex for more idea's. As for Special Characters I never use them. I prefer to make my own characters and build upon there history than use some one elses.


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PostPosted: Thu Jun 18, 2009 11:51 am 
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I also have some experience against the Marines, we have a SM player in our little circle.

I can tell you one thing that scares our Nid player to death, the Whirlwind. It's dirt cheap for a decent pie plate shot and it doesn't help that the guy who plays them will roll a hit on the scatter dice 9 times out of 10. When it does scatter he never rolls over 5 so the thing doesn't scatter very far either, it's annoying as anything.

When I plan an army there are certain things that you probably want to cover. How are you going to deal with an enemy that charges straight for you? How are you going to deal with an enemy that sits back and shoots you? How are you going to deal with AV14?

Once you work those answers into your army list then you're pretty much good to go.

My answer to everything is Power Klaws! But that's just my inner Ork talking.

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PostPosted: Thu Jun 18, 2009 1:08 pm 
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When I plan an army there are certain things that you probably want to cover.

How are you going to deal with an enemy that charges straight for you?
I'd most likely sit back and shoot,and then counter attack with melee units(Command Squad,Assault squad with Chaplain,Terminators An powerfists in most Tactical Squads.

How are you going to deal with an enemy that sits back and shoots you? Not quite sure,general ideas you guys can think of?

How are you going to deal with AV14?
This seems to me where the army would be weakest in the force I'm thinking of,because of the lack of long range anti tank weapons[/b]

Once you work those answers into your army list then you're pretty much good to go.

My answer to everything is Power Klaws! But that's just my inner Ork talking.
Knew there was a reason I liked you :D

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PostPosted: Thu Jun 18, 2009 8:10 pm 
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Major
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Location: Where my heart will take me, but mostly BC, Canada
SoK - Despite Axinous' recommendation (sorry, mate), I don't ever suggest on taking Land Raider Redeemer.

Some people think it's really cool and effective, but i honestly think it's one of the most useless thing in Space Marine armoury, next to Dreadnaught wiht Multi-melta.

(If you want explanation, I'll give it, but in case it's not warranted, I'll keep it with me)

Space Marine are pretty versatile, they are good at both CC and Shooting. Usually enemies that just charge straght at you will most likely be 'nid, Orks or certain chaos.. and sometimes crazy eldar player that seems to... go nuts with SC, Warlock and HB.(Trust me, it's f***ing scary if you're a guard and Eldar starts charging you like crazy)

I suppose adding in a fair mix of assault mehreens, and some good CC weapon that can also work as the god AT weapon (PF) would be pretty nice. Also scouts with snipa rifle can earn their point if enemy decides to skip shooting and go to CC.

I actually went up against a Chaos player, that entire 1500pt army was dedicated only for CC. This was everything that made up the army. Dreadnaught, Khorne Berzerker, Rhino, Defiler, I think it was Khorne Champion or smthing. IT was CRAZY! (I had Emperor to thank that Defiler and Rhino had a low AP)

Anyways, moving on. Troops that will just stand back and shoot at you. It'll most likely be Guard or Tau or Necron. In this case, they both will be able to bring huge amount of firepower to your force, before your army can even get close. Now this is speaking from exprience, NEVER STAND IN AN OPEN FIELD UNLESS ABSOULETELY NECESSARY. Me vs Space Marine, (this was before all the DPs) moves in with rhino, tries to race to me. Rhinos cuts short, didn't go far as he had hoped. And BAM, 5 rhino along with at least 40 marines, gone in single turn. (This is why I love Leman Russ and Leman Russ Demolisher)

Anyways, they will be able to bring some mean amount of fire power down on/up yer behind, if you don't watch out.

****, I talked too much without giving pointers... Anyways, to deal with both shooty and CC army, you need rhino(s) and or Drop Pod(s). Sits back and shoot at you, it's really hard to counter that with your own shootiness, becasue you will be out gunned. Take a vindicator or whirwind. Devastator will lay down field of fire, while your tactical and assault advance. That's very standard in what I see.

Av14 vechicles, most enemies won't have much of a Av14 unless they decide bring monolith, Leman Russ or Land Raider. Leman Russ, once you get close, their rear armor is 10, won't give you much problem if you flank or close it. But it will be hard to, because Guard players like us know it's vulenrable, and usually will have several guards protecting it. You will rarely see a high point, hgih damage, high profile target like Russ wandering alone. For the Av14 B****, I suggest deep striking the terminators on with 1 or 2 chain fist. or equip yer sergeant with PF, or better yet, what I see the most is taking melta for tactical. That's pretty good.)

Anyways, that's just my bit. If you need more advice, I'll freely give them out! (if it's required, it's probably crappy ones) I have all this entire tactica in my mind, but it will be too long, so I'll give the ones that you ask.

Hope it helped!

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PostPosted: Thu Jun 18, 2009 8:50 pm 
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Wow Rock that was very informative,thanks!
Also what's wrong with MM Dreadnoughts?
And a bonus question are Techmarines worth it in a fairly low armor list?

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PostPosted: Thu Jun 18, 2009 9:05 pm 
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Major
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I don't really see techmarines useful, nor do I even seem them alot.

But if you think about arming Master of the Forge with Conversion Beamer, certainly, give it a thought.

MM dread? Lets see, melta is designed for tank hunting. despite it's 24 inch range, it only gets 1 shot at it. 1 shot. Unless you're thinking of hunting out some high profile target (like LR or Monolith), there are better choices.

Like Assault Cannon. It's S6, it's got 4 shots, got a rending rule. It would be able to take out the basic vehicle and infantries at the same time.

Why waste? That's my opinion.

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PostPosted: Thu Jun 18, 2009 9:12 pm 
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Ah makes sense now,thanks!
How about Landspeeders?Any thoughts on them?

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PostPosted: Thu Jun 18, 2009 10:06 pm 
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Land Speeder? They can be useful, but their armour on all side in only 10.

Make sure you hide them very well, and get them out of anything's range if you wish to field them.

LS are more of a fast flank bothering (can't say attack, because my definition of attack is a full onslaguht) unit. If lucky, you might catch couple units off guard.

Very few tends to use Land Speeder due to their fragility in all tough space marine army. All in all, I honestly don't recommend taking Land Speeder, but some player seems to enjoy it.

If you do field it, handle them with care and precaution, use lots of cover saves.

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PostPosted: Fri Jun 19, 2009 1:48 am 
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Alright sounds good,wealth of information Rock,if you want I can help you right a tactica for basic 40Kness,keep it in mind.

What about Scouts,any good also what about their Landspeeder variant?

Also I just sent an Email to Bell of Lost Souls asking if they have anything planned for Raptors in there book.

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PostPosted: Fri Jun 19, 2009 5:45 am 
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Major
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Scouts are alright depending on what you arm them with.

The bolter armed scout are really nothing but flank distraction, stratiegic point securer or similar to that sortiee. Their survivality isn't the best, being only 5 man squad. That is the only situation where anyone would actually bother taking bolter scouts.

Other one is what i call Sniper Scouts. Thye got sniper rifle, and you can guess what they do before I even tell you. They're there to do some head-hunting or putting down suppression fire when enemy's advancing toward you and also to make them keep their 'ead down.

I honestly much prefer the sniper scouts than bolter scout, due to their usefulness. I don't know the point cost for the scout models, actually, so can't figure out if they're any useful or not. Because a high point army like Space Marine, if you have some point left over, but not enough to buy new squad, investing in scouts is pretty nice.

My opinion on scout's effectiveness is just average. They're not good, but not exactly bad, too.

Ah, the new LS variant for carrying scouts! To be honest with you, I have yet to face this in any game. But taking my view in scout, as being the extra point occupier, I wouldn't go out of my way to buy an transporter for them too. I don't really have a strong opinion on this, as I don't know a cr@p about them. But maybe in a capturing the objective game, where couple of scouts armed with bolter riding in LS could be useful. But it seems little precarious to me, as I don't think there are that many idiots that will simply ditch their objective alone. But if you're willing to risk it, I say give it a go.

Maybe I will write the tactica..., but who knows. I have precious little time, and I try to be charitable, but not the most charitable person in the world!

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PostPosted: Fri Jun 19, 2009 12:04 pm 
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From personal experience I'd say a squad of sniper scouts are the first thing to fill up that first compuslory troops slot. Then slot in a tactical unit or 3.

Most games these days revolve around objectives and there is a tendancy to place an objective in your own deployment zone. Sniper scouts excel at holding this from the start while the rest of your army advances or supports the advance. For all that this is the year 40000 you can bet that in the majority of games people are going to be duking it out with fists (powered or otherwise). Very few battles are actually purely based on firefights, especially if you have to go grab some objectives.

On the Land Raider issue. Our Space Marine player took it a month or so ago for the first time (normal land raider). My Nurgle Daemon Prince wrecked it on first hit. Next game he played against Nids and the Carnifex stood staring down the Lascannon barrels for a turn before putting it's fist through it. 250pts of tank defeating easily by models costing a lot less. Unless it's delivering assault terminators I'd leave it at home.

A Predator, Vindi/Whirlwind or Devastators are you best bet for Heavy Support.

One thing to keep in mind though is that even though you have better than average stats and armour saves Marines don't really specialise too much. This is a part of why they are so forgiving when you start off learning the game. A lot of the other armies may focus on one thing, but you can bet they do it better than Marines. Learn what each army specialises in and work on counter tactics.

No matter what you end up including in the army I'm sure you'll have a lot of fun.

I suddenly have the urge to go finish building my Stompa!

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PostPosted: Mon Jun 29, 2009 1:28 am 
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Alright guys I'm figuring out what I'm going to buy without the Codex (Fucking GW didn't send it :evil: ) Alright I'm probably going to buy two batches of figures to keep the cost relatively close to $150(Yea I save money and blow it but I get attracted by shiny metal t-shirts so I usual need a list and someone pushing on me for what I'm getting.) so for my first batch this is what I'm thinking

1.Space Marine Battleforce.$90
2.Chaplain of some form suggestions? $15
3.Space Marine Tactical Squad $35

This gives me,2 10 man Tac Squads,a 5 man Assault squad,5 Scouts and a combat Squad I'll convert up to Sternguard.

Next batch when I accumulate some more cash will roughly be
1.Captain Sicarius I've got plans to convert him $16
OR one of the Veterans with a power weapon and Plasma pistol $11.50
2.Command Squad $35
3.Assault Squad $25 add to the other one Or separate into 2 5 man squads
4.Predator $40
5.Terminator Assault Squad Because there awesome Nuff said

Thoughts?

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PostPosted: Mon Jun 29, 2009 12:20 pm 
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If you're taking Assault Marines I highly recommend getting the Chaplain with Jump Pack, it's a pretty stonking model to start with and adding him to some Assault Marines will give them a good chance to tear stuff apart in combat.

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PostPosted: Mon Jun 29, 2009 1:25 pm 
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Khaine to give you a different idea from a Raven Guard Space marine chapter.

I run Shrike with an assault squad with termy homing beacon

3x10 man scout scouts with 2 CC weapons (one squad has termy homing beacon)

1x5 man scouts with sniper

1 Ironclad dread with seige arm, 2nd CC arm and 2 heavy flamers in a drop pod with homing beacon

1x6 man scout biker squad with homing beacon

2x5 man CC termy squads

3 landspeeders all with multi meltas and one heavy flamer and 2 heavy bolters.

Landspeeders are my antitank, dread serves as all around. Termy are my heavy infantry. Shrike and scouts get into CC and generally do well. Bikers are there to lend some fast support. My whole army has infiltrate, teleport or deep strike. I have 2 termy and 2 homing beacons. All my infantry including termies have fleet. its a very fun very fast army. I like it bc i get to see how you set up and then react accordingly. This army went 2-1 in its last tourny and is 6-2-2 overall.

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PostPosted: Mon Jun 29, 2009 1:50 pm 
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Thanks both of you!
@Sever14 That seems to me to be an army built to get closes quickly,only problem I can see with it would be if they got in and got stuck in combat.
@The Engineer That was what I was thinking of getting,Powerfist and storm shield on the Sgt,and either flamers or plasma pistols.

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