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Space Marine tactics

 Post subject: Space Marine tactics
PostPosted: Wed Apr 22, 2009 12:23 pm 
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Well? :grin:


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 Post subject: Space Marine tactics
PostPosted: Wed Apr 22, 2009 12:50 pm 
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That would be good 'build the army around winning' tactics.

What about tactics for those who choose to play with an army more true to the background and the average units Space Marines would have available for most battles? i.e forces based around proportions of 2 Tactical detachments, 1 Devastator detachment and 1 Assault detachment with lesser amounts of supporting stuff and no Terminators detachments in the army?

I know an airborne force is common and better in the game, but I hope an all ground based Space Marines army can still do reasonably ok, or not be too rubbish, or the list and costings really must be skewed inappropriately.





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 Post subject: Space Marine tactics
PostPosted: Thu Apr 23, 2009 10:46 am 
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Ii discovered yesterday* that a pair of terminator formations (1 commander, 1 chaplain) teleporting in together and doing a combined assault will kill anything that it can pin in CC.

I suspect most people knew this, but just in case...

*I dropped in on top of a company of baneblades. Didn't even get to assault resolution, because I killed all 3! They then broke a Leman Russ company and chased it around the board until it died.
:)





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 Post subject: Space Marine tactics
PostPosted: Thu Apr 23, 2009 3:41 pm 
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SM terminators can be devastating but I have found them hit or miss. I have also had games where they have bounced off the target unit and lost badly.

I still like them and the mere threat of teleporting termies can have big effect on game as change opponents deployment and manuver.

Cheers

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 Post subject: Space Marine tactics
PostPosted: Tue Apr 28, 2009 11:13 pm 
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Quote: (Rug @ 22 Apr. 2009, 14:36 )

Take a reaver as your BTS, keep it within 35cm of your blitz at all times, hurl your marines at the enemy!

Did I give you permission to reveal my brilliantly cunning tactics?!   :glare:


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 Post subject: Space Marine tactics
PostPosted: Wed Apr 29, 2009 6:23 am 
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Quote: (NickRice @ 28 Apr. 2009, 23:13 )

Take a reaver as your BTS, keep it within 35cm of your blitz at all times, hurl your marines at the enemy!

Yes, I'm a big fan of this option.  :))


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 Post subject: Space Marine tactics
PostPosted: Wed Apr 29, 2009 8:03 am 
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One of the classical tactics is doubling a squadron of Land Speeders to a target, shooting at them to place a blast marker (and ideally cause a casualty), then assaulting with terminators or a thunderhawk load, while the Speeders provide supporting fire.

If you've got an air assault list and are going against heavy AA (^%#@ing Firestorms or Pylons) you can Planetfall them from a Strike Cruiser if you've got one.

I don't like keeping battle class titans near my BTS. It's nice to have them close to any engagements that could occur for those juicy handfuls of Firefight dice. Also they will absorb a lot of fire and attention from your other, vastly squishier formations.


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 Post subject: Space Marine tactics
PostPosted: Wed May 27, 2009 12:14 am 
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I like GlynG: I would prefer to play an army with the actual flavour of the forces I am playing, complete with Tactical, Devastator, Assault squads etc. If options like using Thunderhawks to drop units in turn 1 are so common and successful with E:A players then obviously I haven't scoured the army lists and stats for every last advantage I can. Well done me. Give me a game that's fun.

PS: What's BTS?

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 Post subject: Space Marine tactics
PostPosted: Wed May 27, 2009 12:30 am 
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BTS is 'Break Their Spirit', one of the five goals of the Tournament Scenario.

To achieve that goal, you totally destroy the enemy's most expensive formation.


I know an airborne force is common and better in the game, but I hope an all ground based Space Marines army can still do reasonably ok, or not be too rubbish, or the list and costings really must be skewed inappropriately.


The list and costings are skewed.

Specifically I think Thunderhawk Gunships are about 50pts too cheap, and Assault, Devestator & Tactical formations are about 25pts too expensive.

It's still better balanced that Warhammer 40,000 though.




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 Post subject: Space Marine tactics
PostPosted: Wed May 27, 2009 12:55 am 
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That's the second time I've seen you make that suggestion E&C, and it sounds better each time.


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 Post subject: Space Marine tactics
PostPosted: Wed May 27, 2009 1:14 am 
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I've been a proponent of it for years ; Many are happy with the Marines as an air-assault only army however, so don't expect this proposal to gain much traction in tournament circles, but in 'friendly' gaming groups you may find it better.

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 Post subject: Space Marine tactics
PostPosted: Wed May 27, 2009 3:02 am 
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I really like your

-25pts per Marines infantry detachment
+50pts per Thunderhawk

thesis, man. I see a lot of potential.

I would take it a step further:

-25pts per Marines infantry detachment
+25pts for a detachment to take Drop Pods
+50pts per Thunderhawk
+75pts per Landing Craft
-25pts per Predator Annihilator detachment
-50pts per Predator Destructor detachment
-25pts per Land Raider detachment
-25pts per Dreadnaught upgrade
-25pts per Vindicator detachment, increase their speed to be consistent with other Rhino chassis-based units
-25pts per Vindicator upgrade (yes, per unit)

There's probably more I can't think of right now, but you get the gist of it.

Let me know your thoughts, dudes.  :))


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 Post subject: Space Marine tactics
PostPosted: Sat May 30, 2009 7:54 pm 
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Well first off hi to all the users on these forums, ive been reading here for a while now but never posted until now as im rather lazy when it comes to typing but i just couldnt resist this post.
Having been a Epic player since space marine was first released ive seen the game change alot and evolve into what now i personally consider a fairly solid system and enjoyable game.
Yes people complain about certain aspects of the lists and points of some detachments vz other and that thier personal right to, so on that merry note here is my humble input into the situation.

Firstly in regards to the costs of units, i cant really see the justification of a 50 point increase in T-hawks yes they seem cheap and can put out a fair amount of AP fire with a 4+ RF  save but at the end of the day its meger for 200 points  that is off the table most of the game and rarely shoots is payload, its a 200 point transport and i would say faily priced.

As for flaovred army lists that dont use as much air assualt as its the "Strongest"  Tourny list i would strongely debate, as to this very day i have never used more than one T-Hawk in my lists, i find them a big points sink in 3k when there are other units i would rather play with, i know the strength of the marines is in there speed and amour  and the premise of the army is to engage on your terms as you can dicate this more with your reliable activations and general manuvorability (speling ?    lol)  
The core of my list is based around a huge tactical formation transported by  AT razor backs and containing my SC at 550 Points it counts as My BTS and i cant think of a game yet where it has ever been totally destroyed, the durability or marines is really remarkable and sometimes over looked for a high flying strike force.
In some regards i almost play my marines as a more of a horde based army, toe to toe marines can handle it with the best of them and the entire army can FF with effciency, yes terminators are a very good deterant for your oppostion and can make them be a little more defensive in there deployment and movement, but any good opponent will allow for whats coming with them, and not to mention taking blast markers from teleporting in has cost me a few heavy casulties, the -2 resolution that it puts you at from the get go can be a big swing factor in a engagement.
For me the real shinning star in the marine list is the assualt marines at 175 points i find them to be the cheap workhorse formation of the marine army, and in most cases i will opt for 8 stands of assualt marines over 4 of terminators, with there speed to march all over the table and hinder enemy formations they are a priceless unit, commonly i find i will have them loitering at the back end of the table in cover and use them as my last activations then march right into enemy lines as the % odds are in your favor most games to win the first turn and with 3- 4  formations  2-3 chaplins and a commander all posied for a grand assualt  i have had them wreck total carnage in the enemy lines, often destrying BTS  objectives or crushing strong high cost points formations. and its a rare day they dont make there points back and some.  and generally following a assualt there is enough left to draw alot of firepower out of the opposing army to let you other boys advance into postion unsupressed.
In over view i find the durability / strikepower and sheer muscle of the marines a very good army to form a totally ground based list with and iften do compared to air assualt lists and in my humble opinon fidn it alot more rewarding and challenging to win with a ground based force.
The other good thing about marine lists is because of there resilence they are alot more forgiving to tactical errors.

Well thats my virgin post   :D  
I look forward to hearing what other people have to say about this as its good to get fresh input and new ideas as its easy to get into a rut playing the same way , and a fresh out look is sometimes just what it takes to improve  .

Cheers

Tim (NZ)


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