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Posted: Fri Feb 01, 2008 11:39 pm
From what I've heard off of people, Space Wolves is an army very much played because they have kick-a** fluff. In fact, two very good players that I know play Wolves because of that.
Another thing is that a lot of people play Ultramarines Or Glory Smurfs as my Guardsmen know them as because of the special characters that they have. That and for some reason people seem to love blue.
But to be honest, you can find a little of anything you want in the Marines. Want the brooding, fallen brothers searching for redemption? Dark Angels. Want the highly trained elitists? Ultramarines. Want a feral army that fights, quite literally, tooth and nail? Wolves.
Sorry. My knowledge is limited, but I do know a lot of things about those three. OR, if you really want, you can look into the chapters of the 21st founding. There's a giant poster somewhere that shows them all. I personally would like to model a Legion of the Damned army, just because the bones and flames could make for interesting modeling opportunities.
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Posted: Fri Feb 01, 2008 11:45 pm
I play the salamanders. Theyre green (instant win for me), use flamethrowers in large numbers and rely on close in bolter lines which fits my shooting heavy play style while making use of their armor. And I love their background.
You mentioned some chapters yourself, im sure there are reasons you liked any of the ones you listed before like raven gaurd and ultramarines.
But give us an idea of what youre looking for in an army, and we''l point you in a direction.
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Posted: Fri Feb 01, 2008 11:50 pm
King Kento I play the salamanders. Theyre green (instant win for me), use flamethrowers in large numbers and rely on close in bolter lines which fits my shooting heavy play style while making use of their armor. And I love their background.
You mentioned some chapters yourself, im sure there are reasons you liked any of the ones you listed before like raven gaurd and ultramarines.
But give us an idea of what youre looking for in an army, and we''l point you in a direction. If you could give me a bit of the backstory for the Salamanders, Imperial Fists, and Raven Guard, it would be great.
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Posted: Sat Feb 02, 2008 12:10 am
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Posted: Sat Feb 02, 2008 12:40 am
Yeah, theres 20 first founding, then the second founding has its own massive amount of chapters. Then of course there are popular fluff ones like the 13th and 21st founding. And finally variouse other chapters that are in canon GW fluff.
Thats why i said tell us what youre looking for, key things of interest, and we'll list chapters. Itll go much quicker that way.
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Posted: Sat Feb 02, 2008 11:08 am
I have narrowed it down to Dark Angels Imperial Fists Raptors There isnt much info on the Raptors, so if you could tell me a bit about them, it would be great.
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Posted: Sat Feb 02, 2008 12:53 pm
okay i'm used to a BT force but i got dared to go against khorne with ultramarine's and i have no clue what to put in it.
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Posted: Sat Feb 02, 2008 1:48 pm
Well first off, I do reccomend http://www.lexicanum.com/ Its a 40k wiki, but be warned, like any wiki site, not everything is accurate.
However they have an article on the Raptors, http://wh40k.lexicanum.com/wiki/Raptors_(Chapter) and a listing of canon chapters, http://wh40k.lexicanum.com/wiki/List_of_Space_Marine_Chapterssome are just names that were listed in various official books, some have full articles.
As for the Raptors, basicly, they were a standard Raven gaurd secoond founding chapter. The ended up crashing on a Death world during some campaign early on in their history. On this deathworld they adopted jungle fighting skills, and seven years later are rescued by an Ultramarines battle barge.
So after that they were a jungle green (catachan green paint works), and to represent them the best chapter traits would probably be the Corageous traits See but dont be seen, and Trust you battle brothers. And the drawback being Flesh over steel. Those all make sense to me in a jungle fighting or city fighting way. But there are no chapter traits listed for the Raptors, so you could take whatever ones you want or none at all.
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Posted: Sat Feb 02, 2008 1:50 pm
bloodsgansta21 okay i'm used to a BT force but i got dared to go against khorne with ultramarine's and i have no clue what to put in it. Well, what do you have, and what do you normally use? Hell, do you know what theyre using?
Im a fan of having one list that can take on anyone, rather than changing my army per opponent.
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Posted: Sat Feb 02, 2008 2:04 pm
Actually i'm wondering what i should buy for the Ultramarines
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Posted: Sat Feb 02, 2008 10:47 pm
Just about anything. Ultramarines are one of the more general purpose, balanced sm armies, which is why GW put them in the macragge set. No special rules or special weaknesses or special units to worry about. The Ultramarines follow the Codex Astartes to the letter, making them very versatile. (Why wouldn't they follow it? Their primarch is the one who wrote the codex in the first place.) Tactical squads are good general purpose units and they are a quick fix if you need to fill out your lines, and you can add a little bit of heavy support since you can opt to give one of the men in the unit a rocket launcher. Thing is this'll cut down on the mobility of the unit significantly since they have to stop and not move one turn to fire it. Assault squads are great. They take a lot of hurt to your enemy really fast, but they're only good for taking on infantry. If you want something balanced, the started set is great. If anything, something along the lines of at least 2 tactical squads, an assault squad, a devastator squad and a command squad. Load everything except the assault marines into rhinos and add gear accordingly. If you want more heavy power, add devastator squads. More speed? Add more assault marines. As your force progresses, you'll eventually want to pick up some terminators, which are fuuuun.
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Posted: Sun Feb 03, 2008 11:14 am
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Posted: Thu Feb 07, 2008 3:59 pm
Finnally got my Army completed! can i get a second opinion?
HQ Captain- stormbolter, powerfist, iron halo 5 marine command squad- meltagun, champion
elite 5 termies- heavy flamer, 2 chainfists, big missle thingy dreadnought- assault cannon, heavy flamer, powerfist, smoke, lights
troops 10 marines- plasmagun, missle launcher, veteran sarge (powerfist,plasma pistol) 10 marines- plasmagun, missle launcher 10 marines- flamer 5 scouts- heavy bolter rhino- stormbolter
fast attack 3 biker marines- meltagun 1 attack bike- heavy bolter 5 assault marines- 2 plasma pistols, veteran sarge (power weapon)
heavy support landraider- stormbolter whirlwind demolisher
points total around 2035 points
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Posted: Thu Feb 07, 2008 9:42 pm
Id say change the veteran sargeant with the fist and plasma pistol to the squad with the flamer. He'll be a much bigger help to that more assault oriented squad.
Also, who is the rhino tied to?
Also, are chainfists really necessary? They certainly help, but keep in mind, terminators already get powerfists, which are just dandy for taking out a tank.
Over all the army, is heavily, HEAVILY rounded. Not a bad thing, you should be able to do moderately well against any enemy. I personally though prefer armies with a specific tactic in mind.
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Posted: Fri Feb 08, 2008 1:34 pm
King Kento Id say change the veteran sargeant with the fist and plasma pistol to the squad with the flamer. He'll be a much bigger help to that more assault oriented squad.
Also, who is the rhino tied to?
Also, are chainfists really necessary? They certainly help, but keep in mind, terminators already get powerfists, which are just dandy for taking out a tank.
Over all the army, is heavily, HEAVILY rounded. Not a bad thing, you should be able to do moderately well against any enemy. I personally though prefer armies with a specific tactic in mind. the rhino is attached to the HQ command squad, and i can swap squad leaders on the fly. the chainfists are there to guarantee that vehicles get destroyed. do you think this army is viable for winning games? and what would it be best at?
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