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TrueAngelDj

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PostPosted: Sun Nov 22, 2009 9:34 pm


the commander have 2 brothers His evil brother rule chaos and the another brother his allied or betrayal( i dont know what) rules imperial guards
The commander of space marine is like the defender of humanity and he act all of his army is like his brother
PostPosted: Mon Nov 23, 2009 12:20 am


Ben Cook
the commander have 2 brothers His evil brother rule chaos and the another brother his allied or betrayal( i dont know what) rules imperial guards
The commander of space marine is like the defender of humanity and he act all of his army is like his brother

...
Paul?

Jason Kharo

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Caleidah

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PostPosted: Mon Nov 23, 2009 12:38 am


Jason Kharo
Ben Cook
the commander have 2 brothers His evil brother rule chaos and the another brother his allied or betrayal( i dont know what) rules imperial guards
The commander of space marine is like the defender of humanity and he act all of his army is like his brother

...
Paul?

Didn't even want to touch it.

Ben, can you try to clean up your typing there so it makes a little more sense?
PostPosted: Tue Nov 24, 2009 2:07 pm


I was just thinking the other day, what do you guys use Vanguard/Sternguard for exactly?
I always use Sternguard to deal with special targets, such as weak-ish HQ or Medium infantry. I always use Vanguard as an assassin unit to target one thing, then just wreck havoc.

Jason Kharo

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Caleidah

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PostPosted: Tue Nov 24, 2009 3:38 pm


Jason Kharo
I was just thinking the other day, what do you guys use Vanguard/Sternguard for exactly?
I always use Sternguard to deal with special targets, such as weak-ish HQ or Medium infantry. I always use Vanguard as an assassin unit to target one thing, then just wreck havoc.

I use mine similarly, but I tend to use Sternguard as a lure/monster hunter. When they're on the field, people that I fight tend to send big nasties after them and I use their special rounds for that, obviously. Kiting Carnifexes around is a lot of fun when your opponent suddenly realizes that they brought their big bug in range of meltas/cannon fire.

Vanguard are great like you use them, Jason, and the folks that I've seen that use them heavily kit them out with special weapons. One guy, curse his eyes, gave half power weapons and the other half powerfists. Yes, they were spendy, but everything they touched died.
PostPosted: Tue Nov 24, 2009 5:30 pm


RevlinHeartsblood
that does help thankyou
but i do have one last question for now. Khan's Chapter Tactics states that i exchange the Combat Tactics special rule for the ability to outflank. (i have yet to figure out what outflanking is, but im going to look it up) lets say i dont like the sacrifice. can i add him anyway and just dont use that rule?

I don't think so, i was going to use Pedro Kantor for his ability to make sternguards scoring units, but i faced a friend of mine who plays necrons, and Combat tactics saved my bacon, so it now has a special place in my heart and i like the way it works (considering i can run from assault, regroup and shoot them next turn)
Also Revlin, i reccommend chaplains if you are going to be running a melee heavy army.

Reason 1: they make everyone in their squad fearless (although, Space marines really don't need fearless)
Reason 2: everyone in the chaplain's squad gets re-rolls to hit


Jason Kharo
I was just thinking the other day, what do you guys use Vanguard/Sternguard for exactly?
I always use Sternguard to deal with special targets, such as weak-ish HQ or Medium infantry. I always use Vanguard as an assassin unit to target one thing, then just wreck havoc.

I don't use vanguards as my army is primariliy shooting (i have three dreadnoughts for melee), however i do use sternguards.
My use for them is to have them act as "siege breakers" by moving them to hotspots and redeploying them quickly.

EDIT: condensed my two posts into one

-xAngel of Redemptionx-


Van Evok

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PostPosted: Tue Nov 24, 2009 11:26 pm


mine 5 sternguards are tank hunters, with combi-melta each, drop pod and mission from god-emperor to kill any opfor LR redeemers before they burn my army to crisp... other than that they can be used for targetting everything hard to kill due to cover or toughness, from pathfinders to c'tan.
PostPosted: Wed Nov 25, 2009 5:43 am


i use mine as pedro kantors bodyguard

Inenor


RevlinHeartsblood

PostPosted: Wed Nov 25, 2009 10:46 pm


Inenor
you can have either the tactics, or the special character rules. got to pick before the battle.

Alright, that makes sense. Thanks.


-xAngel of Redemptionx-
Also Revlin, i reccommend chaplains if you are going to be running a melee heavy army.

Reason 1: they make everyone in their squad fearless (although, Space marines really don't need fearless)
Reason 2: everyone in the chaplain's squad gets re-rolls to hit

Well, lol. Ive got a shooty army that im slowly working into a "bash its brains out" army. My command squad i just finished is ALL melee (aside from plasma pistols). I love my assault squad. And ive been thinkin about picking up a vanguard squad.
So i suppose ill have to look into the chaplain.


I also got another couple Q's for you guys. Caleidah, you can settle down now, ive been reading through the rulebook and codex's (SM and Tau). By the looks of it, if i pick up another commander to replace my current captain for a master, i wont be able to retinue the command squad i currently have yes?

aaand. Combat squads. when i made my tactical squad i accidently added a melta and a flamer, which according to the codex is a no-no. I dont have any more marines to build another tactical squad to shove the flamer on to. So i was thinking a friend of mine might have four marines to spare.
Now, here's my confusion. I believe the codex and the boxes both show pictures of 4 marines and one with a "special issue" or heavy weapon. The codex says i need a squad of ten to swap out ANY bolters for anything aside from ccw and pistol. So if ive only got 8 marines, they all gotta have bolters, excluding the sergeant. which also cant take a flamer or melta.
Anyways, tldr; Can i add a flamer to a five man squad of space marines?
PostPosted: Wed Nov 25, 2009 10:55 pm


Yup. The separation is at five and ten men. You should be able to take a second special weapon at ten men as well. At least, that's how Chaos works. not sure if it's the same for Marines.

Caleidah

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Asmondai
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PostPosted: Wed Nov 25, 2009 11:29 pm


RevlinHeartsblood

Anyways, tldr; Can i add a flamer to a five man squad of space marines?


If it´s a 5 men squad, then no.
You need 10 men squad not only to get a heavy weapon, but "special"
weapon aswell now a days.
So says the codex and I quote:

"If the squad numbers 10 models, one SM may replace his boltgun with one of the following:
Flamer
Plasmagun
Meltagun

Unless you we´re asking to clarify the "combat squad" rule,
then yes, you can split the 10 model squad to any combination of 2 5 model squads, aslong it has 5 models.


Caleidah
Yup. The separation is at five and ten men. You should be able to take a second special weapon at ten men as well. At least, that's how Chaos works. not sure if it's the same for Marines.


No, it doesn´t work like that.
You build a fixed unit of 10 men with 1 special weapon and 1 heavy weapon,
then choose before deployment to split them to 5 men squads.
There is never an option to get a second special weapon in Tactical squad.


RevlinHeartsblood
By the looks of it, if i pick up another commander to replace my current captain for a master, i wont be able to retinue the command squad i currently have yes?


Indeed, because Chapter Master only allows Honor Guards to be taken
and only Captains allows Command Squads to be taken.
PostPosted: Thu Nov 26, 2009 5:40 pm


RevlinHeartsblood
Inenor
you can have either the tactics, or the special character rules. got to pick before the battle.

Alright, that makes sense. Thanks.


-xAngel of Redemptionx-
Also Revlin, i reccommend chaplains if you are going to be running a melee heavy army.

Reason 1: they make everyone in their squad fearless (although, Space marines really don't need fearless)
Reason 2: everyone in the chaplain's squad gets re-rolls to hit

Well, lol. Ive got a shooty army that im slowly working into a "bash its brains out" army. My command squad i just finished is ALL melee (aside from plasma pistols). I love my assault squad. And ive been thinkin about picking up a vanguard squad.
So i suppose ill have to look into the chaplain.


I also got another couple Q's for you guys. Caleidah, you can settle down now, ive been reading through the rulebook and codex's (SM and Tau). By the looks of it, if i pick up another commander to replace my current captain for a master, i wont be able to retinue the command squad i currently have yes?

aaand. Combat squads. when i made my tactical squad i accidently added a melta and a flamer, which according to the codex is a no-no. I dont have any more marines to build another tactical squad to shove the flamer on to. So i was thinking a friend of mine might have four marines to spare.
Now, here's my confusion. I believe the codex and the boxes both show pictures of 4 marines and one with a "special issue" or heavy weapon. The codex says i need a squad of ten to swap out ANY bolters for anything aside from ccw and pistol. So if ive only got 8 marines, they all gotta have bolters, excluding the sergeant. which also cant take a flamer or melta.
Anyways, tldr; Can i add a flamer to a five man squad of space marines?

Yep, and the sergeant can take a combi- weapon, those can only be used once sadly (i'm thinking of giving a sternguard squad all combi-melta's to use against tanks but i'm hesitant, each one is 5 points a pop, and i could give my two ironclads two HKMs each for that, plus give one a heavy flamer)

Asmondai Wrote:
RevlinHeartsblood Wrote:

Anyways, tldr; Can i add a flamer to a five man squad of space marines?


If it´s a 5 men squad, then no.
You need 10 men squad not only to get a heavy weapon, but "special"
weapon aswell now a days.
So says the codex and I quote:

"If the squad numbers 10 models, one SM may replace his boltgun with one of the following:
Flamer
Plasmagun
Meltagun

Unless you we´re asking to clarify the "combat squad" rule,
then yes, you can split the 10 model squad to any combination of 2 5 model squads, aslong it has 5 models.

Caleidah Wrote:
Yup. The separation is at five and ten men. You should be able to take a second special weapon at ten men as well. At least, that's how Chaos works. not sure if it's the same for Marines.


No, it doesn´t work like that.
You build a fixed unit of 10 men with 1 special weapon and 1 heavy weapon,
then choose before deployment to split them to 5 men squads.
There is never an option to get a second special weapon in Tactical squad.

RevlinHeartsblood Wrote:
By the looks of it, if i pick up another commander to replace my current captain for a master, i wont be able to retinue the command squad i currently have yes?


Indeed, because Chapter Master only allows Honor Guards to be taken
and only Captains allows Command Squads to be taken.

Not true for the BT, they can have a five man crusader squad and give it special weapons in Addition to heavy weapons (the only thing i'd bother giving them is a flamer, then give everyone else a CQB loadout to maximize the number of attacks i can get, THEN have them take a Crusader as a dedicated transport)

Edit: consolidated post

-xAngel of Redemptionx-


Asmondai
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PostPosted: Fri Nov 27, 2009 12:23 pm


-xAngel of Redemptionx-

Not true for the BT, they can have a five man crusader squad and give it special weapons in Addition to heavy weapons (the only thing i'd bother giving them is a flamer, then give everyone else a CQB loadout to maximize the number of attacks i can get, THEN have them take a Crusader as a dedicated transport)

Edit: consolidated post


Yes, and same is with DA´s and BA´s, but we are talking about SM codex.
Unless he was referring to another codex, in which case I apoligie.
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