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Posted: Sun Jan 24, 2010 9:58 pm
Space Wolves. I only held one of of 4 OBJs
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Posted: Mon Jan 25, 2010 12:53 am
Well, you only fielded two Troops choices and piled both of them on a single objective, chances are that you've set sail for the trail of tears. For a 2k list you're awfully low on Troops, I'd suggest getting some Grey Hunters instead of say, Canis or the Land Speeder. Also, your Long Fangs would benefit from a more unified weapon configuration. Having one of everything is nice, but even with Fire Control some weapons are a wasted inclusion.
Personally I'd max out one Blood Claw pack, toss in two packs of Grey Hunters and do something about the Long Fang weapons. But that's me.
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Posted: Mon Jan 25, 2010 12:55 am
Could you guys give me some advice on getting started on the Space Marines road? I've already got the Assault on Black Reach box, a set of scouts, and the bad a** sniper who's name escapes me right now.
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Posted: Mon Jan 25, 2010 12:57 am
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Posted: Mon Jan 25, 2010 2:12 am
Sgt Telion must have sniper scouts to be attached to, so next step is quite obvious... For best melta-antitank force Vulkan He'stan is the man to lead your troops, for flanking blitz Korsarro Khan, and for "high probability of first turn" Sicarius. Best elites usually are sternguard for versatile firepower, and assault terminators for melee punch and incredible resilience (3+inv!). Troops are nothing to write home about, but solid and reliable tacticals, and cheap scouts for objective camping are staples of marines. Fast attack star players are multimelta bikes and land speeders, being the scourge of heavy tanks. Assault squad is not bad for the points, but lacks real hth punch. Vanguard are badass but horribly overpriced, especially when packed with weapon upgrades. Heavy support star player is the LR redeemer for ap3 s6 flamer templates making it perfect MEQ killer. Bonus points for the spirit of the machine allowing one to be fired after 12 inch move. Plus it's a transport that can deploy squad after 12 inch move, allows them to assault and gives them frag grenades equivalent on the turn of disembark. For economic dakka, nothing beats predator, and for S10 ap2 pie plate we have vindicator. Devastators with 4 plasma cannons are death incarnate to MEQs, but are horribly costly, and not that survivable.
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Posted: Mon Jan 25, 2010 3:50 am
Well, that entirely depends on your choice of tactics, example would you prefer to crush your enemies with fast assault units or prefer to hammer down your enemies.
For more baseline army (ie; Vanilla), is just getting the necessary units and build from there once you know how you fight.
AoBR is a good box to start, you get a somewhat base commander to lead your army, a tactical squad and two pretty solid elite units. Fill it with another tactical squad box and maybe 2 dev-squads to give you somewhat a basic idea of how space marines are played in general and try for different tactics to see which works better for you.
Special Characters are something I´d advice not to take in your army untill your certain you have figured out how to play with it. Local stores are usually a good place to go look how others are playing with their armies and maybe ask a few pointers of how to play with a more basic army.
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Posted: Mon Jan 25, 2010 5:31 am
Lt. Brookman Well, you only fielded two Troops choices and piled both of them on a single objective, chances are that you've set sail for the trail of tears. For a 2k list you're awfully low on Troops, I'd suggest getting some Grey Hunters instead of say, Canis or the Land Speeder. Also, your Long Fangs would benefit from a more unified weapon configuration. Having one of everything is nice, but even with Fire Control some weapons are a wasted inclusion. Personally I'd max out one Blood Claw pack, toss in two packs of Grey Hunters and do something about the Long Fang weapons. But that's me. Well i had to cut out a good number of thing due to time we had gone done to 1500. That cut out my scouts, Dred, Long Fangs, and the Speeder. And really my Wolf Guard were a Troops choice. the Larger problem I ran into was not enough shooty on my end. anything the got into CC was dominated by me. But I was at a loss for shooting.I could have moved the other Blood Claws against the Hive Tyrant but im sure it would have ended badly. I wouldn't have been able to assault it for a whole turn after I brought the rhino out of cover. Ill probably take out grimnar he was a beast in CC and brought down a carnifex but I could have don't without him. BUT it was my first time playing the Army the first time playing in 5th Ed and the first time ever playing nids. I didn't expect to come out so well in CC else wise I would have been diving into it
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Posted: Mon Jan 25, 2010 3:59 pm
A little different here. I swapped the big bad termi squad for a pack of grey hunters and 5 more blood claws.
Now same plan as last time only now 13 Blood Claws, Plus Ulrik and Lukas and a Wolf Guard w/ Powerfist are now in the land raider
HQ
Ulrik the Slaye 180
Elites
Wolf Guard Pack 318 1 wolf guard 1 power fists 1 Plasma Pistol Land Raider Crusader hunter killer missile multi-melta
Dreadnought w/ multimelta 105
Wolf Scouts Pack 120 6 Wolf Scouts Plasma Pistol Plasma Gun
Troops
Blood Claw Pack 360 13 Blood Claws Lukas the Trickster Power Fist
Grey Hunter Pack 200 Melta Gun Power Weapon Rhino
Grey Hunters Pack 230 10 Grey Hunters Power Fist Melta Gun Rhino
Fast Attack
Land Speeder
Land Speeder Typhoon
Heavy Support
Long Fangs 125 4 Long Fangs 1 Leader Heavy Bolter Lascannon 2 Missle Launcher
Predator 165 Twin linker Lascannons Lascannon Sponsons
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Posted: Mon Jan 25, 2010 5:14 pm
Inquisitor Brock Could you guys give me some advice on getting started on the Space Marines road? I've already got the Assault on Black Reach box, a set of scouts, and the bad a** sniper who's name escapes me right now. One word: Vindicators Trust me, they work wonders only problem is i play Blood Angels and well.....they can be a bit of a nuisance when my force is in assault (although death company are ridiculously powerful, so is mephiston and contrary to asmondai's advice, if you're going ever to play a BA army, just take mephiston as your HQ, he is awesome and the only str. 5 toughness 5 space marine)
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Posted: Mon Jan 25, 2010 10:04 pm
-xAngel of Redemptionx- Inquisitor Brock Could you guys give me some advice on getting started on the Space Marines road? I've already got the Assault on Black Reach box, a set of scouts, and the bad a** sniper who's name escapes me right now. One word: Vindicators Trust me, they work wonders only problem is i play Blood Angels and well.....they can be a bit of a nuisance when my force is in assault (although death company are ridiculously powerful, so is mephiston and contrary to asmondai's advice, if you're going ever to play a BA army, just take mephiston as your HQ, he is awesome and the only str. 5 toughness 5 space marine) ...um no
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Posted: Tue Jan 26, 2010 12:00 am
Chaplain Cassius is Toughness 6 actually.
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Posted: Tue Jan 26, 2010 2:35 am
-xAngel of Redemptionx- ....and contrary to asmondai's advice, if you're going ever to play a BA army Depends on if he chooses a BA army.....mephiston...is awesome and the only str. 5 toughness 5 space marine) And that´s where he stops really..... Tigurius knows all SM psy-powers and can use 3 at a turn, Galgar has 2 powerfists and eternal warrior rule, the list goes on....
Untill the new BA codex arrives, the only good thing about the current one is Mephisto and maybe death-company. Other then that, it´s more vanilla army then the C:SM 4th ed. Thank the emperor we don´t have to wait for long now..... 3nodding
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Posted: Tue Jan 26, 2010 2:01 pm
Jason Kharo Chaplain Cassius is Toughness 6 actually. YOu're kidding me.....and i have the SM codex /fail
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Posted: Wed Jan 27, 2010 12:08 am
-xAngel of Redemptionx- Jason Kharo Chaplain Cassius is Toughness 6 actually. You're kidding me.....and i have the SM codex /fail And Feel No Pain.
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Posted: Wed Jan 27, 2010 12:17 am
if only Cassius had option for bike... imagine the stormtroopers and banshees frustration at T7 marine char!
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