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Tactical Discussion for Armies in Space Marine?

 Post subject: Tactical Discussion for Armies in Space Marine?
PostPosted: Sat Sep 24, 2011 11:47 am 
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Having played Space Marine (second edition) for more years than I would like to remember, I was considering writing up a tactical thread or two from the armies that I play in that system. Before taking on such a lengthy task though, I wanted to see if anyone would be interested in reading them, otherwise there really is very little point in my producing them.

To this end, would anyone like to read such tactics? Does Space Marine still have any appeal, or does everyone exclusively play Epic EA or NetEpic now?

Please let me know what you think.

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Sun Sep 25, 2011 1:52 pm 
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I no longer play 2nd Ed. but I'd certainly be interested in reading your tactics... :)

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Tue Mar 27, 2012 11:33 pm 
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I'd be interested, but more of a discussion better I think. as still playing myself and my mate (6k points this sat) and played against all armies. A better insight than the daft stuff gw put in battles book would be great. I field imperial guard, space marine, tech gaurd, squats, my mate orks and space marine. We used to fight another mate who had eldar and tyranids and another who had chaos. Have certainly seen some surprises on the battlefield like 2 imperators or 2 warlord battlegroups with 3 vet Marine companies in gunships. There is so much choice in what you can field I think especially playing imperial gaurd although you usually have to have some titans.


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Fri Apr 27, 2012 12:28 pm 
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I would be interested
most tricks and hints should work in Netepic too IMO


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Fri Apr 27, 2012 4:07 pm 
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only ever played 2nd edition. Biggest thing is to know your opponent and the armies inside out. Like my mate when he deploys his troops i can work out how many points are deployed and have a rough idea whats coming in thunderhawk gunships. Or when he is orks its kill the pulsa's, weirdboy tower and the mekboy dragsters and bubbles.


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Tue May 01, 2012 9:09 pm 
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I'm pleasantly surprised that anyone has shown any interest in this after such a long time. What I may do is do some short write ups for each race in this thread, and then put together some more detailed unit by unit discussion for the armies I've played in separate threads. That would seem like the most sensible way to proceed to me.

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Last edited by Irisado on Tue May 08, 2012 1:17 pm, edited 1 time in total.

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Tue May 01, 2012 9:59 pm 
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I would be happy to help with Imperial \ Tech Guard and bit of marine

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Tue May 08, 2012 10:10 pm 
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Imperial Guard Infantry

In general they are cheap and large units. very slow as no transport except heavy if you buy chimeras and then are only 100 points short of a marine devestator comp.

Heavy companies good for defence and holding key buildings and good range and -1

Tactical companies very bulky and artillery targets, good for a screen and advancing with 10 stands per detachment can put down fair bit of fire. Ideal for moving up with heavy tanks/titans. Expect losses especially in close combat against any enemy with a +caf, need to gang up.

Assault companies -don't use as 350 points although detachments 100, better optionswith bike/rough rider/ beastman companies and better caf. Even just using a detachment Ogryns a better option.

Beastman company - Excellent assault troops, 30 stands with a +3 caf, just put them on charge and let them smash through the enemy.

Bike companies - fastest ground troops 30cm normal move and +3caf, these are highly mobile and excellent for flanks, pinning enemy and getting round to their rear troops. They can also operate independently although you have to be very careful of this as if they break and out of command they rout, so be aware of this and how close to breaking they are. I find the do get smashed up pretty quickly but a must fir 300 points

Rough rider companies - same as bikes 10 cm slower but a larger formation so bit more durable

Detachments

Ogryns -tough, ig version of terminators but with bonus of no integral transport. If you want something protecting or a strong spearhead these are it.

Ratlings - purely defensive troops, onlygood for covering an objective or artillery at a push.

One key factor to always remember is the command rule as if a company set out of command you basically loose it for a turn. Alsoremember buy companies as you get a free comissar which helps with command and can make good little attack units or quick dash to hold/deny an objective while your main force moves up.

I usually have at least 1 beastman, 1/2 bike (or R rider),1 heavy companies in a 4-6k point army. In smaller size armies pos a tactical instead beastman. Usually works out 1/2 points infantry.

Will do armour in bit, hope all helps


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Wed May 09, 2012 8:43 am 
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Very nice
keep it up
its always intresting which units are preferred by other players


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Wed May 09, 2012 11:27 pm 
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Imperial Guard Armour

Super Heavy Tanks
Shadowsword - carries a good titan damaging weapon, poorest of them for caf ,can be overwhelmed by infantry. good if used with a heavy company and titan in range of all as troops strip shields tank deals killing blow.

Baneblade - even balanced all round, ideal if can't decide between titan or close in quarters fighting.

Stormhammer - excellent for city or closed short range fighting, can fight of infantry as high caf and loads of bolters. Not suited for open battles as will just be picked off.

Stormblade - Similar to the stormhammer and 150 points more for the company. But if you can get them in range of a titan, can strip its shields and pack a hefty punch. Downside's are missiles one shot and main gun plasma and has to recharge. Have fielded a company and they have faced off against 3 warlords and in each case nearly took them out. Reavers or warhounds should be wary of these.

One important note is that you should be wary when advancing superheavy tanks that they don't get caught and swamped by infantry or bikes. Also when deploying consider their field of fire and where they may be exposed to fire. No point sitting super heavies on a hill seeing the titans and being out of range, yet the titans deathstrike cannons can pick them off.


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Thu May 10, 2012 10:01 pm 
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Imperial Specials

Commisar Yarrick - Excellent if facing an army that induces lots of morale checks like chaos or tyranids. All your ig pass morale if they can see him. Just be savvy and protect him, especially if your opponent is keyed up as they will try to take him out. I usually get him to an imperial building and look upon the troops :)

Inquisitor - Same as yarrick but short range, ideal as a filler for an army, especially if you have a suicide squad so they can just keep going till done

Kreugers Heroes - not used them yet but can see benefits of being able to induce -1 to enemy morale checks and same price as a leman russ squadron. Thing is i don't play my armour up front assaulting, usually its tank hunting and supporting fire.

Capitol imperialis - never used as never seen any benefit. May have 6 void shields but lacks any ranged or good weaponary (cannon may have 4 shots but 25cm range!). Why have troops in it moving at max 10cm and will all die if its destroyed.

Leviathan - This i like and do use. Very good arnament 75cm ranges so can take on a titan, plus the doomsday cannon in direct fire can be pretty deadly. Only 4 void shields bit of a low. But the biggest factor is that you must not let it get destroyed as you will loose a turn with all your army on shoot in advance phase only as it is a top part of the command chain!! When i feild them i field more than one to try and stop this happening, believe me it has happened to me once and that was bad, one whole turn of my opponent having free reign. Be warned!! :tut

Commisars - The best free troops you can have. can corder detachments and keep them in chain of command. can be used as small fast seize troops, or as a great fast assault group. Always keep some handy for units that may wander out of command or if your opponent going to target your hq's. I always when deploying them think where shall i put them as so many, but by later in game i think where are they need one here and here.


Last edited by DNME on Thu May 10, 2012 10:24 pm, edited 1 time in total.

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Thu May 10, 2012 10:02 pm 
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Imperial Guard Armour - part 2

Predator - All rounder ideal if you prefer more shots, although has 0 caf

Leman Russ - one less shot than the predator but has a -2 on one gun so good for anti armour and has +2 caf, so usually just depends on how you play or what sort of battle you are having. one note leman russ 5cm slower than pred.

Vindicator - very often overlooked, but a good tank if deployed and used well. Has one gun with a -3 modifier and 4+ to hit. Also has a 2+ save and +2 caf, so pretty versatile although the gun range only 50cm.

Artillery company - One of the first formations i had for my ig army. Never consistant, either very effective or very poor. Bombards good for taking out buildings with its -3 save mod especially grouped as one barrage. Basilisk -2 but bit less barrage points. The major thing about artillery is do you group it as single concentrated barrages or spread it around. 2x 6pt barrages and a 9pt barrage or 6x 2pt barrages and 3x 3pt barrages. Either get key kills or psychological with many barrages. Another key factor is having line of sight and getting direct barrages instead of indirect and them scattering. I haven't fielded an artillery company for quite a while preffering more direct attacks and beastman companies. They are best used against the likes of orks as large formations , marines not so good.

Rocket company - Slightly cheaper than artillery company but manticore packs a punch although no save modifier and 1 turn to reload. Whirlwind just bog standard anti infantry and no minus either. All in all primarily an anti infantry formation and only large formations such as orks or space wolves.

Gorgons - Have used once and not bad but only if you don't expose their sides. But downside is they are slow and very short ranged. For an extra 100 points you can buy a tactical company (double amount of troops) or if attacking get rough riders or bikes. Even an assault company would be better and save your self 150 points.

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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Thu May 10, 2012 10:39 pm 
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Quote:
Vindicator - very often overlooked, but a good tank if deployed and used well. Has one gun with a -3 modifier and 4+ to hit. Also has a 2+ save and +2 caf, so pretty versatile although the gun range only 50cm.

One of my favorite tanks
you missed that it also has the "ignore cover" ability which is one of the best abilities ion game IMO


Quote:
orgons - Have used once and not bad but only if you don't expose their sides. But downside is they are slow and very short ranged. For an extra 100 points you can buy a tactical company (double amount of troops) or if attacking get rough riders or bikes. Even an assault company would be better and save your self 150 points.

Agree here in total
but I still like the Gorgons just because of her look ;D


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Thu May 10, 2012 10:58 pm 
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Started playing marines first and a vindicator det always got used, but they never really stood out or performed that well. Although ignore cover a good thing, for the one shot not brilliant, prefer hellhounds as they make better use of ignore cover. The vindicatirs good tank hunters in a built up battle.


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 Post subject: Re: Tactical Discussion for Armies in Space Marine?
PostPosted: Fri May 11, 2012 1:37 pm 
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Yes it is difficult to use Vindicators
I am always try to use 1-2 Co´s of them
then they can be a real nightmare for well dug in (SH)tanks

Hellhound are more difficult IMO cause of their short range template
Quote:
but they never really stood out or performed that well.

Thats funny cause everytime I used Vindicators
they suffered from extremly bad dice rolls :{[]
They are still one of my favorite tanks, though.


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