Long time 40k player here, only very recently discovered how much fun Epic is. A friend sold me a Space Marine army, so that’s what I’m learning with. There is still a lot I need to learn about the game, and I am forming up marine tactics in my head, but I would appreciate input from experienced players.
I finally played my first, non-coached game of Epic with Space Marines last week and was beaten (of course), but I did well enough that I didn’t get my ass handed to me. Now that I’ve played a full game myself, though, I’ve got some questions about playing the Marines.
Since it was my first 3000-point game, my opponent and I agreed to not use air power but I want to start including it. There are many proponents of using the Marines as a quick-strike army and believe that the force is really limited when reduced to ground-pounding. Here is one example of an air attack:
http://www.belloflostsouls.net/2009/02/ ... above.htmlI am in no position to argue, but I do question the logic of this tactic. It seems to me that in a 3000 point army, saving 1450 points to come out on turn 3 and grabbing the Blitz objective is kind of a extreme. That would allow whatever meager ground forces the marines do have on the board initially to get pounded to rubble during the first two turns. I do really, really like the idea of swooping in with a thunderhawk and delivering a strike team, but does anyone have any suggestions on how to perform the above tactic (or something similar) at a more reasonable points cost?
Similarly, I also like the idea of using drop pods to deliver forces, but I have seen nothing online detailing good drop pod strategy. If you have to pre-plan what turn the pods come in on and where they will touch down, doesn’t that limit their overall effectiveness? With teleporting terminators you know exactly where and when they enter the battlefield, but drop pods are much more of a crap shoot as to effectiveness (there may be nothing worth going after where they land). In addition, if the marine player has more than one drop pod there is no way he can retain the initiative to activate all the dropped forces, and they will always end up enduring a round of fire before they are able to do anything. Sitting ducks? (Again, I really have no experience to back up these thoughts, they are just my initial impressions)
(As an aside - it states in the Epic rules that drop pods scatter 2d6 when they land, and suggests using 40k scatter dice. The 40k scatter dice have two 'dead on' rolls that result in no scatter, but the Epic rules do not explicitly state that scattering in Epic is the same as 40k, so doesn't that mean that in Epic the pods will ALWAYS scatter?)
I do not currently own any Dreadnaughts but plan on getting some. There seems to be a lot of difference of opinion as to the value of Dreadnaughts on the table, though, and who they should go with. If you put them with terminators, then the terminators can’t teleport. If you put them with tactical marines, then it subjects them to AT fire and limits their maneuverability. If you put them with devastators, then it will limit ability to move just like tactical marines, and since devastators are initially a smaller unit than tactical marines the dread will break more easily. I suppose I can understand the argument that adding a dreadnaught makes the unit vulnerable to AT fire, but since the unit has rhinos aren’t they subject to AT fire already? What are popular thoughts here on usefulness of dreadnaughts and where to put them?
I also don’t have any scouts, and am having a hard time understanding what real value they are. Can anyone clearly explain what they are used for and why I should get them?
Where do characters work best for marines? In my first game the only character I took was a Supreme Commander to allow the reroll (I attached him to a tactical unit of marines, and the whole unit ended up getting killed and giving my opponent BTS objective). It seemed to me that characters can make units get really expensive really fast, just wondering how many I really need and what unit is able to utilize them best.
In addition, if any players out there have good tactics similar to the “Death From Above” link listed above, that would be appreciated.