Right let's see:
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1. What elements of the game should people not play with when first learning;
Well, aircraft and war engines are generally to be avoided for your first game or two, but if you've got a good head for rules they should be usable in your first few games anyway.
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2. What tips do people have for a beginner Space Marine player from a modelling and gaming perspective (for nostalgia reasons I’ll be painting them as Blood Angels);
From a modelling perspective, I dunno, I recently painted up a Blood Angels army, maybe you can pick up some ideas from it?
http://www.warseer.com/forums/showthread.php?t=251154I painted them as Blood Angels, but when using my Marines in tournaments I just use them as normal Codex Marines, as I'm not a fan of the UK tournament group's Blood Angels army list (They have written quite a few lists many of which I like, but their Blood Angels list is quite underpowered).
You can find the UK tournament group's army lists here, if you're interested:
http://epic-uk.co.uk/armylists.shtmlAnd the "NetEA project"'s army lists here :
viewforum.php?f=69 (In the "Army Compendium" threads)
Since GW abandoned Epic rules development, the community has taken over, one way or another. :-)
I'd say it's best to stick to the Codex Marine rules, rather than pick a variant chapter, especially as a learner.
EUK and NetEA rules for the Codex Marine list are both pretty much the same there too, with only some very minor differences.
Indeed there's very little different from the original rulebook rules, just a few modified points costs for the most part.
From a gaming perspective, Marines in Epic play much more like they do in the background than they do in Warhammer 40,000.
Marines are an elite strike force, able to bring more firepower to bear on a single part of the battlefield than pretty much any other army, and they have a high strategy rating (Meaning that they'll likely get to act first each turn) and a low initiative rating (Meaning that your troops will rarely disobey your orders).
But they have the disadvantage of lack of numbers, so they can't get bogged down in attritional battles, they have to win through out-manoevering the opponent, and superior use of mobility assets (Such as Thunderhawk Gunships, Landing Craft, Drop Pods, Teleporting Terminators, etc...).
In practice, this means that you can't just walk them up the table relying on their armour save and rolling attack dice, as you can in a certain 28mm game. :-)
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3. Are there any other threads I should have read;
Maybe. *Shrug* :-)
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4. Are there any glaring omissions from the below purchase list; and
I never leave home without at least one squadron of Thunderbolt Fighters.
I use the nice Aeronautica models.Just noticed you already have an Aeronautica fleet. :-)