Post by burbsee on Apr 21, 2006 12:12:33 GMT 12
this thread is for those of us who play marines or who want to play them!!im still working on it and will add more as it comes .it is very opinion based thats for sure and on a what works for me but im sure there are plenty of points we can agree on.comments and suggestions are welcome and i will edit and add and so on as i figure it all on paper then put it up here!!
why collect a space marines army?there are oh so many reasons but one of them is because you want to kill the foul chaos scum and that which stands in the way of the emperor!but what we all want is to be the best on the field of battle in the universe of war!
space marines are amongst the most powerful and dreaded wariors in the universe of 40 .they are super human genetically enginered super warriors.the under go vigourous training and the hardest of tests.through these test come the most superior of the chosen who have honed their skills in all aspects of combat.their unswerving loyalty lies to the emperor of mankind.this guide will try(cough cough im only 16 and have been playing for about a year-no expert)to make the best use of your soldiers and turn thier potential to use and so make the enemies of mankind fear the barrels of the boltgun and and the wrath of their weilders!
i will start with equipement/wargear (the amory section of the codex) and work through it as best i can starting with
WARGEAR-RELICS AND ARTIFACTS
adamantine mantle:definitly a big nono one of the most useless things in the Armoury of the Space marines, and it comes in at a whooping 35pts,it gives to its wearer the ability to avoid instant death when hit by a weapon whos strength is more than twice his toughness taking a single wound instead.you character has an independant character status and so use it to keep away from big weapons that might hurt you
Chapter banner – this is not so good,it allows any space marine unit within 12" to reroll failed morale checks and if the squad carrying it is charged they count as having the counter attack ability I would ignore this wargear for the amount of points it costs
Holy Relic – too expensive Again, this is lets you have an extra attack for all those within 2d6" but only on the turn you reveal it something i would only take in terminator command squads,lead by a chaplain(this allows rerolls for missed hits),but for its price I would keep clear from this.
iron halo-this one is tuff you can go anyway give it to your master save him from those nasty instant kill weapons with the 4+ invunerable save but i would personally spend the 25 points on more marines
Sacred Standard –Points better spent else where.
WARGEAR
artificier amour-this armour actually has some uses. While most people might prefer the Terminator Armour at only 5 pts extra, this armour have some advantages over the Terminator Armour. Combine this with the chaplain will give you the 2+ you seek and you do not have to worry about the lack of invulnerable saves(chaplians carry a rosarius which grants a 4+ invunerable save). This armour still leave the option of riding in a bike or be equipped with a jump pack(i highly recommend). Which the Terminator armour cannot do. This will enable the independant character to be joined with a Assualt Squad or a Bike Squad.but it is only useful in my opinion in using it in combination with a chaplain and put im in a jump pack and join him to a assault squad and wallah.very nice.
Auspex – This device is sometimes usefull, and if you have the spare points, you might want to purchase this wargear for your scout as when combined with the infiltrate rule any enemy set up within 4d6" of the model with the auspex the the whole squad can take a free shot at them before the game begins(or sound the alarm in sentry games).Auspex are more of a bet than an assurity but at the price its reasonable.i would get it if i had a couple of points and had nothing else to spend em on
Bionics – This is one of the most useless pieces of wargear and is a waste of points. You might want to purchase it fluff wise, but I dont recommend this at allas its very unlikely to save you
Combat shield – this is a handy to have, but this wargear is a bit of waste on a shooty army, the 5+ armour save is not something that you can rely on for protection and is only available in close combat
Fammilliar – if you are taking a Librarian,i would recommend using this as it will mostly likely give you the xtra bit inititiave over the enemy character(s) you are hunting.definite for the librarian.good value for points
Frag Grenades – this in my opinion is the most important piece of wargear you can give to assault units.very cheap at 1 point.oh so handy in charging around.i will alsay take them for assault units but nothing wrong with giving them to everybody
Jump pack – this is something you would buy only for the Chaplain or master. I buy this to get the ability to attach the Chaplain to the Assault Squad.thats the best use for it and only for the Chaplain/master
Krak Grenades – this is the most useless piece of equipment in my opinion never take it!some peole will say but what if you run into tanks well look at it this way 7 marines krak grenades=14 points power fist =15 points all sorted.keep him safe and you fine.
Master Crafted Weapon –this can be very useful but i would only take it for a veteran seargeant who has a power fist or if you have a thunder hammer somewhere(but dont take thunder hammers in the first place(not on terminators) I would only recommend this if it was a large squad and not want one who your just going to throw away,and if you do fork out for it make sure you do get stuck in their and use it!!again this is something i would only take with those "left over points"but coming in at 15 points this should not be the case
Melta bombs – i always take this on my assault squads is this piece of equipment.It is good on bikes and on assault squads, but not on a character as its a waste of points there
Purity Seals – this is no good from my point of view for it to be useful first you have to flee and lose-wheres the hoour in that??
Space Marine Bike – Like the Jump Pack, its something you only buy for the chaplain and to be joined to a Bike Squad. Not a good option as Bike Squads are mainly for hunting down this enemy tanks.
Teleport Homer –i really dont know about this one(untested) but i would say it would be useful for infiltrating units combined with terminators to get them from behind.scouts are good for that small size hiding in cover bring in the termis and give your oppent a big immediate threat ont their lurking ordance.at a cost of 5 points its fair
Terminator Armour – A very popular choice for the Librarian or the Chaplain who is teleporting with the rest of the Terminators.do i need to say more
Terminator Honours – the 15 points gives an extra attack and leadership is increased to 9 if lower!i always use this as it gives my serageants access to the armoury and those all so important power weapons/fists.sure it aint cheap but the benefits in close combat(if you take a power weapon)will be well worth it.
SINGLE HANDED WEAPONS
Bolt pistol – the best weapon you can take combined with a power sword. Take it over storm bolters and bolters for your characters any time!grant sthat extra attack.....
Chainfist – for 5 points its not bad but i would only take it when your facing alot of vechicles/bunkers
Close Combat Weapon – if you got acces to the amoury you dont get this no no no get a power sword
Single/Double Lightening claws –it is a bit expensive. Take it with the character that’s going with the assault squad, such as a Chaplain(with jump pack).i would go with twin lightning claws but generally points could be better spent else where
Plasma Pistol –this one i have no idea.its good but worth it??i dont know i would normally go with the bolt pistolits good for those termies its unlikely to kill you but you never know i use them and the price is reasonable
Powerfist – wonderful on Veteran Sergeants cause they are in a squad(they strike last)dont give to a character
Power weapon – The must have for all characters, the bolt pistol and this combined is just awesome.the most important peice for those veteran seargeants.
Storm Shield – Because you cannot get that +1 attack and it is only good for Close Combat, points better spent else where.they work well though and its really what your looking for out of the character yous using it that will decide whether you want it or not
Thunder Hammer – I would not take this because it is simply too expensive for what it does. A character would do much better with a power weapon while a vet sarge’s power fist is 15 points cheaper its use ful but when you copare points to powerfist powersword poinst are better spent elsewhere
TWO HANDED WEAPONS
Bolter/Storm Bolter- not good on a character at all, better off with that +1 attack from the bolt pistol.stormbolter can be useful on devestator serageants but you should not have them in range in the first place so i dont recommend these
Combi-Weapons – this is a good wargear for those on bikes, but it is too expensive for what it does and you would do well to save the points for something else. You might take it if you have a Terminator equipped model.
ok will add more soon im sick of typing
why collect a space marines army?there are oh so many reasons but one of them is because you want to kill the foul chaos scum and that which stands in the way of the emperor!but what we all want is to be the best on the field of battle in the universe of war!
space marines are amongst the most powerful and dreaded wariors in the universe of 40 .they are super human genetically enginered super warriors.the under go vigourous training and the hardest of tests.through these test come the most superior of the chosen who have honed their skills in all aspects of combat.their unswerving loyalty lies to the emperor of mankind.this guide will try(cough cough im only 16 and have been playing for about a year-no expert)to make the best use of your soldiers and turn thier potential to use and so make the enemies of mankind fear the barrels of the boltgun and and the wrath of their weilders!
i will start with equipement/wargear (the amory section of the codex) and work through it as best i can starting with
WARGEAR-RELICS AND ARTIFACTS
adamantine mantle:definitly a big nono one of the most useless things in the Armoury of the Space marines, and it comes in at a whooping 35pts,it gives to its wearer the ability to avoid instant death when hit by a weapon whos strength is more than twice his toughness taking a single wound instead.you character has an independant character status and so use it to keep away from big weapons that might hurt you
Chapter banner – this is not so good,it allows any space marine unit within 12" to reroll failed morale checks and if the squad carrying it is charged they count as having the counter attack ability I would ignore this wargear for the amount of points it costs
Holy Relic – too expensive Again, this is lets you have an extra attack for all those within 2d6" but only on the turn you reveal it something i would only take in terminator command squads,lead by a chaplain(this allows rerolls for missed hits),but for its price I would keep clear from this.
iron halo-this one is tuff you can go anyway give it to your master save him from those nasty instant kill weapons with the 4+ invunerable save but i would personally spend the 25 points on more marines
Sacred Standard –Points better spent else where.
WARGEAR
artificier amour-this armour actually has some uses. While most people might prefer the Terminator Armour at only 5 pts extra, this armour have some advantages over the Terminator Armour. Combine this with the chaplain will give you the 2+ you seek and you do not have to worry about the lack of invulnerable saves(chaplians carry a rosarius which grants a 4+ invunerable save). This armour still leave the option of riding in a bike or be equipped with a jump pack(i highly recommend). Which the Terminator armour cannot do. This will enable the independant character to be joined with a Assualt Squad or a Bike Squad.but it is only useful in my opinion in using it in combination with a chaplain and put im in a jump pack and join him to a assault squad and wallah.very nice.
Auspex – This device is sometimes usefull, and if you have the spare points, you might want to purchase this wargear for your scout as when combined with the infiltrate rule any enemy set up within 4d6" of the model with the auspex the the whole squad can take a free shot at them before the game begins(or sound the alarm in sentry games).Auspex are more of a bet than an assurity but at the price its reasonable.i would get it if i had a couple of points and had nothing else to spend em on
Bionics – This is one of the most useless pieces of wargear and is a waste of points. You might want to purchase it fluff wise, but I dont recommend this at allas its very unlikely to save you
Combat shield – this is a handy to have, but this wargear is a bit of waste on a shooty army, the 5+ armour save is not something that you can rely on for protection and is only available in close combat
Fammilliar – if you are taking a Librarian,i would recommend using this as it will mostly likely give you the xtra bit inititiave over the enemy character(s) you are hunting.definite for the librarian.good value for points
Frag Grenades – this in my opinion is the most important piece of wargear you can give to assault units.very cheap at 1 point.oh so handy in charging around.i will alsay take them for assault units but nothing wrong with giving them to everybody
Jump pack – this is something you would buy only for the Chaplain or master. I buy this to get the ability to attach the Chaplain to the Assault Squad.thats the best use for it and only for the Chaplain/master
Krak Grenades – this is the most useless piece of equipment in my opinion never take it!some peole will say but what if you run into tanks well look at it this way 7 marines krak grenades=14 points power fist =15 points all sorted.keep him safe and you fine.
Master Crafted Weapon –this can be very useful but i would only take it for a veteran seargeant who has a power fist or if you have a thunder hammer somewhere(but dont take thunder hammers in the first place(not on terminators) I would only recommend this if it was a large squad and not want one who your just going to throw away,and if you do fork out for it make sure you do get stuck in their and use it!!again this is something i would only take with those "left over points"but coming in at 15 points this should not be the case
Melta bombs – i always take this on my assault squads is this piece of equipment.It is good on bikes and on assault squads, but not on a character as its a waste of points there
Purity Seals – this is no good from my point of view for it to be useful first you have to flee and lose-wheres the hoour in that??
Space Marine Bike – Like the Jump Pack, its something you only buy for the chaplain and to be joined to a Bike Squad. Not a good option as Bike Squads are mainly for hunting down this enemy tanks.
Teleport Homer –i really dont know about this one(untested) but i would say it would be useful for infiltrating units combined with terminators to get them from behind.scouts are good for that small size hiding in cover bring in the termis and give your oppent a big immediate threat ont their lurking ordance.at a cost of 5 points its fair
Terminator Armour – A very popular choice for the Librarian or the Chaplain who is teleporting with the rest of the Terminators.do i need to say more
Terminator Honours – the 15 points gives an extra attack and leadership is increased to 9 if lower!i always use this as it gives my serageants access to the armoury and those all so important power weapons/fists.sure it aint cheap but the benefits in close combat(if you take a power weapon)will be well worth it.
SINGLE HANDED WEAPONS
Bolt pistol – the best weapon you can take combined with a power sword. Take it over storm bolters and bolters for your characters any time!grant sthat extra attack.....
Chainfist – for 5 points its not bad but i would only take it when your facing alot of vechicles/bunkers
Close Combat Weapon – if you got acces to the amoury you dont get this no no no get a power sword
Single/Double Lightening claws –it is a bit expensive. Take it with the character that’s going with the assault squad, such as a Chaplain(with jump pack).i would go with twin lightning claws but generally points could be better spent else where
Plasma Pistol –this one i have no idea.its good but worth it??i dont know i would normally go with the bolt pistolits good for those termies its unlikely to kill you but you never know i use them and the price is reasonable
Powerfist – wonderful on Veteran Sergeants cause they are in a squad(they strike last)dont give to a character
Power weapon – The must have for all characters, the bolt pistol and this combined is just awesome.the most important peice for those veteran seargeants.
Storm Shield – Because you cannot get that +1 attack and it is only good for Close Combat, points better spent else where.they work well though and its really what your looking for out of the character yous using it that will decide whether you want it or not
Thunder Hammer – I would not take this because it is simply too expensive for what it does. A character would do much better with a power weapon while a vet sarge’s power fist is 15 points cheaper its use ful but when you copare points to powerfist powersword poinst are better spent elsewhere
TWO HANDED WEAPONS
Bolter/Storm Bolter- not good on a character at all, better off with that +1 attack from the bolt pistol.stormbolter can be useful on devestator serageants but you should not have them in range in the first place so i dont recommend these
Combi-Weapons – this is a good wargear for those on bikes, but it is too expensive for what it does and you would do well to save the points for something else. You might take it if you have a Terminator equipped model.
ok will add more soon im sick of typing