Author Topic: Space Marine Tactics  (Read 841 times)

shwnlyns

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Space Marine Tactics
« on: October 15, 2013, 05:43:54 PM »
So its been a little over a month since the codex has been released and I'd like to know what people are thinking about it and what's been working / not working in games they have played since.

I myself am thinking about running a mech Raven Guard list. Scout some Razorbacks up and get as much fire out in turn 1 as I can while I have vanguard marines flying behind to strike where I want them to. Being able to use the jump packs in both the move and charge phase I think allows me to place them on the table turn 1 instead of reserving them because they are able to get where I want them with a 12" move. Also I thought about removing jump packs on assault marines and putting them in a rhino with two flamers. Scout ahead 12", drive 12" and fire flamers out the top from their deployment line.

Anyway, there's my thoughts, please comment on them and or provide your own.

Rurouni Benshin

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Re: Space Marine Tactics
« Reply #1 on: October 15, 2013, 05:49:16 PM »
Pretty sure you can only fire Snap Shots when moving at Cruising Speed.  Otherwise, it's a sound strategy.  18" between Deployment and 1st Turn of shooting is still pretty good.

With the Assault Marines, you may as well take a Drop Pod instead, if your intentions are to get close up in their face quickly.
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MM3791

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Re: Space Marine Tactics
« Reply #2 on: October 15, 2013, 06:19:08 PM »
White Scars seems to be the "net list". Highly mobile and can max out grav weapon shots while moving. Ally with SW and the grav weapon+JWW combo will erase almost all MC from the table since they have to test on Init 1.

PhoenixFire

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Re: Space Marine Tactics
« Reply #3 on: October 15, 2013, 06:19:35 PM »
Pretty sure you can only fire Snap Shots when moving at Cruising Speed.  Otherwise, it's a sound strategy.  18" between Deployment and 1st Turn of shooting is still pretty good.

With the Assault Marines, you may as well take a Drop Pod instead, if your intentions are to get close up in their face quickly.

what he said, you can scout and move 6 and flame but thats it.

if you really want to do an in your face flamer list try drop pods


i like the UM chapter tactics for drop pod lists, sure they're one use but the rerolls for melta guns right out of the drop pod is nice when you really need that vehicle gone

i want to try out a kantor list which means i have to use fist chapter tactics, they look ok but need to have dev squads to get the most out of it

shwnlyns

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Re: Space Marine Tactics
« Reply #4 on: October 15, 2013, 06:44:07 PM »
White Scars seems to be the "net list". Highly mobile and can max out grav weapon shots while moving. Ally with SW and the grav weapon+JWW combo will erase almost all MC from the table since they have to test on Init 1.

Not to take anything away from White Scars, they do seem very good, but I'd like to try something different, as tempting WS are.

what he said, you can scout and move 6 and flame but thats it.

if you really want to do an in your face flamer list try drop pods


i like the UM chapter tactics for drop pod lists, sure they're one use but the rerolls for melta guns right out of the drop pod is nice when you really need that vehicle gone

i want to try out a kantor list which means i have to use fist chapter tactics, they look ok but need to have dev squads to get the most out of it

UM also look good, it's a little of something for everything whenever you decide you want it and Telion is tempting. I'd love to be able to shoot out whatever model I want in a squad without having to rely on rolling 6s to hit.

and as much as I like drop pods, you only get half on turn 1 which I want for dreadnoughts with sternguard in reserve while the rest of my raven guard units move up quickly to support the dreads that just dropped. I think most people look at RG tactics and see better options but I'd like to be able to make it work.

Also I've been looking at honor guard and they look like the best unit in the game. For 25 points you get a marine with 2 attacks, wears artificer armor and comes with a power weapon. In comparison, a veteran sergeant in a tac squad costs 24 points (14 for the marine and 10 for the upgrade) and only gets a second attack. Honor guard get very little options but besides not having an invuln, they need nothing.

Benjamin

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Re: Space Marine Tactics
« Reply #5 on: October 15, 2013, 07:04:13 PM »
I've been theorizing about Raven Guard, lots of jump packs and just lots of speed. No mech though. For the moment, Blood Angels can do it better (Descent of Angels), but that'll soon change.

Achillius

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Re: Space Marine Tactics
« Reply #6 on: October 15, 2013, 08:08:51 PM »
Templars, pure and simple....

Still working on how best to use them because as entertaining as a 20 man squad is there's an awful lot of pie plates out there...
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Re: Space Marine Tactics
« Reply #7 on: October 16, 2013, 07:29:21 PM »
I am thinking of combining ravenguard, plus pods/scouting transports etc, and pod wolves.  Some in your faceness, some grav, some jaws.

Tau are everywhere need to thin them out a bit.
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MM3791

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Re: Space Marine Tactics
« Reply #8 on: October 17, 2013, 04:27:15 AM »
No matter what chapter you pick, wolves make a great ally. Grav+Jaws combo is absolutely ruthless  8)

Also the new SM supplement(Sentinels of Terra) specializes in additional centurion suits, which is very interesting.