space marine tactica (age o
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Space Marine Tactica (Age of Egos)
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Age of Egos gives us his perspective on tactics for the Space Marines based on the 5th Edition Space Marines
Codex
Unit by Unit AnalysisHQ Analysis
Space Marine Chaplain1.
Librarian2.
Captain3.
Chapter Master4.
1.
Elite Analysis
Venerable Dread1.
Vanilla Dread2.
Ironclad Dread3.
Techmarine4.
Terminators5.
Assault Terminators6.
Legion of the Damned7.
Sternguard8.
2.
Troop Analysis
Tactical Squads1.
Scout Squads2.
3.
Fast Attack
Vanguard1.
Assault Squad2.
Land Speeder Squadron3.
Scout Bike4.
Space Marine Bike5.
Attack Bike6.
4.
Heavy Support
Devastator Squads1.
Land Raiders2.
Whirl-Wind3.
Thunder-Fire4.
Vindicator5.
5.
1.
Tactics and sample army lists
Mechanized Marines1.
2.
Tactics3.
Unit by Unit Analysis
HQ Analysis
Before I get into each specific HQ, I think we need to break the HQs down into two terms; Support and Lead.
Support HQs only work in tandem with appropriate units while Lead HQs can operate comparably well in anyunit they are placed. So, following each HQ selection I'll describe the HQ accordingly. I won't get into the
specific Special Characters as well, as they might be deserving of a future article. I also do not feel any of
them are worth their cost.
Space Marine Chaplain
Support
For 100 points you get 3 attacks at WS 5 that need 4's to wound against MEQ (Or Orks). This isn't a greatdeal to write home about but the Chaplain is a support unit with his ability to grant re-rolls to his unit.
Obvious choices are Thunder/Shield Terminators, Assault Groups are not an optimal choice for the Chaplain
mostly due to his secondary rule; Fearless. Fearless is a great ability if you have very good saves or Feel No
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dread and for his cost + 40 you could buy two Dreads...I'll go with spending 40 pts more and getting two.
Again, Melta is the best choice here as the drawback to Melta is one shot...which is BS of 5 will help
overcome.
Vanilla Dread
105 points for AV 12, Multi-Melta packing monstrosity who can actually survive now due to 5ths damage
chart? Yes please! Always a solid choice and arguably the best Elite unit in the codex. I always take at least
one and add more as I scale up in points. Throw him in a pod with a heavy flamer/Multi-Melta kit and you
have a deep striking Anti-Tank-Anti-Horde unit that will be in their face turn 1.
Ironclad Dread
There are only two things that fail to impress me about this unit; The model coming out for it and its
non-linked Melta. AV 13 is a beast in 5th, as Power Fists and Power Klaws will need a 4 to hit, then a 6 to
penetrate. Considering they will not blow him up on a glance, this equates into quite a tar-pit unit. 135 points
isn't a bad cost, considering he gets EA free and a semi-melta CCW. The only downside to this guy is his
regular melta. For this reason, I like vanilla dreads better simply due to cost and the Multi-Melta...but the Iron
Clad is a solid choice as well.
Techmarine
If you are fluff nutter and want a Omnissiah theme, then he's an ok choice (Of course, he takes a Dread's spot
as well). Otherwise, leave this guy at home.
Terminators
They shoot "ok" and Assault Cannons lost some punch. Not worth their points.
Simple trick might be to have scouts or scout bikers take the locator beacon, then scout them into the enemyterritory. If they survive the turn, teleport the Terminator and Smash Vehicles with your 8-12 S8 attacks...
Also Terminator are good for tying up units as on average it takes 24 S4 attacks or 36 S3 attacks. That is 6
Orks on the charge or 12 denied furious charge. Granted spending 200 points to force your opponent to throw
a lot of ammunition and attacks at them is a little much. (QUMI)
Assault Terminators
These guys can be real ball breakers, provided you support them well. If you run them though, go big or go
home. Put them in a Land Raider, throw Vulkan in with them and watch them walk through pretty much any
unit in the game. That said, that combination is in upwards of 550 points. It's all smiles until your Land Raider
gets suicide melta'd and your Thunder/Shield Terms get lashed back and shot all game. I don't think these
guys are as good as their rep, in terms of efficiency, albeit they have a place in a 2k list (See my 2k list
below).
The combination of Shrike/Infiltrate/Fleet Terminators is fun and will work once. After people are aware (and
laugh at your 'sneaky' terminator fluff), this will cease to be fun. Not to mention Shrike is 200 points and you
lose combat tactics.
Legion of the Damned
This is the one unit that seems tantalizing to me but I have yet to play enough to comment on. The build that
looks most promising is a Multi-Melta, Melta unit of 5-6 that deep strike in (Rerolling the scatter!) next to a
vehicle and send it to hell w/ their Slow/Purposeful. Of course, this is 200 points to do which is semi-pricey.
They have a great 3++ but so much of 5th is multitude of fire, they'll still die to mass dice (Not to mention
they will be in a nice tight circle after you deep strike). Undecided but definitely leaning towards 'Fun Only'.
Sternguard
Second best Elite choice and one of the better choices in the game. They are pricey but if used aggressively,
will provide one hell of a headache for your opponent. Take combi-weaponry if you take them as at 5 points
each it's a steal. Combi-Meltas are no brainers here with perhaps a few combi-flamers. If you take a unit of
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10, you can split your combi-weapons, so 5 have melta and 5 have flamer/Heavy Flamer. This means you
blow up the transport and then torch those who get out. The rounds are interesting but it's almost always
advantageous to use hellfire (wound on 2+). Negating cover saves is situational, Vengeance can cost you
models (and still only wounds on a 4+) and Kraken allows cover saves. Since cover saves abound in 5th,
either shoot the negate cover or Hellfire to force more saves. I always pod or Gate these guys around, as they
are an aggressive unit...NOT a unit that should park in a forest!
Troop Analysis
Tactical Squads
Always take a 10 man for the free Heavy and Special, never just buy 5 and don't combat squad in Kill Point
games. There are the no brainers, the only real question is how to kit them out. This is where Space Marine
players will likely schism. I see Marine armies as a mid-field fire point army, with good survivability. I do not
expect my Tacs to assault, unless I have Tau or IG in my face. Else, I'm thinking of how to aggressivelyadvance while shooting. Combat Tactics supports this role (and this partly why I dislike specials that take it
away), so I think Power Fists are pointless. I usually combat squad. Power Fists in combat squads with wound
allocation will leave you frustrated and your opponent happy. Tacs are not meant for elite hand to hand, you
need to run away if you are in combat with such. Power Fists simply don't belong in tacs.
Shooting, the free Flamer is a solid choice as wound allocation/cover is so important now. Melta is another
solid pick. Plasma sucks in 5th, leave it at home. Heavy choice, Multi-Meltas are very solid (and free!). If you
know the squad is going to squat on your objective and shoot down field, a 10 pt las-cannon seems worth it.
Missile Launchers, while free, don't do a great deal now since glancing is so weak but I can see saving points
to take them. I pass on Heavy Bolters and Plasma as I'm usually more concerned with vehicles than say
hordes (and either way, they'll likely get a cover save).
Scout Squads
Another solid pick, albeit just one unit. If you take them, again go big or don't bring them. Camo, Snipers,
Telion and a Missile Launcher is a good build. Have them squat in cover on an objective and they are a
serious pain to remove.
Fast AttackVanguard
Lets get this nonsense unit out of the way. Here are the arguments I see on forums for Vanguard;
"I had great success when I used a Scout Squad with Beacon and turbo'd over and killed this one unit" "They
rock! I deep struck next to this unit the other day and tore them up!"
Their Deep Strike ability is not good guys. To assault when you deep strike, you need to place your initial
model 6-7 inches away from your enemy. Ok, now you roll scatter (Which will happen 66% of the time). If
you scatter, you roll 2d6. The most common number on 2d6 is 7 (With 6 and 8 following behind). Guess whathappens if the arrow points towards your enemy with that roll? Mishap. Guess what happens if the arrow
points away from your enemy with that roll? No assault.
Horrible unit. Over-priced, no consolidation in 5th, can scatter, very situational and did I mention
over-priced? Great models, horrible rules. No thanks.
Assault Squad
Interesting unit if you take two flamers, although they cost the same as a tac and don't score. If you need anassault punch, Thunder/Shields are a better pick. These guys are still marines...just a pip in attack. If I need a
dedicated assault/counter-attack unit, I prefer it to be a hammer not a fly-swatter.
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Land Speeder Squadron
Best Fast Attack choice and one of the better choices in the codex. For 70 points you get a Fast Skimmer with
Multi-Melta, Heavy Flamer that can deep strike off Beacons or move 12 on the table and unload. Solid pick.
Either go Melta/Heavy Flamer or Heavy Flamer/Heavy Flamer. I like the Melta/Flamer combination as you
can provide horde/vehicle help where needed. That Melta 2d6 threat range becomes 24 inches from your
speeder as well...enough to make any armor sweat.
Scout Bike
Space Marine Bike
The only reason to take Bikes is for the special weapon allocation and to bury an attack bike. If you are set on
taking them, then dedicate them to AT purposes and load up with 2 Melta + Combi-Sarg w/ Melta and an
Attack Bike w/ Melta. That's a pretty nasty unit in terms of AT, dishing out one 2d6 Melta at 12 inches and 42d6 Melta at 6 inches. This unit 'may' have promise but the bottom line is; It has to compete with a Land
Speeder. The Land Speeder has better movement (Over terrain/units) and for the price of the above bike unit,
I can have two Land Speeders w/ Melta/Flamer.
Bikes also tend to bleed KPs or go away very quickly if your opponent nods in their direction. Multi-Melta,
ML, Las Cannon, Battle Cannon, etc will kill your expensive bikes just as quickly as regular marines. The
only time I would take Bikes is if they count as troops and you are playing a bike army, else the Land Speeder
wins out in terms of role capability, movement, cost and survivability.
Attack Bike
Attack Bikes suffer all of the negatives listed above for bikes but with even higher price tags! A squad of 3
with Melta will cost you 150 pts, which again is more than two Land Speeders kitted out correctly. This is a
very easy KP unit for your opponent and will die to any attention dealt to it. Attack Bikes can have a place in
Space Marine bike armies, deep in regular bike units. Otherwise, they simply die. Pass.
Heavy Support
Devastator Squads
With the advent of armor and the ridiculous costs of their weapons, these guys really lost their way in 5th.
Keep them on the shelf.
Land Raiders
Land Raiders got really tough in 5th. Still, they are really expensive. If you are delivering some nasty combat
unit, then Land Raiders are solid. However, the downside is you need to get close to complete this job...and
melta will be grinning and waiting. If you decide to include a Land Raider, make sure you armor overload sothey can't focus heavy weaponry. Crusaders are rock solid, Redeemers can have their moments and vanilla
Land Raiders have come into their own with the advent of AV 12 vehicles running around. The ONLY time
EA is worth it, is on a Thunder Term deliverance vehicle.
Whirl-Wind
For 85 points, I can have a Predator kitted out. Who will be more likely to survive and perform their role?
Thunder-Fire
Read the artillery rules in the main rule-book. Then read them again. Then think about one las-cannon or
missile launcher shot and the corresponding damage roll. Cool model (granted a pain in the ass to put
together) but simply can't survive.
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Vindicator
This will likely be contrary to most opinion but I like the Vindicator. Big templates for horde, nice AP if you
catch something in the open and good Str. if you are desperate for vehicle duties (but should be a last
option!). AV 13 is nothing to sneeze at the fear factor this guy produces will save other armor. Good pick.
Tactics and sample army lists
First, I'll list the three possible builds I see Space Marine players (Or basic ingredients of each);
Mechanized Marines Pod Marines Bike Marines
I will only comment on the first two, as I stated before I think Bike Marines deserve their own article (and
someone with more expertise in fielding them). I listed them above for a sake of completeness, as I think a
Biker Marine army 'can' be competitive.
Mechanized Marines
METAL BOXES...ahem, Rhinos everywhere. All your tacs button up in Rhinos unless necessity demands you
get out. Flame/Heavy Weapon from the ports. Speeders for your Fast, Dreads for your Elites and Preds for
your Heavies. This does a couple of things; 1) Armor overloads. Two tanks are easy to deal with for 4 heavy
weapons. 4 Rhinos, 3 Dreads, 2 Land Speeders and 3 Predators are a bit more difficult! Always buy a Rhino
for a tactical squad, even if you 'know' that unit will be sitting in cover. With the advent of dedicated
transports picking anyone up and the survivability of armor in 5th, an extra Rhino scooting around is always
good.
A caveat for Land Speeders/Vindicators. If you are facing an army that is placing a great deal of moderate
strength/firepower down field, use the reserves rules. Your Speeders are fast, they can move on 12 after a fewturns of loosening your opponent on and turn the game. A reserve Vindicator will always get a shot at 30
inches, which is midfield. Speeders can also Deep Strike off beacons, which can be pretty damaging if you kit
them with Heavy Flamer/Multi-Melta. If you are playing a competent opponent and you see some serious
firepower, use the reserve rule.
Here is an army I run (Mostly Mech Marines) at 1750. Pretty competitive, fun to play;
HQ
Libby with Gate and Force Dome
Elite
Seven Sternguard with 5 Combi-Meltas, Sarg has Combi-Melta Drop Pod with Locator Beacon
Vanilla Dread--Multi-Melta + Heavy Flamer Drop Pod with Locator Beacon
Vanilla Dread--Multi-Melta + Heavy Flamer Drop Pod
Troops
10 man Tactical Squad with Flamer, Multi-Melta Rhino
10 man Tactical Squad with Flamer, Multi-Melta Rhino
10 man Tactical Squad with Flamer, Las-Cannon Rhino
Fast Attack
2 Land Speeders with Multi-Melta, Heavy Flamer
2 Land Speeders with Multi-Melta, Heavy Flamer
Heavy Support
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Predator with Auto-Cannon, Heavy Bolter Sponsons
Predator with Auto-Cannon, Heavy Bolter Sponsons
First turn you either drop two Dreads with Heavy Flamer + Multi-Meltas on a flank or a Dread +
Libby/Sternguard. Wherever you drop, that's a dead unit, Land Raider, tank or tank squadron. Two Locator
Beacons allow you to gate where needed and out of combat. If you drop two dreads first turn, your opponentwill be looking at the following armor on their first turn;
Two AV 12 Walkers on a flank; Three AV 11 Rhinos popping smoke and advancing with full Tactical
Squads; Four AV 10 Land Speeders with Melta/Heavy Flamers; Two AV 13 Predators
Another 2000 list without any Pod mixture "True" mechanized marines. Very competitive;
HQ
Vulkan
Elite
Vanilla Dread--Multi-Melta + Heavy Flamer
Vanilla Dread--Multi-Melta
Five Thunder Hammer Terminators Land Raider Transport with Extra Armour
Troops
10 man Tactical Squad with Flamer, Multi-Melta Sarg has a combi-melta Rhino
10 man Tactical Squad with Flamer, Multi-Melta Sarg has a combi-melta Rhino
10 man Tactical Squad with Flamer, Las-Cannon Rhino
Fast Attack
2 Land Speeders with Multi-Melta, Heavy Flamer
2 Land Speeders with Multi-Melta, Heavy Flamer
Heavy Support
Predator with Auto-Cannon, Heavy Bolter Sponsons
Vindicator
I think this is the most competitive list Marines can bring to the table at 2000. Lets look at the armor;
One AV 14 Land Raider, Two AV 12 Walkers; Three AV 11 Rhinos; Four AV 10 Speeders; One AV 13
Predator; One AV 13 Vindicator
Multi-Melta count; Eight
Melta Count; Two Combi Meltas
Heavy Flamer count; Six
Pretty straight forward, Rhinos advance and pop smoke, dreads run behind rhinos, Speeders choose a flank
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and Predator/Vindicator provide a fire base. Vulkan joins the Thunder Terms.
IG Chimera/Russ horde? Eight Multi-Melta shots + a Las Cannon + 2 Auto-Cannons.
Horde? 6 Heavy Flamers, 6 Heavy Bolter shots, 2 Dreads, and 30 marines.
I don't care what you face, this list will do well.
Tactics
Categories: Space Marines Tactica
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