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Post by Knight's Bane on Feb 28, 2010 0:37:50 GMT -6
The last two tournaments of 40k I played was with Space Marines. Both times I've been thoroughly disappointed. But I don't think it's the army. I'm completely sure it's me. =P I think my main problem currently is how to use Tactical Squads. I can't seem to find a good load out for them. Do I give them good heavy weapons or take the free stuff? Should they all just be chockered with Meltas? Do they all need to be in transports? I always seem to find a way to make mine useless. You don't want a full squad with a heavy weapon to move or that heavy is useless. But if you have any of the other special weapons (or even boltguns) what's the point in standing far off? Should I split squads like that up into combat squads? Do sergeants need awesome load-outs?
Another problem I have as well is with heavy armor. I bring Lascannons, but they never do anything. 50% chance to glance or penatrate on damage isn't the greatest odds when you're only rolling 3-4 shots per turn. Not to mention only a 2/3 chances to hit. I can't ever seem to get my meltas close enough to get the two dice.
Utilizing my troops choices better will definately improve how I play and also make it not seem like I'm just getting steamrolled every game which had me highly disheartened after two straight games of being ground in the dirt (yea, I didn't make the best decisions). I love the space marines; I know they have potential. They just need me to not suck.
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Post by skeletontom on Feb 28, 2010 10:57:56 GMT -6
I'm sorry to hear about your soul-crushing defeat, and even sorrier that I wasn't the one to administer it Who ended up winning the tournament? I was looking forward to that tourney for the last three weeks, and then on Thursday I got sick and started running a high fever that continued all through the weekend. I can't give you much advice about your Space Marines, since I get hammered every time I play Chaos Marines. I can tell you that what seems to be working for me right now is to focus on anti-troop, rather than anti-vehicle... with just enough heavy to tie up opponent tanks and crack open transports. Most people outfit their squads with meltas and trick out their tanks with lascannons, that's fine against tanks but these aren't very effective against troops. I go with Plasma Guns and Missile Launchers. They're murder against troops, but also flexible enough to be used against any vehicles that come too close. Snipers are usually cheap, and can keep the enemy pinned down and even take out a tank if they get off a shot through the rear armor, if you can get them to infiltrate more the better. If your opponent has no troops left on the field, they probably won't win. That's been my strategy since I started with my IG force, and it seems to be working, since I don't get my ass handed to me in every game any more.
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Post by Marshal Commidus on Feb 28, 2010 21:30:48 GMT -6
I'm sorry to hear about your soul-crushing defeat, and even sorrier that I wasn't the one to administer it Who ended up winning the tournament? I was looking forward to that tourney for the last three weeks, and then on Thursday I got sick and started running a high fever that continued all through the weekend. I can't give you much advice about your Space Marines, since I get hammered every time I play Chaos Marines. I can tell you that what seems to be working for me right now is to focus on anti-troop, rather than anti-vehicle... with just enough heavy to tie up opponent tanks and crack open transports. Most people outfit their squads with meltas and trick out their tanks with lascannons, that's fine against tanks but these aren't very effective against troops. I go with Plasma Guns and Missile Launchers. They're murder against troops, but also flexible enough to be used against any vehicles that come too close. Snipers are usually cheap, and can keep the enemy pinned down and even take out a tank if they get off a shot through the rear armor, if you can get them to infiltrate more the better. If your opponent has no troops left on the field, they probably won't win. That's been my strategy since I started with my IG force, and it seems to be working, since I don't get my ass handed to me in every game any more. who wins every 40K tourney we have? John Green who else. but there was one shocker, Bane came in second. I lost as is my usual schtick
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Post by masternarkuu on Mar 1, 2010 13:42:52 GMT -6
The problem really comes down to is that you really will never have the advantage. Marines at this point have a little bit of everything and nothing outrageously powerful like other armys. They really have no strengths other than being balanced. So what ends up happening is even when the opponent is at a disadvantage with the scenario or the terrain, you really are not at a advantage b/c your army is to balanced to have the power to push a weak spot.
Another point is that most armys nowadays also include enough marine armor eating weapons to the point where they will forget the scenario and just rip you to shreds. I'm pretty sure all other armys by this point have at least 2-3 ap 2-3 weapons that a hand full of troops can carry and run you into the ground. So the balanced armor factor is really not helping.
The last point is you can build an anti army with space marines, but this is so much of a double edge sword it almost hurts to run most of the time. No armys are the same in the end. You may build an army to break tau but your gonna get trampled by everything else. Either you build a melee heavy army that jumps in on the enemy and takes the battle to them, or you build for range and snip away at your opponent like a shooting gallery. Which ever you choose its gonna bit you b/c there are much better melee armys and much better range armys. Your middle ground stats really stand up to the crazy stats of an army that specializes in this field.
All in all the whole marines as a whole really do lack compared to the other armys. You Can win but you gonna have to work for it no matter who you fight. But thats just the core marines. This does not count towards the the marine factions with there own codexs. Which brings to the point that John Green runs Ravenwing Dark angels. They do not play like space marines by a long shot. They actually specialize in something and have an advantage. The same can be said about the Black Templar, Space Wolves, Deathwing, and the blood angles.
Ok now that i'm done being negative lets talk about some ideas that actually help. Marines do have some unique things in there army that can help out alot. 1) a drop pod: a must have b/c It not only gets your unit/dreadnought to where its going, but also can provide cover for the turn they get stuck there. This can really players problems having an enemy behind his defense line and not being able to do anything about it until you come out of hiding and hopefully by then it will be to late for him. 2)a lander raider: whether your needs are of anti-troop or anti-tank this tank has got your back and most likely it is not going no where. Its got high armor all over this thing(kinda surprising for a balanced army) and enough fire power to clean a unit/solo right off the map. It is also a an excellent way to hold a troop inside and slow advance up the field and letting them out when the time is right. 3)a dreadnought...what else: this trade mark symbol of a space marine army is feared by all for good reason. It possesses the ability to be long range/melee, complete long range, mid range/melee, or long range/mid range. with alot of options to deck this thing out and with nice armor and stats, your dreadnought could be the scourge the the game to your opponent. 4)The predators and the Vindicator: Alot cheaper than a land raider and you won't be transporting anything around with them most likely but they do punch just as hard as any land raider. Wither you need anti-troop or anti-tank one of these puppies will suit your needs and do it with gusto. 5)Terminators: They hurt....no really they do. With storm bolters in hand and a fist of power in the other they walk(or deepstrike) onto a field to make the things around them fall to their knees. Heck if you don't want them to have that gun, take it away and give them claws or a spear and magic helmet err, I mean hammer and shield(same dif). They are the true brutes of the army and will not stop for anything except to tie their shoe laces.
The last thing I can say is change from core marines to a different marine codex like space wolves or Dark angels but I really don't think you should be doing that at this point. And if you really feel you need to switch got to space wolf. The play more like marines except with better melee and alot of nice abilities to make people's hair stand on end.
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