Space Marine Tactics / Ideas

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Alex Hagerman

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Sep 16, 2013, 2:19:44 PM9/16/13
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So I don't know a lot about Marines, and with the new dex there are sure to be things that have changed, added (centurions) etc. I figured maybe we could start some discussions about what has worked on the table, what hasn't worked, advice, tricks, tips, etc. I went ahead and built what would be a theoretical list if I was running SM at 1500 points, but like I said I don't know a lot about them so hopefully some of you will tear in to it, tell me what's wrong, what works better, and why.

Note: If you have battlescribe you can open and edit the .ros file
SMTest.html
SMTest.ros

Michael Moser

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Sep 16, 2013, 3:19:17 PM9/16/13
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I was really surprised how my 1500 point pure fluff list did against Richard's Tyranids the other night. I had a captain, librarian, three tactical squads, an assault squad, a devastator squad and a dreadnought. It was really competitive and that surprised me. I can't wait to test it out in another fight and compare the results.

Alex Hagerman

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Sep 16, 2013, 4:18:09 PM9/16/13
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Link to a post with Michael's list:


Agreed this list actually looks really interesting to run and like it had a good amount of power. When did the tacticals get out of the Rhino's and did you ever fire the heavy weapons that the tacticals had? If so did they fire at full BS or snapshots? Finally was the captain the warlord? I like the idea if the Librarian isn't warlord of him moving around the field quickly with the assault jump units. I would like to play against this list sometime it looks good. (Oh btw how was the grav pistol?)

John Marshall

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Sep 17, 2013, 7:18:15 AM9/17/13
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All I'm saying is the fists list just got real crazy!   Well talk more later!

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Alex Hagerman

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Sep 17, 2013, 12:32:23 PM9/17/13
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Curios to hear more about this now.

Michael Moser

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Sep 17, 2013, 7:47:45 PM9/17/13
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The tacticals got out of their Rhinos in the second turn, and snap shot their heavies. On the third turn, they shot at full BS.

The grav pistol wasn't too effective, given the nature of the enemy. Against something with an armor save greater than 6 it might have been better.

I'm glad you want to play against it. The 2k list I'm making for our assault game is adapted from it.

Michael Moser

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Sep 17, 2013, 8:03:06 PM9/17/13
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And I do like your Fists list. The bikers are a good choice. They're on my extended-to-buy lists (the list for when I've made my Eldar army... so a while from now).


On Monday, September 16, 2013 2:19:44 PM UTC-4, Alex Hagerman wrote:

Alex Hagerman

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Sep 17, 2013, 10:13:52 PM9/17/13
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Like I said I don't know the ins and outs of marines, especially with all the new chapter tactics. I personally like the idea of bikes with heavy bolters because most xeno troops won't get a save against that (most xeno's are 4+) so you're just zipping around the board tearing into troop choices. And at T5 somebody will have to throw a lot of shots there way or use their high strength shots up instead of shooting the land raider. Don't know how well it would work out on the board, but in my head it sounds good. How have the centurions and new grav weapons been working out for you?

Michael Moser

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Sep 17, 2013, 10:24:30 PM9/17/13
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Haven't really had much luck with them yet. When playing against Chaos Marines they got cut off by a predator tank (AV13) and were useless until that was resolved. Against the Orks, I've been running them with Heavy Bolters, so nothing new there. Still 9-15 AP2 hits that wound on a 2+ (TEQ) or 3+ (MEQ), and can re-roll wounds, is hard to imagine not being effective.

Alex Hagerman

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Sep 21, 2013, 3:08:52 PM9/21/13
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I heard they performed nicely against the Eldar.
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