Brood Brother |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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I see the odd Marine fanlist crop up every now and then - however one thing that stops me commenting is I'm never sure what actually are the differences between the chapters not being a 40k fan. Indeed I've tried some of the lists out and some had problems, others were more balanced and so on, but I was never actually sure about how they should be different for the regular marine experience.
So it would be a great help for me at least if people could fill me in. I tried this a few months back on the 40k GW forum and had a dozen people miss the point and say that game rules can't be divulged. All attempts that the rules would be useless and this was for an entirely different system was met by bafflement.
So, can you all fill in the blanks so to speak.
Chapters equipment, tactics and availible stuff (what a heading) Please add more stuff, even basics may have changed a bit witht he new codex and I get mixed up with Dawn of War 
Ultramarines - The standard bunch 10 companies Do use teleporters Codex tactics Aerospace assets Drop pods, Thunderhawks, Landing craft, Battle Barges, Strike Cruisers Motor pool Hunters, Predators (anti AP and anti AV), Whirlwinds, Land Raiders, Land Raider Crusaders, Vindicators, Bikes - Marine/Scout, Attack Bikes, Land Speeders - Normal/Typhoon/Tornado, Razorbacks, Rhinos, Dreadnoughts. Leaders Captains, Chapter master, Libriains, Chaplains, Techmarines, Apothacaries. Troop types Veterans Terminator or power armour. Terminators 5-10 strong squads, 2 Hve Weapons Power armour 5-10 strong squads, 1 Hve Weapon, 1 Special Weapon, Assualt weapon options. Tactical 5-10 strong squads, 1 Hve Weapon, 1 Special Weapon Devestator 5-10 strong squads, 4 Hve Weapons. Assault 5-10 strong squads, Jump Packs (optional), assualt weapons. Scouts 5-10 strong squads, mix of light weapons e.g. sniper rifles, close range firefight etc, 1 heavy weapon.
Dark Angels Codex with the exception of 2nd company - tis a recon/fast attack force callef the ravenwing using nowt but Land Speeders and bikes.
Blood Angels 11 companies - 10 codex companys plus Black company, not permanent unit. Do use teleporters Codex tactics, propensity for assualt, more jump packs than normal? Aerospace assets Drop pods, Thunderhawks, Landing craft, Battle Barges, Strike Cruisers Motor pool Same as codex + Faster rhinos? Furiso Dreadnaught (hve flamer, more CC weapons, no heavy weapons), Baal Predator (twin ass. cannon + 2 Hve flamer). Leaders as codex + Sanguinary Priest? Troop types Veterans Terminator or power armour. Terminators 5-10 strong squads, 2 Hve Weapons Power armour 5-10 strong squads, fight as assualt marines All other troops the same. + Black company. Frothing loons, assualt orientated. May have jump packs.
Space Wolves I take it each Grand Company is a seperate formation and a list would be one of these? No teleporters. Tendancy for assualt, options for more assualt weapons than regular marines. Motor pool Same as Ultramarines plus Leman Russ battle tanks and Blood Claw bikes. Any subtractions? Lack of heavy weapons in all but devs - 'long fangs' Leaders Different names, but same abilities? Troop types Wolf Guard - 20 men? (Is this correct?) Terminator or power armour Terminators, equipment? Power Armour, equipment? Grey Hunters 6-10 Strong, more assualt weapons than tacticals, 1 special weapon. Long Fangs 3-5 strong, 4 Hvy weapons, 1 special weapon Blood Claws 8-15 strong, assualt weapons, jump packs? Wolf Scout 4-6 strong, 1 special wepaon, light and assualt weapons. Armour?
Space Wolves 13th Company (is this a seperate army?)
Salamanders 7 Companies Veteran, 3 Combat Companies, 2 Reserve Companies, 1 Scout Company. Composition? Lack of speeders and bikes High incidence of tech gear. Extensive use of flame and melta weapons.
Raven Guard Codex, but lack of heavy equipment, reliance on inflitration and similar.
Imperial Fists Codex. Good at siegeworks.
Iron Hands 10 companies - each contains scouts and veterins, like mini Space Wolf Great Companies. Few terminators and Dreadnaughts. No terminator squads. Terminators and bionics in normal squads. Leaders Techmarines and Chaplains combined into one type - Iron Father
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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