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Space Marine 3000pt

 Post subject: Space Marine 3000pt
PostPosted: Tue Jul 01, 2014 2:14 am 
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So I've started playing epic 40k, and I've had a total of 1 game under my belt which i loved the hell out of. I've a crapload of minis but I'm here to ask you more experienced players to help me build a 3000pt SM force.

I have a tourney coming up in Newcastle Australia later in the year and i kinda want a good all comers list so i can plan what i need to paint/buy and learn how to play it and then depending on what i like, tweak the list as needed.

So what say you gentlemen?


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 Post subject: Re: Space Marine 3000pt
PostPosted: Tue Jul 01, 2014 10:23 am 
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are you playing epic40k or epic:armageddon? (they are two different rulesets I'm afraid!)

I'm not an expert with marines, but most successful builds tend to include a couple of units of scouts, some speeders, thunderhawks, terminators, warhounds and thunderbolts

I normally run with

Tacticals -supreme commander, hunter (BTS)
scouts
speeders
Terminators (chaplain)
Terminators (chaplain)
thunderhawk
thunderhawk
Predator annihilators
Thunderbolts
Warhound
Warhound

I normally use the EUK list so you may be a few points out there (I think you could add a las razorback to the tacticals)

Generally, I try to kill small formations (blitz brigades, falcons, scouts, rangers, speeders, chosen) to reduce activation count, as well as reduce the enemy AA as much as possible, warhounds and predators are ideal for this role

The scouts and speeders can screen the BTS from early teleports and air assaults, they also make great flanking forces too, I really like the land speeder tornado for the extra range and shots over the MW version

depending on your opponent, you may want to go screaming in with the thunderhawks and terminators right off the bat (often this is the only option if your eldar opponent has nightwings....) it can often leave people reeling as they lose a couple of formations, and they can focus on the terminators and ignore your warhounds creeping forwards... I like using terminators to mash warhounds early on, but you may end up regretting being so aggressive.....

also I haven't included a spacecraft..... many successful marine players use them, the look on an opponent's face when they mass in a block, only to have your pie-plates land on them, followed by a dev formation podding in and sustaining on the shaken survivors is priceless!

I'd have a look at the epicuk.co.uk website and check out the marine armies of guys like Steve Gullick and Dave Thomas, those guys wrote the book on marine tactics and do very well with them, Matt Otter is another guy who has used some very unorthodox marine lists to great success

Hope that's been of use! :)

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 Post subject: Re: Space Marine 3000pt
PostPosted: Tue Jul 01, 2014 12:15 pm 
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Mard,

Question is, how do you like to play games? Are you aggressive in your stile or are you methodical? Once I know that mate I can send you some options.

Where in Oz are you mate? I intend on attending CA.

Cheers
Aaron


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 Post subject: Re: Space Marine 3000pt
PostPosted: Tue Jul 01, 2014 11:28 pm 
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Thanks for the info guys. kyussinchains, It'll be Epic Armageddon I'm playing and I'll look those guys up and look at their lists.

Cal001, I live locally in Newcastle and have recently only just got into Epic, but form other tabletop games I'd say maybe a little methodical, I used to play Tau back in 40k but i was a VERY aggressive tau with battlesuits in your face instead of sit on table edge and shoot.

Really looking forward to CA, going to be steamrolled, but still looking forward to some great games


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 Post subject: Re: Space Marine 3000pt
PostPosted: Wed Jul 02, 2014 12:55 am 
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Mate,

Maybe something like the list below would work for you. Nine activations is a good Marine list, you want to be able to have a similar count as your opponent by turn 2. We can talk tactics offline, my email is in my profile. On to the list:

1. Tactical
+ Supreme Commander
+ 3 x Land Raiders
+ Hunter

2. Tactical
+ Chaplain
+ 2 x Razorbacks
+ 2 x Rhino
+ Hunter

3. Assault
+ Chaplain

4. Devastators

5. Thunderhawk Gunship

6. Land Raiders

7. Land Speeders

8. Warhound Pack

9. Thunderbolt Fighters


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 Post subject: Re: Space Marine 3000pt
PostPosted: Wed Jul 02, 2014 1:02 am 
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Both lists proposed here are solid. Cal's is perhaps a little less finesse and suited towards a methodical play style. Warhounds are pure gold in a Space Marine list. Total force multiplier. Fast, cheap, pack a huge punch. Don't leave home without at least one, preferably two.

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 Post subject: Re: Space Marine 3000pt
PostPosted: Mon Jul 28, 2014 6:37 am 
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Ran the list offered by Cal yesterday against another new player fielding Chaos

I was pretty happy with it, I had a bunch of activation's and ended up winning pretty decisively, though i doubt i would have against an experienced player.
I'll have to state next time what my land speeders are, as this time i took them as standard and used them as a mod up formation, running around the back lines, clearing up broken formations and tank hunters. I might next time use them as tornados.

I think next time i may try and field some terminators in thunderhawks or teleporting.

Are there basic tactics you guys could share with a noob on how to get the most out of the Space Marines?


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 Post subject: Re: Space Marine 3000pt
PostPosted: Mon Jul 28, 2014 8:29 am 
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You need to get maximum utility from your units, so as well as moving/shooting/engaging you need to be considering setting up support fire with them too so you get extra performance from them

Target smaller formations and AA early on to reduce enemy activations and clear landing zones for your thunderhawks, pick off managable targets and be patient. When your formations break, withdraw to give maximum chance of rallying and try to keep within marching distance of objectives

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 Post subject: Re: Space Marine 3000pt
PostPosted: Mon Jul 28, 2014 9:41 am 
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Space Marines are a pretty flexible army in the game and can be run in many different ways. Personally I mostly eschew arircraft and go tank heavy, normally taking a formation of Land Raiders, two Tactical and a Devestator formation, each with a single upgraded Land Raider, plus a couple of formations of Preds and a Vindicator formation.

Mard wrote:
Are there basic tactics you guys could share with a noob on how to get the most out of the Space Marines?

I don't have time right now sorry, but this has been asked many dozens of times before. Have a browse back through this tactics sub-forum for threads asking about SMs and/or look back at SM battle reports and see what people take and do with them. There are some good generic EpicA tactics threads kicking around too.


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 Post subject: Re: Space Marine 3000pt
PostPosted: Mon Jul 28, 2014 10:55 pm 
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Mate,

There is no how to guide that works for everyone. Players have their own individual style of play and this will influence their decision in a game. Some are aggressive and will look to engage the enemy at the earliest opportunity. Others are more cautious and will watch the other play and understand the style and then execute their plan.

What is common for marine players is the need to do a number of things.

Firstly to equalise the activation count or to achieve activation superiority. Breaking or destroying small formation is the best practice to get this done. The hard part is having the reach to achieve this task. Aircraft and fast moving tanks are my weapons of choice for this task. Even using Warhounds on turn 1 is a good idea.

Secondly you must shape your enemy into actions they don't want to take. Forcing them to react to a strong threat and draw their strength away from it's intended task. There are many ways to do this and it is linked to your playing style.

Lastly, to prosecute you enemy you need to combine effects to get the big kills. Simon spoke about working to get crossfire and using multiple units to assault a force in his post. You best course of action is to move a fast moving unit behind a force and placing blast markers on it. Retaining and then moving a formation with good ranged attacks into position and taking advantage of the chance to get your crossfire. Lastly you then to assault the formation with something capable of surviving the first round of assault and thus drawing on the supporting fire of the first two activations to cause the kill.

You have some good marine players locally to you. Get some games in a Newcastle Legions against Mic Fair and you will improve your game style. I will see you at. Castle Assault later in the year and we can chat then.

Cheers
Aaron


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 Post subject: Re: Space Marine 3000pt
PostPosted: Tue Jul 29, 2014 8:33 am 
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CAL001 wrote:
Lastly, to prosecute you enemy you need to combine effects to get the big kills. Simon spoke about working to get crossfire and using multiple units to assault a force in his post. You best course of action is to move a fast moving unit behind a force and placing blast markers on it. Retaining and then moving a formation with good ranged attacks into position and taking advantage of the chance to get your crossfire. Lastly you then to assault the formation with something capable of surviving the first round of assault and thus drawing on the supporting fire of the first two activations to cause the kill.


just be careful the first two activations don't break the target, allowing it to flee from your carefully planned assault ;) (happened to me last week, devs sustained on a pair of revenants to prep for a terminator assault and support fire.... ended up double critting one of them which broke the other who promptly legged it and denied me BTS!)

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 Post subject: Re: Space Marine 3000pt
PostPosted: Fri Aug 22, 2014 9:57 am 
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I find it depends on the opponent. The way I use SM against Ork is very different against IG/Eldar etc. In general I go Speeder/scout light, have a few Termie formations, use Raiders/Preds and whirlwinds to soften up targets then drop the termies in.

THawk with Dev to take and hold objectives

I also think the vindicator is very underrated. Especially when you are playing against an infantry heavy opponent. Whirlwinds again to soften up, then vindicators. If they break or are badly damaged, drop some assault marines in to finish it off!

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