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Offline Wuestenfux

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Playing Space Marines - A Beginner's Guide (5th Edition)
« on: November 14, 2008, 12:30:05 PM »
Space Marines
- Beginner's Guide (5th Edition Update) -

scribed by Wuestenfux

"And They Shall Know No Fear"

Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe. Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.

When building a Space Marines army, the best place to begin is the respective Codex. It describes all Space Marine units and their special rules. However the Codex does not teach how to efficiently configure Space Marine units. Moreover, it does not teach how to synthesize units to generate a successful Space Marine army. This article deals with building a Space Marine army from basic units. It shows ways to configure units and how to use them on the battle field. Based on the configuration of units, several sample army lists are given. Feel free to play test these lists. Have fun playing 40k.

Table of Contents
1. Frequently Asked Questions
2. Head Quarters
3. Troops
4. Elites
5. Fast Attack
6. Heavy Support
7. Sample Space Marine Armies

Link to 4th ed. guide: http://www.40konline.com/index.php?topic=77888.0



1.FAQ’s --Frequently Asked Questions

1. What Space Marine army should I choose?

There are about 1000 Space Marine chapters in the Warhammer 40000 universe. Ultramarines form the basis of all Chapters. A few Chapters have their own Codex: Black Templars, Blood Angels. Dark Angels, Space Wolves, and 13th Space Wolves Company. Other Chapters diverged less from the Ultramarines and benefit from special rules like Crimson Fists, Imperial Fists, Raven Guard, Salamanders, and White Scars. The Ultramarines chapter is a good starting point. I suggest to collect an Ultramarines army in the first place and then to specialize to a specific Codex-based Chapter later on.

2. What is the best squad size of a Space Marine unit?

There are three missions in the 5th edition, two of them require troops as scoring units and   one necessitates to accumulate kill points. In all missions, larger squads are better than smaller ones, since they are more durable and have a larger impact.

3. How should I generally equip a Space Marine unit?

Each unit should be given a role and it should stick to this role (close combat, hold a mission object, etc.). As a general rule, keep the unit upgrades low (10-20%).


2. Head Quarters

Space Marine leaders have high leadership and high weapon skill. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. A lone Independent Character is a dead independent character. Therefore, a Space Marine leader should generally join a unit. A leader in power armor on foot should be accompanied by a Tactical or Elite (Sternguard) unit, a leader on bike should join a larger Bike squad, and a leader with jump pack should lead an Assault squad.


2.1 Chapter Master
The Chapter Master is a good all-round leader of an army. He should definitely benefit from his higher initiative. There are two basic ways to configure him:
 
Chapter Master w/ relic blade, combi-melta – 175 pts
Chapter Master w/ terminator armor, lightning claw, combi-melta – 175 pts


2.2 Honour Guard
A Chapter Master can lead a Honor Guard consisting of 3 to 10  high-ranked Marine officers. Each Honor Guard wears artificer armor and is equipped with a power weapon. This makes the unit an anti-MEQ unit that excels against Necrons and Tactical squads. The squad should be mounted in a Drop Pod, Razorback or Rhino with extra armor. Here is the basic configuration of a Honor Guard:

Honour Guard squad: Champion w/ thunder hammer, 5 Veterans – 200 pts


2.3 Captain
A Space Marine Captain is the leader of a Company. He has the same stats as a Chapter Master but the latter can additionally order an orbital bombardment once per battle. There are generally three ways to field a Captain at the battlefield:

Captain w/ relic blade, combi-melta – 140 pts
Captain w/ terminator armor, lightning claw, combi-melta – 150 pts
Captain w/ bike, relic blade, combi-melta, melta bombs – 175 pts


2.4 Command Squad
The Captain of a Company can lead a squad of high-ranking Space Marine officers in the form of a Command squad. A Command squad is fluffy unit that always consists of five Veterans including an Apothecary. The Apothecary fields a narthecium so that the squad will benefit from Feel No Pain. Notice there are only a few units in the game that can make use of this rule, like Nobz with a Painboy, Plague Marines, and Nurgle Daemons. Although a Command squad can be transported, the best way to benefit from Feel No Pain is to mount the squad onto bikes. They can act (1) as a counter-strike unit if an enemy unit threatens the front ranks or (2) approach the enemy via turbo booster at a flank. Such a Command squad should look as follows:

Command squad: 4 Veterans w/ bike, power fist (x1), 1 Apothecarius w/ bike – 230 pts


2.5 Master of the Forge
The Master of the Forge (MotF) is the leading Tech Marine of a Chapter. Tech Marines possess a repair ability that is more a gimmick and thoughts in this direction should be dropped.
An army led by a MotF can field more Dreadnoughts than normal. He has access to an arcane weapon, the conversion beamer, an awesome long range anti-tank weapon. But the conversion beamer is a heavy weapon and so it is quite tricky to utilize. First, a MotF with conversion beamer on foot should join a shooty long-range anti-tank Marine unit (Devastor squad). Second, a MotF on bike is highly mobile and able to fire a heavy weapon during movement; since a lone MotF is dead early in the game, he should lead a small Biker squad. Such a squad could zoom around and reposition for sniping during the opening and mid-game, and it could close in and charge in the end-game.


2.6 Librarian
A Librarian provides psychic support to a Space Marine army that can bolster the abilities of an army. Each Librarian can field two psychic powers per battle. Additionally, he is equipped with a force weapon that allows to slay a wounded multi-wound enemy model outright. While a Codicier can cast one power per turn, an Epistolary can cast two. A Librarian can field shooting, close-combat oriented, and defensive powers. A Librarian is not a close-combat monster and so should be equipped with shooting or defensive powers. Avenger is similar to the doom siren, one of the best weapons in the game and thus should be considered. The defensive powers (null zone and gate of infinity) are also worth considering. While null zone is awesome against Daemons and Seer Councils, gate of infinity allows to pull the Librarian and the unit he joined out of trouble by teleportation. The best unit to join for a Librarian with one of these defensive powers is a Sternguard Veteran or Terminator squad. Here are two decent configurations:

Codicier w/ null zone, gate of infinity – 100 pts
Codicier w/ terminator armor, storm shield, avenger, gate of infinity - 140 pts.


2.7 Chaplain
A Chaplain provides spiritual support to an army able to bolster the charge of a Space Marine unit thanks to his Rites of Battle. Remember that a unit transported by a Rhino, Razorback, or Drop Pod cannot charge when the transport has moved during the same turn. Those transported units will hardly get the charge bonus. Therefore, it is advisable to attach the Chaplain to a fast unit that can easily get the charge bonus, like a Biker squadron, an Assault squad, or a Terminator Assault squad riding a Land Raider. Here are the basic configurations:

Chaplain w/ bike,combi-melta, melta bombs – 155 pts
Chaplain w/ jump pack, melta bombs – 120 pts
Chaplain w/ terminator armor, combi-melta – 135 pts


3. Troops
In the 5th edition two of the three missions require troops as scoring units. This makes troops more important than they were in previous editions.


3.1 Tactical squads
The Tactical squads form the backbone of a Space Marine fighting force. These units are highly flexible due to their equipment so that they can fulfill various roles at the battle field.

First, Rhino squads can perform two roles, either bolstering an assault or occupying a mission objective that was eventually cleared before. The squad should be led by a Sergeant with a power fist and a combi-weapon and the squad should carry two special weapons; meltas and multi-meltas are favorable against MEQ, while flamers and heavy bolters or missile launchers are advisable against hordes.
Second, drop podded Tactical squads can fulfill the same role as Rhino squads at the battle field. Drop pods have the advantage over other transports that they can land on top of an objective.
Third, Razorback squads are defensive units that can considerably contribute to the main line of defense. The squad may be led a Sergeant with power fist and combi-weapon and the squad should carry two special weapons. Against MEQ, the best choice are plasma weapons, while against hordes the best choice are flamers and heavy bolters or missile launchers. The squad may be combat squadded with the heavy weapon in one combat unit and the Sergeant and plasma gun (or flamer) in the other unit. The latter combat unit may be transported in the Razorback to intercept an enemy unit threatening the front ranks; for larger impact, several Razorback squads should work in concert.

Rhino squad: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, power fist, Rhino w/ extra armor – 260 pts
Drop Pod squad: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, power fist, Drop Pod w/ deathwind – 265 pts
Razorback squad:  9 Marines w/ plasma gun, plasma cannon, Sergeant w/ combi-plasma, power fist, Razorback – 260 pts


3.2 Scout squads
Scouts form the 10th Company of a Space Marine Chapter. They are ideal for securing objectives or dealing with tougher enemy units. Using their Infiltrate ability they can be deployed right on top an objective or in cover with good line of sight to enemy units. Moreover, Infiltrate is useful to keep away enemy infiltrators from deploying too close to the own front ranks.

A Sniper squad is a special purpose unit. First, sniper rifles can pin troops with low leadership like IG Troopers, Eldar Guardians, or Dark Eldar Warriors; pinning is valuable to silence enemy guns. Second, sniper rifles would on 4+ with rending bonus and so are able to wound Tyranid monstrous creatures, high-toughness models like Wraithlords or Taloi, and tougher models with invulnerable saves like Greater Daemons and C'tans. A Sniper squad should be deployed in the back field wearing camo cloaks for increased survivability and thereby occupying a mission objective if possible. Such a unit should consist of at least six to eight Scouts since they hit with their ballistic skill and no longer at 2+; a heavy bolter with hellfire shells is a nice add-on.
Other configurations of Scout units are possible but not really effective at the battle field. Examples are Scout squads transported by a Storm-pattern Land Speeder or assault based Scout squads. Storm Scout units eventually disrupt enemy plans, but are generally too small for serious impact. Assault based Scout squad can enter play from a flank and use Move Through Cover to threaten enemy units, but coming from reserve is too unpredictable to be of great use when the unit is merely footslogging. Here are the basic configurations:

Sniper squad: 5 Scouts w/ sniper rifle (x4), heavy bolter, camo cloak (x5), Sergeant w/ sniper rifle, camo cloak – 116 pts
Storm Scout squad: 4 Scouts w/ shot gun (x3), heavy bolter, Sergeant w/ power fist, combi-flamer, Landspeeder Storm – 170 pts
Close Combat Scout squad: 9 Scouts w/ heavy bolter, Sergeant w/ power fist, combi-flamer  – 175 pts


4. Elites
Elite units fulfill a supporting role in a Space Marine force. One of their main tasks is to clear or contest objectives. This kind of task can only be achieved by larger squads, while smaller units generally do not cut it.


4.1 Sternguard Squads
The Sternguard Veterans form a new Elite type unit. They carry bolters with special ammunition that can be perfectly adapted to various situations at the battle field. The ammunition is effective against units with low armor saves deployed in cover (dragon fire), high toughness creatures (hell fire), units in carapace armor (kraken), and MEQ (retributor). Additionally, the bolters can be upgraded to combi-weapons; combi-plasma vs heavily armored units or monstrous creatures, combi-meltas vs tanks, and combi-flamers vs hordes.
A Sternguard Veteran squad should be transported similar to a Tactical squad. However, its favorable transport is a Drop Pod since the unit can immediately unleash fire upon landing. Moreover, the unit can be combat squadded after arriving at the battle field and thus can target two enemy squads if necessary.

Drop Pod Sternguard squad: 10 Sternguard w/ combi-melta (x10), power fist (x1), Drop Pod w/ deathwind  – 375 pts

A particularly nasty tactics is to let a Librarian with gate of infinity lead a drop podded Sternguard Veteran squad. For this, some Drop Pods should be equipped with locator beacons for safe landing of the Librarian's squad.


4.2 Terminator Squads
Terminators are amongst the greatest heroes of Mankind. These bold warriors wear tactical dreadnought armor and are equipped with terrifying weaponry. A large Terminator squad is certainly a shock and awe unit for the enemy. Whenever possible field a full Terminator squad as one of your main supporting units. Deploy them where the fight is bloodiest and use teleport homers or locator beacons for their safe landing. A maxed-out Terminator squad can field to heavy weapons; cyclone missile launchers are anti-light-tank and anti-horde, assault cannons got nerfed but are still a viable option vs light tanks and MEQs, and heavy flamers are mainly anti-horde.

Terminator squad: 10 Terminators w/ heavy flamer (x2)  – 410 pts


4.3 Assault Terminator Squads
In battle Terminators are deployed where the fighting is certain to be at its bloodiest. For this, larger Terminator squads are preferable. There are two ways to field a Terminator Assault squad, either as a shock and awe unit that deep strikes via a teleport homer or a locator beacon, or as a transported squad that should be led by a Chaplain for increased impact.

Terminator Assault squad: 10 Assault Terminators w/ thunder hammer (x7), twin lightning claws (x3)  – 400 pts
LR Terminator Assault squad: 6 Assault Terminators w/ thunder hammer (x4), twin lightning claws (x2), Land Raider Crusader w/ armor  – 505 pts


4.4 Dreadnoughts
Dreadnoughts are powerful war machines that can be as lethal at range as in close combat. Dreadnoughts are more durable in the new edition thanks to the new armor penetration table. Moreover, they are faster than they were before thanks to the universal special rule of Running. Besides the normal and venerable Dreads, the new edition allows to field a new type of Dread, the Ironclad. The normal Dread is particularly useful in a shooting role or as a cheap walker to fill a gap in the combat line. A venerable Dread is harder to destroy and should be mainly used in a close combat role. Moreover, due to its higher ballistic skill it can easily take on tanks when mounted in a Drop Pod and equipped with a multimelta. An Ironclad is the toughest of all Dreads and is purely close combat oriented; it should be sent as fast as possible into the melee. Here are the basic configurations:

Dreadnought w/ lascannon, missile launcher – 100 pts
Venerable Dreadnought – 165 pts
Ironclad Dreadnought w/ heavy flamer, twin linked heavy flamer – 145 pts

« Last Edit: December 3, 2008, 11:24:06 AM by Wuestenfux »

Offline Wuestenfux

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #1 on: November 14, 2008, 12:31:22 PM »
5. Fast Attack
Fast attack units are also supporting units filling gaps in the combat line. They can be used in several roles: harassing the enemy, counter-striking or shooty support.


5.1 Assault Squads
Assault squads are fast and hard hitting units in close combat. They are useful in fast armies consisting of Rhinos and in shooty armies serving as counter-strike units.

Assault Marine squad: 9 Marines, Sergeant w/ power fist  - 215 pts

The unit may be upgraded with two plasma pistols (vs MEQs) or with two flamers (vs hordes

5.2 Vanguard Veteran Squads
The Vanguard Veterans form a new fast attack type unit. These veterans can be equipped with jump packs. If so, they benefit from the special rule Heroic Invention; this rule allows a deep striking Vanguard unit to charge upon landing. This can be useful against a shooty army like Tau or Imperial Guard, but it bears the risk that the unit is shot down after wiping out the enemy on the charge.

Vanguard Veteran squad: 7 Veterans w/ jump pack (x7), Sergeant w/ power fist, jump pack – 275 pts


5.3 Landspeeder Squadrons
Landspeeders are fun to play. They are fast but fragile. They lost an edge due to the new shooting rules, i.e., firing secondary weapons on the move. A Landspeeder can move 6" and fire all its weapons or move 12" and fire one weapon, but in both cases can get penetrating hits. A squadron fielded in combination with tanks can eventually be positioned so that the tanks provide cover. Landspeeders with multimeltas are usually one-hit wonders, while Speeders with assault cannons and heavy bolters can effectively fill gaps in the combat line; squadrons of two or three Speeders are advisable.


5.4 Bike Squadrons
Bike squadrons are still odd units, since they are rather expensive and have only one basic attack in close combat. On the other hand, Bikes are fast thanks to the turbo boosters. Moreover, Bikers gain an invulnerable save while turbo boosting. Bikers can be mainly used in two ways, shooting or harassing. As a rule, a Bike squadron should either turbo boost or shoot (and charge). A shooty unit should include an Attack Bike for increased impact; the weaponry of Bikers and Attack Bike mainly depends on the enemy. A harassing unit can zoom down a flank threatening a shooty enemy unit or an enemy tank. Finally, close combat oriented Biker squadrons are only advisable in Biker armies.

Anti-Armor Biker squadron: 5 Bikers w/ melta (x2), Attack Bike w/ multimelta  - 235 pts
Anti-Infantry Biker squadron: 5 Bikers w/ flamer (x2), Attack Bike w/ heavy bolter  - 215 pts
Close-Combat Biker squadron: 5 Bikers w/ plasma gun (x2), 1 Sergeant w/ power fist  - 220 pts


5.5 Assault Bike Squadrons
Assault Bike squadrons can be fielded in two configurations. A full squadron with heavy bolters is a good anti-infantry unit, while a unit of two or three Bikes with multimeltas is a decent anti-tank unit. An Attack Bike squadron should always turbo boost unless it is shooting.


5.6 Scout Bike Squadrons
Scout Bike squadrons have the Scout ability that allows to make a free move of 12" before the game or to outflank the enemy when coming from reserve. A Scout Biker squadron is a perfect harassing unit, say by zooming down in front of a very shooty unit or a tank. The squadron can field up to three grenade launchers and so provide a mobile fire platform against a horde army.

Scout Bike squadron: 5 Bikers, Sergeant w/ power fist, melta bombs - 160 pts


6. Heavy Support
Heavy support units also fill a supporting role in a Space Marine army. They can be used to weaken enemy ranks, to clear objectives occupied by enemy units or to provide fire support for advancing units.


6.1 Devastator Squads
Devastator squads carry up to four heavy weapons and can be considered as the hard hitters from the backfield. However, they lost an edge with the new edition. The reason is that long-range weapons are less effective than they were in the last edition thanks to the new armor penetration table and the rule of cover saves. A squad should consist of 10 Marines and carry four heavy weapons. This allows to split the unit into two combat squads so that both units carry two heavy weapons and to minimize the casualties of the carriers of the heavy weapons.

Anti-Armor Devastator squad: 10 Marines w/ missile launcher (x4)  - 230 pts
Anti-Light-Infantry Devastator squad: 10 Marines w/ heavy bolters (x4)  - 230 pts
Anti-Heavy-Armor Devastator squad: 10 Marines w/ plasma cannon (x4)  - 270 pts


6.2 Vindicators
Vindicators are very powerful tanks able to destroy heavily armored troops and tanks by one volley. The only downside is their small range. Vindicators can hold a flank or the center of the combat line, or advance with a mechanized army providing fire support.


6.3 Predators
Predators are heavy tanks that can give decent fire support. The Destructor pattern equipped with auto-cannon and heavy bolters is well-suited against light infantry or light tanks, while the Annihilator pattern equipped with three lascannons is decent against heavy tanks and heavy infantry. However, Predators also lost an edge since long-range weapons are less effective than they were before, and they can only shoot one weapon while moving.


6.4 Whirlwinds
Whirlwinds are great tanks against lightly armored units. They carry besides the good old ordnance pie plate another ordnance weapon (castellan) that ignores cover and so is decent against lightly armored units deployed in cover. Two Whirlwinds are suggested against horde armies to make full effect of their armament.


6.5 Land Raiders
Land Raiders are the largest tanks in the game. They allow the transported troops to disembark and charge in the same turn and come in three variants. The Crusader pattern is the best transport in the game. It can transport up to 16 Marines or 8 Terminators. The Crusader's weapons are primarily anti-troop and so complement the purpose of the tank. The Redeemer pattern is quite similar to the Crusader pattern. It has a smaller transport capacity and carries special heavy flamers that are decent versus MEQ. Finally, the basic version of the Land Raider comes with two twin-linked las-cannons and thus is basically only effective when stationary.


6.6  Thunderfire Cannons
Thunderfire cannons are long-range artillery-type platforms that are new in the Space Marine arsenal. Each Thunderfire is operated by a single Tech Marine shooting four volleys in each turn and so piercing holes in a horde army. Two or three Thunderfires are suggested to make full effect of their weapons.


7. Sample Army Lists
This section covers army lists at the 1750 point level. Four kinds of armies will be addressed: mechanized, fast, foot slogging, and stealth. Balanced armies will not be considered as a balanced army can be seen as a jack of all trades but a master of none.


7.1 Red Ravens Army: Dakka Force
Here is a mechanized Space Marine army that is based on Razorback squads, shooty Dreadnoughts, and Vindicators. The Assault Terminator squad led by a Captain forms the counter-strike force.

Captain w/ terminator armor, twin lightning claws - 155
Dreadnought w/ lascannon, twin autocannon - 145
Dreadnought w/ lascannon, twin autocannon - 145
Assault Terminator squad: 8 Assault Terminators w/ thunder hammer (x6), lightning claws (x2)  - 320
Razorback squad: 9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback  - 250
Razorback squad: 9 Marines w/ plasma gun, missile launcher, Sergeant w/ power fist, combi-melta, Razorback - 255
Razorback squad: 9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback - 245
Vindicator - 115
Vindicator - 115

Total: 1750 pts.


7.2 Red Ravens Army: Master's Forge
Here is a mechanized Space Marine army led by a Master of the Forge. Razorback squads, Dreadnoughts, and a Vindicator form the core, while the Sternguard Veterans are mainly used for counter-strike.

Master of the Forge w/ conversion beamer - 120
Sternguard Veteran squad - 375 (10 Sternguard w/ combi-melta (x9), powerfist (x1), Rhino w/ extra armor)
Dreadnought - 105
Razorback squad: 9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback  - 250
Razorback squad: 9 Marines w/ melta, missile launcher, Sergeant w/ power fist, combi-melta, Razorback - 250
Razorback squad: 9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback - 245
Dreadnought w/ lascannon, twin autocannon - 145
Dreadnought w/ lascannon, twin autocannon - 145
Vindicator - 115

Total:  1750 pts.


7.3 Red Ravens Army: Sky Wing
Here is a mechanized Space Marine army that is based on Drop Pods. The Tactical squads land upon the objectives that can be well defended, while the remaining forces are used to support the Tacticals or to contest objectives.

Captain w/ relic blade, combi-melta - 140
Command squad: 3 Veterans w/ bolters (x2), melta (x1), 1 Veteran w/ power fist, combi-melta, 1 Apothecary, Drop Pod - 195
Sternguard Veteran squad: 10 Veterans w/ power fist (x1), combi-melta (x10), Drop Pod - 360
Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta, Drop Pod - 235

Total: 1750 pts.


7.4 Red Ravens Army: Storm Wind
Here is another mechanized Space Marine army. Rhino squads are accompanied by Assault Marines, while the Attack Bikes and Vindicators provide fire support.

Epistolary w/ null zone, gate of infinity - 150
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ powerfist, combi-melta, Rhino - 245
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flamer, Rhino - 240
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flama, Rhino - 240
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Attack Bike squadron: 2 Attack Bikes - 100
Vindicator - 115
Vindicator - 115
Vindicator - 115

Total: 1750 pts.


7.5 Red Ravens Army: Night Wing
Here is a Space Marine force that is mainly based on infantry units. Two Assault squads can approach the enemy along a flank or can be held back for counter-strike.

Captain w/ relic blade, combi-melta, jump pack - 165
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta - 210
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer - 205
Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer - 205
Sniper squad: 5 Scouts w/ sniper rifles - 75
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Devastator squad: 10 Marines w/ heavy bolter (x4) - 230
Devastator squad: 10 Marines w/ missile launcher (x4) - 230

Total: 1750 pts.


7.6 Red Ravens Army: Stealth Force
Finally, here is a Space Marine force that is based on Scouts. Sniper Scouts and Vindicators form a decent shooty core, while the Ironclads are mainly used for counter-strike and the Storm squads are able to harass the enemy.

Captain w/ relic blade, bolter, hellfire - 140
Ironclad Dreadnought - 135
Ironclad Dreadnought - 135
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Landspeeder Storm - 50
Landspeeder Storm - 50
Landspeeder Storm - 50
Vindicator - 115
Vindicator - 115
Vindicator - 115

Total: 1700 pts.

« Last Edit: November 14, 2008, 01:21:01 PM by Wuestenfux »

Offline Raktra (So long, I guess)

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #2 on: November 14, 2008, 02:55:26 PM »
The Chapter Master with Relic Blade/ Combi Melta should cot 25p more man.

Other than that it was good. Looks like a good guide for beginners. Kudos :)

Offline Zatt

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #3 on: November 17, 2008, 07:53:49 PM »
Maybe my math is completely off, but the Chapter Master w/combi-melta and relic blade should cost 10 points LESS than he has listed!
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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #4 on: November 18, 2008, 11:53:10 AM »
Maybe my math is completely off, but the Chapter Master w/combi-melta and relic blade should cost 10 points LESS than he has listed!
It's been edited since my post...

Offline augustmanifesto

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #5 on: November 29, 2008, 09:31:29 PM »
hey, good guide. but under the dev section you say plasma cannons are v. heavy armor and missile launchers are v. light armor. Yeah, missile launcheres v light armor, not doubt...but they have a higher strength value than plasma cannons. Did you mean lascannons?
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Offline Arkion

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #6 on: December 24, 2008, 01:03:00 AM »
Thanks for taking the time to write this (again)!  The 4th Edition guide was a big help to me getting started.

As an addendum, the Master of the Forge w/Conversion Beamer is very difficult to use properly.  Often times he's a 120 point missile launcher, and therefore not worth it.

Attack Bikes w/Multi-Meltas and 10-strong Terminator Squads are both very good units, however - more than simply a cursory glance at their stats would imply.  This is just my experience, obviously.

Offline M. Gobrot Esq.

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #7 on: January 13, 2009, 02:41:15 PM »

I love the overview and I am finding it very helpful. Thank you.

I did notice one mistake.


5.4 Bike Squadrons
Bike squadrons are still odd units, since they are rather expensive and have only one basic attack in close combat. On the other hand, Bikes are fast thanks to the turbo boosters. Moreover, Bikers gain an invulnerable save while turbo boosting. Bikers can be mainly used in two ways, shooting or harassing. As a rule, a Bike squadron should either turbo boost or shoot (and charge). A shooty unit should include an Attack Bike for increased impact; the weaponry of Bikers and Attack Bike mainly depends on the enemy. A harassing unit can zoom down a flank threatening a shooty enemy unit or an enemy tank. Finally, close combat oriented Biker squadrons are only advisable in Biker armies.

In fifth edition they get a cover save from turbo boosting.

Thanks again for the time you took to write this up.
You've been Grotted


Offline Wuestenfux

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #8 on: January 14, 2009, 02:08:24 AM »
Thanks, guys, for the replies. I appreciate it very much. And I'll do the corrections.

Offline Invidicus

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #9 on: February 26, 2009, 06:54:22 PM »
Good of you to write this out it's very informative.

However in the sample lists you can only mount 6 models in a razorback, not 10. And if 10 they can't have special or heavy weapons.

Other than that is very helpful  :D

Invidicus
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Offline Raktra (So long, I guess)

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #10 on: February 26, 2009, 06:57:03 PM »
You can combat squad them then they go in the Razorback. It is 10 marines, just written as 9 and a Sargeant.

Offline Invidicus

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #11 on: February 26, 2009, 07:08:13 PM »
Ah didn't think of combat squads. Sorry about that!
For Primarch and Emperor

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Offline snoggish

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #12 on: March 4, 2009, 03:00:23 PM »
In section 3.1, on Tac Squads, one of your options, the Razorback squad, has 10 marines in one Razorback.
The Razorback only has a transport capacity of 6 models.

Offline Paraplegic

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #13 on: March 4, 2009, 03:06:48 PM »
That point was just brought up two posts ago. You can combat squad the 10 man into two 5 man squads...

Offline SpirituExMachina

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #14 on: April 10, 2009, 01:38:11 PM »
I thought it was worth pointing out something about your comment on Land Raiders.  It didn't seem that you took into account "Power of the Machine Spirit".  This allows a Land Raider to fire one more weapon than it usually could i.e. 2 weapons at combat speed or 1 weapon at cruising.  Additionally, that extra weapon can be used to fire at a different unit. 

I think this makes the standard pattern Land Raider a really good option for engaging lightly armored vehicles or heavily armored infantry, the Crusader pattern a good option against horded light infantry, and the Redeemer pattern great for assaulting buildings and close city fighting.

Finally, since Assault Terminators don't come with grenades the Crusader or Redeemer patterns seem best for assaulting out of due to their Frag Assault Launcher.  I don't think it matters with regular Terminators because they get initiative 1 from their powerfists anyways. Your thoughts?

Other than that I thought this article was excellent!
« Last Edit: April 10, 2009, 01:47:32 PM by SpirituExMachina »

Offline TheKav

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #15 on: April 27, 2009, 01:21:54 PM »
Excellent article, great content.

Also, the LR Redeemer is amazing! With the Spirit of the Machine and a pintle-mounted assault cannon (twin-linked), it's really good at mopping up survivors once you've deposited your CC troops.

Offline xx7slayer7xx

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #16 on: May 13, 2009, 07:40:48 PM »
hey guys im totally new to this website and to using space marines...i had a necron army and a tyranid army before...but didnt do to good...so i started space marines. So far i have 3 squads of space marines, with missile launchers,flamers and a plasma gun. 3 Dreadnoughts, chapter master,whirlwind, 10 terminators...and errrm a command squad, a devastatir squad with missile launcher,lascannon,plasma cannon and heavy bolter....what else do u think il need?...need help cause im a total noob and need to learn some good tactics cause im fed up of loosing lol thanx..btw great article :)

Offline Wuestenfux

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #17 on: May 18, 2009, 06:15:31 AM »
@xx7slayer7xx

Please post your models in a thread so that we can help out to configure an army.

Offline NewHeretic

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #18 on: June 12, 2009, 01:39:35 PM »
Very nice article, Wuestenfux.  I have a few comments and corrections to suggest, though.

There are three missions in the 5th edition, two of them require troops as scoring units and   one necessitates to accumulate kill points. In all missions, larger squads are better than smaller ones, since they are more durable and have a larger impact.

Combat Squadding, however, is a viable tactic in Objectives missions.

Quote
Honour Guard squad: Champion w/ thunder hammer, 5 Veterans – 200 pts

Shouldn't that be 4 Veterans?

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Command squad: 4 Veterans w/ bike, power fist (x1), 1 Apothecarius w/ bike – 230 pts

I would highly recommend that two Special (Assault) Weapons (Flamers or Melta Guns) be taken in this squad.

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Codicier w/ null zone, gate of infinity – 100 pts
Codicier w/ terminator armor, storm shield, avenger, gate of infinity - 140 pts.

A Librarian in Terminator Armor or on a Space Marine Bike can use Vortex of Doom while moving.  Putting him in Terminator Armor with a Storm Shield will even protect him well from Perils of the Warp should the VoD misfire.

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The squad should be led by a Sergeant with a power fist and a combi-weapon and the squad should carry two special weapons; meltas and multi-meltas are favorable against MEQ, while flamers and heavy bolters or missile launchers are advisable against hordes.

This should say, "...the squad should carry a Special Weapon and a Heavy Weapon;"

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LR Terminator Assault squad: 6 Assault Terminators w/ thunder hammer (x4), twin lightning claws (x2), Land Raider Crusader w/ armor  – 505 pts


This squad may number up to 8 models in Terminator Armor (i.e. 7 Terminators and an HQ).

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Dreadnought w/ lascannon, missile launcher – 100 pts

That should be 145 points.

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Offline sysy16

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Re: Playing Space Marines - A Beginner's Guide (5th Edition)
« Reply #19 on: June 16, 2009, 04:23:42 PM »
Hi,

I may get booted for posting in this bit but I've been searching for ages now trying to clarify something.

On page 59, its says tactical squads are equipped with bolt guns and bolt pistols- but there is no mention of a close combat weapon. Is this an error or completely correct.

I'm trying to get my head around this. Is the advantage here that if they want to charge, tact marines can use bolt pistols, getting the assault shot prior to CC. If so, how many attacks do they get in a CC they charged using the pistols? Is it 2 or 3? I presume just the two but I find it odd that a Marine does not have a close combat weapon which I'd have though meant 3? Or am I hoping too much.

Apologies if this is the wrong thread, getting old now and tried searching numerous times (bolt pistol just brings up tons of threads about lists!!)  but getting no where. So I'm just getting old and tired.

Help. Please.

« Last Edit: June 16, 2009, 06:15:00 PM by sysy16 »

 


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