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New to Space Marines
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Old 09 May 2007, 13:17   #1 (permalink)
Shas'La
 
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Default New to Space Marines

Im starting Space Marines and I have the Codex. Is there anything advice on them or any figures i should get???
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Old 09 May 2007, 15:33   #2 (permalink)
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Default Re: New to Space Marines

First, you need a Commander and two Tactical Squads. This gets your compulsory choices out of the way.

Depends on what you're going for.

Are you gearing up for a specific type of combat? If you want a lot of speed and mobility, get bikes, Assault Marines, and lanspeeders. If you want a sit-back-and-shoot game, get some Dreads and outfit them for long range (lascannon and missile launcher) and a squad or two of Devestators, and maybe a Predator or a Whirlwind. If you want a melee bloodfest, get more Assault Marines, some Close Combat Terminators, and a Land Raider Crusader.
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Old 09 May 2007, 19:01   #3 (permalink)
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Default Re: New to Space Marines

Quote:
Originally Posted by SmellTheAshes
First, you need a Commander and two Tactical Squads. This gets your compulsory choices out of the way.

Depends on what you're going for.

Are you gearing up for a specific type of combat? If you want a lot of speed and mobility, get bikes, Assault Marines, and lanspeeders. If you want a sit-back-and-shoot game, get some Dreads and outfit them for long range (lascannon and missile launcher) and a squad or two of Devestators, and maybe a Predator or a Whirlwind. If you want a melee bloodfest, get more Assault Marines, some Close Combat Terminators, and a Land Raider Crusader.
Or A commander and 1 tactical squad and 1 scout squad
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Old 09 May 2007, 19:43   #4 (permalink)
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Default Re: New to Space Marines

Actually all you need is 1 HQ and two troops.

There's a lot of versatility in the space marine army list. Every unit can do a little bit of everything and no unit is truly unrivaled at doing what it specializes in.

For your basic HQ you have three choice

A commander. Cheap in points he's got a good profile and an ability that effects every other model in your army. You can keep him bare bones and leave him at the back with a storm bolter, or spend lots of points tooling him up for some combat havoc.

A chaplain. These grim warriors wear skull faced helms into battle. Entirely appropriate since they are almost unrivaled bringers of death. A chaplain is a bargain when you factor in the cost of the equipment he starts with. Give him a bolt pistol and frag grenades and you have a nice cheap 87 point monster! He gives a big boost to whatever squad he's leading but other than that he doesn't help the army as a whole.

A librarian. Powerful warriors and battle field pyskers as well! They carry a deadly and potent force weapon and have access to some brutal fantastic powers. They can be configured as long range killers (fear of the ancients) close range support for other units (fear the darkness, storm of the emperors wrath) or combat monsters (veil of time, fury of the ancients, force weapons) as well as other roles. As a great bonus they have a psychic hood to help out against anyone else who makes use of warp spawned powers. This is particularly powerful against Eldar. One of the most versatile HQ choices available to space marines a librarian will also quite quickly become of the most expensive. They have the highest base cost and access to some very cool powers.

First I'd pick out what type of leader you'd like. Then decided what their role will be. I.e. does your leader charge forward into the thick of things, or do they stay back and survey the battle only committing to combat personally as a last desperate hope. Decide what equipment will serve your leader best and give him the appropriate stuff.

Troops

Tactical Marines

A very versatile unit they have a variable squad size and two different weapon options. Two different transport options and an optional character upgrade who has full run of the armoury. Your options for these guys are dizzying.

Scouts

Light infantry, they infiltrate forward and are commonly used in one of three rolls

1 - Snipers. Equipped with sniper rifles and a heavy weapon they park themselves somewhere in cover and become a nuisance.

2 - Fire support. Similar to the snipers but more mobile. The squad will typically carry boltguns and a nice cheap heavy bolter. They can remain stationary to get extra range and use the heavy weapon, or move and rapid fire as they go.

3 - Combat. Equipped with pistols and close combat weapons as well as a sergeant with some sort of nasty combat weapon they infiltrate close as they can with the goal of reaching combat by turn 2.

Not there's two traits that expand your options even further:

Scions of Mars

This allows you to take a 3 wound tech marine as an HQ. The tech marine has access to the awesome servo harness and a bodyguard of servitors. This can be your shootiest HQ, however he can also be tooled up to be a shockingly powerful combat unit.

Swift as the Wind

You can take 5 man bike squadrons as troops! Expensive but this will surprise your opponent. They're very fast and pack a lot of firepower. They have an extra point of toughness as well making them quite durable. You will have a very low model count though, so proceed with caution if you use this option.


(+1 karma awarded for the advice - Dutch)
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Old 09 May 2007, 21:06   #5 (permalink)
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Default Re: New to Space Marines

First welcome to the world of SMurfs!

I think it would be really difficult to give you any advise without knowing your style of play - but SMs should be able to fulfill most preferences.

If you could give us an idea on how you've preferred to play in the past then I'm sure you'll receive lots of useful tips.

Happy gaming
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