chicop76
11-13-2013, 10:05 PM
Well I been diving in the Marine codex to figure out what to expect from dem marines. While reading I saw a few combos which would catch me off guard in a normal game. If said tactics is mentioned or even deployed I never faced or saw them. Anyway I am on 40k break and just reading the books.
Tactic one:
Well this came up when I was comparing the land speeder to the really cheap flyer the marines have and came to the conclusion the flyer is much better and slightly more cost efficient than a speeder. With me wanting to cram my fast slots with the cheap flyer over the speeder I was at a lost on how to fit the speeder back in a decent marine list.
It than dawn on me that the speeder transport option is slightly cheaper and can be a decent option. Looking at the weapon choices I personally think the heavy flamer is a good choice due to cover save abundance. Also a heavy flamer roast most xenos who try to take cover in terrain. The other weapon options came to mind, but I think you get more bang for your buck with the heavy flamer.
The benefits of being an open topped vehicle also creeped into my mind. For staters you can assault out of it which quite frankly isn't an option for 5 scouts with no real combat weapons. The other option is to do the ole chimera drive by shooting with 5 guys shooting while the vehicle moved. However my issue is 10 bs 3 bolter shots within rapid fire range is not devastating. Also unlike the guard the scouts can't carry around 4 melta or plasma guns to shoot from out the vehicle.
What I came up with is to take 5 scouts with camo cloaks and sniper rifles with a speeder transport. This gives you lots of options. For starters you can have 5 guys and a vehicle anywhere you need them to be at game start. You can also field the vehicle and guys seperate. What is an excellent option is you can ds flame with the speeder, outflank flame with it as well..
The benefits of this unit it can easily be slightly at 100 points and give you much more versatility than tactical marines. 12 units for 600 points is very gravy with marine armies. The heavy flamers help with hordes and the sniper rifles help with thicker armour and higher toughness armies. If playing 1850 you have 1250 to easily round off the rest of your army.
Tactic two:
The problem here is how to get them centurians to a location that they would be effective. Most are going with a raider, but after lots of throught I decided the raider is not really the best way to go. My solution is to drop them out of the mini flying landraider.
The problem with a raider is that it have to get it's payload to point a to point b. The problem is you have meltas that typically prevent a raider from doing it's job. Also your assault unit tends to engage the throw away unit instead of the unit you really need them to engage.
The flying raider seemed to be another problem since due to range you really couldn't assault out of it when you do come on to the board. However the flyer gives the unit the ability to ds on the board. Now with a flyers movement range and the range from lets say grav guns you can easily be in range of anything you desired. Also with the high toughness and multiple wounds they can survive a ds and return fire, especially if you can deep strike them into ruins for that 4 plus cover save. The only thing that can stop this from coming to pass is if the other side have weapons that can fire at your plane when you come in. However with armour 12 it is unlikely to get shot down. In my best opnion I think it is best to take out those platforms on turn one, so you don't have to worry about your plane gettint shot down.
Tactic one:
Well this came up when I was comparing the land speeder to the really cheap flyer the marines have and came to the conclusion the flyer is much better and slightly more cost efficient than a speeder. With me wanting to cram my fast slots with the cheap flyer over the speeder I was at a lost on how to fit the speeder back in a decent marine list.
It than dawn on me that the speeder transport option is slightly cheaper and can be a decent option. Looking at the weapon choices I personally think the heavy flamer is a good choice due to cover save abundance. Also a heavy flamer roast most xenos who try to take cover in terrain. The other weapon options came to mind, but I think you get more bang for your buck with the heavy flamer.
The benefits of being an open topped vehicle also creeped into my mind. For staters you can assault out of it which quite frankly isn't an option for 5 scouts with no real combat weapons. The other option is to do the ole chimera drive by shooting with 5 guys shooting while the vehicle moved. However my issue is 10 bs 3 bolter shots within rapid fire range is not devastating. Also unlike the guard the scouts can't carry around 4 melta or plasma guns to shoot from out the vehicle.
What I came up with is to take 5 scouts with camo cloaks and sniper rifles with a speeder transport. This gives you lots of options. For starters you can have 5 guys and a vehicle anywhere you need them to be at game start. You can also field the vehicle and guys seperate. What is an excellent option is you can ds flame with the speeder, outflank flame with it as well..
The benefits of this unit it can easily be slightly at 100 points and give you much more versatility than tactical marines. 12 units for 600 points is very gravy with marine armies. The heavy flamers help with hordes and the sniper rifles help with thicker armour and higher toughness armies. If playing 1850 you have 1250 to easily round off the rest of your army.
Tactic two:
The problem here is how to get them centurians to a location that they would be effective. Most are going with a raider, but after lots of throught I decided the raider is not really the best way to go. My solution is to drop them out of the mini flying landraider.
The problem with a raider is that it have to get it's payload to point a to point b. The problem is you have meltas that typically prevent a raider from doing it's job. Also your assault unit tends to engage the throw away unit instead of the unit you really need them to engage.
The flying raider seemed to be another problem since due to range you really couldn't assault out of it when you do come on to the board. However the flyer gives the unit the ability to ds on the board. Now with a flyers movement range and the range from lets say grav guns you can easily be in range of anything you desired. Also with the high toughness and multiple wounds they can survive a ds and return fire, especially if you can deep strike them into ruins for that 4 plus cover save. The only thing that can stop this from coming to pass is if the other side have weapons that can fire at your plane when you come in. However with armour 12 it is unlikely to get shot down. In my best opnion I think it is best to take out those platforms on turn one, so you don't have to worry about your plane gettint shot down.