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Kabal of The Ordo Mallius
18-10-2007, 04:12
I will be getting some sort of SM army soon. I don't know which chapter to choose. Can some1 breifly list each chapter's specialities? Also i have money to spare, so should i buy the Apocolypse Space Marine Battalion (107 marines, 11 vehicles) or the Mega-force (like a crap tonne less guys)? Thanks in advance.

LususNaturae
18-10-2007, 04:22
well, the battalion is an army. but i personally find that many models to paint at once overwhelming. though you save i think almost half as if you bought each individually

hmm...i dont kno everything, but here are some:

salamanders: lots of special weapons (plasma, melta) lots of termies
raven guard: lots and lots of assault marines
Imperial fists: supposedly they use devastators, but the lysander wing is more common, lots of termies deepstriking at once.
white scars: bike and landspeeders

thats all i know off the top o me 'ead. i dont play sm, so i dont have the codex

Penitent
18-10-2007, 04:25
The battalion will give you all the power armor you are ever likely to need. Great deal! The question is whether or not you will ever use (or need) all the rhinos it comes with.

I imagine, in standard 40k games, you won't come close to using them all. Are you willing to pay for all those unused models, or sell them on ebay?

ChaosMaster
18-10-2007, 04:25
Threads like this constantly appear and re-appear on forums like this one. It's a common question. The answers have been and are readily available on the GW website at http://us.games-workshop.com/games/40K/spacemarines/default.htm where there is a pretty good explanation of each chapter's iconography, history, style of play, etc. Then there is the magic that is Wikipedia as well.

RavenMorpheus
18-10-2007, 04:25
well, the battalion is an army. but i personally find that many models to paint at once overwhelming. though you save i think almost half as if you bought each individually

hmm...i dont kno everything, but here are some:

salamanders: lots of special weapons (plasma, melta) lots of termies
raven guard: lots and lots of assault marines
Imperial fists: supposedly they use devastators, but the lysander wing is more common, lots of termies deepstriking at once.
white scars: bike and landspeeders

thats all i know off the top o me 'ead. i dont play sm, so i dont have the codex

Dark Angels - Imperial Fists Lysander wing and White Scars combined but different.

Supersonik
18-10-2007, 04:30
Well as far as the Variant Chapters go only Space Wolves, Dark Angels, Blood Angels, Black Templars have their own books.
For everything else its Codex: Marines and getting creative with the Traits though of course you can easily play straight Codex: Marines.

General stye....
Space Wolves - Combat Specialists but able to put up decent firepower too. Good army for Holding objectives. Alot will say 'theyre an assault army' but those that play them know that theyre not, they just happen to like a scrap when they get there. Lots of options compared to standard marines.
Blood Angels - Assault. Pure and simple. Almost everything they have is designed to get them into combat faster.
Dark Angels - General Vanilla Marines for the most part but have seperate Terminator and Bike wings. (Allowing these units as troops to field a full Terminator/Bike army etc)
Black Templars - Another Assault army. They even have rules that make them run forward to get into combat if they get shot at.

Codex: Space Marine - Anything really. You can play bog standard or re-arrange your army into various styles using the Trait system and come up with something relatively unique.

I play Space Wolves primarily though have a couple of Trait armies too. One is a Ravenwing Esque (the Dark Angel biker wing) Fast attack list and the other is a Devastator heavy list.
If you want collectability then perhaps Dark Angels. Some people dont like the new codex style that they have though it does give you the chance to put together multiple army styles and use them all together. (Ravenwing, Deathwing etc).
Blood Angels have the latest codex unfortuntely its in White Dwarf (or online) and although its official it doesnt have its own book.
Oh and as a note if you pick Space Wolves then you will also need the standard Codex: Space Marines for them as they havent had their update yet.

As for what to buy....if you pick any of the Divergent chapters (ie the ones with their own books) then your going to have different options since all of em have their own Battleforce, Squad Boxes or Upgrade kits. Space Wolves for example come with Grey Hunters/Blood Claws instead of tactical squads though they wouldnt be all that hard to convert while the Dark Angels just have an Upgrade pack that has Iconography, weapons and even cloaks in their case etc.
If you can afford to buy the Apocalypse kit id say go for it.
In that box you get a bit of everything. Tactical Squads, Assault Squads, Devastator Squads + Transports and a Command box though theres a reason theyre painted as Ultramarines. That box represents a full Battle Company of marines as laid out in Codex: Marines. Ie the basic standard.
If your looking at them as lots of models to start an army off though then thats all your choice.
The Megaforce gives you as you say, much fewer marines but gives you a larger spread of gear. The downside is you may still have to add to it to field a decent force while the Apocalypse set is more than enough for a Major army.

Reinholt
18-10-2007, 04:33
I will be getting some sort of SM army soon. I don't know which chapter to choose. Can some1 breifly list each chapter's specialities? Also i have money to spare, so should i buy the Apocolypse Space Marine Battalion (107 marines, 11 vehicles) or the Mega-force (like a crap tonne less guys)? Thanks in advance.

I will counter your question with questions:

- What appeals to you about Space Marines?

- What kind of tactics do you usually run with? Are you a sit and shoot kind of guy? Do you like to tear things up in assault? Do you favor mobility?

- What colors are you comfortable painting and would be happy with?

Those are three important questions before I can give you real good feedback on what chapters to really look at (or make your own) and what to buy... obviously there are some summaries here already, but put some thought into what you really want so you don't sink a few hundred dollars / pounds / loonies / hundred million pesos into an army you don't actually want.

Kabal of The Ordo Mallius
18-10-2007, 04:45
I will counter your question with questions:

- What appeals to you about Space Marines?

- What kind of tactics do you usually run with? Are you a sit and shoot kind of guy? Do you like to tear things up in assault? Do you favor mobility?

- What colors are you comfortable painting and would be happy with?

Those are three important questions before I can give you real good feedback on what chapters to really look at (or make your own) and what to buy... obviously there are some summaries here already, but put some thought into what you really want so you don't sink a few hundred dollars / pounds / loonies / hundred million pesos into an army you don't actually want.

Well, what appeals to me is SM n00b-friendliness and all-round robustness of troops. I play Dark Eldar currently, so i want a change. I would want a SM army that is average at most tasks, but not an assault army (i have DE for that). I am an okay painter, but simple techniques would be preferred. I aslo have a Tau army, so basically SM fall in the middle of assault and shooty right? As for the giant battalion having too many rhinos. You can never have too many rhinos. Use them as walls not as troop-carriers duh!

Supersonik
18-10-2007, 04:51
One thing i also forgot to add..

As mentioned above most of the other Chapters like the Salamanders, Imperial Fists, White Scars etc are handled by using Traits in Codex: Space Marines. This system also allows you the create something of your own.
Theres no rule that says you have to make a recognisable army.

So if for example you did purchase the larger Battle Company set, and want to make an army without adding to it you could go about creating an army that doesnt like to use Tanks that arent transports etc

Personally something along the lines of...
Trust Your Battle brothers (Allows True Grit/Counter Attack for a points cost)
Suffer not the Work of Heretics (for your devastators to give them Tank Hunter)
True Grit, Counter Attack and Tank Hunters are not skills most Marines have as standard etc so theyre already different. To then counter these abilities you pick disadvantages...
Personally id go for...
Aspire to glory (since it would be your new chapter they cannot take Terminators as easily as other Chapters since they dont have any veterans etc)
Faithfull Unto Death (The box only comes with 2 Heavy/fast attack units. This drawback reduces the number of slots you have in Heavy/fast attack/elite but goin from what you get in the box thats not a limitation etc.

Sorry if you think im being abit patronising but since i have no idea of your experience with Marines im just explaining as simply as i can.

Supersonik
18-10-2007, 05:18
Because im so bored i decided to use the Traits i posted above and see what i couldcome up with. I know this isnt the place to post lists but it gives you an idea...

HQ
---
Master
Lightning Claw
CombiPlasma
Termie Honours
- 130

Command Squad Marines x5
Sarge + Fist
Termie Honours x4
Rocket Launcher
Company Champion
Apthecary, Standard Bearer
Razorback + Las Cannons + Extra Armour
True Grit/Countercharge
- 360

Troops
------
Marines x10
Las Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 300

Marines x10
Las Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 300

Marines x10
Las Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 300

Marines x10
Las Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 300

Marines x10
Plasma Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 305

Marines x10
Plasma Cannon, Plasma Gun, Frags
Sarge + Fist
Rhino + extra armour
True Grit/Countercharge
- 305

Fast Attack
-----------
Assault Marines x10
Plasma Pistol x2
Sarge + Fist
- 260

Assault Marines x10
Plasma Pistol x2
Sarge + Fist
- 260

Heavy Support
-------------
Devastators x10
Heavy Bolter x4
Sarge + Fist
Rhino + Extra Armour
Tank Hunters
-325

Devastators x10
Rocket Launcher x4
Sarge + Fist
Rhino + Extra Armour
Tank Hunters
- 345

Total - 3500

So there you go. Using thsoe traits and by being a little generous with the options ive used Every model you will get in that box and come up with a nice rounded 3500 point army :D

Reinholt
18-10-2007, 05:30
Well, what appeals to me is SM n00b-friendliness and all-round robustness of troops. I play Dark Eldar currently, so i want a change. I would want a SM army that is average at most tasks, but not an assault army (i have DE for that). I am an okay painter, but simple techniques would be preferred. I aslo have a Tau army, so basically SM fall in the middle of assault and shooty right? As for the giant battalion having too many rhinos. You can never have too many rhinos. Use them as walls not as troop-carriers duh!

I would give you a couple of suggestions, then:

1) Shooty marines, by default, are also fairly balanced, because they can take veterans in most squads and the basic troops are solid in assault. Thus, I'd go with that. If you are already a DE player, I'd avoid the more mobile armies, too, since you have that already.

2) Both Dark Angels and Codex marines fit the bill here. If you are looking for something very well balanced, not cheesy, and friendly for new players, I'd actually suggest the DA. They have some nice stuff for veterans (ravenwing, deathwing) to show off with, but they are also pretty friendly for new players.

Main Codex Marines would also work fine; maybe with an emphasis on long range shooting if you go the traits route? Lots of options there.

3) If you are an okay painter and want to field a nice looking army, then I have a few quick options for you:

- Play a metallic army (silver skulls, the DA successor chapter that is silver with red robes, etc).

- Play an army with black as the base armor color (Iron Hands is ideal here - room for conversions, a very simple basic scheme in black and silver, but there's a lot that can be done with detail to make them look great).

Those are easy colors to paint and highlight. So find something you like and inspires you, as well as being technically easy to paint and have look good, and you're more than half done with your army, essentially. You're winning the hobby battle before you start.

Drybrushing for metallics is very simple and looks good, especially if you do successively brighter layers with a lighter touch to mimic some wear and tear. It can be a very quick way to paint a presentable army, and I've found the real key with painting is to start conservative, and then as you get more and more practice, you do the crazy stuff. Like Imperial Fists. Yellow. Oh, I hate you, yellow. Ahem, back on topic.

Black, on the other hand, merely takes some grey highlights, and doesn't need a huge amount of work to look good for a basic paint scheme. You can ink it, also, if you want the shiny look on power armor, and that fits black well. You don't have to worry so much about streaking or blotting there.

This means the major areas of your army (power armor, most accessories) will be simple to paint, and you can spend your time and read up on the techniques for the details people really notice (like skin, robes, etc) and not have to bust your ass to get it on a whole army when you aren't familiar with it yet.

PM me if you have any other painting questions, I won't spam out this thread with them. There's also much better painters than I who post in the forums here, so you can always ask them for help. 90% of painting is being willing to do some research to learn from others and then spending some time and patience on practice.

paspinall
18-10-2007, 11:29
Well its pretty much been said but here I go.

If you play games in the region of 1500 to 2000 points then the Apocalypse box is a waste unless you want the flexability of being able to pick units. I know this because a couple of times I have managed to field a full company on 2000 points but this is with very limited options and no transports at all.

If you are just collecting a small army then the megaforce is probably (I cant quite remember the contents) a better option.

If however you are like me and usually collect a larger army than you will field in standard games, and/or play larger games anyway then I say go for the company box, you can buy other things later but this is a limited release.

Kabal of The Ordo Mallius
19-10-2007, 22:34
Thanks guys. I think i will get the Apocalypse SM box. I will buy the codex first and reveiw it. I'm thinking Ultra Marines since they seem the most flexible.That or Dark Angels.

marv335
19-10-2007, 22:57
If you're going to have all those rhino chassis, why not phone mail order and get a couple of whirlwind sprues, a couple of razorback sprues and maybe a predator sprue or two.
for not much additional cash you can add some much needed armoured support to your company
whirlwind sprue= 8
predator turret and sponson sprue= 10
Razorback sprue= 5

carlisimo
20-10-2007, 01:23
Both Ultramarines and Dark Angels are pretty easy to paint... I like the latter due to the robes but either way you can't go wrong.