Page 1 of 2 1 2 LastLast
Results 1 to 20 of 37

Thread: GWvsJohn's Guide to Space Marines

  1. #1
    Chapter Master GWvsJohn's Avatar
    Join Date
    Sep 2006
    Location
    Wasington, DC
    Posts
    1,118

    GWvsJohn's Guide to Space Marines

    Despite being the oldest 5e codex, it seems the Vanilla Marine Codex is still poorly understood. There still seem to be a lot of posts/emails asking for advice on a list (in a competitive environment only, stand down fluff-wolverines) that just seems to ignore all the good advice about Vanilla Marines. Let's get a few things straight. The Vanilla Codex is a very competitive codex. Even in the post-Wolf world, the Ultras can, and do, win tournaments. It's also a very good codex. It has competitive choices in every slot. It allows you to bring a wide variety of lists and still compete. I think this last point is where people slip up. The Vanilla Codex does NOT have variety in a very straightforward way. Once you start building your list, most of your choices are pretty straightforward. Where the Vanilla book shines is before you start building your list. I think this book can bring the widest variety of lists of any book. It can do: Rock (doube TH/SS Raiders), pure Mech (traditional "Best Of" style lists), MSU mech (razorspam), Drop Pod (6 Dreads/5 other), "foot" (Bikers), Biker/Rock (Bikers with TH/SS Raiders), Biker/Mech (Bikers with Dreads), hybrid (Thundergate/bubble lists). I don't think any other book can cover that wide an interest base. What can't it do? Pure foot, but no one really can except Loganwing. Jumpers, of any sort, let alone pure Jumpers. I'm not sure what else there is in army theme (Please let me know if I missed something)

    So, how do we actually build a competitive Vanilla SM list? It's not that hard. Use this handy guide.

    HQ: If you haven't noticed, psychic powers are good, so are invulnerable saves. We happen to have an HQ that stops both. You're bringing a Librarian. Terminator and Storm Shield are viable upgrades if he has a Termie squad to roll with (either on foot or in a Raider). You're bringing Null Zone. 2nd power is Gate if you have Th/SS or Avenger if you're in a Rhino/Razor. HQ done unless you want bikes or Pods. For bikes add Captain with bike, SS and Relic Blade. If you're running hybrid bikes (with Dreads or Termies) you're done. For pure Bikers, drop the Libby, add a 2nd Captain as above and 2 blinged out Command Squads (SS, MG and LC on nearly every guy). For Pods add a naked MotF. (as an aside, Vulkan is viable too, but I don't want to discuss him)

    Troops: Razors or Rhinos? Rhinos control midfield better, put out better anti-infantry and favor a more aggressive style. Razor put out better anti-tank and favor a more sit back and shoot style. Rhinos costs 205 points and come with a Multi-melta and a flamer (your Sgt should keep his bolter too). Leftover point upgrades are dozer blade, meltabomb, combi-melta, your choice of preference. Razorbacks come with lascannons and TL plasma guns. Leftover point upgrade is combi-flamer. No CC upgrades for either squad, ever. Pure Rhino base lists bring 2 Rhinos, no more no less. Pure Razor lists will probably bring at least 4. Combined lists are very good and bring 2 of each. If you want Biker troops instead, max out your melta. TL bolters are sufficient anti-troop. Combi-flamer is a good leftover upgrade. Again, no CC upgrades. Want Pods? 2-3 10 man squads as above, with Pods instead of Rhinos.

    Elites: Are you bringing Termies? If so, add 10 TH/SS. Big blob for hybrid lists, combat squaded if you're going Raiders. Fill the remaining 2-3 slots with Dreads. Rifleman (double TL autocannon) is the standard. MM/DCCW is tolerable if you like to mix it up in CC and like a strong midfield. Ironclads are less tolerable if you REALLY like CC or love Hunter-Killer Missiles. Hate Dreads? Sterns are somewhat acceptable as Lasbunkers (2 LC in a Rhino) or BBQ-box (heavy flamers and combi-meltas in a Rhino). Tactical Terminators with Cyclones are also somewhat acceptable but simply inferior to Riflemen. Bringing Pods? MM Dreads in pods. HF possible. Bringing pure bikers? No elites, sucka.

    Fast Attack: Do you need more: A) blocking/harassing B) melta C) suppression fire (ie anti-light tank). For A or B add MM/HF Speeders. For C add Typhoons. I think 2 and 2 (MM/HF alone, Typhoons in a squad) hits a nice points level for most 2k games. If points are tight, MM Attack Bikes are passable. If Pods, 5 man Assauly Squad with a Pod and a flamer is the cheapest pod you can buy to get the 6/5 ratio needed. Pure bikers get better value from bike squads than Attack Bikes, so no FA for them either.

    Heavy Support: Are you running Rocks? Crusaders or Redeemers with Extra Armor, Multi-melta. Crusader is better on paper. Redeemer scares people. Your choice for what you bring. But bring 2 (one is Dedicated). Rest is dakka Preds (HB/autocannon). If you're really light on anti-light tank, AC/LC Preds can be substituted, but they are sub-par. Bikers? No HS, sorry. Pods? 3 more MM Dreads.

    FA/HS is really where you have wiggle room. Express yourself in your Speeder/Pred ratio and loadout. Make your army unique

    Pretty straightforward. The big choice for Vanilla Marines is what army-type to bring. After that, the list writes itself. Class dismissed.
    "I have removed a number of your posts form this thread in the 40K Army Lists thread. There is no need to post in such a tone. Not only is it rude it is not helpfull."

  2. #2

    Re: GWvsJohn's Guide to Space Marines

    Concise, very highly concentrated and clear information. Yay!

  3. #3
    Chapter Master toonboy78's Avatar
    Join Date
    Dec 2008
    Location
    Cambridge UK
    Posts
    1,140

    Re: GWvsJohn's Guide to Space Marines

    agree with most of that but "special characters" add an extra dimension to the standard codex marine list.

    also not a fan of extra armour.
    my log (updated 18/05/13 DV librarian)

    Proud member of the Safehouse

    the code

  4. #4
    Chapter Master GWvsJohn's Avatar
    Join Date
    Sep 2006
    Location
    Wasington, DC
    Posts
    1,118

    Re: GWvsJohn's Guide to Space Marines

    Quote Originally Posted by toonboy78 View Post
    agree with most of that but "special characters" add an extra dimension to the standard codex marine list.

    also not a fan of extra armour.
    Vulkan is good, but kinda boring.

    Shrike and Khan are meh, but passable.

    Lysander and Pedro work together at 2500, not below.

    Telion is mint if you're bringing a shooty scout squad.

    Ultra characters are crap.

    EA works on Raiders, as they need to keep moving. On anything else, trash.
    "I have removed a number of your posts form this thread in the 40K Army Lists thread. There is no need to post in such a tone. Not only is it rude it is not helpfull."

  5. #5
    Banned
    Join Date
    Jul 2009
    Location
    The Netherlands
    Posts
    834

    Re: GWvsJohn's Guide to Space Marines

    Impressive; I would call this an excellent min-max guide heh.

  6. #6
    Chaplain
    Join Date
    Nov 2008
    Location
    Melbourne
    Posts
    295

    Re: GWvsJohn's Guide to Space Marines

    You need to make some mention of the special characters, they are really building blocks for a lot of competitve armies. Weather boring or not they work. To the person who said or ultra chars are crap you clearly dont know how to use tig because with careful play he can be brilliant. Also attack bikes as passable? They see more lists in competitive play than landspeeders.

    Regards

    Crynn
    "And They Shall Know No Fear, what does that rule do?" "What doesn't it do!"

  7. #7
    Chapter Master Kirby's Avatar
    Join Date
    Aug 2008
    Location
    Australia
    Posts
    1,033

    Re: GWvsJohn's Guide to Space Marines

    SM specials aren't the best of the 5th edition group with only Vulkan being an 'easy' choice when you want to make a list around him. Khan is good for bike armies but you lose combat tactics so you need to weigh that up and fleeting Termies is great with Shrike. Telion adds that bit of extra to a Scout squad which over a 6 game tourney can make or break a game and for his cheap price tag, why not.

    Pedro tries to improve your army at combat when SM aren't a combat army and makes your army stubborn instead of combat tactics. Ew. Scoring Sternguard is fun though. Lysander also makes your army stubborn and his bolter drill is completely against what he actually does unless you're taking normal termies and that's a 600+ pt squad. Cassius is an easy pick over a normal Chaplain but normal chaplains are meh anyway. Again, not an assault army. Tigrus is way over-priced for a 2W character and whilst he has access to every power, he's still not great in combat (unlike say Meph) and adds minimally to an SM army. But of course we don't know how to use him, how silly of us (less passive-aggressive ftw). Sicarius makes a single Tac squad have a USR, yay and otherwise is an old-class character which pokes things in combat and adds jack-all to the army. Marneus is the same though his auto-pass or fail is nice, it's not worth the Land Raider price tag.

    Common thread of good v bad? Good characters actually help the army rather than simply being able to punch things in combat. Look at the characters that are used form 5th edition books commonly: Vulkan, Dante, Meph, Creed, Straken, Swarmlord, Logan, etc. Outside of Meph those characters add to the army as a whole by changing FoC, adding army abilities, etc.

  8. #8
    Chapter Master GWvsJohn's Avatar
    Join Date
    Sep 2006
    Location
    Wasington, DC
    Posts
    1,118

    Re: GWvsJohn's Guide to Space Marines

    Quote Originally Posted by Crynn View Post
    You need to make some mention of the special characters, they are really building blocks for a lot of competitve armies. Weather boring or not they work. To the person who said or ultra chars are crap you clearly dont know how to use tig because with careful play he can be brilliant. Also attack bikes as passable? They see more lists in competitive play than landspeeders.

    Regards

    Crynn
    Please enlighten us as to the proper use of the Chief.

    Also, I'd love to see these lists which prefer AB.
    "I have removed a number of your posts form this thread in the 40K Army Lists thread. There is no need to post in such a tone. Not only is it rude it is not helpfull."

  9. #9
    Chapter Master
    Join Date
    Feb 2009
    Location
    Shreveport, LA
    Posts
    2,669

    Re: GWvsJohn's Guide to Space Marines

    Semi off topic, but what does MSU actually stand for? Mechanized Support Units?
    Project Tomb World: Here

  10. #10

    Re: GWvsJohn's Guide to Space Marines

    Multiple Small Units.

  11. #11

    Re: GWvsJohn's Guide to Space Marines

    Massive Sugar Urge.

    (Ok, sorry that's spam... so adding) :

    I really like this post. Very informative and concise. Of course it's about having a very competitive force. Having a regular good force, something you can win with, is also possible by going other route, right ? It's not supposed to be the sole truth right ?

    And by the way, could you talk a bit more about Ironclads ? I have no experience with them, but I always thought them to be premium good Dreads.
    Last edited by Mugatu; 12-11-2010 at 18:07. Reason: Avoiding the big scary robot by adding some content :)

  12. #12

    Re: GWvsJohn's Guide to Space Marines

    Ironclads get no love right now mostly because a basic Dread with a Multimelta is cheaper and has a much better gun.

  13. #13

    Re: GWvsJohn's Guide to Space Marines

    Hum ...ok I see. Funny, because when you use them, you realize they lack some attack to be good at cc (and 1 more attack would be perfect) and the AV 12 is lacking on a regular basis. But I guess the price tag is so cheap that it balanced out all this
    Thanks you Dirty Jumper !

  14. #14
    Chapter Master
    Join Date
    Feb 2009
    Location
    Shreveport, LA
    Posts
    2,669

    Re: GWvsJohn's Guide to Space Marines

    I use Ironclads in a drop pod list, and they work awesome. Granted, I also use vulkan, so the effectiveness of the melta's go up significantly. Dop in, pop something (hopefully), and then be in the thick of it from then on.
    Project Tomb World: Here

  15. #15
    Chapter Master Hashmal's Avatar
    Join Date
    Jan 2008
    Location
    I'm lost... I need an adult!
    Posts
    1,085

    Re: GWvsJohn's Guide to Space Marines

    I think these core tenets are about the only time I've ever been interested in a Space Marine force. Other things to buy, but man... I'd build a pretty fun army out of this. Yay Rocks!

  16. #16
    Marine
    Join Date
    Jun 2010
    Location
    Maryland, USA
    Posts
    16

    Re: GWvsJohn's Guide to Space Marines

    I drop 2 ironclads w/ MG/HF in pods turn one and I find they do better than the reg MM/DCCW dread in that while you have to drop closer, the AV13 really helps to tarpit big nasties like DP's and Tyranids. Also, the extra armor lets them keep assaulting whenever they arent already in CC.

    They will eventually die, but I find they hang around 2 or 3 turns longer than the regular dreads.

    -my 2 cents
    Psybilliah

  17. #17
    Chapter Master Killmaimburn's Avatar
    Join Date
    Nov 2006
    Location
    Nottingham:-Further down the spiral
    Posts
    3,610

    Re: GWvsJohn's Guide to Space Marines

    I disagree with....nothing.(at the moment)
    Daggnabbit, whilst I applaud your conciseness I had to write this spiel to make up my minimum word limit to just say 'yes'...I may sig your post.

    EDIT
    Last edited by Killmaimburn; 14-11-2010 at 17:02.
    [SIZE=1]"When the facts change,I change my mind.What do you do, sir?"John M. Keynes
    160 Games into 5th ed, still loving it (10/08/10) Smurf, Aim, Lash!!

  18. #18

    Re: GWvsJohn's Guide to Space Marines

    So one could assume that:

    All the things you need: codex space marines. (there should be one of these list stickied for each codex..)

    100 Librarian: avenger, zone.
    140 Librarian: term armour+SS, zone, gate.
    175 captain: bike, ss, relic blade.
    330 com squad: bikes, 4 SS, 3 LC, 2 MG.
    175 captain: bike, ss, relic blade.
    330 com squad: bikes, 4 SS, 3 LC, 2 MG.
    100 Master of the forge: -.

    205/220 Tactical 10: flamer, MM, rhino/pod. (c-melta, bombs)
    205/220 Tactical 10: flamer, MM, rhino/pod. (c-melta, bombs)
    205/220 Tactical 10: flamer, MM, pod. (c-melta, bombs)
    175/180 Tactical 5: combi-flamer, razorback: las+twinplas. (bombs)
    175/180 Tactical 5: combi-flamer, razorback: las+twinplas. (bombs)

    400 10 Terminators: SS+TH.
    195 5 Sternguard: 2 lascannons, 1 combi-flamer, rhino.
    195 5 Sternguard: 2 heavy flamers, 3 combi-melta, rhino.
    3x150 3 Dreadnoughts: MM+HF, pod.
    3x125/3x150 3 Dreadnoughts: 2 Twin autocannons/MM+HF, pod.

    2x70 2 Landspeeders: MM+HF
    2x90 2 Landspeeders: Typhoon.
    50 1 Attack bike: MM.
    110 5 Assault marines: flamer, pod.
    110 5 Assault marines: flamer, pod.
    285/295 8 Bikers+attack: 2 meltaguns, MM. (combi-flamer)
    285/295 8 Bikers+attack: 2 meltaguns, MM. (combi-flamer)

    275 Landraider crusader: MM, extra armour.
    275 Landraider redeemer: MM, extra armour.
    2x85 2 Predators: autocannon, 2 heavy bolters.

    Then you should be able to play with everything from the guide, things in the (*)'s are optional and is probably the higher of the 2 totals listed.
    Giving you a 5810/5960 point space marine army. (also Just enough for apoc if you play with it all.)
    Or am i totally of GWvsJohn?
    Last edited by winkypinky; 14-11-2010 at 17:22.
    664 - The Satanic Club for the Stupid

  19. #19
    Chapter Master Killmaimburn's Avatar
    Join Date
    Nov 2006
    Location
    Nottingham:-Further down the spiral
    Posts
    3,610

    Re: GWvsJohn's Guide to Space Marines

    Bump+Found one I don't agree with
    On pure bikes
    Quote Originally Posted by GWvsJohn View Post
    HQ:[..] For bikes add Captain with bike, SS and Relic Blade. For pure Bikers, drop the Libby, add a 2nd Captain as above and 2 blinged out Command Squads (SS, MG and LC on nearly every guy).

    Troops: If you want Biker troops instead, max out your melta. TL bolters are sufficient anti-troop. Combi-flamer is a good leftover upgrade. Again, no CC upgrades.
    No elites, No FA, no heavy
    So running pure bikes through the machine must produce
    Code:
    Captain bike relic blade storm shield-180
    Command squad 2 melta guns 2 storm shields, 2 lightning claws apothecary -285
    Captain bike relic blade storm shield-180
    Command squad 2 melta guns 2 storm shields, 2 lightning claws apothecary -285
    
    Bike troop1 7 bikes,meltagunx2 1Multimelta naked sergeant.-285
    Bike troop2 7 bikes,meltagunx2 1Multimelta naked sergeant.-285
    -1500 (weird its like deathwing to fit everything must be multiples of X)

    I think in 1500 2 ICs+2 command squads is limiting troops and tactical flexibility. How about sometimes considering (I think its kirby's)
    7bikes meltagun flamer +multimelta +fist-305 x3
    Fist and flamer tag team whilst meltas zoom off most of the time.And dropping one IC and command squad?

    I'd be interested in the single post of win including a quick SWOT analysis of storm scouts vs scout bikers.
    Last edited by Killmaimburn; 15-11-2010 at 09:13.
    [SIZE=1]"When the facts change,I change my mind.What do you do, sir?"John M. Keynes
    160 Games into 5th ed, still loving it (10/08/10) Smurf, Aim, Lash!!

  20. #20

    Re: GWvsJohn's Guide to Space Marines

    What's SWOT mean?

Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •