Page 14 of 42 FirstFirst ... 4 12 13 14 15 16 24 ... LastLast
Results 261 to 280 of 830

Thread: Tactica Codex Space Marine 6th Edition

  1. #261
    Veteran Sergeant
    Join Date
    Dec 2010
    Location
    Bury, Lancs, England
    Posts
    142

    Re: Tactica Codex Space Marine 6th Edition

    I can't see Terminators being the answer when I'm dying to AP- tesla guns at the moment. What about a command squad and arm them with storm bolters? or dev squads and/or long range shooty dreads so that I can out range them?
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    The five stages of grief of the Imperial Fists
    Denial: Crimson Fists
    Anger: Black Templars
    Bargaining: Executioners
    Depression: Imperial Fists
    Acceptance: Soul Drinkers

  2. #262
    Chapter Master
    Join Date
    Jul 2009
    Location
    Auckland, New Zealand
    Posts
    1,059

    Re: Tactica Codex Space Marine 6th Edition

    If you go shooty command squad take plasma. Never pay for a storm bolter, they're barely 33% better than a bolter and that you get for free. Take bikes and your bolters are twin-linked, even better.

    Dreads in twin autocannon form are still good. Missile launcher devastators are okay, though still a little too expensive for what they do.

  3. #263
    Commander Enigma6's Avatar
    Join Date
    Jul 2006
    Location
    Lancashire, UK
    Posts
    504

    Re: Tactica Codex Space Marine 6th Edition

    I'm not seeing why vanguard + gate Libby would be useful.

    You can't use heroic intervention if the Libby goes with them.

    If it could be combined with the summoning power from GK that would be epic

  4. #264
    Chapter Master
    Join Date
    Jun 2008
    Location
    Belgium
    Posts
    1,009

    Re: Tactica Codex Space Marine 6th Edition

    regarding bikelists and flyers, would you rate a single stormtalon a good AA ? and how do you equip them ?

    list : http://www.warseer.com/forums/showth...-ravenguard%29
    Have a look at my plogs and comment: Malifaux (new sept 2012)
    Infinity Military orders (new sept 2012)
    Started NIDS
    Imperial forces plog (IG+ GK +salamanders+ravenguard+space wolves+white scars)
    Dark Elves plog
    Tau plog
    Eldar plog

  5. #265
    Banned
    Join Date
    May 2008
    Location
    Limerick
    Posts
    6,384

    Re: Tactica Codex Space Marine 6th Edition

    Quote Originally Posted by steevn View Post
    regarding bikelists and flyers, would you rate a single stormtalon a good AA ? and how do you equip them ?

    list : http://www.warseer.com/forums/showth...-ravenguard%29
    A single anything is not good AA.

  6. #266
    Commander Grentain's Avatar
    Join Date
    May 2010
    Location
    Lake City, FL
    Posts
    523

    Re: Tactica Codex Space Marine 6th Edition

    If the issue is Tesla, I really wouldn't try to counter it with bikes. You're getting swamped with fire, so you're just being forced to fail saves into oblivion. If your Necron opponent is spamming Tesla, then there's a pretty good chance he's not spamming Gauss, in which case you should start bringing your metal bawkses. Preferribly the big ones that don't get glanced by S6 (that's Tesla strength, right?). I dunno. Makes sense to me. :v
    Quote Originally Posted by Mr_Rose View Post
    I'd be tempted to take [Fuegan] twice and hope no-one noticed…
    ("what? No, that's his twin brother Fuego, the immortal flame. Yes they do look a lot alike, they're twins…")

  7. #267
    Chapter Master
    Join Date
    Jun 2008
    Location
    Belgium
    Posts
    1,009

    Re: Tactica Codex Space Marine 6th Edition

    Quote Originally Posted by GodlessM View Post
    A single anything is not good AA.

    should i drop it or should i leave it in as a small AAinsurance, if i put 2 in it takes out too many points i fear.
    i think i have enough bikes in the list, heavy is full with preds, maybe some typhoons or a jumpersquad?

    Quote Originally Posted by Grentain View Post
    If the issue is Tesla, I really wouldn't try to counter it with bikes. You're getting swamped with fire, so you're just being forced to fail saves into oblivion. If your Necron opponent is spamming Tesla, then there's a pretty good chance he's not spamming Gauss, in which case you should start bringing your metal bawkses. Preferribly the big ones that don't get glanced by S6 (that's Tesla strength, right?). I dunno. Makes sense to me. :v
    i follow Grentains thinking: try vindi's, preds and landraiders, beware of scythelords in barge though
    Have a look at my plogs and comment: Malifaux (new sept 2012)
    Infinity Military orders (new sept 2012)
    Started NIDS
    Imperial forces plog (IG+ GK +salamanders+ravenguard+space wolves+white scars)
    Dark Elves plog
    Tau plog
    Eldar plog

  8. #268

    Re: Tactica Codex Space Marine 6th Edition

    How do drop pod lists work now, any better ?

  9. #269
    Chaplain
    Join Date
    Jul 2012
    Location
    Kings Lynn, Cambridgeshire
    Posts
    294

    Re: Tactica Codex Space Marine 6th Edition

    Probably the same as before. The pod will probably die a little quicker, but at AV12, they are immune to S5...

    I still prefer rhinos to pods, but that's me.

  10. #270

    Re: Tactica Codex Space Marine 6th Edition

    I am actualy thinking of making a Soul Drinkers Drop Pod Assault force.


    I am thinking 4 x Tactical Squads(missile/melta/combimelta) in Drop Pods, 2 x Dreadnoughts in Drop Pods, and a Sternguard Squad(two lascannons, some combimeltas/bolters) in Drop Pod.

    the big question is, how do i take out vehicles.
    "in the current BT codex, we dont have Piranhas; we have landspeeders. we dont have Crisis suits units; we have msu terminator squads with dual cyclone missiles with tankhunters. thats very different!... why are you laughing? we are SO into cc!"

  11. #271

    Re: Tactica Codex Space Marine 6th Edition

    With that force, I'd suggest dropping the pods within 18" of your opponent's board edge. That way when their planes come on the board they'll be forced to overshoot you. If they try to drop into hover mode to deal damage, they lose their flyer protection and can be shot down by your lascannons.

  12. #272
    Quote Originally Posted by Theocracity View Post
    With that force, I'd suggest dropping the pods within 18" of your opponent's board edge. That way when their planes come on the board they'll be forced to overshoot you. If they try to drop into hover mode to deal damage, they lose their flyer protection and can be shot down by your lascannons.
    You don't have to fly on the board perpendicular to the edge. You can fly in at a step angle and hit things trying to do exactly what you're suggesting.
    Maneuver to create local superiority.
    Necron lists: Balanced (1.5k)

  13. #273
    Chapter Master gitburna's Avatar
    Join Date
    Nov 2005
    Location
    Stoke On Trent
    Posts
    1,608

    Re: Tactica Codex Space Marine 6th Edition

    Quote Originally Posted by Sekhmet View Post
    You don't have to fly on the board perpendicular to the edge. You can fly in at a step angle and hit things trying to do exactly what you're suggesting.
    By deploying off to one side though, it could be possible to really limit a flyer's effectiveness. flyer must move 18", which gives you an 18" radius of "safe" zone which you know a flyer cannot enter from if it wants to target your podding force. With the 45 degree firing angle you might be able to predict the exact corridor the flyer has to use if it wants to hurt you, and where it will be forced to move to in its subsequent turns. Mileage will vary massively of course
    Justified Ancients of Mu (marines)~5k;Catachan 214th~3k;Dark Eldar~2k;Black Legion~3k;Orks~5k;Necrons~2k;Saim Hann~5k;Splinter Fleet Nautilus~3.5k;Tau Elseir Sept~1.5k

  14. #274

    Re: Tactica Codex Space Marine 6th Edition

    What do you guys think of this 2,000 point list? (I built it maybe a week before 6th came out, and my brand new list ended up sorta outdated) It's a raven guard list, and I took the Raven Guard because I loved the idea of having some termies jump 12", run 6", then charge 6" into CC, and yep, I know you now roll for charge range in 6th. (and their paint scheme looks pretty badass).

    HQ: Captain Skrike
    Command Squad with Company Banner and Champion, power hammer dude, Flamer, and i think i may have had some extra points, so i put i melta gun in there

    Elites: 10 Assault Termies
    2 standard dreads with multi-meltas, extra armor

    Troops:
    2 tac squads with missile launchers and meltaguns

    Fast Attack: one land speeder with 2 multi-meltas (I had 70 points left)

    Heavy support: Land Raider with multi-melta and extra armor
    2 predators with Lascannons, heavy bolters, and extra armor

    I'm thinking of adding in some Assault marines to go with the theme more, or maybe taking out the Land Raider and maybe one of the dreads and getting 2 StormTalons. I could also run Elrad and some Pathfinders or rangers since they got some great buffs, and I already own them.

    EDIT: I ussaly play against a Vanilla Marine tank column, and a BA player who hasn't won a round yet, since he had over blinged out Death Company, but is rebuilding towards more Vanilla Marines-ey army.
    Last edited by Farseer Sun Tzu; 05-09-2012 at 00:06.

  15. #275
    Chaplain
    Join Date
    Jul 2012
    Location
    Kings Lynn, Cambridgeshire
    Posts
    294

    Re: Tactica Codex Space Marine 6th Edition

    I can see you face a lot of tanks from the Melta overload. I'm sort of lost in your army. How were you planning on using it? Infiltrate the Command squad, drop the terminators in for support, while the armor assisted by the tac squads move in for the kill/take objectives. that doesn't seem like alot of bodies for 2000pts.

    I am just trying to work out how I would combat your army to find flaws/improvements for you. I think I would kill the speeder rather quickly, I think the assault terminators would worry me so I would either ignore them or fill them with rapid fire. the land raider i might care about, or i would just ignore it. The thing I am having trouble with is that I could kill all your scoring units (excluding Big Guns Never Tire) probably in one round. At which point all you can do is contest and hope for a draw.

    As for improvements, probably try to find the points for a real flyer, instead of that land speeder. I am not sure about the command squad, might be better for both fluff and practicality reasons to use the points for an assault squad or two. could even put them in the stormraven. I am dubious about the land raider, but then it is a nice big 4HP monstrosity to scare the bejesus out of everyone.

    over all the only thing i can say is that you should try to find more feet on the ground, and a stormraven instead of that land speeder. sorry for the ramble, couldnt think of any other way of saying.

    On another note, anybody got any good ideas for a 500pt vanilla all comers army? at the moment im on 2 tac squads and a librarian...

    EDIT: This is my current list

    Last edited by Zombie P; 05-09-2012 at 20:21.

  16. #276
    Commander stereynolds's Avatar
    Join Date
    Nov 2011
    Location
    Margate, Kent, UK
    Posts
    655

    Re: Tactica Codex Space Marine 6th Edition

    Has anyone tried MSU bikes in 6th yet? I've got 17 I want to give a go but have no idea how well they'd work now.

  17. #277
    Chapter Master Mandragola's Avatar
    Join Date
    Aug 2007
    Location
    In a house
    Posts
    2,027

    Re: Tactica Codex Space Marine 6th Edition

    Bikes got a bit of a boost in 6th with Jink. They are mobile scoring units, assuming you take a bike captain of some kind (do this) which is good. I wouldn't say they were fantastic but they are certainly decent.

    There are two key ways to counter tesla spam I think, at least if it's ground-based on annihilation barges and immortals. Both of these are vulnerable to alpha strikes from pods, and to vindicators (which are now excellent). A vindicator is very likely to get a penetrating hit on an A. barge, so even if that doesn't kill it the thing should have armour 11. 10 sternguard out of a pod can now combat squad as they deploy, sending combi-weapons one way and heavy flamers (and more combi-weapons) another.

    For AA, a quad gun is pretty good at shutting up armour 11 flyers. I'd suggest a bastion one for marines, with a scout squad on the battlements. Give them sniper rifles and a missile launcher and they are actually quite versatile against infantry or light vehicles during your shooting phase. Obviously, guard allies and a vendetta make sense too.

  18. #278
    Commander stereynolds's Avatar
    Join Date
    Nov 2011
    Location
    Margate, Kent, UK
    Posts
    655

    Re: Tactica Codex Space Marine 6th Edition

    Well my list (@ 1850pts) was going to have a biker captain - tanking with artificer and storm shield, 3 squads of 5 bikes with 1 combi and 2x special weapons each (only own 1 MM attack bike sadly), 2x dakka preds, tactcial squad in a razorback, other half sits on a defence line with the quad gun, missile devs, 2x Typhoons, Farseer with Doom and runes, 5 Dire Avengers and 3 jetbikes. Note the Eldar are only there for a local tourney in a months time I don't normally take them instead I'd normally take a meltabunker rhino.

    I'm hoping to try the list out next week and see how it performs.

  19. #279

    Re: Tactica Codex Space Marine 6th Edition

    I've been told how good the Stormtalon and Thunderfire cannon is. Any input on what makes them so baws?

  20. #280
    Chapter Master Mr. Shine's Avatar
    Join Date
    May 2007
    Location
    Ankh-Morpork
    Posts
    1,102

    Re: Tactica Codex Space Marine 6th Edition

    Hey everyone,

    I've picked up the Dark Vengeance set and have started assembling the Dark Angels marines, intending to use them with Codex: Space Marines for now until a new Codex: Dark Angels is released. I'm not dead set on using the entirety of the starter set and so have some flexibility, but I'm wondering for now what people feel are the essential units in a Codex: Space Marines army list. For now I'm planning on running:

    Librarian - 100pts

    10x Tactical Squad - 230pts
    -Combi-plasma Gun
    -Plasma Gun
    -Plasma Cannon
    Rhino

    10x Tactical Squad - 230pts
    -Combi-plasma Gun
    -Plasma Gun
    -Plasma Cannon
    Rhino

    3x Bike Squad - 140pts
    -Combi-Meltagun
    -2x Meltagun


    This I think leaves me with 300pts for a 1000pt starter list and I'm just wondering what is recommended to fill that gap. Possibly more bikes? An anti-infantry Predator? Sternguard? I've yet to step into 6th Edition and haven't played since 4th Edition, so have no real feel for what works. Any thoughts would be much appreciated
    Him who mountain crush him no
    Him who sun him stop him no
    Him who hammer him break him no
    Him who fire him fear him no
    Him who raise him head above him heart
    Him diamond
    ...the poster formerly known as Kittah.

Page 14 of 42 FirstFirst ... 4 12 13 14 15 16 24 ... 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
  •