ShneekeyTheLost
2008-12-21, 12:22 AM
Okay, been playing campaign mode with the Space Marines a lot lately. I have to say, I really enjoy them. Being able to Deep Strike in what is effectively an entire garrison of troops (late game), or even in early game, being able to drop Terminator/assault Terminator/Marine Squad and two terminators at any place not covered by Fog of War is... decisive.
Here's what I do, feel free to citique and offer advice:
Early Game:
My first gank will be the Orks, because I seriously don't want them getting their feet under them. Plus, they are conveniently located nearby, and usually between me and the Tau, so they're being forced into a two-front war.
For the first few maps, I build Scout/Servitoir/Scout/Servitoir so I can make sure to build everything that needs to be built fast, but still be able to capture points. First scout comes out before I can get a marine squad to capture nearby strategic points.
Early in the mission, I like to get 4 plasma generators going before I start on tech 2 upgrade, plus the Chapel Barracks and Armory. Ideally, I'd like to get some of the marine unit upgrades (bionics) going as well, because it drastically increases their effectiveness, but this depends on how my resources go and how aggressive my opponents are.
By the time I've got Tech 2 upgrade done, I've probably spread out, using my scouts to go to wherever the opponent isn't and continue snapping up strategic points, with a servitoir following him dropping down Listening Posts as the points get captured. This provides me with enough resource flow to keep going, and also denies opponent the chance to run in and capture. If he attacks over there, I know where he is, so can either flank, or run something in to defend.
Hopefully, I've bottled up the opponent by the time I get to Tech 3. He's still too tough a nut to crack, but I've effectively blocked him from getting the resources he needs to get the units he needs to turn the tables. Stalemate. Build my Orbital Relay and upgrade the building that cranks out my mechs so I can get a Land Raider into play.
Now I've got my mobile reserve. If he hits me hard somewhere, I can instantly react to curb-stomp whatever he can throw at me. Hopefully, I won't need to, but hey... options are good. At this point, I either use Assault Marine Squad to jump into the middle of his base, drop the Assault Terminator Squad + both Dreadnaughts next to his main HQ, and roll in everything else to distract them from the fact that I'm in ur base takin' out ur HQ. If I've got a Land Raider, he's got Grey Knights with Librarian attached (unless I'm fighting stealth-heavy opponent, in which case they are likely elsewhere keeping my units from being decimated by stealth), who are used to spot the HQ for the drop.
If the Tau are feeling their wheaties, I may just leave them alone after I take out the ork stronghold, letting their attacking let me earn defensive wargear bonuses earlier. I'm generally not too concerned with them, since I've basically blocked them from getting any major honor guard units, and I seriously don't want to take on their stronghold until I have a LOT of honor guard, because the 'break in' SUCKS.
I want the Sisters and the Guard first. I love their stronghold bonuses. They dovetail perfectly with my mid to late-game strategy of 'show up in overwhelming superiority and curb-stomp opponent before he can get deep into his tech tree'.
So I take both sisters and Guard and consolidate Karuva I. Now I'm ready to rock and roll. Forward Bases mean I can get Tech 2 upgrade within seconds of the start of combat. Also, by this time I am starting to purchase Deep Strike, as it is now cheaper, thanks to the Guard. Granted, I can't Deep Strike into a Stronghold fight (more's the pity), and I can't afford a lot of them at this point, but hey, more units to start off with is good.
Mid-Game:
So I go back and take out the Tau and consolidate that planet as well. So now, either go for the Chaos Marines and Dark Eldar (quite in character for the Space Marines), or go for the Chief Librarian and Hellfire Dreadnought over by the Eldar and Necrons.
Late Game:
Whichever planet I consolidate first, I get ready to go after the final one. Now my tactic, with so many honor guard units, is to go straight after the stronghold, rather than grabbing everything first, particularly if I can catch their hero unit out of base. non-stronghold bases I obliterate quickly, rushing one of their bases with my deepstrike units after I find them with my Honor Guard speeders, then catch the second one in a vice grip between the deepstrike units and the ones coming fresh from my base, often times not even having time to build my 'mobile reserve' of terminator/assault terminator + apothacaries and two terminators in orbital relay.
Here's my standard squad breakdown:
2 Marine Scouts. To these, I attach Skull Probes, upgrade to stealth, and maximum upgrade sniper rifles. These I use to take out offending hero units, and to flank around and capture unattended strategic points while his attention is firmly on my main force. By the time he tries to expand again, I've got the rest of the map pretty much under lock and key. Mid-game onward, these are the Honor Guard scouts, so they don't take up infantry control points. Otherwise, these are the first military units I build.
3 Space Marines (early game, I build them, and may only have 2. Mid-late game, these are generally deep-strike marines). I like to attach my Force Commander to one, and a Chaplain to another one, using them in tandem to create some truly vicious infantry, with the third having an Apothacary.
I've got a couple of 'standard' upgrade patterns.
1) 1 flamer, 3 Plasma Gun. This is the anti-heavy infantry setup, designed to chew through anything that isn't a vehicle.
2) 2 Heavy Bolters, 2 Missile Launchers. This is the 'garrison' setup, designed to be able to defend a location, preferably from heavy cover. Also used in assaulting bases, as the missile launchers are highly effective vs buildings.
I love the Sargent's Rally ability. It makes the Psyker almost worthless. It is also of supreme importance when facing any morale-damaging foes (sisters and dark eldar are the worst at these).
Terminator/Assault Terminator When ready, I drop them right into my base. Then attach an Apothacary each, and fully reinforce/upgrade, and run them back into the barracks. This is part of my 'mobile reserve'. Also, effectively jump units with their pocket teleporters, which gives them surprising flexibility for units so generally slow in movement.
I love Dreadnoughts and Hellfire Dreadnoughts. Most of my vehicle cap is spent on these bad boys. If I'm fighting the Orks, I've generally got more Hellfire, but especially late game when I have enough infantry that they don't need that kind of support, I'll go straight Dreadnoughts to destroy buildings quickly. Typically I Queue one up in my Orbital Relay with a second sitting at 100% ready, just waiting for the queue'd one to get dropped to be instantly ready to also drop, effectively having two ready to drop anywhere I want.
I sometimes have a predator tank, with only the turret upgraded, but depending on how fast I get going with deep strike, I may not bother with this, grabbing more Dreadnoughts/Hellfire Dreadnoughts, who are more tactically flexable through the Orbital Relay.
I like the Land Raider, but it's really not necessary, specially not late-game, when I've got so many units to play with so quickly. Often times, I can clean up a 10 defense non-stronghold before I can really get my Land Raider out and in combat. Honestly, it's not that much more powerful than a Predator tank with the main gun upgraded.
I don't like the artillary unit for the Space Marines. It really isn't all that useful, it's range is only so-so compared to other artillary, and requires Tech 3, by which time mobility is more key to my strategy than artillary, and you can only build one of them anyways, and they cost 5 points. That's as much as a Predator tank, which is faster, has better armor, and can be used to punch in to deepstrike in my mobile reserve to eliminate any opponent base much easier than the artillary can.
Other than Space Marines, I've briefly played the Sisters of Battle. They're... exceptionally nasty. When you can get your opponent in range, but not in melee. Their artillary is nasty, with the ability to strike anything not shrouded by fog of war. The Sisters don't have the flexibility that the Space Marines do, needing Celestial units to go anti-armor (although they are exceptionally nasty in that regard, with 2 multi-meltas and two meltas plus the two 'sargent' unit upgrades), and lacking the mobile plasma gun that I use to such effectiveness with the space marines. The Immolators are nasty, and the Penitent Engine is vicious in melee combat. The Seraphim's faith ability is absolutely nasty, and putting it on a jump-capable unit is just plain wrong. I can jump them into the middle of several squads who have had their morale broken, and not only restore morale, but also give them further boost to everything, and the Seraphims aren't bad at mixing it up themselves.
So, anyone have any advice for me? Any tactics you'd like to share?
Here's what I do, feel free to citique and offer advice:
Early Game:
My first gank will be the Orks, because I seriously don't want them getting their feet under them. Plus, they are conveniently located nearby, and usually between me and the Tau, so they're being forced into a two-front war.
For the first few maps, I build Scout/Servitoir/Scout/Servitoir so I can make sure to build everything that needs to be built fast, but still be able to capture points. First scout comes out before I can get a marine squad to capture nearby strategic points.
Early in the mission, I like to get 4 plasma generators going before I start on tech 2 upgrade, plus the Chapel Barracks and Armory. Ideally, I'd like to get some of the marine unit upgrades (bionics) going as well, because it drastically increases their effectiveness, but this depends on how my resources go and how aggressive my opponents are.
By the time I've got Tech 2 upgrade done, I've probably spread out, using my scouts to go to wherever the opponent isn't and continue snapping up strategic points, with a servitoir following him dropping down Listening Posts as the points get captured. This provides me with enough resource flow to keep going, and also denies opponent the chance to run in and capture. If he attacks over there, I know where he is, so can either flank, or run something in to defend.
Hopefully, I've bottled up the opponent by the time I get to Tech 3. He's still too tough a nut to crack, but I've effectively blocked him from getting the resources he needs to get the units he needs to turn the tables. Stalemate. Build my Orbital Relay and upgrade the building that cranks out my mechs so I can get a Land Raider into play.
Now I've got my mobile reserve. If he hits me hard somewhere, I can instantly react to curb-stomp whatever he can throw at me. Hopefully, I won't need to, but hey... options are good. At this point, I either use Assault Marine Squad to jump into the middle of his base, drop the Assault Terminator Squad + both Dreadnaughts next to his main HQ, and roll in everything else to distract them from the fact that I'm in ur base takin' out ur HQ. If I've got a Land Raider, he's got Grey Knights with Librarian attached (unless I'm fighting stealth-heavy opponent, in which case they are likely elsewhere keeping my units from being decimated by stealth), who are used to spot the HQ for the drop.
If the Tau are feeling their wheaties, I may just leave them alone after I take out the ork stronghold, letting their attacking let me earn defensive wargear bonuses earlier. I'm generally not too concerned with them, since I've basically blocked them from getting any major honor guard units, and I seriously don't want to take on their stronghold until I have a LOT of honor guard, because the 'break in' SUCKS.
I want the Sisters and the Guard first. I love their stronghold bonuses. They dovetail perfectly with my mid to late-game strategy of 'show up in overwhelming superiority and curb-stomp opponent before he can get deep into his tech tree'.
So I take both sisters and Guard and consolidate Karuva I. Now I'm ready to rock and roll. Forward Bases mean I can get Tech 2 upgrade within seconds of the start of combat. Also, by this time I am starting to purchase Deep Strike, as it is now cheaper, thanks to the Guard. Granted, I can't Deep Strike into a Stronghold fight (more's the pity), and I can't afford a lot of them at this point, but hey, more units to start off with is good.
Mid-Game:
So I go back and take out the Tau and consolidate that planet as well. So now, either go for the Chaos Marines and Dark Eldar (quite in character for the Space Marines), or go for the Chief Librarian and Hellfire Dreadnought over by the Eldar and Necrons.
Late Game:
Whichever planet I consolidate first, I get ready to go after the final one. Now my tactic, with so many honor guard units, is to go straight after the stronghold, rather than grabbing everything first, particularly if I can catch their hero unit out of base. non-stronghold bases I obliterate quickly, rushing one of their bases with my deepstrike units after I find them with my Honor Guard speeders, then catch the second one in a vice grip between the deepstrike units and the ones coming fresh from my base, often times not even having time to build my 'mobile reserve' of terminator/assault terminator + apothacaries and two terminators in orbital relay.
Here's my standard squad breakdown:
2 Marine Scouts. To these, I attach Skull Probes, upgrade to stealth, and maximum upgrade sniper rifles. These I use to take out offending hero units, and to flank around and capture unattended strategic points while his attention is firmly on my main force. By the time he tries to expand again, I've got the rest of the map pretty much under lock and key. Mid-game onward, these are the Honor Guard scouts, so they don't take up infantry control points. Otherwise, these are the first military units I build.
3 Space Marines (early game, I build them, and may only have 2. Mid-late game, these are generally deep-strike marines). I like to attach my Force Commander to one, and a Chaplain to another one, using them in tandem to create some truly vicious infantry, with the third having an Apothacary.
I've got a couple of 'standard' upgrade patterns.
1) 1 flamer, 3 Plasma Gun. This is the anti-heavy infantry setup, designed to chew through anything that isn't a vehicle.
2) 2 Heavy Bolters, 2 Missile Launchers. This is the 'garrison' setup, designed to be able to defend a location, preferably from heavy cover. Also used in assaulting bases, as the missile launchers are highly effective vs buildings.
I love the Sargent's Rally ability. It makes the Psyker almost worthless. It is also of supreme importance when facing any morale-damaging foes (sisters and dark eldar are the worst at these).
Terminator/Assault Terminator When ready, I drop them right into my base. Then attach an Apothacary each, and fully reinforce/upgrade, and run them back into the barracks. This is part of my 'mobile reserve'. Also, effectively jump units with their pocket teleporters, which gives them surprising flexibility for units so generally slow in movement.
I love Dreadnoughts and Hellfire Dreadnoughts. Most of my vehicle cap is spent on these bad boys. If I'm fighting the Orks, I've generally got more Hellfire, but especially late game when I have enough infantry that they don't need that kind of support, I'll go straight Dreadnoughts to destroy buildings quickly. Typically I Queue one up in my Orbital Relay with a second sitting at 100% ready, just waiting for the queue'd one to get dropped to be instantly ready to also drop, effectively having two ready to drop anywhere I want.
I sometimes have a predator tank, with only the turret upgraded, but depending on how fast I get going with deep strike, I may not bother with this, grabbing more Dreadnoughts/Hellfire Dreadnoughts, who are more tactically flexable through the Orbital Relay.
I like the Land Raider, but it's really not necessary, specially not late-game, when I've got so many units to play with so quickly. Often times, I can clean up a 10 defense non-stronghold before I can really get my Land Raider out and in combat. Honestly, it's not that much more powerful than a Predator tank with the main gun upgraded.
I don't like the artillary unit for the Space Marines. It really isn't all that useful, it's range is only so-so compared to other artillary, and requires Tech 3, by which time mobility is more key to my strategy than artillary, and you can only build one of them anyways, and they cost 5 points. That's as much as a Predator tank, which is faster, has better armor, and can be used to punch in to deepstrike in my mobile reserve to eliminate any opponent base much easier than the artillary can.
Other than Space Marines, I've briefly played the Sisters of Battle. They're... exceptionally nasty. When you can get your opponent in range, but not in melee. Their artillary is nasty, with the ability to strike anything not shrouded by fog of war. The Sisters don't have the flexibility that the Space Marines do, needing Celestial units to go anti-armor (although they are exceptionally nasty in that regard, with 2 multi-meltas and two meltas plus the two 'sargent' unit upgrades), and lacking the mobile plasma gun that I use to such effectiveness with the space marines. The Immolators are nasty, and the Penitent Engine is vicious in melee combat. The Seraphim's faith ability is absolutely nasty, and putting it on a jump-capable unit is just plain wrong. I can jump them into the middle of several squads who have had their morale broken, and not only restore morale, but also give them further boost to everything, and the Seraphims aren't bad at mixing it up themselves.
So, anyone have any advice for me? Any tactics you'd like to share?