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Community Forums › Miniature Gaming › GW Warhammer 40k › best space marines
best space marines

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Githyanki
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PostPosted: Thu Sep 28, 2006 3:14 pm    Post subject: best space marines

i am probablly going to start 40k and was wondering what type of space marine you guys think is best,

i would prefer long range marines but after reading about them discovered there was none, tell me if im wrong

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imperialdeadite
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PostPosted: Thu Sep 28, 2006 4:15 pm    Post subject: Re: best space marines

I would suggest that you find an army that you like the look of and then go with that. No matter what army you build the more you play it the better you will get with handling their perks and flaws.

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r166
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PostPosted: Thu Sep 28, 2006 8:34 pm    Post subject: Re: best space marines

The new traits system can provide you some flexibility in creating your own distinct chapter that has a long range component/speciality.

For established chapters, Iron Hands might be an option for you or Imperial Fists if you tweak your selection a bit. Heck, you can pick any of the codex chapters and just say you're fielding one of their devastators/support companies.
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Githyanki
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PostPosted: Fri Sep 29, 2006 2:36 pm    Post subject: Re: best space marines

so all marine types have long range specialtists, or did i misread you.

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r166
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PostPosted: Fri Sep 29, 2006 2:50 pm    Post subject: Re: best space marines

Githyanki wrote:
so all marine types have long range specialtists, or did i misread you.

Devastators are the heavy weapon squads and loaded up with missile launchers and lascannons, are long ranged. If you look up at the make up of a standard codex chapter, there is usually a couple of companies with a higher proportion of devastators. These companies are usually support or siege companies utilized by the chapter.
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imperialdeadite
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PostPosted: Fri Sep 29, 2006 7:59 pm    Post subject: Re: best space marines

Any of the marines can be long range, all you need to do is get as many missle launchers and lascannons as you feel is necessary. The Devastator squad can have up to 4 of its marines equiped with a heavy weapon any of which of the lascannon, plasma-cannon, missle launcher or multi-melta and any tactical squad can take a razorback transport with a lascannon mounted on it. Any chapter can run long range shooting games if they want. So you could pretty much take any currently existing chapter other last Blood-Angels or Space Wolves and play the shooting game.

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Squig_Guardian
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PostPosted: Sat Sep 30, 2006 1:28 pm    Post subject: Re: best space marines

Okay, well for the most part it seems that your question pertaining to long ranged space marines has been pretty well answered. That being the case, I believe you still have an outstanding question pertaining to what kind of space marines we think are best.

While long range surely has its merits you'll want to be careful to not overdo it. Space marines will almost never be able to beat a properly composed Tau or Guard army at the extremes of range (over 48-72"). Because of this I suggest things that give you tactical flexibility. Dreads come to mind for this, as they can serve in both the ranged and CC areas. Deep Striking terminators, though risky, are another decent idea as they will allow you (in the event you do play a devoted ranged army) to neutralize a big threat (like a hidden basilisk or squad of broadside battlesuits) while not having to walk across the entire board.

As for what I've personally found to be best, well...

Based on what I've played against I've personally had the most trouble with troop heavy space marine armies (ie, ones with lots of basic space marines). Standard marines are some of the best basic troops in 40k (barring possibly Necrons and Chaos Marines), so I'd suggest lots. Assault Marines, Devestators, and Tac squads are all decent buys, though I think I'd take a pred over devs simply for the intimidation value. If you can get your opponent to spend all game shooting at one thing (the pred) instead of something more dangerous but less obvious (your tac squads all of whom have heavy weapons and are raining hurt down on your opponent) then the better off you'll be.

That being said, if given an unlimited amount of funds, stylistically I'd prefer to make a scalpel-like space marine force, consisting of lots of rhino/razorback squads supported by speeders/bikes. (Think White Scars here). It would excel at quick precise strikes at the enemy.

But there you are. That's my input. Hope it helped.
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winterman
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PostPosted: Tue Oct 03, 2006 8:48 am    Post subject: Re: best space marines

Quote::
so all marine types have long range specialtists, or did i misread you.
Even their basic troop choice can be setup for long range. Infact I'd argue that most marine chapters work best as a primarily shooty army (either short range or long range). Some have viable close combat options but they won't compete with a full on assault army.

In general, I think a good mix for marines is 70% shooty and 30% assault. You need some assault to counter charge enemy assaulters and keep as many guns shooting as possible.

You should also have some mobility. Most missions in 40k have objectives that will require some mobility on your part. Marines have landspeeders which are great for taking objectives. Drop pods and deepstrike is another option too. Your assaulters should have some mobility as well (jumpacks mostly but bikes and termies can work too).

As far as official shooty chapters, they can all be pretty shooty. I think there are only armies which are a bit of a challenge to make shooty.

Space Wolves would not make a very good long range shooty army but are very good at short range shooting (and hence drop pods are a nice way to run them).

Blood Angels can be damn shooty and have the best counter assault unit in the game. However they can be a challenge if you rely on troops for shooting (1 in 6 chance they'll go storming off after an enemy instead of shooting).

Dark Angels are decent shooting and have some boosts to their moral which is helpful to a shooty army.

Iron hands can take a ton of dreadnaughts, so if you like the walking coffins then they could be an option.

Do-it-yourself armies can be the most shooty though as you can choose traits which make your army very shooty.

Hope that helps!

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Penumbra
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PostPosted: Fri Oct 06, 2006 3:29 pm    Post subject: Re: best space marines

give chaos a look maybe
with iron warriors you can take more heavy support choices( i'm pretty sure)
and 2 siege tanks

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largojack
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PostPosted: Wed Apr 04, 2007 3:00 pm    Post subject: Re: best space marines

hey i would look into black templars, they are great for all around destruction

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Ghostwheel
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PostPosted: Fri Apr 13, 2007 2:02 pm    Post subject: Re: best space marines

Templar are more assault oriented, you could look at iron hands for a heavy weapon-themed SM army

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4theEmperor!
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PostPosted: Mon Aug 13, 2007 12:59 pm    Post subject: Re: best space marines

I know this is a really old thread, but I want to post my thoughts in case anyone is still reading it...

First, I totally agree with winterman.

Second, I usually play Ultramarines with no traits. Just straight outta the codex. I just went to a BIG tournament down in Vancouver and I played my Vanilla Ultramarines. I face 2 Black Templar players and a Salamander player and beat all of them. I lost to THousand Sons and was on the winning side of a draw to a Khorne Demon-bomb army. I was pretty shooty with a few assault elements. My assault squad was wiped out by one unit of bloodletter deamons. I shot the crap out of 3 squads of bloodletters before they could get into me. My chaplain and librarian cleaned up the bloodletters that took out my assault squad and they also took out a unit of Hounds.

Space marines do well in shooting, but need some assault support too! Basically that is what winterman said, but I wanted to chime in too!

Go Ultramarines!!!
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winterman
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PostPosted: Tue Aug 21, 2007 2:07 pm    Post subject: Re: best space marines

"I just went to a BIG tournament down in Vancouver and I played my Vanilla Ultramarines. I face 2 Black Templar players and a Salamander player and beat all of them"

You have a very good record against Salamanders. Almost too good. Smile

I do think GW is shifting marines away from being really shooty and forcing them to be more 50/50, with a bit more resilience then most armies. The DA would be an example of what I mean. Combat squads and 5/10 squads makes it impossible to be exteremly shooty. Everything costs more and requires more bodies to get. Although the ability to ocmbat squad their devs is pretty cool.

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