Jump to content

Epic 2nd Ed - Space Marine army list


blut_und_glas

Recommended Posts

I am currently considering to try out a new 4000 points space marine army for old Epic (Titan Legions/Space Marine 2nd), making heavy use of Thunderhawk gunships and assault squads, something which I have never done before (when playing marines in old Epic I tend to stick to pretty basic combinations of tactical and battle companies supported by Land Raiders and some specialist tanks). As such I would be glad if another 'veteran' who still remembers the old rules could give me some feedback on the list, and especially regarding a dilemma I have come across.

 

The core of the list will be a hammer and anvil arrangement, consisting of a strong mobile assault formation and an equally strong and hopefully hard to crack firebase.

 

The assault force will be a space marine assault company (750) supported by a terminator detachment (300) and led by a chaplain (50), all transported in a total of four Thunderhawk gunships (4x50) - total 1300.

 

The firebase will be a full devastator company (1000) led by a medic (50) - total 1050.

 

A single Land Raider company (600) will provide armoured support.

 

Together these three companies with their support are worth 2950 points.

 

That leaves 1050 points and that is were my dilemma begins.

 

The three companies above should work very well as a team. The Thunderhawks are fast enough to get practically anywhere on the table during the first turn and can deliver hard hitting close combat troops either in a concentrated effort to break enemy formations, destroy lonely artillery and warmachines, grab or contest objectives, or do all of the above. They are vulnerable to snap fire from air defense weapons, but by having a total of four gunships and given the scarcity of air defense weapons in most armies, at least some of them should get through against any opponent. The devastators are mobile enough to reach favourable firing positions (preferably on the top of some objectives) also during the first turn, and can then proceed to pound anything that moves for the rest of the game, positioning them in terrain or buildings combined with the medic will make them hard to flush out. The Land Raiders can lend extra strength either to the devastators, or can move to rendevouz with the assault force, picking them up and repositioning them in case the gunships are destroyed (as they will be).

 

There are a few obvious gaps in this plan though. Apart from the assault force itself, the army lacks a highly mobile component for threatening flanks, taking outlying objectives, or intercepting enemy attacks. It also suffery from the two typical fallacies of a space marine army, a lack of numbers and a lack of (heavy) artillery.

 

The remaining 1050 points should be used to close at least two of these gaps, and I currently cannot decide between two options for this.

 

The first option would add a bike squadron attached to the Land Raider company (150) to provide a small fast flanking group, and add a Warlord titan with centreline cannon, two barrage launchers, and two quake cannons, also attached to the Land Raider company (900), to provide the heavy artillery support.

 

The second option foregoes the artillery in favour of getting more bodies on the ground, in form of a tactical company (750) supported by a Land Speeder squadron (200) for flanking, and adding a techmarine (100) to the Land Raiders to give them additional durability.

 

Now, I am quite fond of titans in Epic, and the loadout here will provide devastating long-range support, but really adds nothing else. Also, compared with speeders, bikes are less versatile, lacking firepower and the benefits of skimmer movement. The tactical company would provide me with mobile infantry to back up the assault force and absorb punishment in the push towards the main objectives (the techmarine further helps with this), but then the army will be hard pressed in dealing with super-heavy warmachines and infantry in fortifications at range.

 

Any thoughts or suggestions?

 

Regards,

jdw

Very few, if any still play SM/TL these days.

 

I and the people I play with still do, which is all I really need and care about.

 

We are aware of the other available options, and we made the (informed, I might add) decision to stick with the old editions.

 

Regards,

jdw

Very few, if any still play SM/TL these days.

 

I and the people I play with still do, which is all I really need and care about.

 

We are aware of the other available options, and we made the (informed, I might add) decision to stick with the old editions.

 

Regards,

jdw

 

Or perhaps it simply means that you may not find many on the boards to help you out and give advice? Rather than the presumption that your choice of game/rules is being questioned.

Of course it does. I am not really expecting many replys, because the edition is so dated. It's just that the newer editions really have no big impact on this question (though NetEpic remains similar enough in many areas).

 

Still B&C seemed like it would be worth a try, especially concerning the choice of army.

 

Regards,

jdw

  • 2 weeks later...

I never played epic before E:A, so I can't help combined arms wise.

 

But I say go with the Titan. I always take one when I can. They are iconic of the epic games and are so cool.

 

We play epic to deploy massive armies and Titans.

 

 

Remember infantries only purpose is to provide traction to titans in icy condidtions :lol:

  • 4 months later...

It's been a while soo I'm not totaly sure about all the points. But my sugestion is replacing the assault and devastator comapines with battle companies. Combining the assult troops from two companies, with the added support of gunships, will make the assult force less likely to break.

In order to get some more bodies out there get a scout company. They can be deploeyd to cover a flank or far forward to assist in the assault. Keep some marine comanders close by.

I would also go for a pair of warhounds to get some firesupport. They can also be used as a rapid response unit to stop counter attacks. This should probably give you some points over for some landspeeders as well.

 

In most cases i find it easier to take out the heavier targets in cc, or just ignore them.

Remember infantries only purpose is to provide traction to titans in icy condidtions :yes:

 

That might be the case in E:A. Though in my experience a detachment of 2nd Ed space marines would eat a Warlord for breakfast :D . At least if the titan is on the move and you get into close combat. Granted you will lose most of the marines and probably need an Thunderhawk to get there, but comparing the point costs of the two this should be a good trade of.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.