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WickedJester1013

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Raven guard preview finally convinced me I need a “good guy” faction(normally chaos/necrons).

I know there will be more information soon as for a direction to go but for now I am looking to pick up the shadow spear box for marines and I am wondering what are some other good fledging buys?

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As a base to add to the Shadowspear box

No to the Apothecary unless your running Aggressors or Centurions (imo)

One unit of Stalkers in your backfield, two units headed to midfield objectives

 

 

I personally think Reivers are undervalued but I think we need to get some input on your preferred play style to make truly helpful suggestions. For instance as much as I like Tau I'd rather choke on a grot model than play a Castle style army. I build a list with the specific plan of have three points of pressure and a reasonable presence left in my own backfield. Not the easiest thing to do if your going to play primarily Primaris.

 

I call myself a Primaris player but I cant tell you the number of times I've toyed with the idea of three units of Scouts just to grab the CP and cheap Troop choice that pushes deployment zone and deep strikers out of the midfield. I'm praying but not counting on Infiltrators coming down in points come Chapter Approved :(

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Raven guard preview finally convinced me I need a “good guy” faction(normally chaos/necrons).

I know there will be more information soon as for a direction to go but for now I am looking to pick up the shadow spear box for marines and I am wondering what are some other good fledging buys?

1.  Buy the new marine codex and the raven guard supplement.

2.  Buy Shrike.

3. Buy 2 boxes of infiltrators/incursors (they are the same box)

4. Buy 1 box of intercessors

5. Buy 1 chaplain/librarian 

6. Buy something you think is cool.  

7. Buy something that is good at removing enemy models using the relevant stratagems/warlord traits/relics 

I also heard an apothecary is a good buy? What is the difference between infiltrators and incursors?

Infiltrators are more defensive, they really REALLY mess up enemy deepstrike.

 

Incursors are cheaper and do more damage to enemy infantry, although they arent too scary in general.

 

 

Neither of them are bad and you cant really mess up on this decision.

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If I were starting my Sneaky Beakies from scratch, I would do it just about the same.

 

Shadow Spear would be a great start. You want that Librarian in Phobos Armor. Maybe also a Primaris Librarian, if the Phobos Librarian is stuck with just the one discipline.

 

Next, get a Chaplain for sure. I do not see the newer firstborn foot slugger on the GW site anymore, or maybe that is just me. As I, and others, have stated, a Chaplain preaching Catechism of Fire to a unit of Aggressors will be so BRUTAL. Add an Apothecary, and that unit will be dead hard to remove.

 

After HQs, you need troops. Scouts are where it's at. Cheap, and can start the game on a midfield objective. Worth note, is their transport, Land Speeder Storm, is really fast, and holds 5. Let me tell you, 5 in a LSS is fun to hold in reserve, and then zoom onto the table on turn 3. If you are playing for objectives, and you should be, it's great to have a unit with objective secure waiting in the wings.

 

Next, I would consider Infiltrators or Incursors. Infiltrators are great for deep strike denial. That protects your units from Crisis Suits and Terminators and such, but also, they are great for camping objectives, because the enemy will HAVE TO walk or hitch a ride to approach that objective. Incursors are also good, but I feel they encourage switching to Tactical Doctrine second turn too much. I want to try Devastator Doctrine for the first 2 turns, then switch to Tactical Doctrine, and Assault when I am ready to mop up.

 

Then you move on to other things to anchor your line. Devastator Doctrine is in effect at the start of the game for marines, so take full advantage. A Thunderfire Cannon is a good investment. With Stratagems they can slow hordes, and even fire twice. They have range of pretty much table, do not need line of sight, and now hit on 2+. I run 2 in my lists because a lot of my opponents like to castle up. Well, I hope they brought umbrellas...

 

Devastators and/or Hellblasters should be next, followed by Sniper Scouts and/or Eliminators. Given certain stratagems, it may be tempting to make a Devastator squad of 2 missiles and 2 Heavy Bolters. Don't do that, because they will have a huge target on them all game. Spread out the Missile Launchers and Heavy Bolters among your Scouts. That way, your opponent will have to kill those Heavy weapons one at a time, squad by squad. Lascannons are the way to go with Devastators. I don't currently use Hellblasters, but I am tempted to start.

 

Ok, now you have HQs, Troops, and Heavies. Next is where you figure out your offense. Shooting, or Assault? Vanguard Veterans are choice for Assault, and Shrike, or a Captain with a jump pack, make for safe Plasma Pistols, which the entire squad can take. Next, bring the Suppressors, because they are good at breaking up Tau overwatch. Plasma Inceptors will be good too. I al still on the fence about Reivers.

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I really wish I had room for Eliminators and Infiltrators. I just can’t get the points available with the other units I want to take. If I was building from scratch if likely still buy Aggressors and skip the Hellblasters. I have 15 so I’m hoping to find a way to make them work within the RG set of skills. From scratch I’d go three squads of Eliminators I might try and trade them in but their painted so lot value.

 

Instead I’m trying to squeak more Stalker Bolt Rifles into my list. I think there is a stratagem that turns them into “snipers”. I love all the roles Intercessors can be designed to fulfill.

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I'm going heavy on character killing, so I'll likely have snipers out the wazoo plus Shrike.

 

A lot of armies hinge on being able to leverage the abilities characters bring to the table. If you can take that away and their units are forced to function on just what they can do self contained, the battle gets a lot easier to win.

 

For example: If you have units in cover that are getting the -1 to hit, removing the opponents rerolls instantly makes them more durable.

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