Post by Turtleboy(AWOL) on Oct 5, 2007 5:28:03 GMT -5
it depends what you want out of the marines. if you want melee (which most guard players do) then I'd recommend one of the kits that gives you bolt pistol/chainsword marines. there are some older space wolf kits like the bloodclaw kit that has basic close combat equipped marines. other than that there might (?) be a black templars kit along those lines. when in doubt, buying assault marines is not a bad way to go since they can jump behind an assaulting enemy squad and counterassault from behind it, often getting more models engaged in the fight than if they're forced to assault into a small break in the guards ranks.
there's a pretty mean blood angels librarian HQ character that might be neat to include for some super-psyker power with a melee-ninja twist. speeders are great vs. mechanized eldar who fly up 36" at you with skimmers then expect to weather a round of fire vs. their nigh indestructable skimmers then disembark and move/shoot/assault into your lines unmolested in their next turn. parking a speeder behind their skimmers forces the skimmer to pivot in the movement phase and thus it counts as having moved so the squad that disembarks has to sit there and take rapid fire death for a turn (and possibly a countercharge - yay assault marines!) before even thinking about assaulting you, which typically ruins their day all for the cost of a 50pt speeder.
um...
IG heavy support choices are pretty much where it's at - there's no point in taking a whirlwind or a predator vs. a basilisk or leman russ.
trying to think for ya ... hmm what else... dark angels get some pretty cool bikes, they get scout moves, so you can lock in turn 1 assaults to tie up firing lines or smack an enemy tank really hard right out of the gates. to add to that they all have teleport homers so any terminators you bring in can deepstrike without deviation if they land within 6" of the bike how about a side order of pinpoint deepstriking accuracy with your turn 1 assault move into the enemy lines? yum!
that's all I gots for ya right now
there's a pretty mean blood angels librarian HQ character that might be neat to include for some super-psyker power with a melee-ninja twist. speeders are great vs. mechanized eldar who fly up 36" at you with skimmers then expect to weather a round of fire vs. their nigh indestructable skimmers then disembark and move/shoot/assault into your lines unmolested in their next turn. parking a speeder behind their skimmers forces the skimmer to pivot in the movement phase and thus it counts as having moved so the squad that disembarks has to sit there and take rapid fire death for a turn (and possibly a countercharge - yay assault marines!) before even thinking about assaulting you, which typically ruins their day all for the cost of a 50pt speeder.
um...
IG heavy support choices are pretty much where it's at - there's no point in taking a whirlwind or a predator vs. a basilisk or leman russ.
trying to think for ya ... hmm what else... dark angels get some pretty cool bikes, they get scout moves, so you can lock in turn 1 assaults to tie up firing lines or smack an enemy tank really hard right out of the gates. to add to that they all have teleport homers so any terminators you bring in can deepstrike without deviation if they land within 6" of the bike how about a side order of pinpoint deepstriking accuracy with your turn 1 assault move into the enemy lines? yum!
that's all I gots for ya right now