Alright, back on track here. I'm going into the vehicular section of Space Marines in this entry. Also covered will be Devastator Squads, because they fill the role better here than in the troops/infantry section. That being said, let us begin with them:
Devastator Squad:
Pros: Lots of heavy weapons (see here for better list of options), may be placed in combat squads, can take 10 models (allowing you to have "sacrificial" models to allocate wounds to), the Signum allows you to take a single BS 5 shot every turn.
Cons: Cannot move and shoot, vulnerable to close combat, moderate-high points cost.
Recommended Upgrades: Give your sergeant a power weapon to help deal some damage in case they get assaulted. If you can, take a full squad, to allocate wounds to. Give at least 3 missile launchers, and possibly a single lascannon. This allows them to create a decent amount of flexible firepower.
Tactics: Combat squad the unit, and either have both set up to get good cover and have a good view of the field, or put one combat squad in a Rhino to allow a mobile base of fire. If you are taking a short squad, always take a Rhino for protection/mobility. You may also take a Razorback. Do not put any troops into it, just place it onto the field to create more shots.
Average Points Cost: 185-250 points
Next, we shall cover the vehicles. I will start with the Land Raider variants, as they are basically the big vehicle to have in any army.
Land Raiders:
Land Raiders are large, tough tanks, the best the Space Marines bring to the table, and can offer a lot of firepower, not to mention troop transport ability, as they are the only vehicle in the game that can move models in Terminator armor.
Pros: Lots of weapons, solid 14 armor all around, machine spirit, high troop capacity, can transport Terminators
Land Raider: Anti-vehicle loadout
Land Raider Crusader: Effective against large numbers of troops, highest troop capacity (16), frag assault launchers
Land Raider Redeemer: High power template weapons, higher troop capacity (14), frag assault launchers, cheapest of the Land Raiders
Cons: no fire points, high cost
LR: lack of anti-infantry weapons
LRC: lack of anti-vehicle weapons, 24" range for all weapons
LRR: lack of anti-vehicle weapons, lack of range
Recommended Upgrades: Extra armor (if points are available)
LR: Storm bolter/multi-melta, as the storm bolter will give it an additional 2 shots useful against mass infantry, and the multi-melta gives it a solid, close range, anti-tank weapon.
LRC: Hunter-killer missile/multi-melta: allows some anti-vehicle options.
LRR: Storm bolter/multi-melta, the storm bolter allows additional shots on the move, and the multi-melta allows some anti-tank/anti-character weaponry.
Tactics: The tactics are more or less the same for all of them. You want them to be carrying a full load of Terminators. Because they are assault vehicles, keep them moving, get them directly into the fray, and unload their cargo where it's most needed, moving them in such a way to make full use of their primary weapons. (the LR should be trying to take out vehicles in route, while the LRC and LRR should be going directly into the front lines, taking out as many models as possible). A Land Raider is a must for any army using Terminators that are not Deep Striking onto the board.
Average Points Cost:
LR: 250-285
LRC: 250-285
LRR: 240-275
Dreanought
Dreadnoughts are walkers carrying a decent amount of firepower, with at least one Dreadnought Close
Combat Weapon standard. They have medium armor values, but a wide range of options for weapons. The Dreadnoughts all share the same pros and cons, so are listed as the same, with extra exceptions for the variants shown.
Pros: Relatively inexpensive, may take a Drop Pod, wide range of customizations.
Venerable: Higher WS/BS, Venerable rule.
Ironclad: Higher armor values, Move Through Cover, Seismic Hammer
Cons: Weak rear armor
Venerable: Higher points cost
Ironclad: Lack of ranged fire
Recommended Upgrades: Plasma cannon, assault cannon, or twin-linked lascannon. If taking the lascannon, the missile launcher can give you more firepower against vehicles. Extra armor (points prohibiting).
Venerable: Multi-melta, plasma cannon, or assault cannon. BS 5 is enough, do not bother with twin-linked weapons. Do not replace CCW, as this Dreadnought can do a lot of damage at range and up close.
Ironclad: Replace the storm bolter with a heavy flamer. It can do more against either infantry or vehicles. If you desire it to have more ranged ability, replace the arm altogether with hurricane bolters (and take the Ironclad assault launchers). If keeping it strictly anti-armor, take at least 1 hunter-killer.
Tactics: Use your Dreadnought to either move along with your main force, providing additional firepower and close combat support, or have it go seperate and take out tanks/harass stray squads in ranged fire and close combat. But always be wary of its rear armor. If using Drop Pods, put it behind your opponent's forces. This works best as anti-tank with lascannon/missile launcher combo or a multi-melta, as you can take out at least one tank before your opponent can react.
Ironclad: Charge this baby straight into assault. Take out vehicles if able, but any assault with this thing is guaranteed to see some problems caused for your opponent.
Personal Note: Dreads are a decent, well-rounded unit. If you wind up needing something in your army for 150-200 points, Dreadnoughts can bring a decent punch to your game.
Average Points Cost: 115-195
Venerable: 165-235
Ironclad: 135-215
Predator:
The Space Marines take on an all-purpose battle tank, it is cheap, quick, and can be loaded with a multitude of weapons.
Pros: Cost, can be upgraded with lots of weapons
Cons: Low armor values, cannot be taken in squadrons (so each Predator is a Heavy Support choice)
Recommended Upgrades: Take heavy bolter side sponsons, a storm bolter, and hunter-killer missile. If you wish to make it anti-tank, take the twin-linked lascannon and lascannon sponsons, with the same optional upgrades. Take extra armor, if it is affordable.
Tactics: Use it for a persuasive area denial unit (no one wants to deal with a possible 11 shots directed at their squad), it can follow your main body of troops as a crowd control device, or you can use it to deter your opponent's tanks. When using it, ensure that it's rear armor is always covered, as it is extremely vulnerable to even decent regular fire (bolters and pulse rifles can destroy it), and always keep it supported.
Personal Note: I personally do not think this is a bad tank, it's just not a good one. It's a bit of a glass cannon, and it's major downside is that it takes up an entire Heavy Support slot. If you could take a squadron, I would recommend this over anything else in the SM Codex Heavy Support section. But as a result, I must advise against using them, except as an additional support to balance out an army for cheap.
Average Points Cost: 80-180
Whirlwind:
Whirlwinds act as indirect anti-troop tanks.
Pros: Decent Crowd Control, relatively low points cost
Cons: Low S, AP, ineffective vs vehicles, each takes a full Heavy Support choice, weak armor
Recommended Upgrades: Storm bolter, just in case
Tactics: Set it behind cover, either in the corners or centrally. From there, bombard your enemy's ranks with pie plates.
APC: 85-110 pts
Vindicator:
The Vindicator is a Rhino chassis supporting a demolisher cannon. It can be a devastating weapon on the battlefield, or a liability.
Pros: Demolisher cannon
Cons: Short range, weak rear armor
Recommended Upgrades: Take a storm bolter, hunter-killer missile, siege shield and extra armor.
Tactics: Kinda tricky. The short range and need for LOS means that it needs to be mobile. The Ordnance weapon means it needs to be still to shoot. My suggestion is to move it with your troops, let them cover it, and it will keep tanks and troops at bay.
APC: 125-160
Quick Break: Brother-Sergeant Chronus:
Brother-Sergeant Chronus is a single, 70 point upgrade for a single tank you field. The price is steep, but he allows your vehicle to ignore crew shaken and crew stunned results (making extra armor irrelevant), and gives it BS 5. If you decide to use tanks, it wouldn't be a bad idea to invest in him, especially if you're mixing your vehicles with your troops (should his vehicle be destroyed, there's a 66% chance he is dropped on the board as an Independant Character), so he can quickly join up with a squad.
Thunderfire Cannon:
How artillery is done with the Space Marines. It's a giant, immobile cannon manned by a techpriest.
Pros: It's cheap, has good range, can lay down more anti-infantry firepower (4 3" blasts per turn) than a Whirlwind, comes with a Techmarine, and can be loaded into a Drop Pod
Cons: no upgrade options, immobile, requires line of sight, and its only defenses against armor are an ability forcing it to move as if it were in difficult terrain and a S6 salvo.
Tactics: Use this very basically, for area denial and crowd control. Just ensure you have it set up in the right place. Use the Techmarine's Bolster Defenses ability to place it in a section with an additional +1 cover save.
APC: 100-135 (with Drop Pod)
Land Speeder Squadron:
Land Speeders offer Space Marines a fast skimmer weapons platforms. They are excellent platforms, albeit glass cannons.
Pros: They are cheap, have a wide variety of upgrade options, and, of course, fast skimmers (12" move and still fire? Don't mind if I do...).
Cons: Weak armor values.
Suggested Upgrades: For anti-infantry, take either the Tornado variant with an additional heavy flamer, heavy bolter, or assault cannon. For anti-tank, take 2 multi-meltas. Typhoons offer range and a multiple shot missile launcher.
Tactics: Take multiples. Try to take 3. Also, add a good mix of Typhoons and Tornadoes. Just keep it designated towards one specific task. In game, fly them as far forward as quickly as you can, making sure you keep firing at whatever they are specialized against. Remember, they are probably not going to survive the game, just keep them alive as long as possible while dealing as much damage to your opponent as possible before they do go down.
APC: 60-100 per model (depending on loadout); 120-300 for a squadron
Attack Bike Squadron:
Squadrons of up to 3 Attack bikes. Offer some maneuverable (albeit limited) firepower.
Pros: Cheap, fairly tough, and fast.
Cons: Lack of options, can only work 1-2 ways
Suggested Upgrades: They only have one: they can take a multi-melta upgrade.
Tactics: I would only use them for limited engagements. They count as having toughness 5 for your opponent's to wound rolls, and that is nice, but you have to be careful if you're using them for tank hunting, as most vehicles would tear the squadron apart in a turn of shooting. I suggest using them as outriders for your main force, as a mobile area denial and/or picking off vehicles/characters that are a bit too close for comfort. Also, make sure you take 3 any time you use a squadron, otherwise you are only looking at one or two turns of shooting with them.
APC: 40-150 points
Land Speeder Storm:
Land Speeder Storms provide Scout transport and options on the board.
Pros: Fast Skimmer, can transport 5 Scouts
Cons: Armor 10, it's open-topped, and BS3.
Suggested Upgrades: If points are available, switch out the heavy bolter with an assault cannon.
Tactics: Load it with a squad of 5 Scouts, give them a missile launcher, Sgt Telion, and 3 sniper rifles, allow it to roam around the field as a crowd control unit or last-ditch anti-vehicle missile. Remember, sniper rifles don't have a strength, and missile launcher frag missiles are S4, so they can be fired as defensive weapons.
APC: 50-85 points
Alright, that's it for this installment. I have to move to a new apartment, so it may be a week or two before I post again. Oh, and I have to throw a shout-out to my buddy over at 40k Hobbiest. He's a personal friend, a good guy, and a damn good painter. Until next time...
Devastator Squad:
Pros: Lots of heavy weapons (see here for better list of options), may be placed in combat squads, can take 10 models (allowing you to have "sacrificial" models to allocate wounds to), the Signum allows you to take a single BS 5 shot every turn.
Cons: Cannot move and shoot, vulnerable to close combat, moderate-high points cost.
Recommended Upgrades: Give your sergeant a power weapon to help deal some damage in case they get assaulted. If you can, take a full squad, to allocate wounds to. Give at least 3 missile launchers, and possibly a single lascannon. This allows them to create a decent amount of flexible firepower.
Tactics: Combat squad the unit, and either have both set up to get good cover and have a good view of the field, or put one combat squad in a Rhino to allow a mobile base of fire. If you are taking a short squad, always take a Rhino for protection/mobility. You may also take a Razorback. Do not put any troops into it, just place it onto the field to create more shots.
Average Points Cost: 185-250 points
Next, we shall cover the vehicles. I will start with the Land Raider variants, as they are basically the big vehicle to have in any army.
Land Raiders:
Land Raiders are large, tough tanks, the best the Space Marines bring to the table, and can offer a lot of firepower, not to mention troop transport ability, as they are the only vehicle in the game that can move models in Terminator armor.
Pros: Lots of weapons, solid 14 armor all around, machine spirit, high troop capacity, can transport Terminators
Land Raider: Anti-vehicle loadout
Land Raider Crusader: Effective against large numbers of troops, highest troop capacity (16), frag assault launchers
Land Raider Redeemer: High power template weapons, higher troop capacity (14), frag assault launchers, cheapest of the Land Raiders
Cons: no fire points, high cost
LR: lack of anti-infantry weapons
LRC: lack of anti-vehicle weapons, 24" range for all weapons
LRR: lack of anti-vehicle weapons, lack of range
Recommended Upgrades: Extra armor (if points are available)
LR: Storm bolter/multi-melta, as the storm bolter will give it an additional 2 shots useful against mass infantry, and the multi-melta gives it a solid, close range, anti-tank weapon.
LRC: Hunter-killer missile/multi-melta: allows some anti-vehicle options.
LRR: Storm bolter/multi-melta, the storm bolter allows additional shots on the move, and the multi-melta allows some anti-tank/anti-character weaponry.
Tactics: The tactics are more or less the same for all of them. You want them to be carrying a full load of Terminators. Because they are assault vehicles, keep them moving, get them directly into the fray, and unload their cargo where it's most needed, moving them in such a way to make full use of their primary weapons. (the LR should be trying to take out vehicles in route, while the LRC and LRR should be going directly into the front lines, taking out as many models as possible). A Land Raider is a must for any army using Terminators that are not Deep Striking onto the board.
Average Points Cost:
LR: 250-285
LRC: 250-285
LRR: 240-275
Dreanought
Dreadnoughts are walkers carrying a decent amount of firepower, with at least one Dreadnought Close
Combat Weapon standard. They have medium armor values, but a wide range of options for weapons. The Dreadnoughts all share the same pros and cons, so are listed as the same, with extra exceptions for the variants shown.
Pros: Relatively inexpensive, may take a Drop Pod, wide range of customizations.
Venerable: Higher WS/BS, Venerable rule.
Ironclad: Higher armor values, Move Through Cover, Seismic Hammer
Cons: Weak rear armor
Venerable: Higher points cost
Ironclad: Lack of ranged fire
Recommended Upgrades: Plasma cannon, assault cannon, or twin-linked lascannon. If taking the lascannon, the missile launcher can give you more firepower against vehicles. Extra armor (points prohibiting).
Venerable: Multi-melta, plasma cannon, or assault cannon. BS 5 is enough, do not bother with twin-linked weapons. Do not replace CCW, as this Dreadnought can do a lot of damage at range and up close.
Ironclad: Replace the storm bolter with a heavy flamer. It can do more against either infantry or vehicles. If you desire it to have more ranged ability, replace the arm altogether with hurricane bolters (and take the Ironclad assault launchers). If keeping it strictly anti-armor, take at least 1 hunter-killer.
Tactics: Use your Dreadnought to either move along with your main force, providing additional firepower and close combat support, or have it go seperate and take out tanks/harass stray squads in ranged fire and close combat. But always be wary of its rear armor. If using Drop Pods, put it behind your opponent's forces. This works best as anti-tank with lascannon/missile launcher combo or a multi-melta, as you can take out at least one tank before your opponent can react.
Ironclad: Charge this baby straight into assault. Take out vehicles if able, but any assault with this thing is guaranteed to see some problems caused for your opponent.
Personal Note: Dreads are a decent, well-rounded unit. If you wind up needing something in your army for 150-200 points, Dreadnoughts can bring a decent punch to your game.
Average Points Cost: 115-195
Venerable: 165-235
Ironclad: 135-215
Predator:
The Space Marines take on an all-purpose battle tank, it is cheap, quick, and can be loaded with a multitude of weapons.
Pros: Cost, can be upgraded with lots of weapons
Cons: Low armor values, cannot be taken in squadrons (so each Predator is a Heavy Support choice)
Recommended Upgrades: Take heavy bolter side sponsons, a storm bolter, and hunter-killer missile. If you wish to make it anti-tank, take the twin-linked lascannon and lascannon sponsons, with the same optional upgrades. Take extra armor, if it is affordable.
Tactics: Use it for a persuasive area denial unit (no one wants to deal with a possible 11 shots directed at their squad), it can follow your main body of troops as a crowd control device, or you can use it to deter your opponent's tanks. When using it, ensure that it's rear armor is always covered, as it is extremely vulnerable to even decent regular fire (bolters and pulse rifles can destroy it), and always keep it supported.
Personal Note: I personally do not think this is a bad tank, it's just not a good one. It's a bit of a glass cannon, and it's major downside is that it takes up an entire Heavy Support slot. If you could take a squadron, I would recommend this over anything else in the SM Codex Heavy Support section. But as a result, I must advise against using them, except as an additional support to balance out an army for cheap.
Average Points Cost: 80-180
Whirlwind:
Whirlwinds act as indirect anti-troop tanks.
Pros: Decent Crowd Control, relatively low points cost
Cons: Low S, AP, ineffective vs vehicles, each takes a full Heavy Support choice, weak armor
Recommended Upgrades: Storm bolter, just in case
Tactics: Set it behind cover, either in the corners or centrally. From there, bombard your enemy's ranks with pie plates.
APC: 85-110 pts
Vindicator:
The Vindicator is a Rhino chassis supporting a demolisher cannon. It can be a devastating weapon on the battlefield, or a liability.
Pros: Demolisher cannon
Cons: Short range, weak rear armor
Recommended Upgrades: Take a storm bolter, hunter-killer missile, siege shield and extra armor.
Tactics: Kinda tricky. The short range and need for LOS means that it needs to be mobile. The Ordnance weapon means it needs to be still to shoot. My suggestion is to move it with your troops, let them cover it, and it will keep tanks and troops at bay.
APC: 125-160
Quick Break: Brother-Sergeant Chronus:
Brother-Sergeant Chronus is a single, 70 point upgrade for a single tank you field. The price is steep, but he allows your vehicle to ignore crew shaken and crew stunned results (making extra armor irrelevant), and gives it BS 5. If you decide to use tanks, it wouldn't be a bad idea to invest in him, especially if you're mixing your vehicles with your troops (should his vehicle be destroyed, there's a 66% chance he is dropped on the board as an Independant Character), so he can quickly join up with a squad.
Thunderfire Cannon:
How artillery is done with the Space Marines. It's a giant, immobile cannon manned by a techpriest.
Pros: It's cheap, has good range, can lay down more anti-infantry firepower (4 3" blasts per turn) than a Whirlwind, comes with a Techmarine, and can be loaded into a Drop Pod
Cons: no upgrade options, immobile, requires line of sight, and its only defenses against armor are an ability forcing it to move as if it were in difficult terrain and a S6 salvo.
Tactics: Use this very basically, for area denial and crowd control. Just ensure you have it set up in the right place. Use the Techmarine's Bolster Defenses ability to place it in a section with an additional +1 cover save.
APC: 100-135 (with Drop Pod)
Land Speeder Squadron:
Land Speeders offer Space Marines a fast skimmer weapons platforms. They are excellent platforms, albeit glass cannons.
Pros: They are cheap, have a wide variety of upgrade options, and, of course, fast skimmers (12" move and still fire? Don't mind if I do...).
Cons: Weak armor values.
Suggested Upgrades: For anti-infantry, take either the Tornado variant with an additional heavy flamer, heavy bolter, or assault cannon. For anti-tank, take 2 multi-meltas. Typhoons offer range and a multiple shot missile launcher.
Tactics: Take multiples. Try to take 3. Also, add a good mix of Typhoons and Tornadoes. Just keep it designated towards one specific task. In game, fly them as far forward as quickly as you can, making sure you keep firing at whatever they are specialized against. Remember, they are probably not going to survive the game, just keep them alive as long as possible while dealing as much damage to your opponent as possible before they do go down.
APC: 60-100 per model (depending on loadout); 120-300 for a squadron
Attack Bike Squadron:
Squadrons of up to 3 Attack bikes. Offer some maneuverable (albeit limited) firepower.
Pros: Cheap, fairly tough, and fast.
Cons: Lack of options, can only work 1-2 ways
Suggested Upgrades: They only have one: they can take a multi-melta upgrade.
Tactics: I would only use them for limited engagements. They count as having toughness 5 for your opponent's to wound rolls, and that is nice, but you have to be careful if you're using them for tank hunting, as most vehicles would tear the squadron apart in a turn of shooting. I suggest using them as outriders for your main force, as a mobile area denial and/or picking off vehicles/characters that are a bit too close for comfort. Also, make sure you take 3 any time you use a squadron, otherwise you are only looking at one or two turns of shooting with them.
APC: 40-150 points
Land Speeder Storm:
Land Speeder Storms provide Scout transport and options on the board.
Pros: Fast Skimmer, can transport 5 Scouts
Cons: Armor 10, it's open-topped, and BS3.
Suggested Upgrades: If points are available, switch out the heavy bolter with an assault cannon.
Tactics: Load it with a squad of 5 Scouts, give them a missile launcher, Sgt Telion, and 3 sniper rifles, allow it to roam around the field as a crowd control unit or last-ditch anti-vehicle missile. Remember, sniper rifles don't have a strength, and missile launcher frag missiles are S4, so they can be fired as defensive weapons.
APC: 50-85 points
Alright, that's it for this installment. I have to move to a new apartment, so it may be a week or two before I post again. Oh, and I have to throw a shout-out to my buddy over at 40k Hobbiest. He's a personal friend, a good guy, and a damn good painter. Until next time...
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