Space Marines Taktiken

  • Da mein anderer Thread inzwischen ein Listenthread geworden ist mach ich hier mal weiter und hol noch etwas mehr aus.
    Ich hab das letzte mal Space Marines und auch 40k in der 5. Edition gespielt.
    Als ich den Codex das erste mal gelesen ist mir etwas aufgefallen. Die haben jetzt Synergien. :eek:
    Gibt es irgendwelche Einheitenkombinationen oder Strategien die immer wieder mal auftauchen und gut laufen?


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  • Ist es zum Beispiel Sinnvoll die extra Punkte für eine zweite Demi-Battle-Company raus zuhauen um die kostenlosen Fahrzeuge zu kaufen?
    So wie ich das sehe sieht das dann so aus das man insgesamt 6 Trupps taktische, 2 Trupps Devastatoren und 2 Trupps Assaultmarines und einen captian und einen Ordenspriester spielt. Jeder Trupp 5 Mann und dann den Gegner mit Razorbacks zuspammen.
    Und wie steht es um den Land Raider Spearhead? Ist die so cool wie sie klingt?
    Edit:
    Das wäre dann meine aktuelle Armeeliste. Ich hab leider nicht genug Modelle für Transporter.


    +++ Bennis Standard Liste (1850pts) +++


    ++ Space Marines: Codex (2015) (SM Gladius Strike Force) (1850pts) ++


    + (No Category) +


    Chapter Tactics [Iron Hands]
    ····Rules: Feel No Pain, It Will Not Die, Machine Empathy, The Flesh is Weak


    + Core (1353pts) +


    'Battle Demi Company * (770pts)
    ····Rules: Objective Secured, Tactical Flexibility
    ····Assault Squad (160pts) [Jump Packs (15pts), 2x Plasma Pistol (30pts), 4x Space Marines (56pts)]
    ········Veteran Sergeant (59pts) [Melta Bombs (5pts), Plasma Pistol (15pts), Power Axe (15pts)]
    ····Captain (170pts)
    ········Captain (170pts)
    ············Artificer Armour (80pts) [Auspex (5pts), Digital Weapons (10pts), Melta Bombs (5pts), Plasma Pistol (15pts), Relic Blade (25pts)]
    ····Devastator Squad (175pts) [Armorium Cherub (5pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Signum]
    ····Tactical Squad (85pts) [Meltagun (10pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Rhino [Storm Bolter]
    ············Rules: Repair
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Tactical Squad (90pts) [Plasma Gun (15pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Drop Pod [Storm Bolter]
    ············Rules: Drop Pod Assault, Immobile, Inertial Guidance System
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Tactical Squad (90pts) [Plasma Gun (15pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Profiles:
    ········Captain: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:+2
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines (Jump Packs): Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Veteran Sergeant (Jump Packs): Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    ········Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
    ········Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Transport)
    ········Auspex :* Description:Forego shooting to make an enemy unit within 12" reduce it's cover save by 1, untill the end of the phase. This does not count as choosing a target for his unit to shoot at.|Codex Adeptus Astartes p194
    ········Digital Weapons :* Description:A model armed with digital weapons can re-roll a single failed to wound roll in each assault phase.|Codex Adeptus Astartes p194
    ········Iron Halo :* Description:An iron halo confers a 4+ invulnerable save.|Codex Adeptus Astartes p195
    ········Searchlight :* Description:If a vehicle has a searchlight, it can, after firing all of its weapons choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.
    ········Signum :* Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To hit are made.|Codex Adeptus Astartes p195
    ········Smoke Launchers :* Description:Once per game, instead of shooting or moving flat out, may gain a 5+ cover save
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40,00: The Rules p178
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Flakk): Range:48"|Strength:7|AP:4|Type:Heavy 1, Skyfire|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 1|Warhammer 40,00: The Rules p177
    ········Plasma Gun: Range:24"|Strength:7|AP:2|Type:Rapid Fire, Gets Hot|Warhammer 40,000: The Rules p177
    ········Plasma Pistol: Range:12"|Strength:7|AP:2|Type:Pistol, Gets Hot|Warhammer 40,00: The Rules p177
    ········Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy|Warhammer 40,000: The Rules
    ········Relic Blade :* Range:-|Strength:+2|AP:3|Type:Melee, Two-handed|Codex Adeptus Astartes p193
    ········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p176


    'Battle Demi Company * (583pts)
    ····Rules: Objective Secured, Tactical Flexibility
    ····Bike Squad (113pts)
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Attack Bike (50pts) [Bolt Pistol, Multi-melta (10pts), Twin-Linked Boltgun]
    ········Biker Sergeant (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ········Space Marine Biker (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ········Space Marine Biker (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ····Chaplain (145pts)
    ········Rules: Chapter Tactics *, Independant Character, Zealot
    ········Terminator Armour (55pts) [Combi-plasma (10pts), Crozius Arcanum, Digital Weapons (10pts), Melta Bombs (5pts)]
    ····Devastator Squad (115pts) [Armorium Cherub (5pts), 2x Heavy Bolter (20pts), 2x Multi-melta (20pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Signum]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Profiles:
    ········Attack Bike: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:2|I:4|A:2|Ld:8|Save:3+
    ········Biker Sergeant: Unit Type:Bike (Character)|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+
    ········Chaplain: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:2+
    ········Space Marine Biker: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Digital Weapons :* Description:A model armed with digital weapons can re-roll a single failed to wound roll in each assault phase.|Codex Adeptus Astartes p194
    ········Rosarius :* Description:A rosarius confers a 4+ invulnerable save.|Codex Adeptus Astartes p195
    ········Signum :* Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To hit are made.|Codex Adeptus Astartes p195
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-plasma: Range:24"|Strength:4 (Bolter)/ 7 (Plasma)|AP:5 (Bolter)/ 2 (Plasma)|Type:Rapid Fire (Both) / Gets Hot, One Use Only (Plasma)|Warhammer 40,00: The Rules p176
    ········Crozius Arcanum :* Range:-|Strength:+2|AP:4|Type:Melee, Concussive|Codex Adeptus Astartes p193
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Multi Melta: Range:24"|Strength:8|AP:1|Type:Heavy 1, Melta|Warhammer 40,00: The Rules p177


    + Command (295pts) +


    'Librarius Conclave * (295pts)
    ····Rules: Empyric Channelling
    ····Librarian (115pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Terminator Armour (25pts) [Force Stave]
    ····Librarian (90pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Power Armour [Bolt Pistol, Force Axe]
    ····Librarian (90pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Power Armour [Bolt Pistol, Force Sword]
    ····Profiles:
    ········Librarian: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:+2
    ········Psychic Hood: Description:Each Time a unit (or model) is targeted by an enemy psychic power and is within 12" of a frieldly model with a psychic hood, the wearer may attempt to deny the witch as if he were in the unit. If the Deny The Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.|Warhammer 40,00: The Rules p26
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Force Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy, Force|Warhammer 40,00: The Rules p178
    ········Force Stave: Range:-|Strength:+2|AP:4|Type:Melee, Concussive, Force|Warhammer 40,00: The Rules p178
    ········Force Sword: Range:-|Strength:User|AP:3|Type:Melee, Force|Warhammer 40,00: The Rules p178
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181


    + Auxiliary (202pts) +


    '10th Company Task Force * (202pts)
    ····Rules: Concealed Positions, The Trap is Sprung
    ····Scout Squad (77pts) [Camo Cloaks (10pts), Heavy Bolter (8pts), 4x Scouts (44pts), 3x Sniper Rifle (3pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (12pts) [Bolt Pistol, Sniper Rifle (1pts)]
    ····Scout Squad (70pts) [Camo Cloaks (10pts), 4x Scouts (44pts), 4x Sniper Rifle (4pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (12pts) [Bolt Pistol, Sniper Rifle (1pts)]
    ····Scout Squad (55pts) [4x Boltgun, 4x Scouts (44pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (11pts) [Bolt Pistol, Boltgun]
    ····Profiles:
    ········Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+
    ········Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+
    ········Camo Cloak :* Description:Increase cover save by 1, if no cover grants a 6+ cover save|Codex Adeptus Astartes p194
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Sniper Rifle: Range:36"|Strength:X|AP:6|Type:Heavy 1, Sniper



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    Einmal editiert, zuletzt von Weiserbenni ()

  • Schön das du das diskutieren willst... hier aber erstmal 2-3 Hinweise:


    a) glaube ich Battelscrib ist etwas ausführlich, keiner braucht jeden Wert hier (ich glaube sogar das das nicht gerade legal ist ?!)
    b) hasst du dich vielleicht schon in anderen Foren/Threads informiert ?
    c) 40k in der jetzigen 7. Edition besteht NUR noch aus ´Synergien, dem übelsten Staken derselbigen, mitnehmen von Freipunkten (hier Transporter) und natürlich
    ELDAR!!
    d)ja die Gladius ist gut, IH spielt man imo eigentlich nach dem Angels of Death Erweiterung und nein die Landraider Spearheat ist nicht gut viel zuviel D-Waffen oder Todessterne im Spiel.