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Friday, November 12, 2010

GWvsJohn's Guide to Space Marines


Despite being the oldest 5e codex, it seems the Vanilla Marine Codex is still poorly understood. There still seem to be a lot of posts/emails asking for advice on a list (in a competitive environment only, stand down fluff-wolverines) that just seems to ignore all the good advice about Vanilla Marines. Let's get a few things straight. The Vanilla Codex is a very competitive codex. Even in the post-Wolf world, the Ultras can, and do, win tournaments. It's also a very good codex. It has competitive choices in every slot. It allows you to bring a wide variety of lists and still compete. I think this last point is where people slip up. The Vanilla Codex does NOT have variety in a very straightforward way. Once you start building your list, most of your choices are pretty straightforward. Where the Vanilla book shines is before you start building your list. I think this book can bring the widest variety of lists of any book. It can do: Rock (doube TH/SS Raiders), pure Mech (traditional "Best Of" style lists), MSU mech (razorspam), Drop Pod (6 Dreads/5 other), "foot" (Bikers), Biker/Rock (Bikers with TH/SS Raiders), Biker/Mech (Bikers with Dreads), hybrid (Thundergate/bubble lists). I don't think any other book can cover that wide an interest base. What can't it do? Pure foot, but no one really can except Loganwing. Jumpers, of any sort, let alone pure Jumpers. I'm not sure what else there is in army theme (Pleae let me know if I missed something)

FA/HS is really where you have wiggle room. Express yourself in your Speeder/Pred ratio and loadout. Make your army unique :)

Pretty straightforward. The big choice for Vanilla Marines is what army-type to bring. After that, the list writes itself. Class dismissed.

For lulz, I posted this on Warseer. Let's see what response it gets. (author's note: it appears the forum-heads are simply blind to good advice. They literally can't read it)


So, how do we actually build a competitive Vanilla SM list? It's not that hard. Use this handy guide. :)

HQ: If you haven't noticed, psychic powers are good, so are invulnerable saves. We happen to have an HQ that stops both. You're bringing a Librarian. Terminator and Storm Shield are viable upgrades if he has a Termie squad to roll with (either on foot or in a Raider). You're bringing Null Zone. 2nd power is Gate if you have Th/SS or Avenger if you're in a Rhino/Razor. HQ done unless you want bikes or Pods. For bikes add Captain with bike, SS and Relic Blade. If you're running hybrid bikes (with Dreads or Termies) you're done. For pure Bikers, drop the Libby, add a 2nd Captain as above and 2 blinged out Command Squads (SS, MG and LC on nearly every guy). For Pods add a naked MotF. (as an aside, Vulkan is viable too, but I don't want to discuss him)

Troops: Razors or Rhinos? Rhinos control midfield better, put out better anti-infantry and favor a more aggressive style. Razor put out better anti-tank and favor a more sit back and shoot style. Rhinos costs 205 points and come with a Multi-melta and a flamer (your Sgt should keep his bolter too). Leftover point upgrades are dozer blade, meltabomb, combi-melta, your choice of preference. Razorbacks come with lascannons and TL plasma guns. Leftover point upgrade is combi-flamer. No CC upgrades for either squad, ever. Pure Rhino base lists bring 2 Rhinos, no more no less. Pure Razor lists will probably bring at least 4. Combined lists are very good and bring 2 of each. If you want Biker troops instead, max out your melta. TL bolters are sufficient anti-troop. Combi-flamer is a good leftover upgrade. Again, no CC upgrades. Want Pods? 2-3 10 man squads as above, with Pods instead of Rhinos.

Elites: Are you bringing Termies? If so, add 10 TH/SS. Big blob for hybrid lists, combat squaded if you're going Raiders. Fill the remaining 2-3 slots with Dreads. Rifleman (double TL autocannon) is the standard. MM/DCCW is tolerable if you like to mix it up in CC and like a strong midfield. Ironclads are less tolerable if you REALLY like CC or love Hunter-Killer Missiles. Hate Dreads? Sterns are somewhat acceptable as Lasbunkers (2 LC in a Rhino) or BBQ-box (heavy flamers and combi-meltas in a Rhino). Tactical Terminators with Cyclones are also somewhat acceptable but simply inferior to Riflemen. Bringing Pods? MM Dreads in pods. HF possible. Bringing pure bikers? No elites, sucka.

Fast Attack: Do you need more: A) blocking/harassing B) melta C) suppression fire (ie anti-light tank). For A or B add MM/HF Speeders. For C add Typhoons. I think 2 and 2 (MM/HF alone, Typhoons in a squad) hits a nice points level for most 2k games. If points are tight, MM Attack Bikes are passable. If Pods, 5 man Assauly Squad with a Pod and a flamer is the cheapest pod you can buy to get the 6/5 ratio needed. Pure bikers get better value from bike squads than Attack Bikes, so no FA for them either.

Heavy Support: Are you running Rocks? Crusaders or Redeemers with Extra Armor, Multi-melta. Crusader is better on paper. Redeemer scares people. Your choice for what you bring. But bring 2 (one is Dedicated). Rest is dakka Preds (HB/autocannon). If you're really light on anti-light tank, AC/LC Preds can be substituted, but they are sub-par. Bikers? No HS, sorry. Pods? 3 more MM Dreads.

Comments (20)

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Very, very nice guide to Vanilla Marine list building, GWvsJohn. It's straight-forward and to-the-point, concise so that anybody looking for help with SMs won't be overloaded, but has enough information that readers won't feel short-changed. Props!
A couple things to touch on as additions- I think it's a very, very good guide to the basic SM builds, though.

-Captains are acceptable if you need melee punch for some specific reason. (Note: usually you do not; Combat Tactics your way out of fights and shoot them, only assault shoddy guys like IG and Tau.)

-Master of the Forge can ride a bike with his Beamer and not be terrible in a Fast 'n Slow sort of list.

-Command Squads are a way to get some extra specials in a list, most notably a biker list where they go melee.

-Missile Devastators are not great but _can_ be used. Don't ever take any other kind.
4 replies · active 756 weeks ago
If you need melee punch, bring TH/SS Termies. 3 s6 attacks is fine, but isn't scaring anyone.

MotF on a Bike with Beamer is nice, but you need a cap for biker troops, so you have 1 HQ slot left. Is he better than psychic defense, null zone and an ap3 flamer? Not likely.

I mentioned command squad for pure bikers. They're mandatory there. For a mech list, your points are better spent on more speeders.

Vanilla Missile Devs suck. There is not a single situation where those points can't be better spent. Sorry. Bringing Vanilla Devs to a tourney is severely hamstringing yourself (which is fine, but doesn't need to be mentioned in a "competitive" guide)
Presumably you would be looking to the Captain only if you already had a Libby (two are redundant, you generally don't need extra NZ and Hood) or had filled your Elite slots.

MotF is more for hybrid bikes/dreads, which can come up short on AT but is fine against infantry.

Missed the reference to command squads, oops.

>< I was thinking their Missiles were 10pts each, forgot they were the absurd 15. I know Kirb has experimented with them some, and they're one of the two ways you can get AT in your HS slots- honestly, I'd probably still take them over AutoLas or TriLas Preds, but I hate those things with a passion.
I can think of more than two-- Dreadnoughts, Ironclads, Predators w/ las sponsons, and Land Raiders (any variant) with multi-meltas (which, let's face it, are pseudo-mandatory) all provide anti-tank capability, and I'd take any of those before a Dev squad.
Again, though, for Bikes as Troops you are required to take a Captain on a bike. That leaves one slot, and that slot most of the time will be filled with a Librarian. I suppose if you're doing full fast'n'slow, with 3+ bike squads and 6 dreads, you need the MotF on a bike too.
You got bait already; I quote 'Crynn' from warseer:
'To the person who said or ultra chars are crap you clearly dont know how to use tig because with careful play he can be brilliant'.

You just dont know how to play with them lol.
4 replies · active 756 weeks ago
The trick is to PAY points to ADD the character to your army! I get it now!
Obviously he is a finesse unit, requiring a combined arms strategy, and cannot be considered without the units he supports. Or something like that.
Tratchenberg's avatar

Tratchenberg · 756 weeks ago

Yeah, but it was posted on warseer a couple of days ago, it fell off the front page with like 2 replies :S
That is the thing with warseer anything that just makes sense or had thought put into just goes right over their heads and they don't care about it.

If you want them to read your stuff you need to post in a way they can understand with lots of trolling/flaming. Then they rely faster than you can say 72 fire warriors suck in 72 different ways.
Good article and very straight forward.
Preach it GwvsJohn.

MotF, the HQ if you have a hard-on for 6 MM/HF Dreads or 6 Ironclad Dreads.
Check out the full version.
Left-hand side. Tag: VT2.
Why not just link them to my complete guide instead?
3 replies · active 755 weeks ago
Because then they have to read a lot of articles. Like this, they can just take the gospel as written and not have to do any of that scary 'thinking' stuff.
They don't take the gospel, because what's said is very bare-bones.
That's why I made it so thorough, and why people find it useful, while they ignore most other guides and advice.
Your writing is just a single view though ^^.
Katie Drake's avatar

Katie Drake · 755 weeks ago

GWvsJohn - Where's that CSM Codex review? =P

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