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  1. #1
    Log
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    Is it effective to get a cheap SM swarm army? I.E, having maxed out tactical squads, all with bolters and getting assualt squads w/o jump packs for cheap marines? I'm not sure of getting this kind of army, because the last time I used this army was in a 4 way battle, where I managed to slaughter the tau, but got out swarmed by orks and nids.


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    Boiiing! Knape97's Avatar
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    Originally posted by Log@Jan 30 2005, 21:23
    Is it effective to get a cheap SM swarm army? I.E, having maxed out tactical squads, all with bolters and getting assualt squads w/o jump packs for cheap marines? I'm not sure of getting this kind of army, because the last time I used this army was in a 4 way battle, where I managed to slaughter the tau, but got out swarmed by orks and nids.
    [snapback]316608[/snapback]
    Would be better to build a 9th Company army (i.e. Scouts) You can get more scouts than marines for your points. They have the choice of Bolters or BP+CCW without taking assault squads / traits. AND... you can have scout bikes, and landspeeders.

    You can easily make that into a nice fluffy 9th Company, keep a hoard aspect of the army, and still have decent stats.

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    Senior Member wolfkin's Avatar
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    the availability of specialized weapons will be your weakness if you max out with bolters, although the idea is sound. Range will also be a big issue if the enemy sit more than 24" away from you.

    If you decide not to go with Rhino's you'll also have mobility problems, and putting squads in Rhino's that are not close combat orientated is, I feel, a little pointless.

    It puts me in mind of the Necrons, no heavy or assault weapons etc within squads. I wonder if it might become a touch boring to play after a time.

    I would go with Knape97 with regards the scouts. You can add more guys cheaper and still maintain your fast attack slots. If you do maintain your fast attack it would be wise to take assault troops but retain the jump packs so that you at least have some semblence of rapid response.

    With bolters, you'll be weakened in close assault as you won't have the second weapon.

    You might also suffer greatly at the hands of weapons with ordnance or blast templates as you're offering an aweful lot of targets.

    If you find yourself facing a totally long range army like Chaos Iron Warriors they'll just sit out of range and blast you to pieces.

    I worked out that for 1500 points you could have:

    1 Force Commander (Power Weapon/Bolt Pistol/Bionics)
    4 Tactical Squads of 10 (no Vet Sergeants, all Bolters)
    2 Scout Squads of 9 (no Vet Sergeants, all Bolt Pistol/CC Weapons)
    2 Assault Squads of 10 (with Vet sergeants w Power Fist/Bolt Pistol)

    Thats 79 models, but still with 2 fast attack options. However, there is still a huge deficit when you look at tank busting and range.

    Using the list above, removing the Jump Packs would afford you 4 Rhino's but thats kind of like robbing Peter to pay Paul.

    I can see how it might work in some instances, but I feel it lacks punch. Best of luck with it.

    regards,
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    Originally posted by Knape97@Jan 31 2005, 08:26
    Would be better to build a 9th Company army (i.e. Scouts) You can get more scouts than marines for your points. They have the choice of Bolters or BP+CCW without taking assault squads / traits. AND... you can have scout bikes, and landspeeders.

    You can easily make that into a nice fluffy 9th Company, keep a hoard aspect of the army, and still have decent stats.
    [snapback]316610[/snapback]
    dont you mean 10th company?
    P.S. Blood angels rule, the anger lets us ignore wounds ...hehehe

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    Boiiing! Knape97's Avatar
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    Originally posted by dunno@Jan 30 2005, 22:31
    dont you mean 10th company?
    [snapback]316656[/snapback]
    Dammit... yeah. 10th Company

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    Senior Member Lamenter's Avatar
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    For a while I had a 1500 points army with 60 tactical marines and a cheap leader.

    This gave me 70+ marines and the army can work quite well but in most cases you lack the punch that the specialized marines give you.

    Even though I usually use 2 to 3 10 man tactical squads with heavy and special weapons I now also use 10 man Devastators (for the extra range and punch) and 10 man Assault marines (for the added mobility and tank hunting capabilities) and a Leader (usually chaplain or Librarian these days) of some sort with jump pack. This usually leaves enought points for a tank (vindicator or Whirlwind)

    This still gives me 50+ marines in 1500 points. But also adds enough specialists to be able to deal with almost anything.

    I would not want to use a Scout army, as they lack the special weapons.
    Shut up and play.

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    i would leave the jump packs on your assault marines. It will give you some mobility and spare the points on the sgt for a vet upgrade and a power fist. That gives you a good anti-tank weapon with some reach.

    also, definitely take trust your battle brother. the points are well worth it since you'll probably be seeing alot of close range combat and the extra attack is good.
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    Senior Member Lord Spanko's Avatar
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    Originally posted by Lamenter@Jan 31 2005, 03:42
    This still gives me 50+ marines in 1500 points. But also adds enough specialists to be able to deal with almost anything.

    I would not want to use a Scout army, as they lack the special weapons.
    [snapback]317046[/snapback]
    If I went with a scout heavy army I would put quite a few heavy bolters and missle launchers in it. at only 5 and 10 pts a piece they will not take away from your swarm idea. Also you might want to think about giving some special weapons or a heavy bolter to your tact squads. These weapons are cheap and will keep the swarm(ness). Also do not get just one vehicle as most armies will be able to kill it first turn.
    If you build a man a fire he will be warm for a night. If you set a man on fire he will be warm the rest of his life.

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    I have a space marine foot soldier army. I wouldn't call it swarm, because even the cheapest marine is 13 pts. I have around 40 scouts I use as well as some tactical squads and devastators. The major problem with this type of army is the lack of true swarm.... you can't afford to take a lot of casualties. So, you have to find a way to get your guys up to 12-24" bolter range without getting blown away.

    Also, it doesn't work against any fast/vehicular army that can outmaneuver you.

    I have seen guys use 6 5-man squads with heavy weapons and plasma guns plus three 5-man devastator squads with 4 heavies. They work against most things, except anti-marine armies like eldar.
    Jack of all trades, master of none.

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    Log
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    Well, i thought it was a good list. didn't do too bad in a tournament. I came 3rd out of 10 players, and I found out that amassed bolter fire works well.

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