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Is there a way that Space Marines units can work together in a manner similar to Eldar units?
Or does the nature of Space Marines prohibit this, and the nature of Eldar units lend itself to teamwork.
Does anyone have any examples that they've used in battles that highly involved teamwork of two units, especially different ones.
For instance, I had a game this weekend that had my two Close Combat Scout Squads assault two units of Black Templar Crusaders no less than 5 times in total over the course of the game, only to be finished off by my Deathwing Terminators. It succeeded in my capturing of the objective, so it was a good day.
Obviously if there was antagonism between two chapters then it is unlikely that they would cooperate on operations. In fact this antagonism opens up the potential for marine v marine conflict!!
It also depends on what you mean by 'space marine units'? I've covered different chapters but if you look at a standard codex chapter ,the reserve companies act as support for the battle companies. I have a full battle company from my own chapter and they are well supported from the other reserve companies. I have two full squads of bikes (20 marines) friom the assault company.
1 full squad in land speeders (10 marines [5 speeders]) from one of the tactical companies,plus several squads of terminators from the first compamy. These are all technically from other units but I bring them all together for my games.
As far as I am concerned as long as you have agreement from your opponent and it is in the spirit of the game then off you go .:yes:
Whirlwinds pin, assault marines get a free turn to move without getting shot at from said unit. Good combo.
Raven Claws Space Marine Chapter........2500 points
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Use Infiltrating Scouts to charge the same unit that your unit of Assault Marines hits in the same turn.
Use Bikes to Turbo Boost over the hatches of an enemy transport, and then use Tactical and/or Devastator squads to force the passengers to disembark, killing them.
Use a model armed with a lascannon to kill a single Initiate in a Crusader squad, and then open up with as many heavy bolters/assault cannons as possible from a single unit (a unit of Devastators with 4 heavy bolters, or a Land Speeder Tornado Squadron would do best for this. Even a unit of Terminators with 2 assault cannons would do nicely).
Use a Vindicare Assassin to headshot an enemy unit's power fist just before you charge it with a Dreadnought.
There are lots of others.
EDIT: Now that I think of it, I might as well say it.
All armies in the Warhammer 40,000 game need to have their units work together to work properly. You don't have to use them in 'combos' like we've listed above, but each unit needs to work as part of the greater whole to achieve victory.
For example, a Devastator Squad. What does it do? It usually sits near the back of your deployment zone and fires upon enemy units and vehicles with heavy weapons. By doing this, it's serving the rest of the army. Without the Devastator Squads, a lot of the anti tank work would have to be done by Dreadnoughts or Tactical Squads, and these can both be used for other things. Without that one little unit of Devastators, the entire Space Marine army has to struggle, and it is in ways like this that units work together.
The Devastators pound enemy tanks and transports while your Assault Squads make their way up the field, looking to get into a favourable close combat fight. Your Scouts take pot shots at the side armor of tanks with thier missile launchers, while the Veteran holds a Teleport homer to ensure that your unit of Terminators lands safely and on target. Tactical Squads make their way up the field to get into Rapid Fire range with their bolters, giving your Whirlwind support in dealing with all of the enemy infantry, and helping the Assault Squads and Land Speeders to capture objectives.
As you can see, the way your units use teamwork isn't always as obvious as "Do this with unit X and then this with unit Y to produce affect Z". Oftentimes you'll find that your units are working together without even realizing it.
Last edited by Katie Drake; January 10th, 2007 at 00:40.
Hmm let me try to think of an example. I haven't played in a while to be honest, but from my understanding teamwork can be very helpful, but is not necessary with Space Marines to win unlike Eldar.
A small example, using space pups, can be too use a small squad of wolf scouts to tie up your enemies devastator squad for a turn or two, while your Rhino's can advance up the field in "safety". Using Storm caller on your Grey Hunter unit before rapid firing on the Templars 5" in front of you, then killing them in the resulting Zeal. Using Long Fangs to blow up a buggy, nail the orcs that come out, before charging with Storm Called Blood Claws with flamers. Things like those are simple, yet effective signs of teamwork.
Although I think the Marines power is being able to do almost anything they are set to do, not needing teamwork although it never hurts, unless your teammates name is Kharn the Betrayer, ten you turn and run. Although I did have a cool experience where I assaulted a buggy with scouts, holding it in place, and when it blew the men were destroyed.
:cry: OOPs sorry for that misunderstanding. I agree with all the other replies. All units in any army should be mutually supporting to get the best out of your force.
there are so many example how one unit complements another.
Chaplain and close combat units - Assault Marines or Assault Terminators.
Librarian with Fear of the Darkness and a Landspeeder (so that the units, once falling back cannot regroup and are 'escorted' off the table).
Any pinning attack (whirlwind, sniper scouts, Librarian FotA) complements Assault contingents. The shooty units of your opponent are pinnend, while your other units advance.
Tactical Marines complement pretty much everyone else. Sometimes I think people underestimate how strong/flexible these guys are. They can sit back and help out in a support like role or you can addvance them and help out your assault units.
Firedrake28 probably said it the best way, all your units in your army support each other somehow.
Shut up and play.
Just wanted to clarify this. Whirlwinds do not pin. Their Missiles either cause a template hit, or lay the mine which can cause hits if the opponent moves. No pinning check involved.
Whirlwinds, however, are wonderful when used in conjunction with other units. For examples, you first fire the Whirlwind as it should be the first thing you fire every turn. Then you shoot up the squad, if it fails its leadership check and it falls back, you roll to hit with the mines.
Along similar notes, whirlwind mines are excellent to dispatch skimmers as it hits their rear armor. By landing a mine directly on the skimmer the player needs to chose if he moves the skimmer, at which points if he's hit you have a chance of shaking/stunning the vehicle thus negating the shooting phase! If he doesn't move it, then you can try to penetrate it with normal shooting!
I've also used whirlwinds against templar players to great effects. For example you land the template. Then shoot them with scouts or any other unit. If they even have to take a leadership check well they are either running ahead or backwards! Either way it triggers your mines. You win either way
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