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The Email PS: As I was building my Battle-Force, I was challenged in a new way. I could not choose how to arm my troops. They all have their pros and cons. Any advice? The Answer Give it a couple of months, then after you've gotten a feel for the army, you may want to look into some other options. When you get to that point, you might want to consider Techmarines. I'll give you a quick rundown about them and answer your questions so that you can make an informed decision at that time. You bring up a number of good points about them, so I'll follow the same order that you asked. Techmarines While it might seem tempting to add other things, don't. If you get him a bike, he'll leave the servitors behind, meaning that he won't be able to fix as well. If you get him a Thunderhammer or Power Weapon, you'll be inclined to have him use it instead of fixing your vehicles. If you get the servitors heavy weapons, you'll want to stand in place to use them instead of moving over and fixing a damaged vehicle. Think of this kind of Techmarine as an upgrade for your vehicles. It's a pretty expensive upgrade, but if you really rely on vehicles (especially shooting vehicles, since they are more likely to stay close together where the techmarine can get to them easily) it might be just what you need. Dread-Full Close Combat The Big Guns Servitors That wraps up Techmarines, I think, now let's have a look at your questions about equipping your models. Equipment Options Space Marine Tactical Squad: Bolters, chainswords, melta gun, plasma gun, missile launcher, and flamer. In the beginning of this series, I suggested arming each squad with a Missile Launcher, a Flamer and 8 Bolters. I chose the Missile Launcher and Flamer because I knew they would be included in the box and also they are free. Later on, it will be easy to change them out for other weapons, but these are a good start. The Flamer is really good at helping the squad just prior to close combat, as it will cover a lot of models and can cause some serious damage. The Melta gun is very effective at taking out even heavy vehicles or Monstrous Creatures at close range. The plasma gun gives good damage against heavy infantry (such as other Space Marines or the equivalent) but costs more and can injure the firer. The Bolters are the standard equipment for most of the squad. Even if they weren't required equipment for the squad members, I'd recommend them anyway. Good damage, good range, a solid weapon. The chainsword is primarily for the sergeant, who can use one to bolster his attacks in an assault. (You can also easily convert a chainsword into a Power Weapon for even more damage.) For your initial use, I'd recommend leaving the sergeant carrying a Bolter. Later on, you may decide that you want more close combat capability, but give yourself time to get used to the basics first. Scouts: Shot-guns, bolters, combat blades, heavy bolter, missile launcher. Shotguns are great at close range in preparation for assault. Combat blades are also good for assault. The Heavy Bolter and Missile Launcher are both good for longer-range support. Bolters are good for their flexibility. They can provide long-range firepower and provide short-range kick equal to or better than the shotgun, though you won't be able to charge with them. At least initially, I'd recommend Bolters and one of the Heavy Weapons. After you get used to the army, you might decide to re-equip them for close combat and give the sergeant a Power Weapon or Power Fist, or to specialize them more for long-range support and give them sniper rifles, but Bolters and a Heavy Weapon are a good compromise to start with. Assault marine sergeant: Storm Shield, power fist, power sword, power axe, plasma pistol, bolt pistol. I'd recommend starting this sergeant with a Powersword (or axe) and a Bolt Pistol. The others can be effective, but a basic loadout is the cheapest and best way to get started. Assault marines: Plasma pistol, bolt pistol, chain sword. While you can give 1 of the Assault Marines a Plasma Pistol, I'd recommend just keeping all of them with the standard Bolt Pistol and Chainsword. After you get used to them, if you think they need some additional firepower to soften up hard targets before they hit, then you might consider the Plasma Pistol. You'll notice that almost all of my recommendations have been for the cheapest and most basic equipment. There are two reasons for that. The first is that it gives you the most versatility and lets you try out the unit or model in different situations without getting too specialized. This will give you the chance to understand your units and how they work the best without messing about too much with equipment. The other reason is that the best thing you can give a Space Marine is another Space Marine to stand by his side and blast or hack away at the enemy. The more you spend on equipment, the less Space Marines you have to wield them. Once you have a really good feel for how your army works, you can experiment with equipment, just don't go too far. Think of the weaponry as a way to make them a little bit more effective at something. If you give that Assault Marine Sergeant a Powerfist and Plasma Pistol and a combat shield and melta bombs, he will have a lot of firepower. He'll also still be the same T4 1W model that he was previously, but will cost as much as adding two more Assault Marines to the squad. Except in a few, specific circumstances, you'll be much better off with 2 extra Assault Marines. If you enjoyed this, email me and let me know |