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How to better serve the Emperor(Space Marines basics for beginners)

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    How to better serve the Emperor(Space Marines basics for beginners)

    Congratulations recruit! You have been selected for Space Marine training!

    First you will want to know about how the resource system works, there are 2 resources for the Space Marines; Requisition and Power.

    Requisition (known as req from now on) is used to acquire everything from new Squads, buildings, vehicles, unit and weapon upgrades and heroes.

    Req is gathered by holding strategic points, critical points and relics. You can further build listening posts on strategic points and relics to both protect them from enemy capture as well as produce more req. Simply have a scout, Space marine, assault marine or terminator squad capture the point by right clicking on it, then waiting until the flag has been fully raised. You will receive a message indicating the point has been captured once this has been done.

    You may also research upgrades to increase the rate of req at a listening post once you reach tier 2, and once again once you reach tier 3.

    Note that the capturing squad can not move or return fire while capturing a point, so it is wise to keep an eye on them and protect them if you can. If you leave a point before it is fully captured, it will reset and you will have to start again from the beginning.

    Each captured point will give you +6 req(+6 req every 10 seconds)

    Power is used for most things, like heavy weapons, research, vehicles, heroes as well as some of the more advanced buildings. Power is supplied by power generators which can be built anywhere within your Building radius (explained later). You can have a maximum of 6 power generators per stronghold (or upgraded stronghold). Each power generator provides +10 power (+10 power every 10 seconds). If you find a slag deposit, you may place a thermo-plasma generator
    onto of it, giving +40 power. These will not count towards the 6 power generators per stronghold limit.

    You may research an upgrade to increase the power rate once you reach tier 2, and another to further increase it once you reach tier 3. This research is conducted at a power generator (not thermo-plasma).

    You start with 10 infantry population cap and 0 vehicle population cap (ipop and vpop from now on). You can spend money to research a 3 pop increase to either cap at the stronghold, up to a maximum of 20 ipop and 20 vpop. Sergeants add 2 maximum pop can to your current amount, so it is better to buy more sergeants than research the ipop. You get a 2 vpop allowance per Machine cult, there is no
    other way to get more, other than building more Machine cults or researching the vpop cap at the stronghold.

    *Special note

    You may also choose to sell any of your buildings if you don't want them anymore. You will recover 50% of their build cost if you sell them(delete). This can form the basis or the Chaos 3 minute PCM rush, covered in the basic strategy section. If you need to put a turret down to help with your base defense against a rush, you can just delete it later to recover some req and power.

    Now, time for you to learn about your buildings and the units they can produce.

    Tier 1
    This is the starting tech level, where you will hone your skills before movingon recruit.

    Stronghold:

    This is your main HQ and the first building you get. It is always free, but you can build another later in the game should you have sufficient resources. It projects a zone of control around it, meaning you can build other buildings
    around it.

    The stronghold always provides you with +20 requisition.

    You can build units from here(servitor and scout) as well as conduct research(pop cap) and upgrades.

    Tier 2 requires a Chapel-barracks and an armoury, tier 3 requires tier 2 and a Sacred Artifact and a Machine Cult.

    Servitors

    These are the builder units of your army, they are essential for both building your buildings as well as repairing buildings and vehicles when they get damaged. New buildings will become available once you go up the tech tree. Servitors are not armed(they can't fight back), but have a moderate amount of armour, so the can survive a few hits, though they will die quickly if they are focused on.

    Servitor can not only cue movement orders, but build and repair orders as well. Simply select the servitor, then select what you wish to build, hold shift and select where you want to build it. You may then either build another of the same
    type by simply selecting where you wish the new one to go, or select another type of building, hold the shift key again and chose where you wish it to be built.

    The structure will be dropped into position, but the servitor will build them in the order you specified. Repairs are conducted in the same manner. Select the servitor and right click on the units/structures you want repaired while holding
    down the shift key. If a unit or building is destroyed before the servitor gets there, they will continue on with the next item in the queued list.

    Scouts

    Scouts are an invaluable part of your army, they can serv many roles, but the most important one is often capturing points on the map(known as capping from now on). Scouts move quickly and ignore any speed reductions due to terrain, and can also lean the infiltrate ability, which makes them invisible to enemy units except for commanders(list of units later on). Infiltration is researched at the Stronghold.

    *A quick note of having scouts cap points.

    Time is a resource, use it well!

    Set the rally point of your scouts as the come out of the stronghold as the nearest strategic point. Once they are ready, they will move to the point and immediately start capturing it with no further directions from you.

    You can then further instruct them to go on and capture other points when they are done with their current orders by using the shift key. Select the squad and hold the shift key, then right click on the next point you wish them to capture.
    They will continue capping their current point, and as soon as they are done, they will move to the next point and begin capping that one.

    There is no limit to the amount of squads you can set orders for, and no limit on the amount of orders.

    A scout squad is often used to harass then enemy as well as finding out what race the other team is. Infiltration is useful here since they will not know what race you are, but you will know their race.

    Scouts can be upgraded with 3 types of heavy weapons(max of 2 heavy weapons per squad), Flamer, Sniper Rifle and Plasma gun. Scouts come with standard bolters and knives. You must have an armoury to give your Scout squads heavy weapons.

    Flamer- Is a flamethrower which does very little damage, but massive moral damage. Once a squad is at 0 morale, they are "Broken"(explained later) and will do significantly less damage to your squads. It always hits. Effective against anything with morale. No setup or reload time.

    Sniper rifle- High damage, long range rifle which cause good morale damage, and is often a one hit-one kill weapon(thereby inflicting even more morale damage) against infantry, though it is still effective against heavy infantry. Good against Eldar and Orks, since they are mainly infantry based. Has a 3 second setup time, and a 9 second reload time. If your units move or are disrupted during the setup time, they will have to setup again before they can fire. You can reload while moving/disrupted.

    Plasma- Good damage against infantry, very good against heavy infantry, best used against Space marine or Chaos space marine, though Eldar warpspiders, seer
    council and grav platforms(like brightlances) and Orks nobz are all heavy infantry as well. No set up time, can be fired while moving, though with less accuracy. Requires tier 2.

    Scout initially arrive as a 2 man squad, but can be reinforced to a maximum of 4 men. Scout squads take up 1 ipop.

    Chapel-barracks:

    This is where most of your infantry army will be coming from.

    This is the first building built as it provides you with the troops you will need to defeat your enemies.

    Space Marines

    These will be the backbone of your army, learn to use them well!

    The first unit to be available is the Space marine squad(sometimes referred to as a tac squad, or SM squad). They are available upon completion of the chapel-barracks. The Space Marine is the workhorse of the Space marine army,
    capable of almost any role once upgraded properly.

    Space marine squads can be upgraded with 4 different types of heavy weapons(max of 2 heavy weapons, can be upgraded to 4 max at armoury), Flamer, Heavy Bolter, Plasma gun and Missile launcher. Space Marines come with standard bolters and knives, and can be upgraded to have Frag grenades, which are effective against Infantry. You must have an armoury to be able to give your Space marines heavy
    weapons.

    Flamer- Is a flamethrower which does very little damage, but massive moral damage. Once a squad is at 0 morale, they are "Broken" and will do significantly less damage to your squads. It always hits. Effective against anything with
    morale. No setup or reload time.

    Heavy bolter- Longer range and higher damage and rate of fire than a normal bolter. has a 2.5 second set up time during which you must remain stationary. If you move or are disrupted, you will have to set up again before you can fire.
    Very good damage against infantry, best used against Ork and Eldar, as they have mainly infantry. Also good against scouts and cultists. Spot with an infiltrated scout squad to fire beyond normal sight range.

    Plasma- Good damage against infantry, very good against heavy infantry, best used against Space marine or Chaos space marine, though Eldar warpspiders, seer
    council and grav platforms(like brightlances) and Orks nobz are all heavy infantry as well. No set up time, can be fired while moving, though with less accuracy. Requires tier 2.

    Missile launcher- Excellent damage against buildings and vehicles, poor damage vs. infantry or heavy infantry. 2.5 second set up time, as with everything else, you can't move until the setup is done, or you will have to set up again before
    you can fire. Good against heroes due to the fact that it knocks them down, allowing for you to direct more fire at them. This is the main anti vehicle of the Space marines, other than other vehicles. Long range, outranges all base
    defenses(other than missile turrets). You can fire beyond a squad’s sight range by using a infiltrated scout squad as a spotter.

    Space Marines initially arrive as a 4 man squad, but can be reinforced to an 8 man squad, and once at tier 2, a sergeant can be added. Sergeants increase the squads morale and have the rally ability(resets morale to 100%), which can be
    used at any time, but requires it to recharge once used. This ability costs nothing. Sergeants can be upgraded via the armoury. Space marine squads take up 2 ipop.

    Assault Marines

    This squad excels at close combat(known as CC from now on), and has a jump pack to not only move quickly across the battle field, but to jump over obstacles and bad terrain. They are not as good at ranged combat as Space Marine squads, and cannot have weapon upgrades.

    Assault marines come with bolt pistols and chainswords, and can be upgraded to have Melta bombs which are effective against buildings and vehicles. Assault marines may not have any units attached to them.

    Assault Marines initially arrive as a 4 man squad, but can be reinforced to an 8 man squad, and once at tier 2, a sergeant can be added. Sergeants increase the squads morale and have the rally ability(resets morale to 100%), which can be
    used at any time, but requires it to recharge once used. This ability costs nothing. Sergeants can be upgraded via the armoury. Assault marine squads take up 2 ipop.

    Force Commander

    This is your first hero, He can take a lot of punishment and excels at CC.

    Hero's can be attached to squads to provide a damage and morale boost, though they can also be left unattached to give your squads more flexibility. The Force commander(known as FC from now on) will be a major focus of the majority of your battles, as he will be often used to counter the enemy hero.

    The FC can get a damage and HP upgrade at the Sacred Artifact, as well as learn the abilities Inspiring aura which gives infantry units a damage bonus and battlecry, which is a warshout which again gives infantry a damage bonus. These
    abilities are also researched at the sacred relic, which can be built once reaching tier 2. The FC can also use the Orbital bombardment ability once the orbital relay has been built, which calls down a strike on the specified are.

    The FC must concentrate on the area for 5 seconds, then another 7 seconds later massive strikes will blast the target area for 12 strikes over 30 seconds.

    This ability causes massive damage to buildings and vehicles, but minimal damage to infantry. The FC may be attached to a Scout, Space marine or terminator squad. The FC doesn’t take up any ipop.

    Terminators

    Available with tier 3 and control of a relic, these troops are the finest examples of Space marines. They have extremely thick armour and they all come equipped with power fists and storm bolters. They can be upgraded with 2 heavy weapons, a choice from either heavy flamers or assault cannons. Heavy flamers are the same as normal flamers but do more damage and more morale damage. The assault cannon is the same as the others of its type. They can be teleported to any spot on the battlefield that you can see when they are ready.

    They can also be equipped with teleporters(research at the orbital relay). A common tactic is to Deepstrike them into your base, reinforce them to their max squad size the put the back into the chapel-barracks ready to be deepstruck again. Terminators are very effective either at range or in CC. They are quite slow, so they can be vulnerable to hit and run, and the lack of a sergeant can make moral a problem.

    Terminators arrive at a squad size of 4, but can be reinforced to a maximum size of 8. There is no Terminator sergeant. They take up 4 ipop.

    Assault Terminators

    These are the CC specialists companion of the terminators, they have no ranged weapons, instead having Thunderhammers and Stormshield and very heavy armour.

    This gives them a defensive bonus in the form of damage reduction. They have no weapon upgrades and are just as slow as normal terminators. Their stormhammers will stun vehicles however. They also require tier 3 and control of a relic.

    They can also be equipped with teleporters(research at the orbital relay). A common tactic is to Deepstrike them into your base, reinforce them to their max squad size the put the back into the chapel-barracks ready to be deepstruck again. They are quite slow, so they can be vulnerable to hit and run, and the lack of a sergeant can make moral a problem.

    Assault Terminators arrive at a squad size of 4, but can be reinforced to a maximum size of 8. There is no Assault Terminator sergeant. They take up 4 ipop.

    Now you know about your troops, you can learn how to use them and make them better!

    Queuing units orders and waypoints

    You want to move your troops with as little time spent as possible right? So give them orders step by step. Simply select a unit and hold the shift key down then tell them where you want them to go. Right click a location and they will move there as usually, but if you hold the shift button down and click another point, they will continue moving to the original location and only begin moving to the new location once they have reached their original destination.

    This can be useful if you want your units to move around things like negative cover, or if they are on the way to support your allies or the rest of your army, you don't want them to move through cover(it will slow them down) if there
    are no enemies near them.

    As explained in the scout and servitor sections, you can even queue up capturing points and move orders with attack orders.

    If you tell a unit to attack another unit, then hold shift and tell them to attack a different unit, they will fire on the enemy unit until it is destroyed and will then immediately switch fire to the next unit you selected.

    Should the first unit run however, your unit will follow them in an effort to destroy them, even if they have to run past 20 bolter turrets to do it. They will not switch targets until the first unit is destroyed.

    You may also cue attack orders on buildings, which is far safer as they tend not to move(Except for the Eldar). This is useful if you wish to hit and run, tell a missile squad to attack a building then cue a point behind your lines. They will run up and attack the building, then run back to your army, hopefully dragging the enemy into your well prepared and fully dug in army.

    This can allow for a co-coordinated attack from multiple fronts or quick feints as well as easy recon. Keep queuing in mind when capping points, as you can tell them to catch up the rest of your troops by using queuing commands!

    You may add to the queued list at any time by selecting the unit again and holding shift and issuing addition orders.

    Armoury

    This is where you conduct research to make your troops better, and once you have an armoury and a chapel-barracks, you can upgrade your stronghold to a monastery(tier 2).

    The first upgrade is heavy weapons, which allows your Space marine squads to have 4 heavy weapons per squad rather than 2.

    The second upgrade is to increase the accuracy of your Space marines(1st accuracy upgrade)

    There is another accuracy upgrade once you get tier 2

    The third upgrade is to increase the health of the Space marines(1st health upgrade)

    There is another heath upgrade once you get tier 2

    There are also upgrades for the sergeant here, one gives all sergeants as well as the FC and librarian a plasma pistol.

    There are 2 other sergeant upgrades. The first gives them(not the FC or librarian) a power sword to replace the chainsword they usually have, and the second gives them a power fist to replace the power sword.

    Overwatch

    This is not a unit or an upgrade, but it is very important recruit!

    This is a way to fill out your Squads without manually clicking on them. Overwatch can be started by Right clicking on either the add squad member button of a unit(the gold plus sign), the desired heavy weapon for a unit, or even a certain Infantry or vehicle type in the barracks, Machine cult, Sacred Artifact or Orbital relay.

    Anything on overwatch will continue producing what you told it to until you either run out of resources or the Squad cap, heavy weapon cap or ipop/vpop cap is reached. If you run out of resources before the cap is reached, overwatch
    will simply idle until you have enough resources, then it will begin again. If you hit the cap, i.e. max number of troops in a squad or your current vpop, Overwatch will turn off. Should you lose a squad member or similar, you can turn overwatch back on in the same fashion as before.

    Overwatch can drain resources very quickly, so use it with care! If you wish to upgrade something but can't get enough resources, Use the pause overwatch button near the minimap. This will cause ALL overwatch commands to idle. You may restart overwatch by clicking this button again.

    Overwatch is Handy as you can concentrate more on maneuvering your army, but use it wisely recruit! There is no point depleting your resources just before you will need your HQ upgrade!

    Listening posts

    These can be built on a captured strategic point or relic. The cost 100 req, but give 50 req back once they are finished building. They also prevent an enemy from capturing the point until they have destroyed the listening post(know as LP from now on) and give +6 req. LP's can be upgraded to have guns, and this will also give you a req increase of +6 per upgrade.

    There are 2 upgrades available, the first giving it a gun, the second increasing it's HP as well as a better gun. You may also research req upgrades at a LP.

    LP's also project zone's of control around them, just like a stronghold, which means you can build additional structures near them.

    Skull probes

    Skull probes can be built from LP's, and have one basic use, which is as an expendable scout. They degrade over time(rather quickly) so send them where you want them to go, or have them stand near an Apothecary(they will regenerate
    their heath when near an apothecary). These units can also be attached to squads to increase their sight range.

    Skull probes can infiltrate just like scouts, and have the ability to self destruct and stop building activity for a short period of time. This ability appears not to work on turrets or LP's.

    They build very quickly and cost only 25 req, so they are very viable as quick scouts to see into your enemy’s base for short periods of time. They take no ipop.

    Power generators

    An essential building for the Space marines, especially if you get to tier 2, these provide you with power to make your units and structures. They cost 165 req, and give 50 power back once completed, but no req. You may also research
    power upgrades here.

    Thermo-plasma generator

    Basically a really big power generator which can be built only on slag heaps. It gives +40 power, but the cost and placement restriction often make it unviable.

    You may not conduct research from these, but they will benefit from any research that you conduct at your normal power generators.

    Heavy bolter turret

    These are stationary bolter emplacements. it comes with a twin linked heavy bolter. These are usually used for last ditch defense, especially against Orks. The req and power is almost always better spent on upgrading a LP, or even another squad.

    You can then run your squads around the upgraded LP.

    The twin linked heavy bolter can be replaced with a twin linked missile launcher for 50 req. This is useful against vehicles, but is still inferior to another squad.

    Minefields

    Useful to prevent units getting into your base unnoticed, as they will be revealed if they trigger the minefield. also handy for placing in cover or along the route you think an enemy might try to flank you. only commander units can see minefields(and units that have triggered them, they can see them as well).

    Tier 2
    Once you get tier 2(upgrade the stronghold), the Machine cult and Sacred artifact become available.

    Now we get vehicles and more upgrades for our troops recruit, this is often the turning point in longer games!

    Machine Cult

    This is where the Space Marines build their vehicles. there is only one upgrade to research here, and that is the smokescreen for the rhino transport.

    Rhino transport

    This little vehicle is unarmed and lightly armoured and can transport 1 unit of Space marines. The smoke screen can be used to give any unit standing in it a 50% reduction from ranged attack damage. This is of very little use. It costs 2
    vpop.

    Landspeeder

    A fast unit that ignores terrain speed reduction. It has a twin linked assault cannon and a twin linked stormbolter. It has relatively little armour, but is fast and can jump(like assault marines). Also quite cheap and quick to produce. Very good against Ork and Eldar(infantry), OK against Space marine and Chaos space marine. It takes 2 vpop.

    Dreadnought

    Ah, the much vaunted Dread, Awesome CC damage, upgradeable with either an assault cannon or twin linked lascannon (lascannon requires tier 3), loads of HP, all yours for the bargain basement price of 2 vpop.

    Note that they are slow and that upgrading them will halve their CC damage. They can be deep struck once you have an orbital relay(tier 3). Requires loads of power(405!) and a relatively slow build time. Can also be built in the orbital
    relay. The assault cannon is often a good choice against Eldar due to the fleet of foot. It takes 2 vpop.

    Hellfire Dreadnought

    A dread with an assault cannon and a missile launcher. Has no CC ability, but it's much cheaper. It's also slightly weaker(less HP). Same slow speed though.

    It can upgrade the assault cannon to a twin linked lascannon(lascannon requires tier 3). Not used much except when you can't afford a normal Dread, but need more HP than a land speeder. It takes 2 vpop.

    Whirlwind

    Artillery tank, best accuracy on artillery after the prism(which never misses). Good range and doesn't require line of sight, but will be less accurate if you can't see your target. Massive range. Will throw infantry, causes ok damage, but HUGE morale damage. Good for blasting troops from out of cover. If your opponent turtles, this can outrange his defenses encouraging him to come out and play. It takes 2 vpop.

    Predator

    General purpose tank, autocannon on top and a twin linked bolters on each side. The autocannon can be replaced with a twin linked lascannon, the bolters can be replaced by lascannons. Expensive, but very tough and relatively quick. VERY expensive if upgraded to lascannons. Use unupgraded for infantry control, upgrade to lascannons for anti-vehicle duties, or you can strike a balance and mix and match.

    Personally I like to upgrade the autocannon to twin linked
    lascannon and leave the bolters as they are. Requires tier 3. Takes 3 vpop.

    Land raider

    The largest of the Space marine tanks, has a twin linked lascannon on each side, and a twinlinked bolter on top(the lascannons on the Landraider do better damage against infantry for some reason). Can transport any infantry, even terminators. Has machine spirit which reduces damage taken, but slows the land raider. This ability must be manually activated and must recharge before reuse. Requires tier
    3 and control of a relic. Takes 5 pop cap and lots of resources.

    Sacred Artifact

    This is the building to research commander upgrades and build the Librarian and apothecaries. Also required along with machine cult for tier 3.

    Apothecary

    The units have a healing aura which surprisingly enough heals units. It increases the regeneration rate of nearby friendly infantry. It has no ranged damage, but has decent CC damage. Not a lot of HP though. It can spot hidden units and minefields. You may only have 4 apothecaries on the field at any one time.

    Apothecaries may be attached to a Scout, Space marine or terminator squad. It takes no ipop.

    Librarian

    The second Space marine hero, he is a "Psycher", he has powerful psychic abilities. He is competent in CC, but is mainly used for Word of the Emperor and smite.

    Smite comes free when he is built, but Word of the Emperor and weaken resolve must be researched at the sacred artifact. Smite will cause minimal damage and throw infantry units. WotE makes infantry immune to death for a short period,
    Weaken resolve lowers enemy morale. He can also spot hidden units an mine fields. The Librarian may be attached to a Scout, Space marine or terminator squad. He takes no ipop.

    Commander upgrades 1 + 2

    This increases the HP, damage and the recharge rate of their abilities of the FC and the Librarian(both upgrades increase HP, damage and rate of recharge for abilities).

    The other research here is the commander abilities, Inspiring aura and battlecry for the FC, Word of the Emperor(WotE) and weaken resolve for the Librarian.

    Inspiring aura gives the FC an aura which increases nearby infantry damage(this is a passive ability and is always active)

    Battlecry further increases nearby infantry damage(this must be triggered and must recharge before you can use it again). This requires tier 3.

    WotE, when activated will make all nearby friendly infantry immune to death(they still take normal damage, but will remain at 0 HP until WotE wears off. This last about 30 seconds. This ability must be triggered and must recharge before use again. This doesn't make the Librarian immune to death, and if he is killed, the effect will end prematurely for anyone who it was affecting.

    Weaken resolve attacks the morale of an enemy unit. This spell must bet triggered and aimed at an enemy unit. This ability must recharge before it can be used again.

    Tier 3

    Once you get the tier 3 upgrade, called a fortress monastery, (which requires the tier 2 upgrades and a Machine Cult and Sacred Artifact) the Orbital relay, terminators, assault terminators, landraider and predators becomes available.

    Orbital relay

    This building allows deep striking, which is where a unit is loaded into the relay and once it has charged, the unit may be placed anywhere onto the battlefield that you can see. Tanks(predator and land raider) may not be deepstruck. Dreads and infantry(even builders) may be deepstruck. The orbital relay also allows the FC to use the orbital bombardment ability.

    Dreadnoughts, Hellfire dreadnoughts and Space marine tactical squads may be produced here as well, and will be ready to be deep struck upon completion. Space marine squads are produced as per standard(4 men, no heavy weapons) at the standard cost. You may deep stike the units into your base to upgrade weapons and add personel and then load them back into the Orbital relay just as with the Chapel-Barracks.

    Strategy

    Morale, Cover and Broken squads

    Use cover whenever possible, light cover gives a 25% reduction against ranged damage, heavy cover gives a 50% damage reduction, this can be game turning. If your enemy is in cover, try to outrange him by using infiltrated scouts and
    heavy bolters or missiles, throwing grenades, using assault troops, artillery if it's available, anything to avoid the horrendous losses you will take. Units in CC will also get damage reduction almost equal to light cover.

    Broken squads move 20% faster (1.2 modifier) and take an 80% accuracy penalty (.2 modifier). They do not take more damage (what people are probably noticing when they find their broken units die is they're no longer killing enemy units,
    so enemy firepower stops decreasing).

    3 types of cover, light heavy and negative

    Heavy cover: 50% ranged damage reduction, 25% move speed reduction, double moral regen

    Light cover: 25% ranged damage reduction, 10% move speed reduction, 1.5 times moral regen

    Negative cover: 10% increase in ranged damage taken, 20% move speed reduction.

    Units in CC have 23% ranged damage reduction, and 90% ranged moral damage reduction.

    Stolen from http://forums.relicnews.com/showthread.php?t=48125 Thanks Gammadion.

    The rule of 10/10

    Get your ipop to 10/10 as soon as possible, then worry about filling out your squads(i.e. 3 squads of 4 rather than 2 squads of 6), this gives much better flexibility as you can outmaneuver your opponent. Please see Perp's nightly
    lessons learned for more fantastic info.
    http://forums.relicnews.com/showthread.php?t=39290

    Avoid putting units on ranged stance as units using ranged weapons while being attacked in CC have their accuracy reduced to 1%.

    Try to finish off any squads you engage, if you let them run, they will come back at an inopportune moment.

    If one of your squads breaks, run it away and put it in the best cover you can find, as soon as they are right again, bring them back into the fight.

    Build orders

    There are 2 common SM build orders:

    2 scout, 3 Space marine and FC

    Cue Scout, Scout, Servitor
    1st servitor build barracks
    scouts cap nearest points,
    2nd servitor helps with barracks build.
    MS
    Both servitors LP nearest point
    FC
    Keep capping point with scouts and build your LPs
    MS
    MS
    Power generator
    Armory
    Either fill out squad numbers or go HQ upgrade for tier 2, depending on
    situation and enemy.

    This gives more HP but requires more req, and you cap your points slower then he does, but you will have a firepower advantage with the extra marine squad, as well as the versatility to go an assault squad instead of the 3rd marine squad.

    or the 4 scout, 2 Space Marine and FC

    Scout, scout, scout, serv, scout
    Scouts cap points(or harass if that's your thing)
    1st Servitor build barracks
    2nd servitor comes out as barracks is done, both serv's then LP the nearest
    point, and continue
    FC
    MS
    MS
    Power gen
    Armoury
    Either fill out squad numbers or go HQ upgrade for tier 2, depending on situation and enemy.

    This is the one that I favour, you can get your points capped nice and quick and have something to effectively tie up enemy troops in CC with, as well as some nice Snipers when you get that armoury and a good supply of FC body guards.

    Either way, put your FC in a scout squad and set the to assault and attack stances, then have your marine squads and scout squads stay back. Once you engage the enemy, have your squads fire at the other squads as they will
    probably attack your squad with the FC in it. Since they only have a 1/5 chance of hitting your FC, you will almost always come out on top, and reinforce the scout squad with the FC if some die.

    If they are good, they will try to tie your marines up in CC to stop them firing, this is where your maneuvering skills(dancing) comes into play. There is no real way to learn dancing other than practice and watching replays.


    Commander units

    This is a list of the unit who will see through infiltration, remember, this can work both ways, your command units will be able to see enemy infiltrated units.
    Thanks Vertigo.(this list stolen from
    http://forums.relicnews.com/showthread.php?p=670829 )


    Space Marines:

    Force Commander
    Librarian
    Apothecary

    Orks:

    Warboss
    Big Mek
    Bad Dok

    Eldar:

    Farseer
    Seer Council

    Chaos:

    Chaos Sorc
    Chaos Lord

    A listing of all of Vertigo's by the numbers threads and what they contain

    http://forums.relicnews.com/showthread.php?t=48290

    Very useful for an explanation of why something works against a certain enemy.
    Thanks again Vertigo, you are my numbers hero.

    Basics against other races

    Vs Space Marine

    You probably have a good idea what unit's he has by now, so this is often about taking a good position and good micromanagement(micro from now on) of your troops. If you can surprise him somehow, you can often get the upper hand
    quickly.

    Things probably won't be decided after the first showdown, so if you won it, keep the pressure on, harass him into his base, but don't take to many losses. If you are starting to lose unit integrity from the long chase, stop and consolidate your position. There is no use giving up your advantage by throwing units at him piecemeal.

    Tech to tier 2 for plasma to use against his marines, and missiles to use against buildings, hang around near his base, take the critical points with your scouts. If you lost some scouts(or even a SM squad, try to replace them with an
    assault marine squad, their superior maneuverability and CC will almost always give you an edge over standard SM squads.

    Make sure to get the frag grenades, their damage might seem paltry, but it helps, especially when he needs to set those Heavy bolters up again.

    If you've lost, run away at an angle so you can at least fire back at him, retreat one squad while another squad covers you, that way you'll have more time to rebuild our forces and you might even turn the tables(his squads are all moving, either giving them an accuracy penalty or making it so they can't fire, while your are moving away and 1 squad is standing still, firing at full efficiency). This is know as a tactical withdrawal(called bounding overwatch if you are advancing), and usually lets your troops retreat in good order.

    Once again, tech to plasma, and if you can spare it, send a scout to check if he has any points not LP'ed. This can either turn into an all out infantry war, or a tech to dreads, either way, surprise and good micro will usually win the day.

    Consider going landspeeders with missile squads, you should be able to attack earlier than him, maybe even before he has a dread(which is what the missiles are for, just in case).

    In either case, try to take his barracks or power generators out first if you get a chance to touch his base, and watch out for a sneaky servitor running away to continue the fight elsewhere if he still has a force out and about and you're
    in or near his base.

    Vs Chaos

    Basically the same as space marine, but I would suggest flamers here followed by plasma, chaos regroups at 150 morale, SM regroups at 50. That -80% to accuracy
    is gonna hurt, and you can easily negate their numerical superiority.

    Your scouts should be able to own their cultists until the cultist get grenade launchers, when they do, I would suggest you move your scouts to the rear, and try and lead the cultists on a merry chase until your marine squads have dealt
    with their treacherous brethren and can lend a hand.

    It is important to note that the Chaos lord is stronger than the FC here, so attaching him to a scout squad is vital if the FC is to survive.

    Should you get pushed back with some scouts intact, try and drew the chaos forces on a merry chase and send scouts to decap their unLP'ed points, chaos is quite slow on the req front early, and this will hurt. If you can pop a force labored heretic or 2, all the better.

    Should they try a possessed rush, you simply need to keep cool and attack their base(if you are seeing the possessed at about the 3 minute mark, they have sold their HQ and barracks), all you have to do is destroy their sacrificial circle
    and a power generator and its game over. You might also try to dance them around, but the horror squad will make that difficult. Go for their base, you'll get theirs before they get yours.

    Vs Orks

    This generally isn't fun. If you can beat off the early rush and tech to missiles, it's often game over for the orks, but getting to this stage can be difficult. You will want to upgrade a LP in your base, then lead the orks to it as you make a tactical withdrawal, always trying to thin out their numbers.

    Once you get back near your base and they see the upgraded LP, they might break off, but it's not likely. If they don't, turn it into a Benny hill scetch and run your troops around the upgraded LP for their daily exercise, hopefully keeping your men out of CC while chewing up the orks, when they retreat, follow them and chase them back into their base, but don't follow. The guns that they have on every building will make it not worth it even should you take a few out.

    Consolidate your position and tech to missiles, 'cause you know wartrakks are coming(granted you can be in for a nasty surprise if they aren't, but we can deal with that). Get a Machine cult up if you have the req to spare(I know it's
    hard, but it's worth it) then get some landspeeders out. Yes, landspeeders, it's not a typo. Landspeeders own infantry, and can't be forced into melee like heavy bolters can and can be produced very quickly as well as gun down anything that
    tries to run.

    It also handily deals with the rare occasion that 'trakks don't appear but you get mobbed by more infantry than you can poke a lascannon at.

    If you are having trouble with Nobz(either leaders or squads), plasma is very useful as the nobz are heavy infantry, often getting the plasma pistol upgrade can be enough to make short work of them without sacrificing an heavy weapon
    spot.

    The main thing here is to survive the rush and try not to get bogged down.

    Vs Eldar

    You should be able to hold these guys since they are pretty much the same as orks but more expensive. They will almost certainly have a squad of warpspiders(who will eat your scouts for lunch and there isn't a lot you can do about it) and a banshee squad or 2(depending on how many guardians they have). Banshees will destroy marines in CC, so you will have to figure you how to deal with that, I would suggest flamers(if you can get them) and some good micro, since Eldar don't really have a counter to this.

    This is the difference between holding the field and ceding control of the criticals. You should probably win your fight against the farseer, and if she tries to dance you around, switch targets to the banshees(the warp spiders will simply 'port away). Constantly threaten the farseer so as to keep her out of the fight, if you can have some infiltrated scouts that were held back come in from the back or sides once the farseer is engaged or busy, they can cause the WS's
    problems, especially if you have previously forced them to use a jump. Lock them into CC then hit overwatch on your scouts and concentrate on the main battle.

    With the banshees broken, they should fleet of foot it out of there, then you can take any points left in the middle and then pump assault marines out, support them with tac squads and finish them. You will want assault squads to you can quickly tie up the Reapers that they are sure to get before they chew you're marines to bits. Melta bombs just make base disposal all that much easier.

    If you didn't get flamers in time(likely) and were forced to retreat, do the same as against orks. The Eldar will likely chase you down with fleet of foot, but this reduces their accuracy, so you will take minimal damage. Run them
    around an upgraded LP until they leave. Now you would normally tech to a Machine cult and vehicles right?

    Wrong! The Eldar can and will have brightlance platforms out by now which will make short work of any vehicles you field(though some artillery might do alright here, you can get better results for your resources elsewhere).

    Now is the time to pop out a Sacred Artifact. Get 4 apothecaries out and attach them to your squads, then get a Librarian out. WotE will be extremely useful here, especially if they have dark reapers out, if you can get inspiring aura as
    well, all the better. You will want to time this well, because if you leave it too late and they get Fire Prisms out, you are going to have a very difficult time (though a heavy presence of assault marines with melta bombs will make it easier).

    Try to engage all of their units in CC, as you will have a distinct advantage(assault marine beat banshees and own dark reapers, and if he is trying for Fire prisms, he will have mainly dark reapers). Remember that Assault marines can still jump when entangled, but can't move until it has worn off, if
    nothing else, have them jump to a building and attack it.

    Keep in mind that warpspiders, seer council and Grav platforms are all heavy infantry, and thus plasma will net you better results against them.

    Teamplay

    There will often be less rushing, simply because there can be twice as many units to defend against it. Therefore you can expect to get your tech quicker and will see higher tier units than in 1vs1.

    Coordination leads to Victory!

    You have an unbelievable amount of firepower available to crush your enemies with, use it effectively! There is no point turning it into 4 1vs1's. You need to concentrate your firepower.

    Now we can consider what sort of firepower we need. If you have an Ork ally, there isn't much point specializing in CC units is there? They have already got that covered, give them some nice ranged cover fire(like heavy bolters), and then tech to anti vehicle squads and vehicles(missile squads to deal with enemy walkers, and dreads for general all purpose carnage).

    The opposite stands for the Eldar, don't expect them to hold the line for you while you stand at the back! Break out your assault marines while the Eldar have some dark reapers or warpspiders supporting you. If you plan on Later game
    though, Holding back is what you should do, since the Eldar player will likely have Fireprisms, which will mess up any attempt at CC.

    If you can quickly punch a hole in their lines and cause havoc in a base, that will put not only that player behind, but their entire team! That works the same against you however, if your team-mate is being attacked, help him!

    This brings us to a very important function; The ping button.

    (Perp covered this well in his Nightly lessons learned thread, so I'll just steal it, read the thread if you haven’t already.)

    Become familiar with the use of the ping buttons! There are 2 ping buttons to the bottom left of your mini map. The green one activates the ping (just click the green one, then the spot on the mini map you want to ping), and the grey one
    toggles the ping from "ALL PLAYERS" to "TEAMMATES ONLY".

    To have your ping say "Attack here!", "Defend here!", "Gather resources here!", etc. RIGHT CLICK on the green ping button. This will cycle you through all of the ping commands.

    Team communication

    Voice is often far more efficient then typing, and anything that allows you to spend more time on your army is good. The two main programs which I have heard getting good reviews are Teamspeak and Ventrillo.

    http://www.goteamspeak.com/news.php

    http://www.ventrilo.com/download.php

    This is only useful if you regularly play with the same group of people. I use Ventrillo and can say that it works very well.

    Late game tactics

    Surprise is a Key element to Victory!

    Space Marines have possibly some of the best late game mobility with the Orbital replay. Yes, Eldar can jump and are quick, but they have a limited distance and speed. With the Orbital relay and deepstrike, you can place your units anywhere on the map almost instantly.

    A tactic nicely summed up by Perp called:

    The Dread Shuffle

    This is a late game tactic, but I find it very enjoyable . What I do is build a mech center right next to my Orbital Relay, and waypoint the mechs so they walk right up to the OrbRelay. Both the Mech Center and the OrbRelay spam out Dreads as fast as they can so that there are 3 dreads in the Relay, and 3 dreads ready to hop into the relay.

    When I make my drop with my dreads, I immediately load the next 3 in, for a quick second wave. From this point on, if I wipe out an opponent (in big Multiplayer games) I end up walking my damaged dreads back to the OrbRelay,
    where my servitors are still waiting, for a quick heal and reload. This way, no matter if I am at the 20/20 mech limit, I always have fresh dreads anywhere on the map. I call this the Dread Shuffle, and prefer to be able to drop my dreads
    into battle then walking them in (their so dang slow!). BTW- I usually build my OrbRelay somewhere near the center of the map, as kind of a forward base, with a mech center nearby. I hotkey the Mech Centers as 3 and 4, with the OrbRelay as 5
    (1 is Servitors, 2 is barracks).

    Note that you will need a line of sight for your Troops to strike into, thus an infiltrated Scout unit or Skull probe does the job nice and cheaply.

    (once again stolen from Perp's nightly lessons learned)

    Another common late game tactic is to attach the FC to a terminator squad and deepstrike them from the chapel-barracks into the enemy base and use Orbital bombardment. This is quite devastating, and the only real defense against it is to keep your base free of infiltrated units or lots of missile turrets(the missiles will hit the FC, knocking him down and interrupting the Orbital Bombardment). This is best used during a battle as it can distract him enough to let your infiltrated units in (there will be no units capable of seeing them around, they will be fighting), and he will be concentrating on the battle rather than his base.

    On Assault marines:
    Yes, the two uses of the most underused or underestimated unit in the space marine roster....

    1: Butcher the enemies heavy weapons, or used as a CC screen for flamers and heavy weapons.

    2: To harass and generally make a nusence of themselves in the enemy backyard. With jump packs and melta-bombs they can strike from unpredicted or undefended areas. They can take down upgraded LP's with 2 meltas or they can take them down with 1 and maybe 1-2 casulties from the post. With the speed of movement and jump ability they can do several attacks and decap several points before the enemy can react.

    Also can be used to force the enemy to abort there rush to defend there base or suffer the destruction of several power generators or barracks/machine cults/pits/support portal.

    With several striking from different locations you can setup a "ping pong" effect with there army as you hit them from one side then fade away when they counter-attack only to attack from the side they just left. All the while using those melta bombs to bust up juicey targets.

    Assault marines also hold up well vs. orks, if they're not terribly out-numbered that is.

    Though alot of this should apply to any patch, this was written as of patch 1.10.

    Thanks to Firaya for the proofread, Andaius and Firaya for pointing out stuff I forgot, Perp for Nightly lessons learned(read the damn thread already people, there's good stuff in there!), Gammadion for the cover and morale numbers and Vertigo for the numbers on almost everything else, and Moe for the general kick in the arse to write this.

    Special note of thanks to Ir0nClad, one of the best SM players out there that I've seen. If you can get a hold of his replays, watch them, they are always excellent.

    Venerate the Immortal Emperor
    Last edited by Drasius; 21st Mar 05 at 9:47 PM. Reason: Fixed Link to Nightly lessons learned
    Knowledge is knowing a tomato is a fruit, Wisdom is not putting it in a fruit salad.

  2. #2
    Darkone_1
    Guest
    Wow.....

  3. #3
    Thrik
    Guest
    Very good thread. I've been playing for a while now, but there's a few bits here and there that I hadn't really picked up on before. It's definitely good to have a nice, long resource like this for basic skills.

  4. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #4
    Gimme your lunch Moeney! Moe's Avatar
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    Thread stickified. Thanks a lot for doing this Drasius, and thanks to everyone who contributed. You may continue to discuss this and add new things to the post, I'm sure Drasius will edit his first post accordingly.

  5. #5
    TheBlackGobbo
    Guest
    This is a great post!!!! I just have to say WOW... i tried out the 2nd build against a high ranking marine, and to my surprise.... i won. I tried out both ways (harassing an capping points) and i found that harassing really put pressure on the other player real quick. and who wouldve thought that attaching a FC to a scout squad would be useful

  6. #6
    Huzzah! internet access from work(600km form where I live), though it is very limited, I'll check when I can. Thanks for the kind words so far, as Moe said, all suggestions welcome.

  7. #7
    On Assault marines:
    Yes, the two uses of the most underused or underestimated unit in the space marine roster....

    1: Butcher the enemies heavy weapons, or used as a CC screen for flamers and heavy weapons.
    2: To harass and generally make a nusence of themselves in the enemy backyard. With jump packs and melta-bombs they can strike from unperdicted or undefended areas, they can take down upgraded LP's with 2 meltas or they can take them down with 1 and maybe 1-2 casulties from the post. With the speed of movement and jump ability they can do several attacks and decap several points before the enemy can react.

    Also can be used to force the enemy to abort there rush to defend there base or suffer the destruction of several power generators or barracks/machine cults/pits/support portal. With several striking from different locations you can setup a "ping pong" effect with there army as you hit them from one side then fade away when they counter-attack only to attack from the side they just left. All the while using those melta bombs to bust up juicey targets.

    Also Assault marines hold up well vs. orks if they're not terrible out numbered that is.

    On the Librarian:
    the Librarian...he has a FORCE weapon, he has a chance(although small) of killing a unit outright. (At least thats what it says in the manual.)

    On the Orbital Relay:
    Also take note, the orbital is like a mini-chapel/cult, you can make both dreads and marines out of it as well. They will be added into drop pods right away. However be aware that the squads will be the normal 4 man, with no upgrades. You can drop them next to the orbital and add memebers and weapons then send them back in.

    Another note worthy occurance, Terminators can be put in drop pods via the orbital relay OR put back in the barracks to deepstrike. So you can deepstrike in your base with the terminators, then add memebers and weapons as needed then put them in either building. So i think you can have 4(?) deepstriking units and 6 drop pod deployed units. Remember dreads take 2 spots in the orbital!

    Thee above i snagged from my post on white_dragonz thread but it seems to have died, but are relivent to this one and this post is sticky so i guess will help more people.

    Also by the way you say the Assault Terminators have "stormhammers and stormshields" in fact they have Thunderhammers and Stormshields

    Otherwise most "Exellent"(In your best Mr. Burns from the Simpsons.)
    Last edited by Andaius; 29th Nov 04 at 6:58 PM. Reason: typo

  8. #8
    SethMace
    Guest
    Nice, thx for help!

  9. #9
    DarknessFalls
    Guest
    hey, first post now, i just been reading alot.. im a dedicated space marine player.. and some of the things you pointed out are so obvious.... but they never crossed my mind...

    such as deepstrikin terms into your own base attaching a FC and getting another 4.. upgraing guns etcv.. then put them back in the chapel.. its so simple.. but i just never thought of it... 4 games won thanks to this method..

    Awesome tactics.. :werd:

  10. #10
    DeathGuard
    Guest
    Nicly Done. i read it a couple times if you edit anything on it can you put a post of what was edited or just the area alot to read :P
    Good Job.

  11. #11
    @ Andaius

    I will edit it in now(Except the librarian bit, I would like to stick to proven facts until someone can show it happens, then I will gladly eat humble pie), though I'm not sure where, and thanks for the catch on the thunderhammers, it'll be edited in now as well.

  12. #12
    Member
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    One note: You did make it explicitly clear that Eldar Platforms are Heavy Infantry (which all too many people do not know), but I would like you to add in one thing:

    As such, Platforms are suprisingly vulnerable to Sniper Rifles.

    This has killed me (as Eldar) many a time.

    One other thing you may want to add, in the strategy section: You dont have to engage the enemies army, especially if they are set up and fortified. Hit their base, decap their points, generally cause havoc.

  13. #13
    Rendy.[CZech]
    Guest

    Assault marines build

    Hi, I've found usefull build assault marines nefore FC and SM. This way I won a game against eldar very quickly and easly. If you find it usefull include it in the 1st post, if not, then not.

    The build:

    1.Servitor -> Chapel baracks
    Build: Servitor, Scout, Scout
    2.Servitor -> help with Chapel baracks
    Scout -> s. point
    Scout -> s. point
    3.Servitors -> Armory
    4.Build: Assault Marines
    5.Setvitors -> build Listetnig posts

    -when AM are done, imideatly start them reiforcing (overwatch)
    -when scouts finish taking points, upgrade them with flamers (are cheaper in power than sniper rifles )
    -when 1st AMs reinforced, build another AM squad
    -build Power generator
    -build SM squads and upgrade them with heavy bolters


    A had nice replay of this, but the sync error ocured on it

    My 2 cents...

  14. #14
    DC_Ross_Dark
    Guest
    Ouch, i've writen essays shorter that that =P. Good to see someone is out there for all the n00b's that seem to get all the stick. gj m8.

    *S*
    DC_Ross_Dark.

  15. #15
    Gamefreak
    Guest
    The link to Perp's lessons seems dead, is it just me?

  16. #16
    Charleslegrand
    Guest
    great post! i pass through it quickly but i'll read it again

  17. #17
    Ink_Lone
    Guest
    Great job,I use ventrillo since more than a year, it's the best there is .

  18. #18
    petterv0
    Guest
    Great, great post!!!

    One thing though... how exactually do you sell your buildings?

    Thanks for a lot of tips and tricks.

  19. #19
    josh317
    Guest
    can u give a basic build order for the begining of the game i can never survive the frist 15 mins

  20. #20
    Snowbleach
    Guest
    Geez....if you took at least 5 mins to read the initial post you shouldn't had to post this.

  21. #21
    josh317
    Guest
    i read it like 2 times and i still cant survie that long

  22. #22
    Snowbleach
    Guest
    Practise.

  23. #23
    Zodiack
    Guest
    hey Snowbleach dont be to harsh on the guy he is a newbee...u was once same as him
    most common tactic's r shown in first post...and if u ask me...thats one of better tactic's that i saw for some time

  24. #24
    Zodiack
    Guest
    Yea by the way drasius post is GREAT!!!
    I think its better to build in barack -> SM FC SM instead of FC SM SM
    u think its no big deal but i am defeting my friend...and my and his tact r same only that i am building SM FC SM and he is building FC SM SM,and i always crush him without losing any of my troops!
    When we both play same tactic then is balanced we play on who have better micro!!!
    Try it and tell me am I wrong ppl?! please!!

  25. #25
    Tilt57
    Guest
    Could we have an updated working link to Perp's lesson?

  26. #26
    Kant
    Guest
    Actually, I have a strat for assault marines:

    at the end game, you put all your dreads into the orbital relay. you then make lots of assault marines, and jump into the opponents base. You telaport your dreads in, and if the game is destroy HQ, then you've won.

  27. #27
    krzy4u
    Guest
    wats MS -_-;;

  28. #28
    Boruba
    Guest
    super post, but allowe me a maybe not so clever question:

    How do I get the infantry once it's upgraded back into
    the barracks or orbital relay?
    Thanks for helping

    Boruba

  29. #29
    Member Dragoncurry's Avatar
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    ok the infantry icon pops up in the screen when you click on the barracks or orbital relay and then you click on the location of the map where you want to deepstrike them. It has to be somewhere on the map that does not the fog of war over it. (The fog of war is the black shroud that prevents you from seeing crap.)
    Well, i'll stick to my easy way of highlighting, just gloss.
    -Famousish

  30. #30
    Boruba
    Guest
    Thanks for answering.
    But let me clear this: once you have, lets a squad, out in the field you can`t put it back in the building. I hope, got it at last .

    Boruba

  31. #31
    Member Dragoncurry's Avatar
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    Wait a second there. If you bring out a terminator squad and reinforce it, you can tell it to go back into the chapel barracks reade to be deepstruck again. Just make them walk into the chapel barracks and they will load up ready to go again. You can only do this with terminators. The Force Commander and the Space marine tactical squads won't deepstrike from the chapel barracks. For them, you have to send them to the Orbital relay. But termies can go back to the barracks.

  32. #32
    Boruba
    Guest
    Again thanks a lot. You live and learn!!!

    Boruba

  33. #33
    Sorry I haven't been around in a while, but I have been very busy with work. I would just like to adress the Assault marine issue. I was more after a specific plan for heavy use of assault marines early(as in tier 1/2, not simply to spot for a deep strike, a skull probe can do that). The problem I find is that the barracks require to much resources to go many early so it is simply a matter of replacing SM squads with assault squads when you loose a SM squad.

  34. #34
    aiyish
    Guest
    Thnx 4 the tip.

  35. #35
    pooky biggins
    Guest
    This is really brilliant, all i can say is that its great you put in the effort to write all this. It will definately help out a lot of people!

  36. #36
    Über_Führer
    Guest
    This guide helped me to get game started thx

  37. #37
    Kurai
    Guest
    nice job with this thread
    i dont get the thing with sergeants providing +2 pop though
    and the machine cults adding +2 pop, if u keep building machine cults and sergeants is it possible to go over 20?

  38. #38
    Member Ethrion's Avatar
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    Should have said this a long time ago, but this thread was extremely useful.. Without it I would have been in the dark about a lot of vital but not obvious tactics and things (like overwatch).

    Thanks Drasius, good job.



  39. #39
    Ok this is how it works, Say your at 10/10 infantry pop. Then you add a sergeant to one of your squads, now you will have 10/12 infantry pop. It will not take you past your max pop size. Same goes for the Machine cult, you do notice that you start with no vehicle cap right, then with you build the cult you have a 0/2 vehicle pop. So technically yes you can build MC's for every 2 pop cap increase, but it's much cheaper just to spend the, what is it, 150 req on the cap increase?

    Hope that clears it up for you.

  40. #40
    Member Dragoncurry's Avatar
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    Or else, the eldar's Avatr owuld be pointless, along with all balances and stuff down the drain. Think man. Did you ever see 10 preds knocking on your door from one enemy?

  41. #41
    bak
    Guest
    Quote Originally Posted by Dragoncurry
    The Force Commander and the Space marine tactical squads won't deepstrike from the chapel barracks. For them, you have to send them to the Orbital relay.
    Actually, if you attach commanders to the Termies, you can deepstrike them from the barracks. Great if you wanna deepstrike in a cloaked eldar base - squad of termies/commander and three dreadnoughts appear!

    Also - you mentioned a while back that you knew of a way to drop all 10 dreadnoughts at once. And you said you'd tell anybody who asked. SO TELL ME! (Please?)

  42. #42
    Member Dragoncurry's Avatar
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    Very well bak. This is probably the greatest thing the Space Marines have. It however, takes impossibly long to do and it never happens unless you are deadlocked in a FFA or a long, grueling 4 vs 4 where you have an enormous amout of resources.


    Que up 10 dreads in the orbital relay. And let them all build. It will look like there are only 3 on the drop menu, but the rest will be waiting as well. So drop 3 and another 3 INSTANTLY become available. Repeat the process until you deepstrike all 10 dreads. You can deepstrike them all in under five seconds. I saw this technique take out whole armies before. DO NOT DROP THEM IN FRONT OF THE ENEMY! IT IS A WASTED EFFORT THEN. Drop them all IN enemy lines. In or between. They attack ALL the squads, effectivly cutting them off and killing them all at once. No walking necessary if you drop in in the middle.

    I'll post more hints after I eat.

  43. #43
    Laughsalot_BRH
    Guest
    well errr uhhhh howabout having more than one barracks? my buddies like huge long games and if you have the time and the bucks you can drop your whole army real fast.......
    Other helpful thing i've noticed, you can cue up units well past your pop cap, next in line units will build but not deploy until a unit is lost, the they pop right out, if you manually unque them you get the req and power back
    ...if relics are in short supply on a map you only have to own the relic long enough to que the build order, have had qued terminators continue to deploy after i lost the relic
    Last edited by Laughsalot_BRH; 28th Feb 05 at 2:07 PM.

  44. #44
    Member Dragoncurry's Avatar
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    New York
    You can only drop terminators and heros or apothecaries attached to those squads from the barracks. Not regular marines.

  45. #45
    Beast of Death
    Guest
    woah woah woah... slow down! (if uve seen a particular simpsons episode....?)

    anways, how can u drop 6 dreds? i tried! it doesnt work! max u can drop 3, then one finished goes in, then u put another 2 from outside, but it takes a while for them to charge up? am i doing something wrong? coz i did that with 10 dreds, all lascannons (to quickly wipe out buildings) and they got owned! 3 in, then 3, and by then they were pretty damaged. i then dropped in the last 4, and in the end they all died! WHAT DID I DO WRONG???!??!?! *ripping out of hair*

  46. #46
    Member Dragoncurry's Avatar
    Join Date
    Nov 2004
    Location
    New York
    Yes you are. I said build all ten IN the orbital relay. You know if you click the orbital relay there is an icon of a tac squad, an upgrade for termie teleporters and an icon for regular dreads. Click on the dread ten times. Make sure you have the money. They will all finish building and THEn you drop them. No charging up period if you do it this way. You waited them outside. Thats a nono. Maybe I'll posta replay next monday of how its done.

  47. #47
    the_pilch
    Guest
    absolutely kickass guide! never realised how helpful scouts were before!!

    only one lil prob tho...

    *shouts*

    Where has the link to "the nightly lessons" gone?????

    *sobs quietly into his drink*

    anyone?

    the_pilch
    Last edited by the_pilch; 11th Mar 05 at 3:45 AM.

  48. #48
    Member Dragoncurry's Avatar
    Join Date
    Nov 2004
    Location
    New York
    Holy crap you're right. I completely forgot about that!

  49. #49
    Gladius 1000
    Guest
    Thanks man.THe basic stratagys are helping lots of Noobs like me...

  50. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Homeworld Senior Member Forum Subscriber  #50
    Gimme your lunch Moeney! Moe's Avatar
    Join Date
    Oct 2003
    Location
    #homeworld
    Link to nightly lessons can be found in the docked thread in this forum.

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