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Re: Optimal Marine set ups?

Posted by Metal Bawks on Mar 13, 2016; 8:40pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Optimal-Marine-set-ups-tp7581865p7581919.html

While I agree that close combat is the Alien's forte, I have a somewhat different opinion as to the optimal weapon choices.

Of the heavy weapons, I actually prefer the Assault Cannon because it's impossible to avoid. Unless you take Bolt Pistols, Bolter marines are no stronger than heavy weapon marines and even if you do it's only a marginal difference. I say take the heavy weapons because they're the only thing that can kill more than 1 alien per turn. Blood Angels are the only chapter I'd consider taking Bolters for, but you need 2 equipment cards for that - something you can't afford until you get honor badges.

Blood Angel:
Cmdr - Power Sword + Fist
Marines - all three heavy weapons. However, if I have some honor badges, I might try three Bolters instead. The idea is to deny the Alien player points by rushing in, getting enough points for a win, and pulling out.

Equipment:
Force Field (probably the best item in the game)
Blind Grenades
Melta Bomb (to kill the dreadnought, or help one of the Marines kill a Genestealer)
Bionic Arm (re-roll is always good)
-other cards are nice, but your Commander is more important IMO.

Imperial Fists:
Cmdr - Power Sword + Fist
Marines - all three heavy weapons. No discussion.

Equipment:
Suspensors (the only real advantage the Fists have over the other chapters)
Blind Grenades
Melta Bomb
Targeter for Assault Cannon
-Bionic Eye and Combi-weapon are worthless IMO. Bolt Pistols are almost useless as well - heavy weapons are your strength.

Ultramarines
Cmdr - Power Sword +  Fist, though I might consider Bolt Pistol + Power Axe if I have Digital Weapons
Marines - all three h. weapons

Equipment:
Medikit (almost as good as the Force Field)
Digital Weapons
Melta Bomb
Blind Grenades
-Scanner is less useful than it looks IMO, and rarely makes a difference. Bolt Pistols are weak, too - take heavy weapons instead.


Orders:
-Fire! is probably the best one. Use it early because each dead marine makes this order less effective.
-Move it! is not as good, best used for a quick getaway, though it can help if your squad becomes split up (something you should normally avoid)
-By Sections! is not as good as the above two, but offers more flexibility.
-Heavy Weapon! is better than it looks. Used correctly, it will allow you to clean out a room or corridor and retreat to safety.
-Photon Grenades! is poor.  To make it work you also need Combat Blades, and it only works for one turn.
-Close Assault! is almost useless. You want to avoid hand-to-hand combat with your marines.