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List Viability - Space Marines

original thread ↗

Hey all!

So, I've acquired the Mini-Rulebook, which is funny because now there's rumors of a new edition coming out already (ha.. ha...  :|). I've been looking at the fluff, and I got somewhat strangely attached to Space Marines (which, is funny, because I pretty much always try to avoid the "main protagonist" or what have you). Now, I don't have their rulebook (because who has $50+ lying around anyways?), but I was curious...

Is it possible to run a semi-competitive list that has no larger vehicles (i.e. anything bigger than a bike)?

I plan my fluff to be having only up to Attack bikes and Dreadnoughts as the biggest machinery they have access to, but I know that I'll be handicapping myself by not using Rhinos, Drop Pods, or any of the flyers. However, I want to try and make this work, but honestly, is it going to be too much of a handicap in a tournament setting? Would I be wasting my time making this themed army if I'm forced to take pieces that aren't in their fluff to be used?

I don't know how "mandatory" or "awesome" the vehicles are, but for the sake of the theme of my army idea, I'd like to try and make it still playable.

Whadayathink?
33 Gnobs! Over 3 Packs of Trappers! Woot!
Gibblet, Nibblet, Crunchybit (from Slaughtermaster achievement)

New book WLD: 20/10/2 - Yay tourney wins and random game win!

I certainly hope I won't be dinged for thread necromancy here (wouldn't think so as it's only the third topic down).

As primarily a 40k player for 8 years, here's my take:

Vehicles are no longer the "must have" that they once were back in 5th. The advent of Hull Points means that vehicles can be taken down with weight of fire without needing that lucky roll on the damage table. Combined with bikes getting more durable and access to a Jink save, you can easily field an effective force without big tanks.

That being said certain units greatly benefit from having access to armored support.
Tactical squads without a transport become cumbersome and difficult to get into position, and while scouts can infiltrate or scout to get where they need to go (think of it like scouts or vanguard in fantasy) they also benefit from their new transport, the Land Speeder Storm.

While scouts and tactical squads are your primary troop choices (think of it like core in fantasy), you do have the "mounted assault" option available by taking a captain or chapter master on a bike. This allows you to field bike squads as troop choices, something that seems right up your ally. As an added bonus, since bikes are relentless, they always count as stationary when shooting, allowing for weight of fire to be maintained on the move (of particular use when fielding plasma guns or the coveted new hotness: the grav gun)

Attack bikes are wonderful mobile firepower and dreadnoughts are solid medium fire support platforms. Keep in mind that your dreadnoughts will quickly be outpaced by your bikes, so I'd suggest long range weapons like auto cannons, Lascannons or missile launchers to make sure they don't get left out of the fight.

Keeping in mind your preferences, I'd suggest you pick your chapter to strengthen your choices. The white scars field the best bikes of any chapter. If you are going to go bike heavy I would strongly suggest you play white scars.

As for effectiveness, space marine bike lists are quite competitive when used properly. Like any elite army, though, every casualty you take hurts, so make sure to use your range and superior maneuverability to take your opponents apart piecemeal. Target priority is a big issue, so be mindful of enemy fireing ranges and know what they are fielding. With a finess and consideration a bike army can be a true terror to any opponent.

Hope this helps and good luck!
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