-
03-02-2009, 09:24 PM #16
Re: DoW2: Space Marines Discussion
My Thoughts on SM: (note I am only rank 7)
Hero:
I am a big fan of the Apoth, he can keep your forces in the thick of it longer, and they don't need to retreat as often to heal up. Also his abilities are really nice, his unique ones are revive all allied downed commanders from anywhere, and make all your infantry invincible for 30s (?) which for 500 red points is pretty sweet, especially if you use it to negate a orbital strike from another player since they payed 750 for it. For gear I generally take the power axe, for the power drain and plasma pistol, armor of the apothacariane, for the self insta revive, mass heal and +100 health. For equipment, generally grenades for building clearing and clumped soldiers, though sometimes the +energy / +energy regen gem if I am finding I am running out of energy before the battle ends.
Scouts:
Handy for capping, I generally keep one scout squad around with sniper to sit in the back and support as well as run around and cap / sneak up and spot.
TSM:
My army mostly consists of these guys, and they are the first units I make. The rockets are supreme against buildings and vehicles, I also take plasma for hero's and heavy inf and flamers for early Nid games.
ASM:
Effective if you use them right, this is generally my second unit out. I only take one squad though since one squad will serve the purpose you need them for, which is disruption and the melta bombs. The Sergeant AoE knockback ability is handy as well.
Dreads:
Are very effective, especially if you're a TM, for an apoth I keep my army inf only to make better use of the Angles of Death ability, and I don't like not being able to retreat them.
Preds:
Don't use them, you really need to baby sit them, and I don't find them worth the cost or effort, rather have a Dark Age Dread personally.
-
03-03-2009, 09:00 AM #17
Re: DoW2: Space Marines Discussion
I could wish they included more SM units. I mean, for everyone actually. Have the Grey Knights for SM would be nice for a 3rd Tier unit.









-
03-03-2009, 01:34 PM #18
Re: DoW2: Space Marines Discussion
Teir 3? There's a teir 3 for sm?
Also Spec don't forget Scouts can repair Dreads and other vechiles. Keep them sniping and healing as well as spotters for pred and such.
-
03-04-2009, 10:35 AM #19
Re: DoW2: Space Marines Discussion
I actually like the Predator.
What he cannot be:
- A tank
- Your main force
What he excells at:
- Doing big damage from the backrow
- Mobility
You really have to be a sissy with it. If it dies you wasted so much power.
-
03-04-2009, 12:44 PM #20
Re: DoW2: Space Marines Discussion
Too sissy I say, I usually ignore t3 tanks completely if I'm not sure to win. Predator is only good at taking walkers from afar, and also worst SM unit when thinking of price / quality imo.
I only think this because I suck using scouts as spotter unit and my predators gets a walker magnet on the side.
I'd save for terminators or just take couple dreadnoughts instead. But if you really got power to spare then it isn't bad idea to take one or 2 of these (they are cheaper on req than 2 dreads), still wouldn't use them for anything else than to ensure you've won.
-
03-04-2009, 01:09 PM #21
Re: DoW2: Space Marines Discussion
I wish the Pred had a tiny bit more health, or better armor. It's not much help when the enemy realizes you have a Pred and can send 1 anti-vehicle squad to wipe out your tank near instantly.









-
03-05-2009, 08:23 AM #22
Re: DoW2: Space Marines Discussion
Would like to add here my ''nicest'' experiment with terminators so far.
Well we were playing annihilation game with rather good players, our side had all races and I was playing eldar, while our foe only had marines. Well the game turned to be really long, I started with real bad tactic sending suppressive unit against marines, and it took about 2min after I had defeated his first units to get couple ASMs on my back. After that I was rather lost but were able to pull out some hard resistance and weren't pushed back from my area single time.
Well game lasted from this point about 40mins, so soon all marines started to spam termies and more termies. My avatar almost managed to kill some couple times (they teled away with 100health left), and they kept busting him with rockets so had to pull back. Oh well this could have been going for forever but then something real shocking happened. Only one who really had nothing to counter termies was nid player and suddenly all termies went on his base. Well actually what they did was that all termie units fired their missile barrage on that damn tyranid base. It took about 10secs from first termie barrage to last, and after that there was no base.
I was shocked because at this point there was no way we could win,told sm players I was impressed how clever tactic they were able to pull up and quit after my avatar fell (nothing than wait for my end after that).
Terminators are good... Too good?
-
03-05-2009, 10:55 AM #23
Re: DoW2: Space Marines Discussion
900 req and 700 zeal is not cheap. I think Avatars are stronger one on one plus you wont loss your orbital/seer council.
-
03-05-2009, 12:50 PM #24
Re: DoW2: Space Marines Discussion
-
03-05-2009, 01:16 PM #25
Re: DoW2: Space Marines Discussion
They might need to adjust the strength of the cyclone missile against bases but other than that I would say termies could almost use a boost. Termies are the only real T3 SM unit that is capable of taking a few hits. Like Meatwad said termi cost should reflect their effectiveness. Last but not least sad face for rage quiting.
Reapator, overlord of ponies

-
03-05-2009, 01:52 PM #26
Re: DoW2: Space Marines Discussion
-
03-06-2009, 01:33 PM #27
Re: DoW2: Space Marines Discussion
Decrease their costs. Honestly why did relic make Terminators a global ability as opposed to a buildable T3 unit? Orks don't ned 700 Waagh to make their Nobs...so why should the SM?
-
03-06-2009, 03:28 PM #28
Re: DoW2: Space Marines Discussion
funny thing is non-assault termies would most likely lose to a nob squad
I also call some BS on the termi missiles killing HQs, unless something additional was done not posted it can't happen or I can't aim an AoE attackReapator, overlord of ponies

-
03-06-2009, 04:42 PM #29
Re: DoW2: Space Marines Discussion
Non Assault Termis are totally underpowered for their costfunny thing is non-assault termies would most likely lose to a nob squad
-
03-06-2009, 04:53 PM #30
Re: DoW2: Space Marines Discussion
It would be nice if we could test, and try out strategies and counters for each unit and whatnot with a private game, or something.









Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)




Reply With Quote













Bookmarks