Space Marines Questions -1 reply

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#1 10 years ago

Hey all, I have started playing with Space Marines, have a few questions. 1) I have heard that the first unit I should build out of my chapel-barracks is my force commander. Any truth to this? 2) At the beginning of the game when im trying to build up a force, should I reinforce my space marine squads or save the req. for building more squads out of my barracks? 3) How soon should I get my scouts sniper rifles? 4) How quickly (and how many) should I get some Generators up? 5) How quickly should I be able to get out of the first tier? Allright, I think thats all for now, ill probably have some more later :) Thanks in advance for the answers.




firewarrior1705

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15th October 2007

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#2 10 years ago

well, if you play marines the first thing you should do is to build 2 scout squads, another servitor, a barracks and a power generator. Once you have the barracks up, build a marine squad, reinforce it to full strenght and than build the FC. As soon as you can, get the sniper and stealth upgrades for scouts and start building some turrets(as marines are preaty weak early in the game). Build the armory and then upgrade the HQ ASAP so that you can get the heavy weapons for the SM squads. Arm each squad with heavy weapons(I usually build up to 6 squads, 3 with 3 heavy bolters and 2 missile launchers and the other 3 with 4 plasma guns and 1 flamer). I suggest attacking only after you have some dreadnoughts or predators on the field and once the sacred artifact is built, build apothecaries and attach them to your SM squads as they increase the regeneration rates of nearby soldiers.




SteviEboY

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31st March 2006

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#3 10 years ago

Are you playing online or against a bot and are you playing Quickstart or Standard resource rate?




Junk angel

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29th January 2007

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#4 10 years ago

All of your questions strongly depend on your opponents race.

1) I have heard that the first unit I should build out of my chapel-barracks is my force commander. Any truth to this?

Well I would maybe go an fc against necs, but that's my personal feeling. You generally go for the FC is you plan to use the tri nuke hero later on. But the FC almost never gets build and least of all as the first unit.

2) At the beginning of the game when im trying to build up a force, should I reinforce my space marine squads or save the req. for building more squads out of my barracks?

I'd recommend you to go more than one squad, two generally tied down at four/five members. Since more smaller squads cost you about ten req per squad more than one big one, but it's much harder to tie two squads down.

3) How soon should I get my scouts sniper rifles?

If you're going on a scout build, I'd say it should top around the five minute mark at best.

4) How quickly (and how many) should I get some Generators up?

One gen is generally a pure necessity, two to three later on. THe marines are one of the lucky races to have cheap generators so use that to your advantage.

5) How quickly should I be able to get out of the first tier?

Once more depends on your tier, but unless you're going for a highscout build (energy hungry) it should again top around the fifth to sixth minute. One or two minutes later with a power hungry build.




SteviEboY

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#5 10 years ago

It all depends on what you want to do and what your game situation is basically. If you're going for a quick GK tech or quick T3 or mass scout harrass or whatever, it's all down to circumstance, what map and who your opponent is.




Darth Taxi

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#6 10 years ago

Begining is all the same start doing barracks, put scouts builder scouts into que. 1. scouts send to take point 2. builder build generator, barracks done there the real game begins you have to choose wheter to have single strong unit or whole squad of weaker units. The sooner you get both the better. But it depends on who is the opponent. If I don't know against what I stand I usually build marines, but meeting warboss with marine squad not fully armed is not very comfortable for begining.




Guest

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#7 10 years ago

I would build your commander first if you are expecting a very early rush, say playing against the necron or orks. And as far as generators go, resources are key to any RTS (especially in this one using the space marines, the most expensive race). I would have all of them by 6 or 7 minutes. And about the scouts, I really wouldn't go for a "scout build" or whatever you wanna call it. I mean lets be honest, what would you rather have, an army of space marines and some terminators at 7 or 8 minutes, or an army of scouts? So worry about those techs later.




Junk angel

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#8 10 years ago

He? necron rush? (not counting lord harass that's never done nowadays anyway)

space marines most expensive? Uhm since when? They got one of the cheapest basic units, cheap teching, cheap gens... The smurfs are farfrom expensive.

And you wouldn't have termies by 7 minutes, unless on QS. You would have GK's though.

I presume you've never met a scout build then? The thing is, the scout player won't let you get to tier 2 before him. And scouts are rarely made against smurfs.




baboolaba

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#9 10 years ago

i normaly focus on vehicals and a few sm sqauds to back em up armed with plasmas and missles and it seems to work for me




Darth Taxi

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#10 10 years ago
M4JOR_PAYN3;4237166I would build your commander first if you are expecting a very early rush, say playing against the necron or orks. And as far as generators go, resources are key to any RTS (especially in this one using the space marines, the most expensive race). I would have all of them by 6 or 7 minutes. And about the scouts, I really wouldn't go for a "scout build" or whatever you wanna call it. I mean lets be honest, what would you rather have, an army of space marines and some terminators at 7 or 8 minutes, or an army of scouts? So worry about those techs later.

You're kidding, right?




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