Space Marine Late game build
Termies rock!
I have been having some serious success with a space marine build lately and thought i would share it. This is designed for 2v2 and 3v3 maps mainly. 1v1 comments are included.
Elites:
1) Terminators (ranged): devastation upgrade (essential)
2) Assault Terminators: Frag Grenade
3) Solaris: Fire on the move
Doctrines:
1) Ablative armour
2) Pin (essential)
3) Improved Scope (essential)
Early game:
2 x tac marine squads and 1 x servitor, send first servitor to forward map contested point (changes per map). Continue to cap and skirmish as per usual making sure to build all your gens and listening posts. 3 tac squad with grenades should help you win those early fights before the elites start dropping. Prioritize elite generator points as this will bring your termies out faster.
You can in 3v3 opt to go straight for bolters and occupy the cover close to forward points however you will be at risk from ASM orc, boyz, banshee's and eventually melee heroes. So be careful and never clump your bolters, if 1x ASM jumps 3x bolters the ASM die in seconds while pinned if only 1 squad gets knocked over if you clump ASM jump and grenades disrupt multiple squads. Hotkey individual squads and spread them out. I.e hotkeys 1,2 and 3 for solo units and then all 3 squad htkeyed to 4.
Mid game:
Build a chapel barracks either at an advanced point for reinforcing your tacs or safe at base. Start pumping out the heavy bolter squads asap. Now you must hold out till you hit 6 elite points and can get your terminators which will make your heavy bolters squads much more mobile. With this run and gun you should have the most powerful force on the field using tac grenades to mess up squads and screen your heavy bolters from jump troops and melee. At this point all your power should be going into resource upgrades and infantry upgrades. When you get your termies and about 4 squads of heavy bolters start heading into T2 then T3 and drop a machine cult. Keep your main army reinforced and if need be throw in a few extra squads. I am pretty happy running 4 heavy bolters and 2 scout squads till preds strat rolling out.
Late game:
You can then transition into vehicles mainly anti vehicle predators which will shore up your weakness with some serious firepower. If you are still at a stalemate in a 3v3 now is the time to start queuing preds in your drop pods and get Solaris onto the field. Our combined anti vehicle and anti-infantry combination of mobile heavy bolters, predators and solaris should be enough for that final push. Remember to drop that orbital bombardment in a safe place so it gets its full use.
Elites:
1) Terminators (ranged): devastation upgrade (essential)
2) Assault Terminators: Frag Grenade
3) Solaris: Fire on the move
Doctrines:
1) Ablative armour
2) Pin (essential)
3) Improved Scope (essential)
Early game:
2 x tac marine squads and 1 x servitor, send first servitor to forward map contested point (changes per map). Continue to cap and skirmish as per usual making sure to build all your gens and listening posts. 3 tac squad with grenades should help you win those early fights before the elites start dropping. Prioritize elite generator points as this will bring your termies out faster.
You can in 3v3 opt to go straight for bolters and occupy the cover close to forward points however you will be at risk from ASM orc, boyz, banshee's and eventually melee heroes. So be careful and never clump your bolters, if 1x ASM jumps 3x bolters the ASM die in seconds while pinned if only 1 squad gets knocked over if you clump ASM jump and grenades disrupt multiple squads. Hotkey individual squads and spread them out. I.e hotkeys 1,2 and 3 for solo units and then all 3 squad htkeyed to 4.
Mid game:
Build a chapel barracks either at an advanced point for reinforcing your tacs or safe at base. Start pumping out the heavy bolter squads asap. Now you must hold out till you hit 6 elite points and can get your terminators which will make your heavy bolters squads much more mobile. With this run and gun you should have the most powerful force on the field using tac grenades to mess up squads and screen your heavy bolters from jump troops and melee. At this point all your power should be going into resource upgrades and infantry upgrades. When you get your termies and about 4 squads of heavy bolters start heading into T2 then T3 and drop a machine cult. Keep your main army reinforced and if need be throw in a few extra squads. I am pretty happy running 4 heavy bolters and 2 scout squads till preds strat rolling out.
Late game:
You can then transition into vehicles mainly anti vehicle predators which will shore up your weakness with some serious firepower. If you are still at a stalemate in a 3v3 now is the time to start queuing preds in your drop pods and get Solaris onto the field. Our combined anti vehicle and anti-infantry combination of mobile heavy bolters, predators and solaris should be enough for that final push. Remember to drop that orbital bombardment in a safe place so it gets its full use.
Reasoning
Reasoning:
Late game plasma is underwhelming and asm get destroyed quickly so SM needs somewhere to sink all the requisition. Heavy bolters are the best choice but need to be mobile to make those final pushes happen.
Reasoning: doctrines
Pin is an excellent tool for locking down enemy melee and elites so is a must for this build as we have no melee of our own. Improved scope is also great as it improves your pre terminators phase and allows long distance harass of listening posts. Ablative armour could be swapped out but the extra 500 shields on your preds is really solid and with your early game being decently strong already the extra top end is nicely placed.
Reasoning: Elites
Terminators are easily one of the best SM elites, massive fire power, and teleporting out of danger or onto vantage points and at full charge their rockets can demolish enemy elites quite easily especially when you use your heavy bolters to pin them for the full duration. Be sure to keep them alive and reinforced as without them your heavy bolters are dead in the water.
Assault terminators are actually only in here for the frags on your tactical space marines. They are a solid elite themselves but I find myself bypassing them for Solaris as I do not need the extra firepower and can afford to wait. The frag grenades really do help SM early game though as it will win early skirmishes for you as well as disrupt enemy set up units like rangers or looters.
Solaris is chosen over the knight paladin to give an extra edge to your early game tac marines as well as being in my opinion the slightly better walker due to being easier to micro and having more aoe. I get her as my second elite which usually have her on the field faster than many other players’ mega units. Also keeping hold of elite generator points is easily accomplished with this build ensuring a faster super walker unit.
Terminators are the only core elite here, feel free to experiment with others but I would still say going termies first is optimal for the build. Although in a 2v2 or 1v1 killteam ironmaw is possibly a good idea but I have experimented and with good micro you can get by on tacs till termies come out. I admit I have played fewer 1v1 games with this build. In theory you could also swap out Assualt terminators for knightpaladin for ultra late game and gain the added bonus of either stonger bolters or stonger preds.
Late game plasma is underwhelming and asm get destroyed quickly so SM needs somewhere to sink all the requisition. Heavy bolters are the best choice but need to be mobile to make those final pushes happen.
Reasoning: doctrines
Pin is an excellent tool for locking down enemy melee and elites so is a must for this build as we have no melee of our own. Improved scope is also great as it improves your pre terminators phase and allows long distance harass of listening posts. Ablative armour could be swapped out but the extra 500 shields on your preds is really solid and with your early game being decently strong already the extra top end is nicely placed.
Reasoning: Elites
Terminators are easily one of the best SM elites, massive fire power, and teleporting out of danger or onto vantage points and at full charge their rockets can demolish enemy elites quite easily especially when you use your heavy bolters to pin them for the full duration. Be sure to keep them alive and reinforced as without them your heavy bolters are dead in the water.
Assault terminators are actually only in here for the frags on your tactical space marines. They are a solid elite themselves but I find myself bypassing them for Solaris as I do not need the extra firepower and can afford to wait. The frag grenades really do help SM early game though as it will win early skirmishes for you as well as disrupt enemy set up units like rangers or looters.
Solaris is chosen over the knight paladin to give an extra edge to your early game tac marines as well as being in my opinion the slightly better walker due to being easier to micro and having more aoe. I get her as my second elite which usually have her on the field faster than many other players’ mega units. Also keeping hold of elite generator points is easily accomplished with this build ensuring a faster super walker unit.
Terminators are the only core elite here, feel free to experiment with others but I would still say going termies first is optimal for the build. Although in a 2v2 or 1v1 killteam ironmaw is possibly a good idea but I have experimented and with good micro you can get by on tacs till termies come out. I admit I have played fewer 1v1 games with this build. In theory you could also swap out Assualt terminators for knightpaladin for ultra late game and gain the added bonus of either stonger bolters or stonger preds.
Adjustments and general tips
Adjustments for build and general tips
• Build scouts, you may need them to spot for your heavy bolters improved scope.
• Only push when you have orbital bombardment up but make sure not to use it until solaris is out as it costs elite points! Of course if you’re about to win or lose then fire away but otherwise its best not to delay your super walker.
• Frags all day every day. With this build you have strong harass tac squads and if you keep them alive to the mid game they can be great ways to scatter an enemy force.
• Going Tier 2 or 3 sooner has little benefit in this build so I advise upgrading all your resource points first before ascending so you have mad eco to pump out bolters and preds.
• Lazcannon devastators can be mixed into your heavy bolters if you are getting hit by early vehicles. Termies rockets and bolters pin is usually enough to handle this though.
* Orbital bombardment costs less than assault terminators and can dish more damage all up but make sure to drop it safe and not near enemy jump troops who can capture it.
* I do not have it on absolute authority but i believe preds have directional armour so do not get flanked by AV and do no turn around to run away, simply press R and left click, this will make your preds use reverse to retreat.
• Build scouts, you may need them to spot for your heavy bolters improved scope.
• Only push when you have orbital bombardment up but make sure not to use it until solaris is out as it costs elite points! Of course if you’re about to win or lose then fire away but otherwise its best not to delay your super walker.
• Frags all day every day. With this build you have strong harass tac squads and if you keep them alive to the mid game they can be great ways to scatter an enemy force.
• Going Tier 2 or 3 sooner has little benefit in this build so I advise upgrading all your resource points first before ascending so you have mad eco to pump out bolters and preds.
• Lazcannon devastators can be mixed into your heavy bolters if you are getting hit by early vehicles. Termies rockets and bolters pin is usually enough to handle this though.
* Orbital bombardment costs less than assault terminators and can dish more damage all up but make sure to drop it safe and not near enemy jump troops who can capture it.
* I do not have it on absolute authority but i believe preds have directional armour so do not get flanked by AV and do no turn around to run away, simply press R and left click, this will make your preds use reverse to retreat.
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.