Space Marine Squad
From RelicWiki
Space Marine Squad | |||||||||||||||||
Race | Space Marines | ||||||||||||||||
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Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 390/1 | ||||||||||||||||
Armour | Infantry Heavy Medium | ||||||||||||||||
Morale | 300/10/50 | ||||||||||||||||
Death Penalty | -20 | ||||||||||||||||
Unit Mass | 18 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (cannot detect) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 50 0 | ||||||||||||||||
Reinforce Time | 9 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Bolter | ||||||||||||||||
Melee | Knife |
Contents |
Space Marine Squad
"We are the Emperor´s chosen."
Space Marine Squads can capture Strategic Points, Critical Points and Relics.
The Space Marine Squad, commonly referred to as Tactical Space Marines or "Tacs", are the bread and butter of the marine's infantry force. Nine foot tall crack soldiers with genetic enhancements, sophisticated armour, centuries of training and powerful weaponry, they can hold their own in most fire fights. Their "jack of all trades" nature is combined with their ability to wield a number of different heavy weapons tailored for different target types, making a well managed squad a force to be reckoned with. Though fairly simple to use, their relatively expensive cost means the trick is to use them effecively, choosing what to arm them with, when and what to upgrade, when to fight, and when to retreat. In practice, Space Marine Squads have the most difficulty facing more specialised infantry - Fire Warrior Teams or Dark Reaper Squads will cut them down, as will hordes of Orks. This is especially the case when not equipped with heavy weapons. However, with some experience, and armed with the appropriate heavy weapons, the Space Marines will usually triumph.
Tactics
The flexibility of the Space Marine Squad comes primarily from two aspects of this squad. They can gain the Rally ability to instantly restore morale by adding a Marine Sergeant (which is a great advantage for Space Marines because it can elongate the squad's effectiveness in battle), and also, they can be equipped with a different weapon to be effective against any unit type in the game. Still, despite this fact, without effective squad management, Space Marine Squads will in general lose to the melee specialists or even some ranged specialists that exist within the game.
Unupgraded, the marine's bolter is the weapon of choice. However, depending on the enemy facing them, it may be more advantageous to charge in with the knife. Against a Tau Fire Warrior Team, who will do more ranged damage than the Space Marine Squad, engaging them in melee may be the way to cause them real harm. This is especially important to remember before Wargear: Target Finders is researched due to their melee DPS being higher than its ranged DPS against two thirds of all unit types.
Concerning upgrades, the Space Marine Squad is initially given one choice after the Armoury is built, which is the flamer. The flamer is especially effective at dealing morale damage to susceptible units. It is particularly useful against slow moving units, like the Necron Warriors, who will be unable to run away from the battle after being broken. A Space Marine Squad that has been fully equipped with 4 flamers will deal 125+ DPS to units (remember, squads take morale damage as whole), making them good methods of managing enemy commanders as well. A broken commander may still be able to absorb a lot of damage, but will deal hardly any damage back.
With a Monastery built, Space Marines have access to 3 more weapons: heavy bolters, plasma guns, and missile launchers.
The missile launcher is a no brainer when it comes to dealing with vehicles. It does require the squad to be standing perfectly still, and the missiles are only effective against vehicles and buildings. A missile squad that is being disrupted by artillery fire will be unable to fight back, and a missile squad tied up by melee specialists will suffer an even sadder fate.
The plasma gun is said to be the anti-heavy infantry weapon and the heavy bolter the infantry killer; however the DPS charts show that the heavy bolter does approximately the same amount of damage to heavy infantry as its plasma counterpart, while dealing significantly more damage to infantry. The difference between the two weapons is the heavy bolter requires the squad to be entirely stationary, while the plasma can be fired on the move but will suffer major accuracy penalties. These accuracy penalties will force the squad to be stationary in order to enjoy the full effect of the weapon; in this way, the differences between the two are diminished even more. However, the heavy bolter also requires a set up time of 2 seconds, so if you're expecting to have to evade melee units a lot (dancing), it may be wiser to get the plasma gun upgrades.
The strength of the Marine army comes from their ability to counter any unit in battle. Space Marines alone will never win the war for them (unlike the Orks or Chaos, whose infantry and commanders are powerful enough to stand on their own). However, with proper vehicle support, the Space Marine squads can prove themselves to truly be the Emperor's finest.
An effective tactic in multiplayer games is to not specialize your squads for a particular role. A favorable tactic is to research Heavy Weapons Increase from the Armoury as early as possible. Then when upgrading squads to their weapon of choice, mix up the weapons they use. With the exception of the flamer, which is very effective when a squad uses it exclusively, heavy weapons distributed fairly evenly among squads makes it incredibly difficult for opponents to deal with specific threats. For instance, with a maximum of 4 heavy weapons available to a squad and the player has 3 squads of space marines to upgrade it would be more advantageous to upgrade all 3 of them to 2 heavy bolters and 2 missile launchers, or 2 plasma guns and 2 missile launchers, etc. The point is to divide your weapons evenly among your army so that your opponent will be unable to target a specific squad to remove a specialized threat (4 Heavy Bolter marines are susceptible to melee, as are 4 AV marines, etc.)
Squad Leaders
Maximum Squad Leaders Allowed: 1
Sergeant
Sergeant | Hotkey: L | |||
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Cost | 75 0 | Build Time | 30 s | |
Requirements | Monastery, Chapel-Barracks | |||
Effects |
Abilities
Frag Grenades
Frag Grenades | Hotkey: G | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Wargear: Frag Grenades | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Any enemy Infantry, Heavy Infantry, Commanders, and Daemons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 25 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 4 | Cooldown time | 75 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | Disables movement and combat for 3 seconds. Disables abilities for 2.5 seconds. Does mild knockback (27-33 force). Stun effects are applied to the entire squad of any hit units. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weapons
Bolter
Bolter | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 25 | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 60% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Nothing |
Knife
Knife | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 65% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Nothing |
Weapon Upgrades
Maximum Weapon Upgrades Allowed: 2 (4 with Heavy Weapon Increase Research).
Flamer
Flamer | Hotkey: F | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | 40 10 | Range | 25 | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | 12 s | Accuracy | 100% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | range of 10 in a 20 degree arc | Requires | Armoury | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | Reduces the target's health by 1 every second for 8 s (does not stack). This weapon has 70% accuracy on the move and cannot target air units. |
Heavy Bolter
Heavy Bolter | Hotkey: H | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | 40 10 | Range | 35 | Setup Time | 2 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | 12 s | Accuracy | 75% | Refire Rate | 0.4 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Monastery, Armoury |
Plasma Gun
Plasma Gun | Hotkey: P | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | 40 15 | Range | 25 | Setup Time | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | 15 s | Accuracy | 80% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Monastery, Armoury |
Missile Launcher
Missile Launcher | Hotkey: M | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | 50 10 | Range | 45 | Setup Time | 2 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | 10 s | Accuracy | 85% | Refire Rate | 5.75 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | None | Requires | Monastery, Armoury |
Researchable Upgrades
Wargear: Frag Grenades
Wargear: Frag Grenades | Hotkey: G | |||
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Cost | 25 75 | Research Time | 42 s | |
Researched From | Chapel-Barracks | |||
Requires | Armoury | |||
Effects | Allows use of Frag Grenades by Space Marines. |
Heavy Weapon Increase
Heavy Weapon Increase | Hotkey: D | |||
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Cost | 75 75 | Research Time | 20 s | |
Researched From | Armoury | |||
Requires | Monastery | |||
Effects | Increases the maximum number of heavy weapon upgrades from 2 to 4 for Space Marines and Scout Marines. |
Wargear: Bionics
Wargear: Bionics | Hotkey: B | |||
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Cost | 50 30 | Research Time | 30 s | |
Researched From | Armoury | |||
Requires | Nothing | |||
Effects |
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Wargear: Bionics Level 2
Wargear: Bionics Level 2 | Hotkey: B | |||
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Cost | 100 50 | Research Time | 40 s | |
Researched From | Armoury | |||
Requires | Monastery | |||
Effects |
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Wargear: Target Finders
Wargear: Target Finders | Hotkey: T | |||
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Cost | 50 30 | Research Time | 30 s | |
Researched From | Armoury | |||
Requires | Monastery, Wargear: Bionics | |||
Effects |
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Wargear: Enhanced Target Finders
Wargear: Enhanced Target Finders | Hotkey: T | |||
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Cost | 100 50 | Research Time | 40 s | |
Researched From | Armoury | |||
Requires | Monastery, Wargear: Bionics | |||
Effects |
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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