Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Space Marine Tactics (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Strategy Discussion : Space Marine Tactics) Locked
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Mar 27 2013 Anchor
In this thread, we discuss the tactics and strategies we find useful when using the mighty Adeptus Astartes!

A short introduction:


Space Marines

“They will be of iron will and steely muscle. In great armour shall I
clad them and with the mightiest guns will they be armed. They will be
untouched by plague or disease, no sickness will blight them. They will have
tactics, strategies and machines so that no foe can best them in battle. They
are my bulwark against the Terror. They are the Defenders of Humanity. They are
my Space Marines and they shall know no fear” – The Emperor of Mankind


The Space Marines are an army favouring elite units capable of dealing with many kinds of situation. They are a very generalist army: a tactical space marine squad can be outfitted with different weapons to combat any kind of enemy.

The marines have good morale in general, and many squad leaders have morale-restoring abilities. Their commanders are strong leaders of men and can best even hideous daemons of the warp. In late tiers they will have highly powerful abilities, such as a psychic power that affects the entire map.

In this mod the player has a choice between two force commanders: Gladeus and Killeus. Both of these have distinct upgrades and stats – Killeus, after completing his tech tree, will be donned in Terminator armour and wielding devastating ranged or melee weaponry, so as to smite down hordes of the Emperor’s enemies. Gladeus, on completion of his tech tree, is promoted to Chapter-Master status, giving him powerful abilities and particularly strong anti-daemon weaponry.

The Space marine’s orbital relay abilities remain from the base game and the mod provides many new units which you can deep strike to take advantage of the enemy’s weak points, or simply to reinforce your main army faster.

At later tiers they can use Land Raider based vehicles. Apart from the standard Land Raider, there are the Crusader, Helios, Redeemer and Prometheus patterns to use.

Finally they have access to Titan support to decimate the enemy, or to counter other titans. Warhound titans are the ‘scout’ titans. Do not let this name fool you – these are behemoths that tower over the battlefield, unleashing a hail of destructive fire upon the enemy. Reaver titans are even larger constructs that can lay waste to smaller titans and entire armies with ease. They are, however, highly expensive.

The warrior monks of the Adeptus Astartes are now truly beacons of the Emperor’s wrath!

Apr 5 2013 Anchor

Any advice as to defeating the Eldar with the SM? I start out controlling 75% of the map, but the Eldar AI suddenly overwhelms me with masses of infantry that just mow down my SM. Even Dreads get mowed down by the Eldar. Any advice appreciated...

Apr 7 2013 Anchor

Well, the space marines (and all marine units in general) are due a solid buff in 1.72, along with a revamp of tier 0 units. You should have a lot more bite for your buck fairly soon. :)

Apr 11 2013 Anchor

BTW, I have played the same scenario (Green Valley, 1p vs AI player 8, on hard) with both the SM and the Imperial Guard. I had a much easier time defeating the Eldar using the IG than the SM, especially once I get the Leman Russ Executioners on the field, as plasma lays waste to the Eldar. SM used to be my favorite, but I like the IG better now with all the varieties of Leman Russ as well as the Shadowsword, Stormsword, etc.

Oct 8 2013 Anchor

Hello friends of UA:

I don't know if this is the best site to ask this question but I really need help of the staff. Please, somebody can say me how the Deepstrike Beacon is used??? I build some of this devices but i don't understand the purpouse of them. I only guest that can detect infiltrated unit but what other uses have???? Thank you very much for your help.

Best regards

Leonardo

P.D. I forget said you when i built the Deepstrike Beacon some pink blocks appear when its constructed.

Edited by: ralleo1980

Oct 8 2013 Anchor

ralleo1980 wrote: Hello friends of UA:

I don't know if this is the best site to ask this question but I really need help of the staff. Please, somebody can say me how the Deepstrike Beacon is used??? I build some of this devices but i don't understand the purpouse of them. I only guest that can detect infiltrated unit but what other uses have???? Thank you very much for your help.

Best regards

Leonardo

P.D. I forget said you when i built the Deepstrike Beacon some pink blocks appear when its constructed.

The more deepstrike beacons you build, the farther each one can see. Theoretically, this means you can eventually see the entire map and deepstrike anywhere you want as opposed to anywhere not covered by the fog of war. It's an investment thing.

Hope this was helpful.

Xpwn3ntial

Oct 8 2013 Anchor

OOOOH, ok now I understand!!!

If the FOW are covering the map I can't deepstrike nothing... hmmm is very useful. Thank you very much friend Xponential, you are great.

Greetings

Feb 10 2014 Anchor

I think the SM need more units that can see infiltration. It really sucks late game when there's a bunch of inviso guys raping ur mehreens n u have to build a damn servo skull quickly to rush half the map to see them. I mean, what else in their army can see infiltration guys? a rhino thing and a librarian along with the servo skull right?

Feb 10 2014 Anchor

3clips3 wrote: I think the SM need more units that can see infiltration. It really sucks late game when there's a bunch of inviso guys raping ur mehreens n u have to build a damn servo skull quickly to rush half the map to see them. I mean, what else in their army can see infiltration guys? a rhino thing and a librarian along with the servo skull right?


lucky for you in the next patch this will no longer be an issue with the new stealth system and you can also adequately lock a large number of infiltrators in melee combat at their expense with tac marines early.

if i werent able to see into the future however i would have said that servo skulls might as well be free of charge considering how actually annoying it is to build them without the ability to set a rally point

Feb 10 2014 Anchor

Infiltration is going to be changed in 1.73 version, so you'll need to wait for a bit.
EDIT:Ninja'd

Edited by: Kaitenhammer

Feb 10 2014 Anchor

3clips3 wrote: I think the SM need more units that can see infiltration. It really sucks late game when there's a bunch of inviso guys raping ur mehreens n u have to build a damn servo skull quickly to rush half the map to see them. I mean, what else in their army can see infiltration guys? a rhino thing and a librarian along with the servo skull right?


See this video first

Moddb.com

and read the explanation about the news conditions of infiltration system.

Edited by: ralleo1980

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