WEAKNESSES:
1.
They are few in number
Space Marine
may be rock hard, but they are brittle and susceptible to being
shot at and overwhelmed in an assault. A 'typical' Space Marine
army is only composed of 30+ to 50 models tops.
Usually, marine
players are unable to cover the whole table. If he does, he leaves
himself thin. This should be exploited to the fullest. Concentrate
on his 'thinner' flank and make your breakthrough there. If the
Space Marine player concentrates his forces in one place, then
outflank him then hit him from both sides.
Most Marine
players do not have the numbers to have a suitable reserve unit
so if you wipe out that squad then its usually clear sailing from
there. Also, if ever you play with break point rules, then you
should definitely try to break him since it may be easier to do
so.
2.
Tactically, predictable
Space marines
may be flexible, but that also makes them predictable on the battlefield.
Lets take a look at their names. Tactical Squads, Assault squad,
and Devastator squads.
Just from
the name you know that the assault squad will bound forward to
get into close combat. By analyzing the terrain carefully once
he has placed his Assault squad you can probably predict where
they are going to move. Reinforcing that particular side may enable
you to stop the assault. Devastator squads, on the other hand
will sit back and shoot with their heavy weapons. Again, by analyzing
the terrain, avoid the most of their fire by using cover or simply
don't expose your expensive units to them.
This idea
can extend to the other units as well. Dreadnoughts armed with
two Heavy weapons will NEVER assault you. Veteran
squads with close combat weapons WILL try to charge
you. Being able to predict what that particular unit will do is
very useful and you should exploit it to the fullest.
3.
Tactical Squads are NOT optimised
Tactical squads
are another matter. Most Marine players I know like to play with
the 5 man tactical squads with Heavy weapon. The reason behind
this is to maximize the number of heavy weapons in the army and
fill up the troop slots. This kind of marine army is very static
and very susceptible to assault by the opponent. Tactical Squads
which do have rhino transports will probably support an assault
rather than shoot.
Again, this
makes the Tactical squad predictable depending on their weaponry.
Furthermore, they just don't have the 'punch' of the specialist
squads. I am not so scared with these types of marines because
they just don't deal enough damage either way with their bolters
and single heavy weapon. And, they are just as bad in assaults
if they don't have power weapons to back them up.
Thus Tactical
squads are the 'weak' units that you can and must exploit. Assault
them and shoot them to bits for quick points.
Weapons
to use against them:
Any weapon with AP 3 or better is excellent to use versus Space
Marines. Namely these are :
Plasma Guns, Melta Guns, Plasma Cannons,
StarCannons, Disintegrators, Rokkits,
Krak Missiles, Battle Cannons.
I also use
multiple flamers on large groups of Marines. Though the Marine
player gets a save, the law of averages will ensure that some
of them will drop.
I would suggest
trying to assault marines. If you can win the combat, they are
usually outnumbered and are forced to retreat. However, DO
NOT sweep advance them because they will automatically rally.
Just stay to within 6" of them until they leave the table.
This tactic may not work if the Marine squad is a dedicated assault
squad with a hero inside. Avoid such units and just shoot them.
Well these
are my basic tactics with regards to Space Marines.