I always lose 1v1s against space marines, even though I'm a space marine myself (and I don't want to switch armies).
I push out and capture as fast as possible, but they always seem to have more men and resources than me.
What should I do?
Perhaps a stupid question, but are you building generators?
Points by themselves don't grant you resources. Generators are what makes the points worth having.
Yeah, I build them (I didn't actually know point don't produce by themselves, I saw MasterOfRolfness do it, so I made a habit out of it)
I should also mention I start my game immediately building a barracks, a tactical squad, and another tactical in orbit, then order scouts from the barracks.
Tacticals take middle, scouts stealth the far enemy points (which causes the enemy to split up trying to capture back) while the servitor takes the points near base.
I have found success opening with +servitor +tac +tac(orbital), while sending the first servitor to the closest point with the most resource nodes. second servitor goes to the second point, tacs go to the either the left or right mid point, servitors move to capture/build listening posts on nodes at the middle as soon as they complete capture of the close nodes. I push out another Tac squad, and once I have listening posts on the middle bits, send one of the servitors back to base to wait until I have enough power for an armory and use the other to build a forward doctrine chapel.
from there I build up an army of flamer tacs (with the doctrine for extra burnination) and devastators, which seems to work pretty well, alongside Angelos as my first elite. if you get a fight that you need to win, throw down the banner, after a few seconds it adds that shield and unless he's willing to burn his banner as well you've won that fight.
I just need to remember to move my tacs into flamer range, and I can multi-flame groups of troops into bbq. If they take cover in a bubble, remember that the flamer ability goes through cover, or send Angelos in.
Alright, I'll try that out.
"Flamer ability goes through cover"
Wait, really? That will be really helpful in that crucible map (especially for that cover next to the elite point), thanks for the advice!
I've played a couple of games with TheMadTypist's opener and it works pretty well, actually frighteningly well. I can see the other side starving for troop numbers and I can simply hold on to my points without challenge and build a surplus of req to use where ever I need.
I've omitted my use of scouts completely and switched the terminators with the kill team for max early-game power, which will shut down req gain for the enemy in the long run.
I still notice myself forgetting to upgrade arsenal and headquarters until the enemy does it first though.
Also, anyone else find it strange that predator tanks cost less req than simple tactical marines?
Servitor+tac+droptac is likely considered the best generic start you can get. They obviously lack punch compared to things like dire Avengers but they're durable enough to deal with the early game and keep you safe vs all openings.
I find scouts and asm are very good if your opponent doesn't know it's coming (fast power swords+stun bases is flatly amazing vs anything that isn't spam-shees) but can be kited mercilessly if you fail to make an impact early game.
I seriously don't understand why you all suggest building Tacs at all. They cost tons of req and wiped in the same way scouts are. You can get x2 scouts for x1 Tac cost wise. Tacs are completely useless without armory upgrades and you can't push it because you will sacrifice lots of req which is crucial for having at least 2 ASM squads early on. Besides, scouts at least have free nades, tacs have nothing. It makes early game pretty brutal but you will have more req and more troops further on if you don't get screwed too much with micro.
Haven't had a problem pushing Tacs with Plasma, whirlwinds.