over 1 year
ago -
Secret Master
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Morvrann said: Hi, I never really played using Space Marines, wanna try it
Let me provide some guidance.
First, let's make something clear: Space marines are not about having good tanks. They are about having "meh" heavy tank destroyers that you can produce from 1937 until you you drown the enemy in them. So, when thinking about this, I don't want you looking at the tech tree and saying to yourself "Aha! I'll get 1943 heavy tanks soon. Let's swap to that!"
Resist that impulse. Instead think like this:
"I have 137% production efficiency cap on the same TD I've had since 1937. Let's just mount a bigger gun on it and keep building them. Sure, it's 1945, and we are about to take Berlin, but who cares?"
With that in mind, let's talk about Space Marines.
The initial heavy TD you should consider building is this one. Notice I said initial.

The SMK is a pile of garbage. But why am I telling you to build a pile of garbage? Because this tank is possible to build with off the shelf technology in 1936. The Soviets, Germany, France, and Britain can all build this. The only thing you need is the army XP to design it. It also illustrates the general design principles of a basic Space Marine TD. You want a heavy gun because it does both SA and HA. You want to save cost by using the medium fixed mount, not a heavy turret. You don't need fancy things like radios. You want high reliability (too much in this case, but I'll explain why in a moment) so that when you have 14,000 of them spread across 200 divisions on the front, you want to recover as many as possible from attrition and combat. This one is also cheap enough to be spammed. It also saves a module slot for dozer blades when you research it later.
Now, we could have configured it this way:

This way is slightly cheaper, but reliability goes to 95%. Reliability over 100% is wasted, but I'd rather have 100% reliability from diesel than the gasoline engine. It's your call, though.
But if you are not planning to build TDs until 1937, you can scam the 1934 heavy chassis. (Some countries even start with it). This takes us to this version of the SMK:

It costs slightly more than the interwar version, but it has more armor. Notice that in both cases we aren't adding armor, and we are just adding enough engine to reach the minimum 4 kph speed required.
Either TD is one you can start producing before 1938. Depending on your build (CIC versus MIC), you can really get started on these early. And you just let production efficiency build on the production lines that make it. As the Soviets, you can easily have 30 MIC on SMKs well before 1939. And for those paying attention, you will probably be delaying aircraft spam until you have the 1940 air frame and engines. So, the SMK becomes the thing you add MIC to until those techs are done.
How should I upgrade this thing?

When we pick up the tier 2 heavy gun, we add that. It comes from either the 1941 AA gun tech or the 1940 AT gun tech. But we should also add a dozer blade when we acquire 1939 engineers.

Let's make something clear. Changing a production line from one kind of tank to another hurts production efficiency a ton. But if you keep the same chassis and just swap some modules around, it barely hurts anything. So, you are still churning these out at almost full speed.
Churning these out lets us create an infantry division template like this:

Dozer blade SMKs stack with the engineers for even more entrenchment. Now, you are probably saying to yourself "Ach, Secret Master, that armor rating is terrible." And you would be right. (And Scottish, apparently.)
But consider how the AI plays. This is a German division in the field in April of 1941:

Ummm, yeah. That can't fully pierce the space marine I just showed you. And Germany has 120+ of these in the field by 1941.
What about German armor?

Yeah. That's a German panzer division in the freaking field in 1941 that can't pierce your Space Marines. And you can pierce it well. Now, the AI is not always this bad, but consider what you are seeing. By using Space Marines you are effectively rendering the entire inventory and production run of Panzer I's and Panzer II's obsolete.
And how many space marines can I make? I've literally been able to turn 192 Soviet divisions into Space Marines by June of 1941 by having 30 or so MIC on cheap SMKs starting in late 36 or early 37.
Here's a bonus tip:
If you are going to turn most infantry divisions on the front into Space Marines, you don't even need to look at the AT gun techs. Just pretend they aren't there. Instead, just go through the AA gun line like you would normally and pick up the Tier 2 heavy cannon from 1941 AA guns. You have all the piercing you need from the TDs, so building AT guns or researching them doesn't make any sense.
Extra special bonus tip:
You can add armor to the TD and make it fancier with better modules. I don't normally recommend it, but if Dollar Store TDs aren't your style, you can do something like this:

Which gives you divisions like this:

France can have 24 of these by September of 1939. That's enough to cover the Benelux border. The Germans aren't getting through Sedan with these guys sitting there.