Space Marines deployment plan
Standard Marine opening
Reach two Tactical Squads and a stable economy without conceding the map.
ExperimentalBeginnerPatch 1.0.0Astoran
Published for discussion. Timings are unproven.
Build sequence
16 steps- 0:00Servitor crewProduce unit
- 0:15Chapel-BarracksConstruct building
- 0:48Scout SquadProduce unit
- 1:10Capture nearest requisition pointCapture pointScouts capture while the second builder walks.
- 1:20Servitor crewProduce unit
- 1:40Plasma generatorBuild generator
- 2:00Capture second requisition pointCapture point
- 2:20Tactical SquadProduce unit
- 2:50Listening post on held pointConstruct building
- 3:15Second plasma generatorBuild generator
- 3:45Tactical SquadProduce unit
- 4:20Advance to Tier 2Advance tier
- 5:20ArmouryConstruct building
- 6:05Bolter drillsResearch
- 6:40Reinforce both squads to full before engagingNote
- 7:00Vehicles scouted?BranchIf the opponent has any vehicle, research missile launchers before Tier 3.
Resource projection
- Total spend
- 1980
- Final population
- 39/300
Sequence valid
Every step is affordable at its stated timing and its prerequisites are met.
Execution notes
The safest Space Marine opening and the one to learn the faction with. It concedes nothing and wins nothing early — the plan is to still be even at six minutes with better squads than the opponent. Reinforce rather than rebuild at every opportunity.
Adaptations
- If: Two Boy Huts scouted
- Skip the second generator and add a third Tactical Squad instead.
- If: No pressure by four minutes
- Take Tier 2 early and open the Armoury for bolter drills.
Known weaknesses
- Slow to take a wide map
- Loses outright to an unanswered Ork all-in
Unproven build
This build was written before Dawn of War IV was released. Its timings come from provisional statistics and it has never been played.
Data for patch 1.0.0 · Not yet verified