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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Tactics==== *'''White Scars but Different:''' This works best if you're a successor, so you can swap your tactics out for Whirlwind of Rage and Hungry for Battle. Whirlwind of Rage combines with your Doctrine bonus to make it worth re-rolling even successful hits to fish for 6s, so the name of the game is bringing full re-rolls to hit in melee: that means your HQ choices should start off with a Primaris Chaplain on Bike who knows Canticle of Hate (he'll have +2 to Advance and Charge personally, so this is for ensuring those around him can succeed on a charge as well if absolutely necessary - usually no one will need help and you'll use Litany of Hate), and you should strongly consider a Captain on Bike or Wolf Lord on Thunderwolf Chapter Master. The Warlord Trait you want most is Hunter on the Chaplain, but Majesty and Rites of War are also very helpful, so you should consider bringing all three traits across the two Characters, if possible. Neither Hunter nor Majesty should give you any significant problems popping the Saga for, and Majesty doesn't need you to pop the Saga to be helpful. Pay the CP to give one of the two the Wulfenstone, mostly because its 1/game ability is ''incredibly'' good mixed with Whirlwind of Rage + Your Doctrine Bonus + Full Re-rolls to Hit (the unit with all three should fish for 5s, not 6s). Then build the rest of your army around Thunderwolf Cavalry, Scout Bikes, and Bike Squads; if you need Troops, put Blood Claws in Rhinos. The whole mess will act like a White Scars army is supposed to be: you'll advance it shockingly quickly (remember, Hungry for Battle gives everything ''except'' the Bikes +1 to Advance distances) into the enemy, have basically no problem charging it after advancing, and then the Chaplain, the Wolf Lord if that's what you went with, and the Thunderwolf Cav will be able to Fall Back and Charge as it pleases to boot. </div></div>
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