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Warhammer 40,000/7th Edition Tactics/Space Marines
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===Bike Armies=== Thanks to the White Scars Chapter tactics and Khan, this is one of the strongest space marine army configurations out right now, since biker troops become very cost efficient in this manner. Skilled rider grants 3+ Jink Saves, along with the difficult terrain shenanigans (ain't no body got time for walls), whilst Hit&Run basically gives a superior version of the old Combat Tactics, meaning you will almost never be bogged down in a combat you don't want. Even better, you can disengage on the enemy Assault phase and then Shoot/Assault again in your own phases using Hit&Run. Khan lists also generate an incredibly potent alpha strike army. Bikes can pack an astounding amount of small to medium arms fire, and put them in rapid fire range on turn 1. No one is safe when you have a 5 man command squad pumping 15 grav bolts into them before they even get to think about moving. Tanks get melta or grav shoved at them. On the return phase, you can capitalize on your 3+ Jink and then hit everything with S5 HoW hits, stay in combat, and then run away to do both again every turn. With the new Chapter Tactics even Terminators '''AND CENTURIONS''' get the Hit&Run shenanigan. For the love of God, though, break into the home of every Chaos player you know and smash their Helturkies. Heldrakes can really really mess this army up. Fortunately their flamer of doom has been reduced to front-arc firing, so you can mitigate it somewhat. (When it enters it still eats up a squad, but with your speed you should be safer later turns)
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