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====Forge World==== Forge World also provided Chapter Tactics for a whole bunch of later-founding chapters: * '''[[Red Scorpions]]''': Can make any ''Tactical'' (and ''only'' Tactical) Sergeants/Veteran Sergeants an Apothecary '''for free''', while '''keeping all their sergeant equipment''' (it does mention that you must appropriately represent this on the model, so get creative or hit up a bits site). Also, you can re-roll failed Pinning tests, but cannot go to ground voluntarily or buy Camo Cloaks, which render Scout objective campers useless. Not like you really need them with FNP Tacticals. ** Want ridiculously tough/trolly Tactical Marines? Use this in a Siege Assault Vanguard army. You now have access to a 10-man tactical squad with bolt pistols and chainswords with Land Raiders as dedicated transports, or you could take a regular tactical squad and give them siege mantlets (re-rollable armour saves). Either way, FNP works extraordinarily well with both squads. ** Red Scorpions also have the option to upgrade their relic blades at an additional cost. This makes their captains and vanguard vets a bit more intimidating, or at least diverse. * '''[[Carcharodons]]''': Fear. Tactical Marines can exchange either the Bolter or Bolt Pistol for a chainsword for free, or BUY an extra chainsword or combat blade for +1 pt (making them effectively ground assault troops). After destroying an enemy unit in assault or forcing an enemy unit to fall back, they gain Rage, but must consolidate towards the nearest enemy unit it is capable of damaging in an assault. Keep in mind that if you use this Chapter Tactic, you can only ally with other Imperial armies, and even then their relationship is downgraded to Desperate Allies. Dreadnoughts have also become that much more dangerous, with Fear and easily getting Rage either by squashing a unit or making them fall back with Our Weapons Are Useless. ** This tactic can have a huge benefit for Battle Demi-Companies. The bulk of your models will be Tactical Squads, so you may as well as take advantage of the opportunity to give them all CCWs at 1 point/model, which is cheaper than Space Wolves or Chaos Marines (they have to pay 2 points/model) and lets them better threaten gunlines and fire support units. ** It's worth noting that RAW, units can gain Rage by simply blasting an enemy unit from range and making them fall back. ''I wish. The rules clearly state that Rage is only gained when destroying/forcing an enemy infantry unit to fall back "in an assault."'' * '''[[Raptors]]''': Scout and Stealth on the first turn if they are not bulky or very-bulky. Also, any unit that didn't move during the movement phase may shoot their boltguns (Forgeworld has specified that Hurricane Bolters don't count here), combi-weapons fired as boltguns, or bolt pistols as Heavy 1 '''Rending''', including Sternguard Special Ammunition. This turns otherwise mundane weapons into serious threats against MCs and light vehicles (AV12 or less). **Note: even though the Strike From the Shadows description is the 6e Raven Guard Chapter Tactics, it specifically states that they have the same rule as Raven Guard, hence the "upgrade" in 7e. Technically, it does specify ''Codex: Space Marines'', while the 7e codex is called ''Adeptus Astartes'', but that would be '''really''' overbearing rules lawyering...so know your opponents (just like the Raptors would!). ***It does ''not'' state they ''must'' have the same rule as Raven Guard; the wording is that they have two rules, '''Strike from the Shadows''', which is listed as '''Strike from the Shadows (as per the Raven Guard Chapter Tactic in Codex: Space Marines):''', and '''Legendary Marksmen''', which has no reference to the Raven Guard as such. It's [[skub|got no errata]], and is the most current wording available, so decide for yourself if you want to replace SftS (which is the Scout+Stealth benefit) with something from the Raven Guard; remember that the stock rule makes Raptors relatively bad at Jump Infantry, which might be a fluffy way to distinguish them from Raven Guard. * '''[[Mantis Warriors]]''': Everything not Bulky (or a variant thereof) gets Move Through Cover and Hammer of Wrath, and if it starts a charge in terrain which grants cover, it also gets Furious Charge. The only non-Bulky dedicated melee units you get are Honour Guard, Vanguard Vets, Assault Marines, and arguably Scouts, so it doesn't help much in that respect. Also, let's be real - anything that WANTS to charge your gunline is probably not much worried about Tacticals or Devastators getting HoW and Furious Charge. MTC does make your army a little more mobile, though. Also, if they are your Primary Detachment, they can re-roll Seize the Initiative. **The 7th edition codex can now roll on Divination, so the biggest reason to use these Chapter Tactics has become worthless. * '''[[Executioners]]''': Stubborn on steroids, ignoring ALL negative Ld modifiers no matter what. Their characters inflict ID on to-wound rolls of 6 in challenges, but the character with the highest WS in a fight must challenge, with ties letting the controlling player pick (so a Sergeant could challenge instead of that Techmarine and his servo-harness). * '''[[Angels Revenant]]''': Get Hatred (Necrons) and Preferred Enemy (Necrons). If the enemy force has no Necrons, they instead become Fearless after losing half (round down) their units. The first one is ''very'' powerful against Necrons (and considering Necron popularity would get a lot of mileage), but the latter is meh. * '''[[Red Hunters]]''': Everyone gets Adamantium Will. The more interesting part is a one-use ability that lets you give X units with Chapter Tactics one of six special rules (''Counter-attack'', ''Monster Hunter'', ''Tank Hunters'', ''Hatred'', '''''Skyfire''''', or ''Interceptor''), where X is the number of the current turn. You don't have to give those units the same special rule, so feel free to mix and match! Used properly, this ability can be amazing - ''Skyfire'' Lascannon Devastators, ''Monster Hunter'' Hammernators, ''Tank Hunter'' melta Bikes, Interceptor Centurions, go wild! Careful, though - while waiting lets you buff more units, wait too long and you might miss the right moment to pop it...or too many units die and you don't have enough dudes to give all those cool special rules to. 7th Edition's rework of Allies makes their last little thing (allied Grey Knights and Sisters of Battle are Battle Brothers if they have an Inquisitor) pointless. **Red Hunters get AW standard and, unlike Black Templars, can take Librarians, giving you one of the better anti-psyker vanilla marines. * '''[[Star Phantoms]]''': You can re-roll ones on reserve rolls for deep-strikers if you want, and can launch ''army-wide Twin-Link'' on all Rapid Fire, Assault, Salvo, and Heavy weapons for one turn (so it won't twin-link Pistols). Mass drop-pod dakka hail of death. Consider them a Drop Pod specific alternative to Ultramarines. **Two combined Battle Demi Companies with free Drop Pods and an extra Tactical Doctrine can make this Chapter Tactic far more useful than it ever was. Even the Skyhammer formations or a 1st Company Task Force full of Terminators benefit from this. * '''[[Minotaurs]]''': Get to re-roll Pinning tests, do not suffer Morale tests from shooting, and get Crusader and +1 charge range on the enemy deploy zone. One of the worst ones. No panic tests from shooting can be potentially useful, but chances are that if you're already taking large amounts of casualties as Space Marines, you might just die in overwatch or not do much in assault. This encourages footslogging Marines like the Black Templars, but unlike the Templars, you have no access to dedicated Land Raiders for your Tacticals and can't take CCWs to increase their melee power. Pretty much made up for by their badass characters (army-wide PE against loyalists is pretty sweet). **With the new Angels of Death supplement, these guys have access to the Stormlance Demi-company. These seems to suit them fairly well in terms of speed, mixed mobility, and versatility. The re-rolls against pinning help anyone in a metal bawks, too. * '''Fire Hawks''': Get +1S for all flamer, hand flamer, and heavy flamer weapons the turn they Deep Strike in (Drop Pod flamer spam!). HoW attacks from jump pack models also get +1S, but without the turn-specific restriction. Hand flamers, at +5 points, are added to the Ranged Weapons list, so most ICs/sarges can grab one. Their Assault Marines and Vanguards are scoring, but not troops...so unless you can convince your opponent that this translates to [[Awesome|Objective Secured]] in 7e (RAW it doesn't, but if he isn't [[That Guy]] he might play along), it basically does nothing, making Fire Hawks Chapter Tactics crap. If you really want to proxy them you could always go with Salamanders with a lot of jump units. * '''[[Astral Claws]]''': Stubborn, their Bikes have Skilled Rider, and their Fast Skimmers get Scout. Does it remind you of some other [[Dark Angels|LOYALISTS]]?
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