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====Special Units==== <tabs> <tab name="Ultramarines"> =====HQ===== *'''[[Marneus Calgar|Chapter Master Calgar]]:''' Papa Smurf, nuff said. He now gets +1T thanks to his Gravis armour without the -1 to movement like the majority of Gravis units, as well as +1W and +1A from being Primaris, and he even gets to keep his 2+/4++ along with the halved damage. This makes him even more powerful than he ever was, although being in a Gravis suit does mean that if he wants to actually get into combat he'll either need to footslog or pay for a Repulsor. **Something for consideration: Calgar, with the right supports, is actually a deadlier fighter in melee than Guilliman is. For starters, while Guilliman can feel the pain from larger foes and their absurd damage, Marneus can, for the most part, walk out less damaged and more annoying thanks to the halved damage. Assuming all damage is multi-wound rather than 1 damage, Calgar technically has ''16'' wounds, versus Guilliman's 9. In addition, while Guilliman can resurrect with D6 wounds, Calgar can receive near-constant healing through an Apothecary as he is an <INFANTRY> rather than a <MONSTER> (what, you thought Apothecaries can understand the anatomy of pseudo-demigods?). Excluding the cost of a Librarian and Victrix Guard (since Guilliman can benefit from those too) and you can have a better beatstick than Guilliman (though you do lose his super-aura). The only main weakness of Calgar in this regard is that he has slightly less toughness and strength (you ARE using Might of Heroes through Calgar's Librarian, aren't you?) than Guilliman, and he's stuck with D3 damage for his fists. TL,DR: Calgar is far cheaper for a super tough HQ and can benefit from other buffs where Guilliman can not. Calgar can certainly buff your army, but Guilliman does it better. However, Guilliman delivers more melee offense overall and functions better in situations devoid of support. **Somebody is really [[Matthew_Ward|overestimating]] Calgar here. Against incoming attacks that are 2 damage, D3 damage, 3 damage, and D6 damage respectively, Calgar essentially has 16, 12, 12 and 14 wounds respectively (the results of D3 damage halved rounding up are 1, 1 and 2 and so D3 damage weapons average 1.333 damage against him). Now this is impressive, but the kinds of things you’re talking about fighting will usually force him to use his invulnerable save, which is a 4+, and so his effective hp is actually 32, 24, 24 and 28. Guilliman has 9 wounds on a 3++, so his effective hp is 27 in all scenarios, so the differences are actually minor against the bigger damage weapons without accounting for his revive ability, but between rerolling wounds and D3 mortal wounds on 6+ his melee output is potent enough to deal 7.778 wounds to Calgar in a single fight phase, ie basically killing him on average. How much damage can Calgar accomplish against Guilliman, or Calgar himself (Abaddon)? 2.6 wounds in both cases, 3.02 and 3.78 with the might of heroes. You may notice by this point that you’re paying half the points for less than half the melee power even with psyker support (at least in this case, but I think this is a decent benchmark). Add in that Calgar’s halve-damage durability is completely negated by things like the mortal wounds from snipers, and well... *'''Marneus Calgar (Legends):''' Probably the most impressive Firstborn statline in the game, but holy FUCK do you pay for it with power level 13 and 250pts. Compared to a Terminator Captain, he's W7 and A5. His Armour of Antilochus grants him a 2+ armour, 4++ invulnerable save, Deep Strike, and halves any damage he suffers. He has the 8th edition Chapter Master rule (all Ultramarine units within 6" re-roll failed hit and wound rolls), but you'll change it to the 9th edition Rites of Battle and Chapter Master rules if you're not That Guy. Master Tactician grants you +2CP if he's your Warlord. Finally, he's armed with a relic blade and the Gauntlets of Ultramar (24", rapid fire 2, S4, AP-1, D2 or melee, Sx2, AP-3, Dd3). ** He's behind the times with regards to his rules, even FW updated their Legend units to a 9th edition standard. His relic blade and Captain/Chapter Master rules specifically. *'''Marneus Calgar in Artificer Armour (Legends):''' Papa Smurf, before Swarmlord ate his arms, his legs, and half of his face. Same as above, but 235pts with no Deep Strike or halving damage. Pay the 15pts. *'''[[Cato Sicarius|Captain Sicarius]]:''' For 115 points, you get a 2+ save ''without'' giving up melee or ranged, combined with relatively inferior melee and ranged. He has a plasma pistol that's on permanent overcharge safely and a force sword that deals d3 mortal wounds instead on um6 to wound; by comparison, a thunder hammer/combi-melta captain is 110 points and has better melee ''and'' better dakka, but is only Sv3+, and you have to give a weapon up to carry a storm shield; if he gives the gun up, he's down to just a bolt pistol. The real reason you take Sicarius and his major downsides of not being allowed to wear a jump pack or take relics or choose his own warlord trait is that at the beginning of each battle round, he can pick a character or core unit within 6" to be objective secured for the round. That means you generally want him in a transport initially, to help ensure you can get him to the objective and use his ability. He's great for riding a Drop Pod in turn 1 so he can start handing out his buff on turn 2, or you can start him on the table so he can hand out his buff at the start of 1 before embarking. *'''[[Uriel Ventris|Captain Ventris]]:''' Another Black Library Character given tabletop life. 110pts gets you a Primaris Captain with Invictus (30", rapid fire 1, S4, AP-2, D2) and the Sword of Idaeus (melee, S+1, AP-3, D3) makes him deadly at all ranges. His special rule is Unorthodox Strategist, allowing you to use the Adaptive Strategy Stratagem (one <Chapter> unit from your army counts as having all doctrines active for one turn) for 1CP instead of 2CP if you use it on an Ultramarine Core unit within 6". His fixed Warlord Trait is Paragon of War (unmodified wound rolls of 6 inflict an additional mortal wound) and he gains the Master of the Fleet Honorific if he's included in a Crusade Force (Orbital bombardment Stratagem can be used twice per game and only costs 1CP). ** His rules are unique and fluffy, but CP intensive, so find a way of gathering CP from another source if you want to make full use of him. Papa Smurf can be an option; and simultaneously fluffy and unfluffy at the same time depending on the situation. ** His model is pretty baller, with a lot of detail included from his background (Inquisition icon from his Deathwatch Service and Rose of Pavonis from his first assignment as a Captain). ** Even if you don't use Unorthodox Strategist, he is still a 5 point upgrade from a basic captain to have a true Intercessor master-crafted bolt rifle and a better power sword for the price of a bad warlord trait (pro tip: he doesn't have to be your Warlord to get his rules going). If you '''have''' to use a standard Primaris Captain as an Ultramarine and not the Indomitus version, this is probably the best option for the points. Unorthodox Strategist is just icing on the cake. *'''[[Ortan Cassius|Chaplain Cassius]]:''' He grants a mortal wound against enemy units that kill an Ultramarines model within 6" on a 6+. 3+ Marines die often, so with big numbers in your army Cassius has some punch and hurts the enemy in their phase. Combine with a Company Ancient and Apothecary to make the marine shoot as he dies, confer a mortal wound, and be brought back to life to shoot the next turn. But with marines all getting 2 wounds, this ability will see a little less use. **Cassius provides two Litanies for your marines. Using the +1 to hit and +1 to wound litanies can give squads that can generally hit on 2s, and a minimum wounding of 5s. *'''[[Varro Tigurius|Chief Librarian Tigurius]]:''' The primary reason to take this guy is that he's the best Psyker in the Imperium right now - he gets +1 to all Denies and Casts, ''and'' re-rolls casts, making his smite *ludicrous* - he can and should re-roll anything below a 10 on the first cast (remember, his Smite gets better on a 10+, not 11+), giving him a total expected Smite value of 2.32 Mortal Wounds. Unlike most named Librarians, he's ''not'' locked to the Ultramarines discipline, so he can stick to Librarius if he wants. At the start of the battle round, he can pick a core or character unit within 6" to be at -1 to be hit, which is baller as hell. He's armed with a Force Relic Blade, i.e. a Relic Blade only worse at Dd3, and a bolt pistol and grenades. Compared to the famously powerful Mephiston of the Blood Angels, almost his entire statline is worse and so is his weapon, but he's unquestionably better at casting spells. *'''[[Antaro Chronus|Sergeant Chronus]]:''' Stick him in a Rhino, Razorback, Predator, Stalker, Hunter, Whirlwind, Vindicator, or Land Raider. That Vehicle heals one lost wound per turn, gains Character, and is always BS2+ no matter the damage. If the Vehicle is destroyed, he pops out as... Well, as someone pretty useless. BS2+, W4, A2, and a servo-arm, but no Techmarine fixing ability. *'''[[Torias Telion|Sergeant Telion]]:''' Telion makes Scouts, Scout Bikes, and Land Speeder Storms better. He is armed with a better Sniper Rifle, and at the start of the Shooting phase he can pick a Scouts unit within 3" to be BS2+ for the phase. Unfortunately, Scouts suck, and he can't use his ability while embarked, but he ''can'' embark on a Land Speeder Storm, so if he does, this can be helpful if you want to pop him out and have both models shoot. =====Elites===== *'''Chapter Ancient:''' <Ultramarine>-exclusive Chapter Ancient. Costs the same as making your own Chapter Ancient, provided you bought him a power sword (which you never would), and the benefit in exchange for locking to a power sword is 1 better Ld (which is useless) and 1 better Sv (which is not). This version also ''can't'' be made slotless via company vets. *'''Chapter Champion:''' <Ultramarine>-exclusive Chapter Champion. Costs the same as making your own, plus 5 points ''and'' you give up the stock model's 5++ and bolt pistol. Instead, you get re-rolling melee hit rolls against characters (which is the same as re-rolling 1s since he's WS2+, and is a 7/6 multiplier on his melee output when it comes up) and an additional attack he can always make in melee at SU AP-2 D1, making him overall better offensively but worse defensively than a stock Chapter Champion, for his points. This version also ''can't'' be made slotless via company vets. *'''Honour Guard:''' The non-legends version has more restrictive wargear, so you can think of this unit as Company Vets only worse; compared to Company Vets with the same Bolter and Power Axe, it's 50 points for 4 attacks (6 on the charge) and 2+ save, as opposed to 46 points for 5 attacks (7 on the charge) and a 3+ save, but also Company Vets can take a Lightning Claw instead for the same cost and perform ''much'' better, and the bolter arm can carry a storm bolter or storm shield, making them either more efficient at ranged murder or durability. There's really no comparison - plus, company vets play much nicer with your precious elites slots. *'''Tyrannic War Veterans:''' Sternguard Veterans, with a unit size of 4-10 and no weapon options, BUT re-rolls failed hit and wound rolls against Tyranid targets, ''and'' is ''cheaper'' than actual Sternguard - you should always pick these guys over Sternguard if all you wanted was the stock weaponry. *'''Victrix Honour Guard:''' Prototype Bladeguard Veterans. No pistols, and maximum unit size 2 (but both members are A4). Compared to Bladeguard, these guys are WS2+ (so it's like not having to buy a Bladeguard Ancient at all) and Sv3+++, with the crippling downside of only having regular power swords; where they'll hit for 2*4*5/6 = 6 2/3 damage for 70 points (base, not including Shock Assault), unsupported MSU Bladeguard Vets who don't get to shoot their pistols still hit for 10*4/6*2 = 13 1/3 damage for 105 points, i.e. 2x as hard for 1.5x the cost, and that's before you consider their pistols or an ancient. However, unlike Bladeguard, these guys are bodyguards (like company vets) ''and'' can heroically intervene, so thanks to their 2+/3+++, they're better viewed as being better-than-company vets for the intended job of company vets, albeit with suboptimal melee weapons and a crippling inability to ride most transports; also, unlike company vets, these guys only don't take up a slot with Calgar, ''and'' they don't enable a slotless ancient, apothecary, or champion. =====Lords of War===== *'''[[Roboute Guilliman]]:''' The most effective unit in the Astartes Codex, even better now with a 80 points decrease, "only" clocking at 300 points. He possesses an impressive statline: WS and BS are both 2+, 8" movement, S6, T6, 6A and has 9 wounds, and if he is killed he comes back on a roll of 4+ with D6 wounds. His 9 wounds mean enemies have to observe the Look Out, Sir! rule and also takes cover behind a constant 2+, 3++. Shooting wise he uses the Hand of Dominion which is 24" rapid fire 3 S6 AP-1 Dmg 2, which is good but it's CC where you want Girlyman. In close combat he can either use the Hand of Dominion as Sx2 AP-3 Dmg 4 power fist or use the motherfucking [[Emperor's Sword]] at S+2 AP-4 Dmg 3 that on a roll of a 6 causes D3 mortal wounds on top of the 3 damage he already caused. In close combat he is one of the best characters in 9th, on top of that lucky rolls can lead to him dishing out a lot of extra damage through mortal wounds. With the new monster and vehicle rules, he can now also fire his bolter while in the engagement range at -1 to hit. All of that is nice, however, where Guilliman truly shines is his buffs to the rest of the army. Any keyword {{W40Kkeyword|Imperium}} unit within 12" adds 1 to advances and charges, re-roll hits of 1, and can re-roll failed morale tests. As the Primarch of the Ultramarines, he gives all {{W40Kkeyword|Ultramarines Core}} and {{W40kkeyword|Ultramarines Character}} units within 6" re-rolls of any hit roll, with the aforementioned {{W40Kkeyword|Ultramarines Core}} getting re-rolls of 1 to wound. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits. If all that wasn't enough if your army is battleforged you get 3 extra CP. He does everything you'd want a warlord to do, basically. The main reasons not to take him are points cost, wanting a different LOW, or not wanting to be seen as [[That Guy]]. **Be aware that since he has the {{W40Kkeyword|Monster}} keyword for some odd reason, he tends to interact strangely with several other rules (e.g. taking Transports). Watch for anything that affects {{W40Kkeyword|Monster}} units and be prepared to footslog. **With 9th if you bring Guilliman he has to be your warlord with his new Avenging Son rule, which is fine because you get those three extra command points on top of him refunding one of your detachments by being a Supreme Command Detachment, for a max of a whopping 15 command points in a 2k point game. </tab> <tab name="Fire Angels"> *'''Captain [[Tarnus Vale]] (FW Legends):''' Provides a 6+ invuln to nearby '''Fire Angels vehicles''', but isn't riding a bike or using a jump pack, so he'll never keep up with his charges unless he’s in a transport or said charges are artillery tanks, such as a Fellblade or Whirlwind. Works better with Dreadnoughts for the rerolls. He does have a power sword that has D2, and an 8" pistol 3 plasma pistol. Not to mention lots of vehicles sit in a parking lot. Like are you really gonna be zipping that predator up the field? '''Successor Tactics:''' The Fire Angels are notable for their strict adherence to the Codex, so Inheritors of the Primarch is a perfect fit for them. Alternatively, if you want to build around Vale's Vehicle buffs and build a parking lot type army, tank boosting Tactics like Master Artisans and Scions of the Forge are good options. </tab> <tab name="Fire Hawks"> *'''Knight-Captain [[Elam Courbray]] (FW Legends):''' The ''only'' Forge World character in this list who showed up with a Jump Pack and a special power Sword D2 that reroll wound rolls. However, because how DARE you tell him what to do when he comes in from reserve, he teleports in like a boss, rather than falling from the sky like a pleb. Also, he will always try to attack Characters within 1" of him, even if you'd rather he attacked someone else, because, again, FUCK YOU. **You're better off taking a regular captain with a jump pack bolt pistol and a relic blade. You're paying 18 points more to get to reroll wounds on your S:+1 AP-2 D2 sword (worse than the relic blade at S+3 AP-3 D2, which is more likely to wound on the first roll given it makes the captain S6). That's all he has over the normal jump pack captain. '''Successor Tactics:''' While Courbray is nothing you'd build an army around and not a whole lot is known about the Fire Hawk's specialization, they present a fluffy option for creating a more fleshed out Legion of the Damned. No options for universal FNP or Deep Striking, but general durability boosters like Indomitable, Stalwart, Stealthy (fluff it like the smoke rising off them giving them cover!) Or Warded is fine choices, and Fearsome Aspect is quite appropriate. </tab> <tab name="Howling Griffons"> *'''Chaplain Dreadnought [[Titus]] (FW Legends):''' Exactly the same as a normal Chaplain Dreadnought, but his FNP equivalent is a 5+, not a 6+, and he has fixed weaponry in an assault cannon, heavy flamer, and big ol' smashy fist. He's worth taking if you're playing Howling Griffons and already planned on taking a Chaplain Dreadnought, but otherwise unremarkable. '''Successor Tactics:''' Griffons are known for their tactical flexibility and good sense, so most any blend of Tactics could be made to work. Titus himself, similarly, is just a solid all-rounder, though Chaplain Dreads inherently encourages a more melee-focused playstyle. A good pick for remaining fast and loose with what sort of army you want to bring. </tab> <tab name="Marines Errant"> *'''Lieutenant Commander [[Anton Narvaez]] (FW Legends):''' Has interesting (if weird) wargear. He comes with a power sword that on a 6s to wound does a addtional mortal wound, an assault d3 S7 Ap-2 D1, and the Actinic Halo which gives him a 3++ save UNTIL you take an unsaved wound at which points it stops working and only gives a 4++. He honestly makes a decently shooty captain who has a decent buff (he provides the captain buff of rerolling 1s to hit, not the lieutenant buff to wounding) and is good for an all-rounder and doesn't cost much at all, use your command point rerolls on his invulnerable save to keep him alive all game and outside of mortal wounds he'll be exceptionally tanky... especially for a dude who's just supposed to be a ship captain. '''Successor Tactics:''' Close range board actions are not well represented on the tabletop outside of Killteam, but we can make it work. Assault is the name of the game here, so Hungry for Battle and Rapid Assault are no brainers. </tab> <tab name="Novamarines"> *'''Captain [[Mordaci Blaylock]] (FW Legends):''' Terminator captain, with a D3 chainfist, a relic storm bolter S5 AP-2, and grants a 6+ FNP to all Novamarines Infantry within 6". '''Successor Tactics:''' Another Codex hardliner, so Inheritors of the Primarch is probably your go-to here. Just as well, Braylock is brutal in close range where he can support similarly built units. </tab> <tab name="Tome Keepers (WD 458)"> =====HQ===== *'''Captain [[Nasiem]]:''' A Primaris Captain with the Sunwrath Pistol Ultramarine Relic (12", pistol 2, S8, AP-3, D2) and a master-crafted power axe (S+2, AP-2, D2). His fixed Warlord Trait is the Master of Strategy from the Ultramarines supplement. In a Crusade Army, this models Captain of the Third company rule grants him the Master of the Arsenal Honorific without increasing his Crusade Points cost. *'''Epistolary [[Lykandos]]:''' A Primaris Librarian with a force stave (S+3, AP-1, Dd3). He comes with the Reliquary of Gathalmor Codex Relic (enemy Psykers within 18" suffer -1 to Psychic Tests and if they fail a Psychic Test they suffer d3 mortal wounds on a 4+) and Calm Under Fire Warlord Trait from the Ultramarines supplement. *'''Orator [[Sephax]]:''' A Primaris Chaplain with the Benediction of Fury Codex Relic (S+2, AP-2, D3). He has the Iron Resolve Codex Warlord Trait. =====Elites===== *'''Ancient [[Kae]]:''' A Primaris Ancient with the Seal of Oath Ultramarine Relic (select one enemy unit after deployment, Tome Keepers within 6" re-roll hit and wound rolls against that unit) and Nobility Made Manifest Ultramarine Warlord Trait. </tab> <tab name="Astral Claws"> *'''Lieutenant [[Carnac Commodus]]:''' *'''Chapter Master [[Lugft Huron]]:''' *'''Captain [[Corien Sumatris]]:''' *'''Master of the Forge [[Armenneus Valthex]]:''' </tab> <tab name="Tiger Claws"> *'''Captain [[Corien Sumatris]]:''' </tab> <tab name="Blood Ravens"> *'''Chapter Master [[Gabriel Angelos]]:''' </tab> <tab name="Red Scorpions"> *'''Chapter Master Lord High Commander [[Carab Culln]] (FW Legends):''' *'''Captain [[Carab Culln]] the Risen:''' *'''Chapter Master [[Casan Sabius]]:''' *'''Chief Librarian [[Sevrin Loth]]:''' </tab> </tabs>
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