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Warhammer 40,000/8th Edition Tactics/Space Marines
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====Tactical Marines==== The introduction of Primaris Marines all but stopped the popular use of Old Marines, it was hard to argue why you would wouldn't take the Nu-boys, twice the wounds, an extra attack, an extra -1 ap and 6" on their weapon range all for a few extra points. However the new Codex Space Marines (8E) 2.0 gave the humble Tactical Marine a new lease on life. They can gain the benefit of all Doctrines, Devastator for heavy weapons and grenades, Tactical for bolters and special weapons and assault for their melee attacks. "MELEE?!!" You say, "Why would you trade the obviously superior shooting of their bolters?" and I say "Fools!!!, you know nothing of the glory days of yore, when the Metal Bawks had the personality of a steam roller, clearing an inexorable path across the field of battle, when the holy Bolter was but a device to smear butter on any unfortunate newbs who happened to risk the wrath of the OG' to snatch an extra round of shooting at something more important." *But enough of the nostalgia and theatrics. 2.0 gave marines a lot of what they had back in 2-7ED, +1A on charge, strike first if they charge (back then there was an Initiative stat (I) and charging granted +1I making marines I5 and against most armies except the Eldar and 'stealers this meant they got first strike), the new doctrines are an effective reintroduction of special rules you could purchase to allow you to flavour your marines to whatever chapters you had in mind. But now the glory days of Tactical Marine have returned, 2 shots with their bolter then another 2 in Melee, that makes for up to 41 S4 attacks per turn with a 10 man squad and 4.6 dead enemy MEQs before they can even react, with a base 10 man marine squad for only 120pts, with doctrines (either tactical or assault) and you get another dead enemy marine. Then the support options are all gravy. Consider using the Rhino rush strategy to deny the enemy ground, deliver your marines in safety and use them to soak up overwatch, you should muse over use of the trusty; Stay in combat and clean up during your opponents assault phase tactic to protect your units from shooting. *Do you want to know what what they get now that they didn't get back in pre 8ED 2.0? 2. Damage. Melee. Attacks. The White scars take Tactical marines melee to a whole new stratosphere even if you only take generic Chapter Tactics. If you manage to preserve a 10 man Tactical squad until turn 3 they will of earned 21 S4 ap-1 2D melee attacks, that's 3.5 dead primaris, 2.3 dead TH/SS terminators, 4.6 wounds against a character with T4 2+ and ... wait for it ... 3.1 wounds against a T5 2+ Character (Abbadon springs to mind). Bear in mind this is a Full tactical squad with no weapon upgrades OR support of any other kind and in addition to any added bolter fire. *A Captain/lieutenant adds about 10% damage to both melee and range, Chapter Master (-2CP) adds about 20% to both in melee and range, Chaplain w/litanies of hate (66% of the time) adds about 20% in melee only and a WS Master of Sanctity (-1CP) with both litanies of hate and strike off the head (88% of the time for 1 and 44% for both) adds about 40% damage boost in melee. You want to go all melee? Master of Sanctity. Want reliable? Go Chapter Master and want cheap but effective support? Go lieutenant.
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