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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Flamecraft (2 CP)''': In the shooting phase, a unit's flame weapons will always fire its maximum number of shots. **Good for a Land Raider Redeemer, flamer Aggressors, combi-flamer Sternguard, and Assault Centurions. Still great if less efficient on Invictors and Land Speeders with dual Heavy Flamers and on Bray'arth Ashmantle. **Excellent when combined with your Fires of Battle stratagem so a maxed-out flame weapon can try to deal more mortal wounds. *'''The Crucible of Battle (1 CP)''': In the shooting or fight phase, a {{W40Kkeyword|Salamander Core}} or {{W40Kkeyword|Salamander Character}} unit gets +1 to wound for that phase. **Veterans of the Long War for the pyro-marines. Absolutely no synergy with your doctrine bonus, but if you want to sink more CP into it, you can toss in Flamecraft for max shot flamers that wound marines on 3+. Instead, you should either use this to get your doctrine bonus during the Devastator or Assault doctrines, or use it to get the bonus on non-flamer, non-melta weapons. *'''Strength of the Primarch (1CP)''': Pick a unit at the start of the fight phase. They get +1S and any unmodified wound rolls of 6 do double damage. Almost custom made for bearers of lightning claws, which you otherwise don't want due to lack of synergy with your chapter tactics. **More niche than Crucible ''most'' of the time, but better whenever the +1S provides +1 to wound, and they do stack. Slapping both on a Thunder Hammer will, when smacking a T8 target, bring you from 4+ to wound to 2+ to wound, and since 1/5 of your wounds dealt will be D4, you'll functionally go from D3 to D3.2, which is a total benefit of +78% (*1.78) before your chapter tactic reduces the benefit slightly. *'''Rites of Vulkan (2 CP)''': At the start of the movement phase while in the Tactical doctrine, for the rest of that battle round, all Rapid Fire or Assault weapons in your army get an additional -1AP on natural 6s to wound. Only once per battle. *'''Vengeance for Isstvan V (1 CP)''': When facing Word Bearers, Iron Warriors, Night Lords, or Alpha Legion in the fight phase, one unit can re-roll all hit rolls. **Very situational, but fluffy and still strong. *'''Stand Your Ground (1 CP)''': When a {{W40Kkeyword|Salamanders}} non-Servitor {{W40Kkeyword|Infantry}} unit that didn't advance in your last Movement phase is picked as the target of an attack, they get +1 to their armour saves against D1 weapons for the rest of the phase. **Like "Unyielding in the face of death", but not restricted to Gravis, and can be stacked or spammed alongside it. With that and marines becoming 2W, guess small arms can eat dirt this edition. </tab> <tab name="Epic Deed"> *'''Rise From the Ashes (2 CP)''': When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Character}} dies, roll a 4+ and they pop back up with 1 wound remaining. Only once per character per game. **Opponent manages to take down your Warlord? Snipe the Techmarine playing Self Sacrifice meatshield? Get a lucky shot on your Smash Captain? Hit the undo button on that shit. </tab> <tab name="Strategic Ploy"> *'''Born Protectors (2 CP)''': When a {{W40Kkeyword|Salamanders}} unit is declared as a charge target, pick another {{W40Kkeyword|Salamanders}} unit within 12". It can fire overwatch at the charging unit, and if the charge is successful, they can Heroically Intervene 2D6", but only towards that charging unit. **Tau Overwatch plus a Heroic Intervention? Fantastic, if situational. Can deter certain charges and anything that can change how your opponent plays has a place. This and Self Sacrifice makes it tempting to take Salamanders as an ally detachment in any imperial army to protect your stuff. *'''Despite the Odds (1 CP)''': At the end of a turn where you didn't score any Tactical Objectives, if your Warlord is still on the table, generate a new Tactical Objective. *'''The Fires of Battle (1 CP)''': In the shooting phase or when firing overwatch, when target ''model'' is firing a flame or melta weapon, any unmodified 4+ to wound does a mortal wound in addition to normal damage (to a max of three mortals). Only works for 1 weapon shot by 1 model, so no Aggressor MW spam for you, but ''does'' work if the model shoots twice, such as an Eradicator. **Since you don't really care about the firing weapon's S, AP, or D, but you care a ''lot'' about its rate of fire and accuracy, one of the best targets for this strat is an invictor warsuit's incendium cannon, which will generally get you about 7 dice rolling to wound, which will generally mean you'll get all 3 mortal wounds out of this strat. You can combine this with Flamecraft if you don't mind the incredible CP expenditure to guarantee that the weapon in question gets plenty of changes to try to wound - 12 for an incendium cannon, 6 for most flame weapons - and/or with the Lord of Fire warlord trait. *'''Immolation Protocols (1 CP)''': Turn all of one unit's flame weapons into Pistols for one shooting phase. Not a bad way of saving a shooty flame unit from melee. Obviously, don't bother putting this on a vehicle. *'''Self Sacrifice (2 CP)''': Use at the start of the opponent's shooting phase and pick a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit in your army that has more than five models and then one other unit that is wholly within 6". For the rest of the phase, your opponent cannot shoot the unit that is being shielded as long as they are wholly within 6" of the unit that is protecting them unless they are the closest unit. The unit that is doing the body blocking can't be hidden from shooting by psychic powers or other trickery. Best way to protect your assets like tanks or heavy weapon teams by putting a cheap troop unit in front of it. **It can outright steal target priority from your enemy - you take fire on your terms: let the bodyguard unit be in cover for a 2+ (or 1+!) save. Furthermore, while the unit must be eligible to be fired at, it doesn't say it cannot be under a -1 to be hit, such as Smokescreen Infiltrators, who are also keeping deepstrikers 12" away, or a unit blessed with Fire Shield or even Psychic fortress. *'''Relentless Determination (1 CP)''': At the end of the Movement phase, pick one unit that did not advance or Fall back. It counts as stationary, and if it has a damage table, it counts as having double wounds to see which row of the table you use. </tab> <tab name="Requisition"> *'''Exemplar of the Promethean Creed (1 CP)''': Your Warlord gets a second Warlord trait that has to be from the Salamanders list. Doesn't work on named characters or someone you gave a trait to with Hero of the Chapter (since they're not your Warlord). *'''Master Artisans (1 CP)''': Give a Sergeant a Master-Crafted weapon, Digital Weapons, the Drakeblade, or Dragonrage Bolts. *'''Trust of Prometheus (1 CP)''': Give a successor a {{W40Kkeyword|Salamanders}} relic. </tab> </tabs>
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