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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Tactics==== *Melta and Flame: right now, in 9E, multimeltas are the new hotness, undercosted for what they do, while heavy flamers are the opposite, routinely costing the same amount as a heavy bolter while doing less (a heavy flamer delivers 3.5 damage, while a heavy bolter in BS3+ hands delivers ''4'' damage at the same S and AP) in an environment where no more than one of your units can fire Overwatch a turn. Multimeltas will routinely outperform meltaguns, even while walking and firing. Where it comes up - namely Sternguard - combiflamers will routinely outperform heavy flamers. Unless and until the Blood Angels let you in on their sweet, sweet hand flamers, you should ordinarily focus on melta spam over flamer spam right now. *Real Deal MSU: Salamanders are remarkably capable of filling out a large detachment. Your troops should be MSU tac squads with a multimelta in each, while your heavies are MSU devastator with 4 multimeltas or MSU Eradicators with 2 heavy melta rifles and a multimelta (Eradicators carry melta more efficiently, but your Tactic re-roll only applies once across all 8 shots they generally take), and your fast attack (if present) should be multimelta attack bikes. Elites are where it gets interesting, but if you want to keep up the theme, MSU Combat Vets with combimeltas and storm shields. You can easily fill a Battalion with points left over, although a Brigade might be tough at practical points limits. *In keeping with the small unit size benefit, look at squads of Eliminators and/or Eradicators. Your re-roll ability allows units that rely on a few powerful shots to do their job. Eliminators hit 83.33% of the time, and their Mortis Rounds hit like a ton of bricks with that full re-roll to wound you offer; Eradicators are your most efficient melta source. *The invulnerable smash cap: take your standard issue smash cap, pay a cp to give him both forge master and miraculous constitution, then give him salamander's mantle. Your cap is now being wounded by anything S5 or lower on 6s. Take a librarian with the tome of vel'cona, cast might of heros and drakeskin on him. Now s7 wounds on 6s and s8 wounds on 5s. Laugh as your opponent spends all their shooting trying to take him down. Then have him get back up on a 4+ to keep the crazy train rolling. </div></div>
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