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Warhammer 40,000/9th Edition Tactics/Space Marines
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====Special Rules==== *'''Chapter Tactics - Shadow Masters:''' Your units get the benefit of light cover if they're being shot beyond 18" (i.e. the Stealthy Successor Tactic). If they're {{WH40Kkeyword|INFANTRY}} and entirely on or within a terrain feature, and they're being shot from more than 12" away, they benefit from dense cover. **Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as it is basically good on ''everything'', from units that can pick off opponents from afar to melee units that need to cover long distances to reach their intended targets, preventing them from being shot up quite as badly. Note that the less you rely on terrain-hugging infantry, the more you'd be better off as a successor with Stealthy. **While it's a nerf from the old -1 to hit (it being restricted to far-away cover), a 2+ save still helps, and your vehicles get cover in the open. It's also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks (well, just the HQs and Eliminators), as opposed to just Scouts, and they'll all enjoy that +2 to saves at 18". Turns out that Salamanders don't have a monopoly on infantry that can ignore AP-1. *'''Combat Doctrine - Surgical Strikes:''' While the Tactical Doctrine is active, all your models add +1 to hit and wound rolls when targeting a character. Unlike most doctrines, this isn't restricting you to any particular method of fighting... though you can typically snipe a character earlier than you can reach it in melee. Of nearly no benefit to your snipers, since their ability to inflict mortal wounds on an unmodified 6+ isn't helped at all by being better at wounding, and especially bad on Eliminators, who are already BS2+. **Surely you've noticed the severe lack of synergy between RG tactics and their doctrine, right? Raven Guard are particularly compelling as ''successors'' - you lose access to Shrike and need to spend CP to get your hands on the RG relics, but you get to choose any two Successor Tactics, while keeping the RG Doctrine, WL Traits, Psychic Discipline, etc, all of which are much more disposed towards melee murder than the RG tactics are. You can get a ''lot'' of work done with Hungry for Battle + Whirlwind of Rage RG successors, in particular - it's just that your doctrine bonus will make you great at murdering characters earlier, rather than waiting until your melee weapons have better AP on them. **This rule is an absolute nightmare for opponents running large, monstrous characters. Knights with relics, Greater Daemons, Hive Tyrants, Mortarion, and Magnus were already fire magnets, and this makes the situation far worse for them. **Melee you say? A librarian in Phobos armor, Lias Issodon, any model/unit with jump packs or terminator armor can get within 9" of a character by turn 2. If you went first (which you should be with low model count army and RG) Surgical Strikes can be activated turn two, right when your models jump into melee. When using Lias Issodon, the Hungry for Battle successor tactic, or Master of the Vanguard WL trait you can net up to +3" to charges. This is a complex and risky combo, but you can soften up any characters with turn 1 snipers and then decapitate them with turn 2 deep strike charges. The best part is that you don't have to build around this combo, as you can opt out of melee or simply sit back and rely on shooting for a few rounds depending on terrain or any screens you cant clear, such is the versatility of RG. Keep your opponent guessing!!! <big>'''Crusade Additions'''</big> <big>'''Secondary Objectives'''</big>
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