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====Special Units==== <tabs> <tab name="Raven Guard"> *'''Primaris [[Kayvaan Shrike]]:''' He’s finally a Chapter Master. He buffs your jump pack and phobos dudes within 6" to re-roll charges, including himself, and when he charges something, he can roll a d6 to deliver 1 mortal wound to 1 unit on a 4+. He's armed with master-crafted lightning claws with an additional AP on them and a shiny pistol, 18" Pistol 2 S4 AP-2 D2, ignores Look Out, Sir, does mortal wounds on a 6+ (''modified'', so at least ''he'' benefits from your Combat Doctrine when sniping). Oh, and the usual grenades. In addition, he now has 6 wounds and a ''14" move''. He's Phobos, so his Captain aura (but not his Chapter Master ability) works with an Infiltrator Comms Array. </tab> <tab name="Raptors"> *'''[[Lias Issodon]](Legends):''' Chapter Master. Lias is the king of Infiltration Fuckery. He has a 6" aura that adds +1" to all move, advance, charge, and fall back moves to all '''Raptors Core Infantry'''. His weapon ''Malice'' is a 30" Assault 3 S5 AP-4 D1d3 murdermachine with ignores cover for save, which he can fire after retreating from melee with Hit & Run. In addition to all of this, Lias essentially has a 1+ save while sitting in any cover. Plus he has a master-crafted power sword, just in case he needs to run interference to protect your ambushers from small opportunistic chargers. Tragically you can now only give him the +1 Ld bubble Warlord Trait from the core book. **Sadly (though justifiably, his old rules made for wild game plans) now longer gives 3 units infiltration ability. He is better used as a sniper character that runs alongside Footslogers with Chainswords. **'''Successor Tactics:''' Inheritors of the Primarch works just fine for them, and are perhaps even better built for them than their parent chapter! Inheritors are also absolute cheese on Issodon’s deepstrike force (put them down in cover and you have a group of 15 lascannon-toting Devastators who reroll all failed hits, with -1 to hit and a 2+ save, along with Issodon’s 0+ and -1 to hit). If you feel like mixing it up, however, Tactics like Preferred Enemy, Long-ranged Marksmen, and, of course, Stealthy are all fluffy and effective picks. Consider that the Hungry For Battle Trait, combined with the Master of the Vanguard Warlord Trait and Lias Issodon's built-in +1 to charge can give your reserve force a respectable 6" charge out of deepstrike, season with Raven's Blade for a re-roll to taste. </tab> <tab name="Carcharodons"> *'''[[Tyberos the Red Wake]]:''' Chapter Master. An unholy, terrifying murder machine whose melee damage went through the roof in this edition. Comes with Hunger and Slake. Chainfist/Power Claw combo, 6 S7 AP-4 D2 attacks that re-roll wounds. He grants all {{W40Kkeyword|Carcharodons core}} and {{W40Kkeyword|Carcharodons Character}} units within 6" +1S, including himself. Tyberos excels at fighting other marines and HQs due to his damage output. Keep an assault unit of some sort alongside him and together they should destroy any MEQ or TEQ unit with absolute ease. While ''very'' expensive, Thunder Hammer armed Vanguard or Assault Termies become more effective at killing high toughness units when alongside Tyberos. ''(The S9 they get from Tyberos' buff combined with the Thunder Hammers means they'll go from wounding T8 and T9 units on 4+ and 5+ respectively to wounding them on a 3+ and 4+ respectively (this means they can wound even a Warhound Titan on a 4+). A squad of 5 will put out 11 S9 AP-3 D3 hits that can cause a maximum of 33 damage and they get to re-roll misses due to Tyberos. That's a potential of 48 damage in a single fight phase between them and Tyberos using Hunger (15 from Tyberos, 33 from the hammer unit).'' **If Tyberos is your warlord, you should really be pumping everything you can into his attacks - his hitting power is strong, but his overall volume of attacks quite low by comparison. Cast Might of Heroes on him for another +1A and +1S. **Since Sharkboy has '''no ranged weapons at all''', not even a bolt pistol, any turn where he isn’t wrecking face in cc is a waste of his less substantial 160 points cost - so absolutely invest in a transport to get him up the board as quickly as possible. Bonus cool points if you play [https://youtu.be/lV8i-pSVMaQ his favorite song] while disembarking. **'''Successor Tactics:''' Whirlwind of Rage is an absolute must here, Tyberos benefits too damn much from it. Great choices for your second Tactic include Hungry for Battle, to get into melee ASAP, or Tactical Withdrawal, to keep Shock Assault up and working for you. Fearsome Aspect is a fluffy but less brutal option. </tab> </tabs> <big>'''Tactics'''</big> *'''Objective Defense:''' The Ravens can defend an objective simply because of how difficult it is to hit them. You can take things to an extreme with just a couple vanguard troops: keep them close and have a squad use their smoke bombs (and thus not shoot) and use '''See But Remain Unseen'''. Next, have a Phobos Librarian use '''Shrouding''' on the other squad to <u>force the enemy to target the -3 to hit squad</u>. ''That's an auto-miss on BS4+''. And '''Deadly Price''' stacks with Incursor mines, meaning your units can barely be shot at, and anyone who wants to contest the objective is greeted by a flurry of mortal wounds. On top of now being too close to Incursors. Happy haunting! **While not so viable as per 9th Edition with modifires capped at -1/+1, Raven Guard still have a lot tricks for mind games with its opponent. *'''Aggressor Rush:''' ''The First Axiom of Victory is to be other than where the enemy desires you to be''. Your enemy doesn't want Aggressors near his lines, or defending the objectives he placed. ''The First Axiom of Stealth is to be other than where the enemy believes you to be.'' Your enemy believes Chaplains cannot move quickly without giving up their litanies. 10,000 years later, Corax's tennets remain true. Risky, but devastating when your enemy isn't prepared to meet & greet six Aggressors buffed by a Chaplain. Add support to it, like a couple of Invictors, and your enemy simply won't be able to take care of your stealth ball of hate fast enough. The enemy HAS to move back to avoid the charge, and that more than 5" (Aggressor move) + 7" (average charge) = 12". Congrats, your mere presence FORCED the enemy back and gave you cover in the open (>12") to top it all! </div></div>
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