Editing
Warhammer 40,000/9th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=====Picking your chapter===== As there as so main chapters there is a section going over which ones are better at what things. Many chapters can do similar things and get the same buffs on a single unit but the true difference is which chapter abilities are individual, Auras, or army-wide. *'''Ultramarines:''' Lends itself as a Jack-of-trades army, being decent both shooting and fighting. Pure Ultramarines does lend itself more to a moving gunline list, ignoring penalties for moving and falling back, and some improved shooting stratagems, along with some Heroic intervention, mass Overwatch, and CQC characters and abilities. Think of it as a T'au/Kroot list that wouldn't fall apart if they got into melee as we are dealing with marines bodies instead of those pansy Blueberries. They have slightly better control over combat doctrines with a preference for the Tactical doctrine, with heavy weapons also benefiting along with Eradicators, and several Forge world tanks gaining extra shots despite moving. A single detachment of Ultramarines or one of their successors can support many builds with a mix of different units. **'''Silver Templars:''' They take all the melee tools the Ultramarines have and double down on it. They also have a propensity for taking big power weapon on sergeants as they had the per nerfed Salamander rerolls for melee attacks. Being Ultramarines successors, they want to make a melee-focused army but they also still get all the Shooting tricks from your parent chapter, so no reason not to also have big weapons. **'''Emperor's Spears:''' These guys blend the tactical decisions of Ultramarines with the melee potential of the Blood Angels. Power weapons on your sergeants are a must. Similar to the Silver Templar in that they get the shooting tricks of the Ultramarines but are definitely a melee focused army. They are better at closing the gap than Silver Templars, however, and with Redden the Earth stratagem the wound a lot easier. *'''Iron Hands:''' Has an affinity with Vehicles, durability, and some bonus to attack roll in melee and shooting. Iron Hands are the chapter that keeps their vehicles operating at max capacity for a long time, even giving back the shooting bonus that was enjoyed before the 9th codex. In addition, Iron Hands are well suited for protecting their characters, Dreadnoughts, and come with some extra Deny the Witches. Whether it's from vehicles or infantry attacking stratagems for improved firing and chainsword lines. *'''Imperial Fists:''' You're a Siege tactics army, Wanting to sit back behind a fortified position and drawn the enemy in bolter rounds while destroying all Building, Vehicles, and Cover they could hide behind. Fists are about taking a lot of bolter welding units like Heavy bolters and hurricane bolters on vehicles. **'''Crimson Fists:''' Similar in many ways to their yellow brothers, the Crimson Fists shine when facing overwhelming hordes and have various options for rock hard characters. *'''Raven Guard:''' Smooth operators, the Raven guard are a shooty army that possesses complex maneuverability for vicious one-two punch tactics. These guys also take advantage of the Tactical doctrine and have a habit of "incapacitating" characters/HQs. Not a novice chapter like the Ultras. While they gain bonuses at range, they have potent assault options as well that can advance and charge. *'''Salamanders:''' The Salamanders utilize tough infantry and higher quality ranged weapons. Being masters of flamers and meltaguns, they favor short ranged gunfights and take advantage of powerful, single shot guns as well. The Salamanders also have some pretty heavy duty HQs and don't mind some buffed vehicles as well. *'''Deathwatch:''' Being Inquisitorial based, Xenos slaying special forces Marines, this is a highly tailor fit army. Naturally they can really bring the hurt on anything without CHAOS or IMPERIUM keywords, though these guys require some patience and practice. Their Infantry units offer potent short ranged dakka and are highly customizable, though you will find they can become quite expensive. Deathwatch armies are all about positioning the right unit in the right spot, as its best to focus each unit on a specific task, rather than making bigger multi-purpose squads. Vehicle wise they are fairly vanilla, while they have the most diverse troops section in the game. *'''White Scars:''' has a need for speed, with most of their ability focusing on movement, ignoring the downsides of advancing, getting into combat quickly. White Scars are about covering as much ground as you can and then start cycle charging. Although there is an emphasis on bikes, it also works with jump packs and transports. Most Bike units should be able to reach enemies by at least turn 2, but after that, all melee weapons can have 2 damage which works out for when engaging Vehicles and MEU. *'''Blood Angels:''' The bloody golden Marines, Blood Angels are a melee first army. Sporting very swift and very high output Characters alongside elite Infantry; they are a fast paced army, hard hitting army. They are offer a lot on the offense, though they can be countered rather easily and don't always absorb as much damage as they deal. Blood Angels players need to balance carving your opponent into little pieces with actually playing the mission and securing objectives. Take advantage of the fact that your opponent expects Death Company and Sanguinary Guard to rampage all over the board, though they will probably ignore your mid/back field campers... Or go full tilt and max out on Death Company and Sanguinary Guard, It will be awesome win or loose. *'''Dark Angels:''' Can be used to easily crush enemies any which way with your 3 doctrines for the different wings. Their βmainβ doctrine loves heavy weapons and plasma especially, having doctrines to pulverize opponents into fine meal. The Ravenwing and Deathwing both open up extremely durable tools to complete any job you want, and a Ravenwing Chief Apothecary is nearly mandatory if you bring some of the best bikes in the game. Units can get expensive, but there is little Deathwing Knights cant smash or Ravenwing Knights cant chase down. *'''Space Wolves:''' Similar to the Blood Angels, the Space Wolves prefer to destroy their enemies in brutal hand to hand combat. Perhaps the most codex divergent of all Space Marine Chapters; the Space Wolves have powerful characters and some impressive melee units, while their ranged game and vehicles are typically no better or worse than others. Space Wolves armies can be found with either a small number of high output units including upgraded dreadnoughts, or running larger numbers of infantry. Space Wolves can also be fast when needed, something to note when slaying your foe. *'''Black Templars:''' The Black Templars are a very thematic army that doesn't really diverge too much from the main Astartes codex. They don't have any librarians, yet they resist mortal wounds on a 5+ and they can re-roll charges. They usually find themselves taking advantage of aggressively deployed and/or vehicle borne infantry fighting at close range followed by a righteous melee (AKA ruthless slaughter).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information