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===Chapter Tactics=== The Chapter Tactics have been redone. Rather than needing a special character, you get one of seven army-wide rules - one for each of the First Founding Chapters and the Black Templars. This also applies to their successor Chapters. Note that special characters may not be part of a detachment that does not have the same version of Chapter Tactics as them - i.e. Papa Smurf can't lead a detachment of Salamanders, however he can be taken if you're, say, Iron Snakes, as you can choose what Chapter they "are" and thus what Tactics they have; furthermore, counts-as characters are still a thing, you just have use the Chapter Tactics they're associated with. * '''Ultramarines''': You have three single-use powers ("Doctrines"), each of which lasts for one turn. ** Assault: Re-roll charges, Assault Marines and Bikes get Fleet. ** Tactical: Re-roll ones to hit for shooting, Tactical Marines get to re-roll all shots. ** Devastator: Re-roll Snap Shots, Devastators are also Relentless unless they disembarked from a transport. **These tactics are not point and click, they require some thinking and proper timing to use correctly. If you are new, you might want to consider easier tactics to take advantage of until you get the hang of things. **Lots of Ultramarine players forget to use their doctrines. Remember to use them, as a mildly ineffective doctrine is better than no doctrine at all! * '''Imperial Fists''': Bolter Drill - re-roll ones to hit with bolter shots (doesn't apply to Sternguard special ammunition). Also, Devastators (both normal and Centurion) get Tank Hunters and add 1 to building damage rolls. See the Fortifications section for ADL Quad gun shenanigans. Baby's first chapter tactics for newbies. **'''Sentinels of Terra:''' Replace reroll all ones with twin-linked at half range with all bolter weapons. Drop pod assault might be your friend here. * '''Salamanders''': Master-Crafted, Master-Crafted everywhere; characters get one weapon Master-Crafted for free (which can include ANY weapon, even one bought as an upgrade). Also can re-roll saves from flame-inflicted wounds and twin-linked flame weapons for you. Just remember you can't twin-link vehicle flame weapons anymore since they don't have the Chapter Tactics special rule. (Also get to re-roll vehicle pen rolls with flame weapons, but when's that going to be any use?) * '''Raven Guard''': Stealth on the first turn and Scouts, but only for non-Bulky models, [[derp|so not for assault marines]]. Also, all Jump Packs can be used in movement ''as well as'' assault. Jump Infantry also re-roll failed To Wound rolls for Hammer of Wrath hits. This is the only Chapter Tactic other than White Scars with Khan that can run Mech Marines well against a variety of lists. * '''Iron Hands''': Feel No Pain (6+), vehicles and characters get It Will Not Die, and Techmarines/Masters of the Forge get +1 to Blessings of the Omnissiah. Nice. If you plan on bringing lots of vehicles and tanks, and infantry that won't immediately evaporate at the sight of plasma, then the Iron Hands are a must have, since their Tactics affect every single unit in your army. **To get the most of these Chapter tactics is consider the 6+ FNP as a nice bonus and the IWND as central part of the rule. This means stocking up on as much AV12+ vehicles as you can along with armor saturation. The Chapter Master is the one unit that can make the most of IWND. * '''White Scars''': Generally considered the best Chapter Tactic, the White Scars give all your Bikes the ability to ignore Dangerous Terrain, hit at strength 5 with their hammer of wrath, and +1 to Jink, whereas everybody (except Terminators and Centurions) get Hit and Run. Combine this with the Captain's ability to make Bikers Troops and the abusability of the Salvo 2/3 Grav-guns, and you'll have a very fast, very tough, very killy army that can take on anything short of [[Screamerstar]]. * '''Black Templars''': Their characters get re-rolls To Hit and Rending while in challenges and all of their units have Crusader and Adamantium Will. BT are the only ones who can field Crusader Squads, who kept the ability to field a special and heavy weapon in a 5-man squad and take Scouts in their Marine squad. Also, no psykers for you. Forge World also provided chapter tactics for a whole bunch of later-founding chapters: * '''Red Scorpions''': Can replace tactical sergeants with apothecaries ''for free'' (while ''keeping all their sergeant equipment''), and re-roll failed Pinning tests, but cannot go to ground voluntarily or buy camo cloaks, which render scout objective campers useless. Not like you really need them with FNP tacticals. * '''Carcharodons''': Gain fear and tactical marines can exchange any bolt weapon (either the bolter or bolt pistol) for a chainsword or BUY an extra chainsword or combat blade for +1 pt. After winning their first assault or forcing an enemy unit to fallback they go full berserker mode and get Rage with a minor penalty of being forced to consolidate towards nearest enemy unit. Use these rules to proxy your <strike> Night Lords</strike> ANGRY MARINES!! if you (for some stupid reason) don't like the idea of badass Space Sharks. Keep in mind that if you use this Chapter Tactic, you can only ally with other Imperial armies, and even then their relationship is downgraded to Desperate Allies. (Note that since all your characters already get Fear from these tactics the Angel of Death Warlord trait is useless to you, meaning theres a 1 in 6 chance of getting a useless trait) * '''Raptors''': Stealth on the first turn and Scouts. Just like their progenitor Raven Guard. Unlike the Raven Guard they can use bolters and bolt pistols as Heavy 1 ''Rending'' weapon, making their tacticals and especially sternguards basically anti-everything units, capable of brutally murdering MCs and AV12 or less vehicles. Much better than RG, considering 6-th edition is a shoooty edition, and have a lot of utterly broken MCs that are quite vulnerable to Rending. * '''Mantis Warriors''': <s>[[C.S.Goto|May take multilasers]]</s> Everything not Bulky (so not Assault Marines (except you strip off their jump packs, which you can in 6th edition)) get move through cover and hammer of wrath, and if it charges through cover it also get furious charge - this mostly makes tacticals better at melee, where you don't want them to be, but also could make honor guards and vanguard veterans worth their points. If they are primary detachment, they also can re-roll failed seize initiative. But more important, their Librarians get access to ''Divination'', which is priceless. * '''Executioners''': Get something like Stubborn on steroids, ignoring ALL negative Ld modifiers no matter what. Yes, even magic. Their characters inflict ID on to wound rolls of 6 in challenges but must also issue challenges if they got the highest WS in the squad. * '''Angels Revenant''': Get Hatred and Preferred Enemy against Necrons, and if enemy force happen to have no Necrons they become Fearless after losing half the units. The first one is very ''powerful'' against Necrons (and considering Newcron popularity you would face a lot of them), but the latter is meh. * '''Red Hunters''': These ones are tricky - you get one-turn-use ability that give one of the six useful special rules (Counter-attack, Monster Hunter, Tank Hunters, Hatred, ''Skyfire'' or Interceptor) to X units (including dreads), where X is a number of the current turn, so this bring a bit of risk management into the game. Used properly, this ability could be devastating, for example, this gives you easily the most powerful anti air weapon in the game, four devastators with lascannons and sky fire. This obviously works better when taken in allied detachment as with fewer units you can get more out of a fixed number of special rules. and speaking about allies, they can ally with the Grey Knights and Sisters of Battle as Battle Brothers (<s>as long as their detachment has an Inquisitorial detachment with them</s>) the forgeworld chapter tactics update now states The allied detachment now only needs an inquisitor present. * '''Star Phantoms''': Get to reroll ones on reserve rolls for deep-strikers and can launch ''army-wide twin-link'' on all weapons for one turn. Mass-droppod dakka hail of death! * '''Minotaurs''': Get to reroll Pining tests, do not suffer Morale tests from shooting, and get Crusade and +1 charge range on the enemy deploy zone. One of the worst ones. * '''Fire Hawks''': Get +1S for all flamer weapon the turn they deep strike and can get hand flamers for their characters. Their Assault Marines and Vanguards are scoring, but not troops. * '''Astral Claws''': Get Stubborn, their Bikes have Skilled Rider, and their speeders - Scout. Does it remind you some other [[Dark Angels|<s>hidden traitors</s> LOYALISTS]]? For comparison: * [[Warhammer_40,000/6th_Edition_Tactics/Dark_Angels|Dark Angels]]: Termies and HQs get Fearless and Preferred Enemy: Chaos Marines, everyone else gets Stubborn. Additionally, all bikes get Scouts and Hit & Run. Lose Centurions, that hydra ripoff, and get really bad fliers. * [[Warhammer_40,000/5th_Edition_Tactics/Blood_Angels|Blood Angels]]: Jump Pack units only scatter 1d6 when Deep Striking instead of 2d6, and vehicles either get Fast or Deep Strike. Before the game begins, roll a D6 for each unit with "The Red Thirst" on a roll of 1 that unit gains Fearless and Furious Charge and loses And They Shall Know No Fear. * [[Warhammer_40,000/6th_Edition_Tactics/Space_Wolves|Space Wolves]]: Counter Attack and Acute Senses for everyone, really excellent tacticals, and no fliers.
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