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====Forge World==== *'''Chaplain in [[Dreadnought|a goddamn Dreadnought]]:''' The Chaplain Dreadnought is the go-to answer for players wishing to run an all dreadnought army. This is one of the best models space marines can currently use in 8th, arguably ''the'' best outside of special characters. Being a {{W40kKeyword|Character}} makes this a Dreadnought that CANNOT BE SHOT AT except by snipers, who usually have pitiful AP. It has a 5++ save and also buffs the strength of friendly models fighting the same unit as it, and has heroic intervention and 6+ FNP. It's also reasonably priced, considering its many advantages; 164 points vanilla, but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 174, as an example). the Dreadnought also know chaplain litany to give a variety of buffer roles in addition to having big guns. if you were planning to bring a dreadnought and/or want a tough and killy HQ, then the Chaplain is a fantastic option that also saves you an elite or heavy support slot. ** Two fists allows you re-roll 1s to hit, which on his total 5 attacks for the charge at WS2+ is pretty good. However, you only loose the re roll 1s if you take a ranged weapon, which is usually a smarter option as he also has BS2+. 194 points get you twin lascannons, storm bolter, and a fists for a very complete package. ** The additional changes space marines have seen make this model absurd. It now sports the litanies ability like other chaplains... Cast Mantra of Strength on itself, use its natural aura, then use the Heros of the Chapter stratagem and take the Emperors Sword warlord trait. This should give you S9 and 7 Attacks on the charge. Combined with two fists, you also get re roll hits of 1 on a 2+, all for a grand total of '''7 S18 AP-3 D4''' attacks. Do you know of another model that can potentially hit harder and more often than a volcano cannon for 164 points? *'''Damocles Command Rhino:''' Only one Damocles can be taken per detachment. It can now transport a single {{W40kKeyword|CHARACTER}} model, and if that model is your Warlord you roll 2d6 at the end of each turn; if the result is less than your Warlord's Ld, you get a bonus Command Point. Valuable, on its own, there's also the Orbital Bombardment, which now functions identically to the Stratagem of the same name (albeit without the CP cost). While the bombardment can be useful if you're lucky, the Damocles is better off acting as a meatshield/Command Point generator for your Warlord, preferably far from the front lines. =====Named Forge World Characters===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Special Characters are noted with their corresponding {{W40kKeyword|<CHAPTER>}} keyword, and are arranged by their Founding (when applicable). Characters from known successor chapters are in their relevant sections, because supplements make that kind of matter now. The points cost for all special characters already includes their wargear, as stated in the points section, under the points heading in the codex (or index/Legends if not in the codex). All other units say "does not include wargear" except special characters where it says "including wargear".<br> With the 8.5 FAQ all Imperial Armour SM entry’s gain Angels of Death. <div class="mw-collapsible-content"> {{W40kKeyword|[[Astral Claws]]}} Either {{W40kKeyword|[[Ultramarines]]}} or {{W40kKeyword|[[Dark Angels]]}} successors, with no great way to decide between the two; your fluffiest bet is Ultramarines since they make the better bikers anyhow. Although if we look at their Chapter Tactics before 8th, [[White Scars]] is the best substitute for a melee-focused rush(if allowed to ignore Successor chapter restrictions). Astral Claws love mortal wounds, have I said that enough? Successor Tactics: Hungry for Battle, Master Artisans, Rapid Assault *'''[[Lugft Huron]]:''' Chapter Master, with terminator armour, an artificer heavy flamer (Assault, not Heavy, and D1d3), and THE ONE PIMP HAND TO RULE THEM ALL (S+1 AP-5 D1d3, forces rerolls of successful invulns)! "Big Guns Never Tire" ensures he can bring the hurt once per game to anything on the board that's not a character (d6 mortal wounds on a 2+, or usually 2.92). His “Living Legend” rule makes sure you can pull it off on the 2+ with an extra command point as long as you are battle forged ''and Huron is your Warlord''. He can come back from the dead... as often as you can roll a 5+. But he is well priced at 145 points. Still better in combat than Draigo (who's more expensive), and could even take on Abbadon/Swarmlord (not really he is A4). He still has ATSKNF and his chapter master trait allowing rerolls to hit for any Astral Claws unit within six inches for support. Forge World FAQ gave him and Cullen the ability to deploy via teleporting. ** 'Ol Lugft you salty bastard! Take note of this dudes special rule (Big Guns Never Tire) and how well it combines with the rest of the Astartes codex. Lugft Huron is the king of mortal wound spam in a very mortal wound spamming prone army. You have to get creative: I'm talking triple vindicators, librarians, scout snipers, scout bikers, devastators using double hellfire shells, all the other command stratagems, '''AND''' a Damocles Command Rhino which doesn't even need Lufgt to ride in for ''another'' Orbital Bombardment!!! (you're already using forge world so...) You will be that guy to a degree, but this is all totally legal and really just very good tactics. Enjoy frying anything from Magnus to carnifexes all with comfortable ease. ***BE sure to load up on command points and consider a brigade because this play-style while quite good, is very command point taxing. *'''[[Armenneus Valthex]]:''' Techmarine, with an Assault 2 Conversion Beamer, an AP-1 melee weapon that adds 1d3 attacks when at least 3 enemy models are within 1" of him, and a 6" buff of +1 strength (max 5) to boltguns and storm bolters, specifically. Give Valthex the Storm of Fire warlord trait and 1 in 6 bolter shots become heavy bolter shots. ** Note that hurricane bolters are ''not'' specifically storm bolters or boltguns. ** As his rule reads ''The Strength characteristic of '''all''' boltguns and storm bolters fired by [...]'' an argument could be made that this also includes special issue boltguns. The word "all" wouldn't make any sense otherwise. ** Pairing him with a Lieutenant still has the exact same effect as pairing him with a Captain, with or without Storm of Fire. ** This guy screams for running Astral Claws as Ultramarine successors as his special rule and Scions of Guilliman gives great synergy with a high number of Tacticals/Sternguards/Company Veterans under Tactical Doctrine and Bolter Discipline. While long-range focused footsloggers might not be true to their fluff, it doesn't stop them from being quite good at it. Pair with Long-range Marksman and Stealthy. *'''[[Captain Corien Sumatris]]:''' Captain; still a good cost-effective melee fighter/buffer, his power sword does D2 and give +D3 attacks on the charge; combined with his ability to gain +1S near enemy {{W40kKeyword|CHARACTERS}}, this makes him a mini-me Helbrecht, although he might be tougher with his 3++. His gun is a lame Pistol 2 now, despite still being called a Bolter. Also has the unique ability to choose his chapter keyword between {{W40kKeyword|Astral Claws}} and {{W40kKeyword|Tiger Claws}}, the latter of which will never be taken, because it disallows other Astral Claws characters from being taken. *'''[[Carnac Commodus|Arch-Centurion Carnac Commodus]]:''' Lieutenant, and improved greatly now; his CC weapon hits as hard as a Heavy Bolter with D2 and vs. {{WH40Kkeyword|INFANTRY}} every 6+ to-wound does a Mortal Wound, combined with a 6" lieutenant aura makes him another good melee beatstick/buffer for Astral Claws. He also gets a 5++ invul because that's what Void Hardened Armour does now. ** See above Lugft Huron. Astral Claws love mortal wounds Bitchez!! '''{{W40Kkeyword|[[Red Scorpions]]}}''' Probably loyalist Emperor's Children successors; the closest you're going to get here is probably {{W40kKeyword|Ultramarines}} Chapter Tactics to reflect their hard-on for the Codex Astartes, although {{W40kKeyword|[[Iron Hands]]}} might reflect their love of purity (and previous tactics) better. Successor Tactics: Indomitable, Stalwart, Stoic, Warded *'''Lord High Commander Carab Culln:''' Chapter Master. Stats-wise, of the level of other CMs here and in the main book, but his extra rules and weapons loadout is scattered and mediocre. An AP-2 D2 stormbolter, a +1 strength power sword with d3 damage that turns into a beastly x2 strength weapon, BUT only when he's fighting monsters or vehicles, and his personal rules gives every red scorpion within 6" a 6+ FNP style damage ignoring roll (no more stacking with iron hands chapter tactics due to 2018 FAQ). Overall, he's not bad, but has a sword that most of the time is simply average, and a gun that works but you aren't paying a couple hundred points for. Stick him in a fight vs Tyranids or similar and he'll prove his worth, but in comparison to the other chapter master level characters he's not quite focused enough in one area to do a job well enough, plus he's still the same points cost as the rest of them *'''[[Carab Culln|Carab Culln the Risen]]:''' the same guy as above, but slapped in a freakin' ''Leviathan Dreadnought'' with a Twin Assault Cannon on one arm, and a D4 siege claw with Heavy Bolter on the other. He also packs two Heavy flamers and three Hunter-Killer missiles for shits and giggles. A fairly decent one-use rule "Death Hold", is when he rolls a 6+ to hit, he can opt to grab his opponent and cause d6 mortal wounds, but this renders the built-in Heavy Bolter useless for the rest of the game. Still retains his old rule that gives 6+ FNP to every Red Scorpions within 6", and if he dies to roll a d6; on 5+ he explodes causing d3 mortal wounds to every unit within 9". Culln is a little underwhelming compared to other Leviathans. As Storm Cannons are better than his Assault Cannons, but he isn't bound by the Relic rule. This means Red Scorpions won't need to take a Chaplain Dreadnought for that all Dread army. So he is is a consideration for the leader of an allied Vanguard or Spearhead Detachment. **While he's still a {{W40kKeyword|Character}}, he has over ten wounds, meaning no hiding him behind a wall of thirty Scouts to kamikaze up the field. **"Culln is a little underwhelming compared to other Leviathans". Other Leviathans are for the shooty-shooty. Culln is for the punchy-punchy. Two different tools for two different jobs. Compared to a SCA + claw + triple missile Leviathan, then for '''one extra point''', you gain +1A, +1W, +1D in assault, his Death Hold rule, and a 6+ feel no pain for all Red Scorpion models within 6". **"but he isn't bound by the relic rule" he has the relic tag and is bound by the relic rule, so you still have to take a chaplain dread alongside him. *'''Magister Sevrin Loth:''' Librarian. Cheesier than a fondue convention in Wisconsin for two editions, he's finally been toned down to a 'good-but-not-too-good' level. He can cast two powers and deny three; now that you always choose powers and with the removal of some of the more potent powers, he's lost a lot here. His most powerful trick of gaining a 2++ is completely gone, now he just gets a 2+/4++. He also has nothing to do with command squads now. The only things that stayed the same are his price and his anti-psyker skills; a 6" aura of re-rolls to wound vs Psykers and a +1S Force Axe that always inflicts 3 damage vs Psykers. Still good enough to be a nigh auto-include for any Red Scorpions player. *'''Casan Sabius:''' New Chapter Master who has inherited the Blade of the Scorpion (S+1 (Sx2 vs monsters/vehicles), AP-3, Dd3) from Culln. He has a 2+/4++ save, and a new rule where if he causes one or more wounds in the Fight phase, one Red Scorpions Infantry unit within 6" gains +1A until the end of that phase. He also has the standard Chapter Master aura bonus, meaning he stacks very well with thunder hammer-wielding escorts, who suffer the usual -1WS. *'''Sirae Karagon:''' Released as part of a duet with the above dude, we've been told to just use him as a standard Chapter Ancient. Lazy and lame. *'''Dreadnought-Brother Halaar:''' Comes from the FAQ; he's a generic dreadnought who can take a flamestorm cannon instead of an assault cannon, but thanks to his FAQ entry having lazy writing, he hasn't got the {{W40Kkeyword|character}} keyword. *'''Veteran Sergeant Haas:''' In the same FAQ, this guy is basically completely dropped from the game - instead, you're told to use the model to count as someone else's sergeant. '''{{W40Kkeyword|[[Minotaurs]]}}'''<br> Said to have "chimeric" gene-seed, but given their melee preference your ''fluffiest bet'' is Black Templars; however, if you field Moloc, Iron Hands is a good choice instead to represent being rock-hard in melee. Whirlwind of Rage should be considered. *'''Lord Asterion Moloc:''' Chapter Master. The Lord Master of the Minotaurs is no longer the Marine killer he was before, but he's still a horrifyingly effective character. Sitting at a 2+/3++ with W7, he is harder to take down than some vehicles. His Black Spear makes a return at S+2, -3 AP, and 3 Damage with an additional attack against {{W40kKeyword|CHARACTER}}s. The spear's lasbeam is no longer single-use, meaning he can fire that sexy, sexy S8 -2 AP weapon all he likes. he gives the usual Chapter Master buff of re-rolls to failed hits in 6", and also gives his Minotaur infantry re-rolls to failed charges. Even if your opponent, somehow, makes it through all those saves in a charge, he gets to pile in and get off those attacks, making melee with him under any circumstance risky at best. ** Pairing his re-roll failed charges special rule with the Hungry for Battle Successor Tactic (+1" to charge and advance) gives you a ~66% chance on a successful charge after deep striking. *'''Chaplain Ivanus Enkomi:''' The Minotaur chaplain character. He's lost the RAGE buff he had before and has no extra special rules over the usual buffs of a chaplain, usual rosarius, powerfist, and crozius. No jump pack, but instead has a grenade discharger. Frag grenades for mobs, krak grenades for tough targets. Worth noting is that, alongside his boss, Minotaurs re-roll charges as well as hits for the fight phase. Do ask yourself when you take him though... did you really WANT to pay 23 points to double the range of the otherwise completely normal frag and krak grenades. Yes, aside from that he boasts an extra attack and an extra wound, compared to normal, so maybe those 23 points have not been spent in vain. Ok, maybe they were, BUT, he is now a big boy chaplain, able to chant 2 litanies, so they are definitely not in vain anymore *'''Hecaton Aiakos:''' A character contemptor dreadnought - an HQ choice, but can't be your Warlord. Sporting 13 wounds, a 2+/4++ save, and the ability to ignore wounds on a 6+, he and Moloc apparently both believe that defense is the best offense. Not that either is lacking in that regard. He sports a heavy plasma cannon with all the pain that entails as well as the standard Dreadnought combat weapon. Groundstrike allows him to immediately inflict mortal wounds on a unit in 1" of him if he charged. Also worth mentioning is that, as a {{W40kKeyword|RELIC}}, he gives access to the Relic of Ancient Glory stratagem. All this will set you back in points, however, beating out even Huron for sheer points. Additionally, he can never be your Warlord. But he sure kicks ass. Just let him stay around Moloc for the sweet sweet re-rolls and unleash the moo-moo. Note that being a Character he can get a trait while not being Warlord, though it would cost you CP to do so and there might be other candidates, but hey, Sword of the Imperium sounds glorious on him ** Use the WHITE SCARS chapter tactic so Aiakos can fall back and charge and keep dealing out mortal wounds. *'''Sergeant Hamath Kraatos:''' The FAQ basically tells you to drop this guy from the game, and instead use the model to represent a generic Devastator. '''{{W40Kkeyword|[[Star Phantoms]]}}'''<br> These guys are DEFINITELY nothing like the Exorcists, and all rumors you have heard that they are successors to the Dark Angels are BLATANTLY FALSE AND HERETICAL PROPAGANDA, PREPARE TO BE PURGED. As their founding chapter is DEFINITELY AND TOTALLY UNKNOWN, treating them as an Unknown Founding chapter makes the most sense for Tactics. *'''Captain Zhrukhal Androcles:''' Captain. Lost his ability to take Devastators as elites and heavy support. Is identical to a vanilla captain statline wise. He comes with Stonefist, which is a named thunder hammer, and a combi-melta, but no Bolt Pistol. With the Thunder Hammer's disgustingly increased cost, Captain Z finally has his chance to shine, since he grants nearly everything a similarly built Captain can give for over 20 points less. '''{{W40Kkeyword|[[Exorcists]]}}'''<br> These guys are particularly interesting because they're a Codex Chapter founded by a non-Codex chapter which has no Chapter Tactics rule. As their founding Chapter is considered to be unknown by most of the Imperium, they get a free choice of Chapter Tactics like any other Chapter of unknown origin. Grey Knights additionally have absolutely no rules in their Codex or Index section covering how to field their successors. Your fluffiest choice of tactic will probably be, as the Blood Ravens, to dynamically choose your tactic after finding out your opponents' faction, as that is how the Chapter fights in the fluff and no game rule bans it. Successor Tactics: Knowledge is Power & Warded (known for getting possessed and then exorcising the Daemons). *'''Captain Silas Alberec:''' Captain who can Deny the Witch as if he were a basic Psyker (2d6, 1/phase). Also comes with S5, a named power fist (for that sweet S10) that does 3D to a Psyker or Daemon, and a S6 bolt pistol. Best for pounding enemies into beefsteak at melee. {{W40Kkeyword|[[Blood Ravens]]}}<br> Not confined to use Warded + Psychic Mastery, turns out that was just an example of the tactics you can use as successors. Successors to whom, nobody knows, so you can do whatever you want. *'''[[Gabriel Angelos]]''': That's right, Gabe's finally made his official debut on the tabletop, sporting his [[Dawn of War III]] look and coming with some updated rules in July's White Dwarf. <s>(sadly, the [[C.S.Goto]]-style acrobatic feats he displays in the game do not get represented in the rules).</s> THE TERMIE FLIP IS BACK BABY, in the form of an ability: '''Leap into the Fray''' - upon successful charge a roll of 4+ deals d3 MWs. He's a Chapter Master in Tartaros Terminator Armour and an Iron Halo, so he has a 2+/4++ save along with 6" movement and the ability to teleport onto the battlefield. His Warlord Trait is '''Rites of War'''. **As for goodies, he comes with his signature Daemon Hammer, ''Godsplitter'', allowing him to choose one of the following 2 profiles in combat: '''Mighty Strikes''' is a standard Thunder Hammer statline, with the addition of dealing an additional Mortal Wound whenever you roll a 6+ on the wound roll. The second profile, '''Sweeping Blows''', grants Gabe +3 attacks on top of his 5 base, at str+2 ap-1 d1 without the -1 penalty to hit, for your GEQ killing needs. Additionally, he has an improved version of '''Chapter Master''' that allows rerolls for ALL hit rolls, even successful ones. Compared to his previous Forge World rules, he, unfortunately, lost his access to grenades. **Naturally, he's best off rolling with other Tartaros Terminators; not only can they keep up with him more effectively than the standard or Cataphractii versions, but they can also be kitted out both to aid him in melee fights and to provide him with the covering fire he needs. **At 185 points, he can be a bit hard to fit into smaller lists. </div></div>
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