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===Fast Attack=== Rocket jumpers, deadly riders, and all kinds of zoomers, here you find units boasting great mobility but also lots of dakka and not just fast blades. The changes to Combat Doctrines make these units more relevant as game progression draws you to close range. Plenty of points reductions here, notably on bikes of all shapes and sizes, making them very useful fast and tough units. *'''[[Assault Squad]]: CORE.''' Pistol and chainsword Space Marines. Jump Packs are optional, but to not take them is silly. For +1pt per model, you could take Vanguard Veterans who are A2 and can bring power weapons to a fight. The reason you'd ''ever'' take them is numbers and to not suck up an Elite slot. They can be made into a pseudo-special weapon squad, with up to two Assault Marines able to swap their bolt pistol for a plasma pistol or both weapons for a flamer. The Sergeant can swap their bolt pistol for another pistol or melee weapon or their chainsword for a melee weapon, and also has access to a combat shield to grant them +1 to armour saves and a 5++ invulnerable save. One in five models can also take the eviscerator, a whopping great big S+3, AP-4, D2, suffer -1-to hit rolls chainsword, which should be given to the Sergeant ''if you buy it'' since he's A2 and it's an expensive item, but since it's a power fist that trades S8 for AP-4 for the same price, it's not a choice you'll often make. ** While Assault marines can't die in your Vanguards' stead like a Devastator squad's boltgun marines can, they can be used to screen the Vanguards from overwatch and be a unit the enemy ''has'' to deal with or get their forces tied up. Arguments can be made about how Warhammer is now a shooty game, but since when did space knights with jump packs and chainswords stop being cool? ** Since you won't miss either their shooting or their melee, consider using them to perform actions. *'''[[Inceptor]] Squad: CORE.''' What you get when an Assault Gravis marine wields a Devastator marine in each hand. With Deep Strike, M10", T5, W3, and two assault bolters (18", assault 3, S5, AP-1, D1) or two plasma exterminators (18", assault d3, S7, AP-3, D1, blast and +1S and +1D but hit rolls of 1 kill the bearer). You no longer have the mortal-wounds-after-charging gimmick, which has been relegated to a Stratagem. ** Three plasma Inceptors shoot even more plasma than Hellblasters. Remember though, that because each is dual wielding, you have to resolve their shots one weapon at a time; if the first weapon kills the wielder, the second weapon doesn't fire. *'''[[Suppressor]] Squad: CORE.''' Lighter Inceptors with heavier autocannons. You are NOT Gravis, so you're only T4 and W2, but you have Deep Strike, M12", and the Smokescreen keyword. Accelerator autocannons are a monstrous 48", heavy 3, S7, AP-1, D2 and their Suppressing Fire rule means that enemy Infantry units that are ''hit'' by this weapon cannot fire Overwatch, making them good support for your melee units now that many [[Mordia|factions]] [[Imperial Fists|overwatch]] [[Tau|on a 5+]]. ** You'll love having these guys against a Tau gunline as they can fire overwatch with every unit nearby otherwise. *'''[[Bike Squad|Scout Bike]] Squad: CORE.''' Scout bikes initially seem disappointing compared to normal Bikers due to the loss of durability (Sv4+ and only W2), but the sheer number of weapons they carry can make quite an impact at close range. Every rider comes loaded for bear, with a twin bolter, combat knife (SU AP0 D1, +1A), shotgun (18" Assault 2 S4 AP0 D1), and bolt pistol, plus the usual grenades. For each model this means four S4 shots at 24", and six at 18". Any of them can swap the twin bolter for a grenade launcher (30" and assault-type grenades) for free. The Sergeant can drop his bolt pistol for a boltgun, other pistol, combi-weapon, or melee weapon. **This loadout means Scout Bikes are much better offensively and much worse defensively than Bike Squads: a unit of 3 bikes will usually be rocking 3 grenade launchers and 3 shotguns (so it can always advance into position), 3 combat knives, and a combi-flamer, chainsword, or lightning claw. Bike Squads are simply incapable of carrying that many S3-4 attacks in a 3-man squad if you combine shooting with melee. *'''[[Bike Squad]]: CORE.''' The White Scar trademark unit. A large benefit from Bolter Discipline, and M14" T5 W3 Sv3+. As stock, each model has a twin boltgun and a bolt pistol. Bikers can swap the bolt pistol for a chainsword (which means all of them will if they're not one of the two guys allowed to carry real guns) and the Sergeant can swap his bolt pistol for a combi-weapon, melee weapon, or other pistol. Two Bikers can swap their pistols for special weapons, which is the primary reason to field bike squads, so always so this. The Squad can also have an Attack Bike with a heavy bolter or multi-melta. ** Building around MSU, the melee build has been outclassed since Primaris Outriders got created. Combi-weapon Sergeant and complementing special weapon Bikers are the best use of this unit, with the triple-flamer or triple-melta and multi-melta Attack Bike being excellent at killing what they want to kill. *'''[[Bike Squad|Attack Bike Squad]]: CORE.''' 50 points for a heavy bolter + twin boltgun or 60 points for a multi-melta + twin boltgun is a pretty good deal. Downside is you can't advance and shoot any of your guns (unless you're Scars). T5 and W4, with a long move distance of 14". Frankly, anybody can use these guys well. **60 points for a storm bolter and multimelta is intrinsically competing with a Land Speeder Tornado (90 points for an assault cannon and multimelta makes it an Invader ATV but better), but being core makes this one a lot easier to buff. **For 45pts for an Eradicator and 60pts for a melta-armed Attack Bike, you get +9"M and 1W (and half the rate of fire for the mm eradicator, but the same rate of fire for the other 2/3 of the unit). Fast Attack is also a less competitive slot for most armies, so you can take them and three Heavy Supports without taking another detachment. **Scars can spend a CP on two different strats for advance and shoot, but the generic one, "Hunter Fusilade" works better since it turns MMs Assault, and WS don't suffer penalty to Assault. 180 points and you have a potent deterrent with a massive threat range, though having multiple strats that do the same thing does let you get around 'can't use a strat more then once a phase' [[Awesome|so multiple bikes can advance and shoot]]. ''*throat singing intensifies*'' **Invader ATVs have double the wounds and chops at just 1.4x(255) the price, but Attack bikes are CORE and not Gay. *'''[[Bike Squad#Primaris Outriders|Outrider Squad]]: CORE.''' The chadmarines now have bikes. These bikes are incredibly durable and have plenty of firepower, with T5, W4, and twin bolt rifles (30" rapid fire 2 S4 AP-1 D1), heavy bolt pistols (18" pistol 1 S4 AP-1 D1), ''and'' a chainsword. Bolter Discipline and Biker means these guys have the firepower of four Intercessors on the move. However, these guys are made to capitalize on melee by gaining +2A per model on the charge thanks for their Devastating Charge rule. A2 base, +1A from Shock Assault, +1A from chainswords, +2A from Devastating Charge. At 45pts per model, they certainly act as a durable light infantry muncher. ** These guy will do well with shooting, but you'll get the most out of them with melee. Blood Angels and Black Templars love them; White Scars and Dark Angels think they're pretty ok. *'''[[Invader ATV]] Squad:''' A Primaris Attack Bike Squad, but not CORE because fuck the new guys. T5 and whopping W8, with twin auto bolt rifles (24", assault 6, S4, AP0, D1) and is 80pts for the onslaught gatling cannon (24", heavy 8, S5, AP-1, D1) or 85pts for the multi-melta (but 90 points gets you an asscannon/mm land speeder tornado, which is better, so stick to the onslaught; 80 gets you a heavy bolter/asscannon land speeder, which is at least situationally worse than the ATV). One of the few non-Vehicle models in the game with explodes. ** For a single multi-melta, the Attack Bike does a similar job but for 25pts less. Three melta Attack Bikes will set you back 180pts, which is similar to two melta Invader ATVs for 170pts. You'll get more melta firepower from the Bikes but the ATV has a total 16W, however dead bikes can be brought back by your Chief Apothecary unlike the ATV. *'''[[Land Speeder]]s:''' Land Speeders are tougher and more manoeuvrable Attack Bikes. An 18" move lets you place them where you want, with T6, W6, and Sv3+ giving them pretty good survivability against small-arms fire. All models have a pintle heavy bolter or multi-melta as their basic weaponry. Their speed and cheapness makes them good objective grabbers, but they have a high model profile with their flying base so they're very visible. Unlike other Marine Fly Vehicles, enemy ranged attacks against them don't have -1 to their hit rolls. <tabs> <tab name="Land Speeder"> The bare-bone boat. They're the only ones that have the Data-Link Telemetry rule to make up for their lack of weapons; friendly <Chapter> Whirlwind models that attack one enemy unit within 18" of this Land Speeder with Blast weapons gain +1 to their hit rolls. </tab> <tab name="Land Speeder Tornadoes"> Swaps the Data-Link for an assault cannon or heavy flamer. Very anti-infantry, they have the speed and weaponry to seriously put the pain on something in the Devastator Doctrine turn one with lots of AP-2 shots. </tab> <tab name="Land Speeder Typhoons"> Most expensive variant with a twin missile launcher for a flexible anti-GEQ and anti-tank weapons platform. Best kept at distance and used to complement the firepower of more dedicated AT units. </tab> <tab name="Land Speeder Tempest (FW)"> A Land Speeder with +1W. Each comes with an assault cannon and a tempest launcher; 36" heavy 2d6, S4, AP-1, D1, blast or 36", heavy 2, S8, AP-3, Dd6). </tab> <tab name="Javelin Attack Speeder" (FW)> One of the two OG Speeders from the Heresy and the only one with rules. 16", T6, W9, Sv3+ makes them pretty strong, as well as the standard WS3+. Martial Legacy and Relic limits how many you can take, though. The most heavily-armed Speeder you have, with a heavy bolter and javelin missile launcher (functionally a triple-linked missile launcher). You can swap the heavy bolter for a multi-melta and the javelin missile launcher for a twin lascannon, as well as having the option for two hunter-killer missiles. </tab> </tabs> *'''[[Storm Speeder]]:''' What happens when you turn a Land Speeder into a flying light tank. Defensively they're T6, W10, Sv3+, but they suffer from a degrading statline, with loses in M and BS. They have no Keywords for stratagems and no special rules. <tabs> <tab name="Storm Speeder Hailstrike"> Heavily armed with anti-Infantry weaponry, likely to eliminate a platoon of Guardsmen or Tyranids that think they're safe behind obscuring terrain. Two fragstorm launchers (18", assault d6, S4, AP0, D1, blast), an onslaught gatling cannon (24", heavy 8, S5, AP-1, D1), and twin ironhail stubber (36", heavy 8, S4, AP-1, D1). The cheapest of the bunch, and competes with the Invader ATV. This vehicle has an edge in durability and firepower. </tab> <tab name="Storm Speeder Thunderstrike"> The anti-aircraft variant but also does very well against terrestrial Infantry and Vehicles. ''Has a base BS of 2+ thanks to the targeting computers, unlike the other Storm Speeders''. Stormfury missiles (48", heavy 1, S10, AP-3, Dd6), thunderstrike las-talon (36", heavy 2, S9, AP-3, Dd6), and a turreted twin icarus rocket pod (24", heavy 2d3, S7, AP-1, D2, blast and gains +1 to hit Aircraft units). Can multi-task at attacking mobs and tanks or focus down flyers. </tab> <tab name="Storm Speeder Hammerstrike"> The short-range tank-hunter. A melta destroyer (a heavy 3 multi-melta), hammerstrike missile launcher (36", heavy 2, S8, AP-3, D3), and two krakstrom grenade launchers (18", assault 1, S6, AP-1, Dd3). Costs as much as a Predator, but being in Fast Attack gives you a bit of freedom. Before you start saying "the Predator can take 48" lascannons and this only has multi-meltas", this Vehicle moves more than half-again the distance and has almost more firepower than a Predator Annihilator. If you happen to want a Predator for that purpose but have filled your heavy slots already, you will certainly be well served taking this unit in its place. In a pinch it might even serve as a TEQ hunter. </tab> </tabs> *'''[[Drop Pod#Deathstorm Drop Pod|Deathstorm Drop Pod]] (FW):''' A Drop Pod full of automated guns; it can choose either missiles (18", heavy 2, S8, AP-2, Dd6) or cannons (18" heavy 6, S6, AP-1, D1). In either case, it must make one full shooting attack against every eligible unit (those in range, with line of sight, and no Characters unless they're the closest unit). One of the few Marine units that is BS4+ though. When it fires overwatch, it makes two attacks (so four missile attacks or twelve cannon attacks) against the charging unit. ** This is really good against a wide range of armies, especially MSU (the more times this thing gets to shoot the better) and gun-lines where an entire army is packed closely together. Combine this with iron hands and you have an interesting little distraction for the enemy that's the same price as an Aggressor Squad. Something to think about. Having the Drop Pod assault rule have fun plonking one down onto an objective and keep blasting away until destroyed.
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