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===Dedicated Transport=== *'''[[Rhino]]:''' 10 Wounds and a 3+ make the old [[METAL BOXES]] harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12" and 6" if it moves you back a step on the damage table. Also now having 2 storm bolters means that you can output a lot of Dakka (8 shots at 12 inches), and Kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th *'''[[Razorback]]:''' Transports that produce offensive output, like a Razorback, are likely to be very strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead. **The razorback has 6 different options for its main weapon, making it a very flexible tool for patching up weak points in your army's firepower. ***''Twin Heavy Bolter'': The stock option and by far the most boring. Cheap, and that's really all that can be said for it. Use if you're on a budget, but if you're not upgrading the weapon, maybe consider just going with a plain old Rhino instead and drop a couple of Heavy Bolters somewhere else in your army, they're nearly the same cost. ***''Twin Assault Cannon'': The crowd favorite and for good reason. 12 S6 AP-1 shots is a substantial threat, allowing you to mulch that Guardsman squad standing on the objective you want before dumping your cargo of marines out to finish them off. Got a notable price bump in Chapter Approved, so it isn't an auto-pick anymore, just a very solid one. ***''Twin Lascannon'': The infamous Laserback. The most expensive option, but a damn good one. This is one of the Marine's more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at tanks and monsters. ***''Twin Heavy Flamer'': (Index Only) The Marine's knockoff Immolator, it really suffers from the pathetic 8" range. Even the THB can deal more damage simply by having the range to do so; this weapon will be complete dead weight until you're literally on top of the enemy. Avoid. ***''Lascannon and Twin Plasmagun'': (Index Only) A bit of an esoteric choice, with the TAC's price hike, this option is only 1 point more. The real draw is the fact that the Plasma guns are Rapid Fire, not Heavy, allowing you to tear around the board firing without penalty. While it actually outperforms the Twin Lascannon in every area when Overcharging, even when not in Rapid Fire range, it does carry that annoying rule that it dies without saves if it rolls a 1 to hit. Still, an interesting option and certainly worth looking into. ***''Multi-Melta'': (Forge World) This is the weapon of the Infernum Pattern Razorback mentioned below, but it is literally the only difference between it and the regular Razorback, so here we are. The cheapest weapon option outside the stock THB, this is the budget anti-tank choice. Workable, but a single 24" melta shot taken at -1 from moving is putting a lot of faith in a 50/50 chance. *'''Land Speeder Storm:''' Dedicated transport for 5 Scout models, for the same base cost as a normal Landspeeder. Open top so they can shoot out of it, although still suffer any penalties for shooting heavy weapons after moving, and cannot shoot after falling back even if the vehicle still can. Does not get Concealed Positions, but has an 18" move, to easily re-locate. Starts with a Cerberus Launcher (D6 bolter shots at 18") and a Heavy Bolter that it can swap for a Multi-Melta, Heavy Flamer, or Assault Cannon. **Put a Scout Sniper squad inside for a mobile Character killing fire base with a 7 wound buffer. Heavy flamer to discourage charges (and hopefully let you fly away next turn), or a Heavy Bolter/AC to provide supporting fire. **Put a Scout Shotgun squad inside with a Heavy Flamer, and charge it up into their face. *'''[[Drop Pod]]:''' Grants a Power Armour unit deepstrike. Tactical Marines can use it to capture objectives and hamper enemy movement. Melta units can get in close for a hard strike. Assault units can charge out of it if you can make 9 on 2d6. No longer scatters and arrives at the turn you chose. Much more importantly, it ignores the Tactical Reserves rule so you can finally pull off a turn 1 Deep Strike. You might still struggle to pull off a charge or get into the optimal range, but the correct selection of Chapter Tactics can do a lot to mitigate those downsides. **it is been FAQ'ed that the opened doors count as part of the Models, soo it can also be used to make a sizable anti-deepstrike zone, before itβs shot of the board (if your opponent put enough thought into it). **If you choose to take the Deathwind Launcher in Matched Play, then you are officially retarded, as a Storm Bolter is generally twice as good for its points at 12" and can also shoot up to 24". *'''[[Repulsor Tank]]:''' The Primaris flying landraider, trading a little armour for absurd more firepower. Holds 10 Primaris Marines (models with Gravis armour count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. ** If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armour setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armour firepower at its farthest range. At that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. **Defensively, it's nearly identical to a Land Raider; although its armour is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot. **Three Aggressors with Auto-Boltstorm Gauntlets, a Captain in Gravis armour, and a Primaris Lieutenant and Apothecary all fit snugly in this beast, hit like a brick, can heal models around it, and protect otherwise slower models. Outfit the Repulsor with Heavy/Onslaught Gatling Cannons and say goodbye to any infantry in 18". If you take a regular Primaris Captain instead of one in Gravis armour, you can also toss a primaris ancient into the floating death-bawks so that the aggressors have a chance to fire when they die as well. **When kitting the Repulsor out, decide if you want it fighting tanks or hordes. In terms of pure output, for anti-tank take the Las-talon and Twin Lascannon, for anti-horde take the Heavy Onslaught Gatling Cannon and Twin Heavy Bolter and for balanced take the Heavy Onslaught Gatling Cannon and Twin Lascannon. Do note that in terms of points effectiveness the Twin Heavy Bolter is better than the Heavy Onslaught Gatling Cannon, though. *'''[[Impulsor]]:''' The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 4++, but lacks Self-Repair and Smoke Launchers. Comes stock with two Storm Bolters with the option of taking Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14" movement and FLY, combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice: **It has a transport capacity of 6 but can't carry JUMP PACK or GRAVIS models, so it's only good for moving MSU squads. **Passengers can't charge after it's special disembark, so it's no help for assault armies. **So, what is it good for? Not much yet, but a cool new reveal has more or less answered this question. cough9thedcough. **It can take the following upgrades: ***'''Shield Dome:''' A 4++ invulnerable save. Generally, this is the one you want, as it makes this bizarre vehicle unusually tough (smart opponents will simply shoot its cargo, so hurl it into CC ASAP). ***'''Ironhail Skytalon Array''': The cheapest addon. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else, which probably translates to [[Imperial Guard|BS5]] since it lacks Power of the Machine Spirit. Only use if you expect to be up to your armpits in flying enemies or to spend that last 5 points. ***'''Bellicatus Missile Launcher:''' Yep, it's a missile launcher with the addition of Anti-air. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better. ***'''Orbital Comms Array''': The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. This bombardment does not involve ballistic skill. That means your opponent will have to go through 11 wounds to stop you from using the mortal wounds. This demands that your opponent potentially waste firepower on your otherwise expendable transport while your hellblasters take far less damage. ====Forge World==== *'''Lucius Pattern Dreadnought Drop Pod:''' It's a drop pod...for dreadnoughts. A good, relatively cheap option for delivering dreads right into multi-melta range and the ONLY option for deep striking Leviathans and Deredeos at all. (Why you would deep strike a Deredeo is a mystery, but you do you) **Note that while it completely lacks any offensive abilities whatsoever, it can still serve one use after its cargo lumbers off: body blocking. It still counts as an enemy model for your opponent in terms of movement and line of sight and thus they have to 1. Kill it, thus sparing one of your other units some damage and since the pod is nearly as tough as a Rhino, it'll take a beating before going down 2. Go around it, which costs time and forces units out of position, or 3. Go through the hassle of charging it, using pile in to scoot around it and falling back from it, which is really, REALLY dumb. And the model (if you can get ahold of a real one) is massive when its doors are open, denying a huge chunk of board. Bonus points if you can use this to block your opponent's anti-tank from reaching the Dread you just disembarked into his backline on the opposite side of the pod. **Also remember it can turn an ironclad from a risky high damage Slow speed bullet magnet to a unstoppable rape machine if used against tightly packed armies and tanks, especially with Black Templars charge re-rolls. *'''Infernum Pattern Razorback:''' A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand, it's a Dedicated Transport with a Multi-Melta. *'''Termite Assault Drill:''' It's neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to the enemy. Once deployed, however, the termite acts like a very slow Rhino. At 8 inches, this thing isn't going anywhere fast. Not to mention the melta cutter is so short-range its only real use is to fight back if it happens to be caught in melee. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 standard marines(Not terminator, jump pack, or primaris) this little drill is quite the metal box. Add in that deployment and who cares if this thing only moves 8 inches a turn. <strike>Even better is the Breaching terror special rule with gives enemy units with 12 inches a mortal wound.</strike> And then there is the subject of weapons. Storm Bolters are the way to go most of the time due to the range and fire output. Heavy flamers are meh, though the increase in the movement has helped make the weapon somewhat more viable. Volkite chargers are iffy. They have more range and damage than the flamer but have a negative 1 to hit on the move. Honestly, the Storm Bolters are your best bet. The termite also has a decent melee game, though this is more for protection than anything. That being said, the drill makes for a nasty anti tank melee weapon. Now for the bad news. This thing is expensive points-wise, way more so than the drop pod, but the points cost is nothing compared to how much you will need to pay Forge World for one.
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