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Tactics - Angry Marines
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=Angry Marine Rules= *'''ALWAYS ANGRY!!!''' :The rule that makes angry marines angry marines, the chainsaw core of their being, which is plus 1 attack on the charge or heroic intervention, and hits of 6+ in the same circumstances become 2 hits instead of 1. By itself it turns a 1 attack marine into a 2.16 attack marine, and that’s without melee weapons (dual or otherwise) psychic powers or relics. The best part of this is the exploding attacks, as you have many ways of adding 1 to hit and increasing your base attack amount. Be aware though that this is only when charging etc, you get no benefit for being charged or for any rounds of combat after the first, incentivising you to either hit hard and make your enemy incapable of fighting back in any serious manner, or to cycle charge with flying units. :Be aware though that anything which gives you a minus 1 to hit in melee will mean you need a 7+ for this effect to activate, so thunder hammers, servo arms and the like don’t benefit at all unless you can get a plus 1 to hit. *'''And They Shall Know No Fear:''' :Reroll morale tests, a bit meh this edition because of how morale works but it may save you from time to time. This will be glossed over in the following tactics. *'''Desert Fangs Tactics:''' :Plus 1 attack and strength for the unit when it charges, the equivalent to ALWAYS ANGRY!!! for those units which are classed as desert fangs instead of angry marines. Makes your silencers hit harder on the charge. *'''Dual Melee Weapons:''' :Plus 1 attack for a model if it is equipped with two of the same melee weapon. This does not come up often in other legions but the angry marines have greater access to dual everything, helping to add to your already impressive attack levels. *'''FUCK THE BOLTER!!!:''' :Angry marines do not get the Bolter Discipline. Instead they may fire bolt weapons at enemy units within 1” of friendly units, or within 1” of themselves, but at a minus1 to hit unless they didn’t move, are bikers, characters, dreadnoughts or terminators. Given angry marines want to get into combat as fast as possible being able to use their weapons against units already in melee makes the most of the weapons they bring along, although with a minus 1 to hit your only hitting on 6’s without buffs. Models with a pistol also get to use the pistol butt weapon profile, which gives them an extra chainsword equivalent attack in melee but at a minus 1 to hit. With the angry marines strength of 5 an extra attack, even at minus 1 to hit, can go a long way. *'''Jump Pack Assault:''' :Standard 9” deep strike for units with jump packs, which you have access to quite a few of. *'''NOT ANGRY ENOUGH!!!:''' : *'''SHOCK ASSAULT BITCHES!!!:''' :Shock Assault but by another name. You know it. You love it. Anything that gives your marines more attacks to trigger ALWAYS ANGRY!!! is good. *'''Storm Shield:''' :The classic 3++ save. A difficult one for the angry marines as an arm given up for a storm shield is an arm not carrying a melee weapon to give you a bonus attack. *'''Teleport Strike:''' :Standard 9” deep strike for units in terminator armour, something which you have little access to due to the angry marines preference for speed and melee. *'''THIS SHIT'S OURS NOW, FUCKERS!!!:''' :Objective Secured, Angry Marine style. The only difference is that troops with this that charged count as two models instead of one in that turn, incentivising you to make last minute charge attempts to shift an opponent off an objective at the end of the game. *'''Turbo-Boost:''' :Your standard 6” advance for bikes. To be avoided unless your trying to get into cover as advancing means you can’t charge.
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