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====Space Marines==== Probably the most versatile faction in the game, able to be ran for shooting or melee, massed infantry or a handful of tanks, Generally speaking, Space Marines will have all flavors of weapons and psychic bullshit that can screw with you. If your opponent doesn't bring a Chaplain or a librarian, they're practically handing you the win. Notable subfaction specific stuff shall be listed below, though it would not hurt to go to their tactics page and get an idea of the chapters, generally speaking. *'''Black Templars''':Worse than Grey Knights in some ways, with a flat 5+++ against mortal wounds, meaning they'll be getting plenty out of it against you and are fans of massed infantry that wanna run up and melee you. Grimaldus has a built in +1 deny the witch, and they have a Warlord trait that allows them to do that as well on a separate character. They have relics and squad upgrades that can reduce your +1 to cast or screw with your psychic tests. In short, they live up to their hatred of Psykers. You're in for a slog, but keeping the Templars at a distance is solid advice, as your shooting tends to be better. Remember that Templars rely on tons of buffs to otherwise weak weapons like Chainswords to snowball into giant death blobs. However, keep in mind that those Chainswords will be less effective against you thanks to All is Dust. *'''Dark Angels''': Similar to above, minus that they have ways of outright denying psychic powers once per game. Bear this in mind when making a critical roll. Their Deathwing Knights justly deserve their reputation for being utterly terrifying in melee, but in general you'll outshoot anything in the Deathwing. Ravenwing and Greenwing will give you the most trouble, as they are able to bring as many invuln saves as you with Ravenwing while being faster. Oh, and Greenwing can be faster, but also bring tons of highly accurate Plasma weapons to negate all is dust on your Rubricae. *'''Blood Angels''': Utterly insane melee, and standard marine pros and cons. However, Blood Angels rely on several psychic powers to go off in order to use flying librarian suicide Dreadnoughts of doom to rip your line a new asshole early game. The one benefit to being an army of psykers is you can deny with ''everything''. Death company of any flavor are fat nopes in melee, and are also incredibly resilient to damage of any kind, though mortals will chew through them like a drill through wood. Don't stay in melee too long either; most Blood Angels players worth their salt will pack Inferno Pistols as canned "fuck you" for anything stupid enough to charge them and not kill them. *'''Space Wolves''': Those fucking furries are ferocious in melee, with +1 to hit on the charge and exploding 6's in the assault doctrine. What they lack is shooting, but they make up for this by bringing Bjorn/venerable dreadnoughts with Blizzard shields. Generally speaking, you'll outshoot them, but the challenge will be keeping them out of melee with you. All is dust will protect you early game from Blood claw chainsword spam, but don't stick around for their thunderhammers to laugh at your rules. Wulfen are tough, but thankfully we have psychic powers, so they aren't as much of a death sentence to armies like Sisters or Tau. *'''Grey Knights''': Technically they have their own codex but they're still space marines for the most part, and are something akin to your loyalist counterpart. You are simply not having fun. Period. That being said, you do ''slightly'' outcast them, but they have slightly better melee options and powers that work well for getting stuck in, something our Scarabs don't enjoy. Psycannons will fuck you over because everything is a Psyker.
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