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====Vehicles==== All vehicles can now be taken as squadrons of three per slot; this can be pricey, but it grants powerful bonus abilities...at least until one of the tanks dies. They also get buffs as a squad, so nearby diviners and the like can help the whole crew. *'''[[Predator]]''' - A decent dakka unit. They can serve two purposes, infantry killing, or tank/MC hunting. A three-tank squad gets Monster Hunter and Tank Hunter while all three are alive - this greatly improves Tri-Las Predators in particular. **Infantry-killing Predators should stick with the default auto-cannon, and grab Heavy Bolter sponsons. It's fairly cheap (95pts) for 8 AP4 shots per tank. Upgrades are usually not necessary: Extra Armor doesn't help much since you will, in 99% of cases, be out of reach of any units with CC anti-tank, and your other guns will outrange a Storm Bolter. The only thing worth considering is the Hunter-Killer missile, but even then, it's only efficient in numbers (like, 7-8 HKMs). Dakka Preds are outclassed by Whirlwinds and Thunderfire Cannons for killing blobs, sadly, and they also waste the special rules mentioned above. **Tri-Las is the best way to field the Predator(s). Compared to a 4-lascannon Devastator squad, you save 10 points and trade one cannon for superior durability (in particular, safety against small-arms fire), not losing firepower when you do get hit (unless the hit is a Penetrating one), and making one of the guns Twin-Linked. Remember, a three-tank squad gets Monster/Tank Hunter, so consider covering your anti-MC/tank needs with 420 points of tank lascannons that re-roll Wounds/Armor Pen. ***Remember, autocannons equal or exceed lascannons against any toughness in the game that is not 9 (although they don't inflict ID on T4) and AV 12 or less, which is exacerbated by Shred (which is what Monster Hunter and Tank Hunter grant against MCs and Vehicles, respectively), so consider an autocannon turret with lascannon sponsons if you are low on points and want your Predators to do well against light tanks and MCs as well as heavy ones, rather than taking different solutions for each. **Unlike many other battle tanks in the game, the Predator's side AV is 11, which is glaringly lower than its frontal AV13, and makes its flanks attractive targets. Protect their sides with positioning terrain, Rhinos that have already delivered their passengers, or just staying the fuck away from everything and hide in the backfield like you should do. *'''[[Vindicator]]''' - This guy has a big, scary gun. Hampered by its short range, this S10 AP2 pie-plate causes most people (especially other marine players) nightmares. It's bound to draw fire, ''lots and lots'' of fire. This is good because it keeps guns trained away from the rest of your army, but bad because it's easily shot down from the side (especially if your opponent deploys his anti-tank in opposite corners) and easily neutralized (glancing hits don't shake/stun anymore, but add up quickly, and EVERY damage result on a penetrating hit makes it useless for at least a turn, if not permanently). Thunderfire Cannons are better at killing blobs, but the Vindicator's niche as a pie-plate that can slag Terminators, bikes and Toughness 5 MCs is unique in this codex. In 7E, it no longer comes stock with a storm bolter, so if you want to try and save the main gun from Weapon Destroyed, you gotta pay 5 pts. :*Putting 3 Vindicators in a squad lets them give up their individual pieplates for a single Apocalyptic Blast with Ignores Cover. It practically becomes an anti-everything weapon with that option available to it, and you can always choose to just fire three regular pieplates if the foe isn't clustered closely enough for the Apocalyptic Blast to mulch his entire squad at once. Just remember that the 10" Apocalyptic Blast shot is still only 24" range, plus the usual scattering. If anyone is closer than 24", it will probably fuck up your precious 360 point squadron. Besides, if anyone lets a god damn Vindicator squadron get into 24", they deserve an Apocalyptic Blast. *'''[[Whirlwind]]''' - The Whirlwind is an artillery platform, pretty cheap at 65 points. It has two shooting profiles, both of them Ordnance/Large Blast/Barrage shots: an S5 AP4 shot for hunting troops in the open, or an S4 AP5 shot that Ignores Cover. The squad-buff for Whirlwind goes a long way towards making it relevant in 7E. There are two primary reasons to consider a Whirlwind squad over a Thunderfire Cannon. First, they can move and shoot, allowing you to adjust position or start in reserves (i.e. to dodge an alpha strike) without losing a turn of shooting. The second reason is that their shots have better AP, which is an army matchup-specific consideration. **Three Whirlwinds in a squad grant all of its missiles Pinning and Shred. Congrats, you're now a better Wyvern. *'''[[Hunter]]''' - One of the new Space Marine AA weapons. Comes with a massive missile launcher, which is S7 AP2 Armourbane, so rather than glancing enemy flyers to death, like the most flakk tanks, it is designed to blast it in one shot. Hunter's misses transform into missiles on the target's tail that hit REAR armor on 5+ next turn, which is kinda funny and overall useful, especially against IG and Tau flyers. But unlike the previous edition, the missile doesn't hang around forever, so you only get the second attempt once. You don't get the lock-on if shooting at a non-flyer, but remember, skyfire still allows full BS shooting at skimmers. Use one to pop eldar, tau, deldar and necron vehicles of all sorts. **With three Hunters in a squad, you can re-roll the Savant Lock rule on each of their missiles, which makes up for the loss of being able to troll flyers with endlessly seeking missiles, since you're already throwing more missiles than most fliers could reasonably handle. *'''[[Space Marine Stalker|Stalker]]''' - The other new Space Marine AA weapon, packing a pair of three-shot autocannons. Different from a Hydra Flakk tank, it has better side armor, Ballistic Skill and the ability to fire at two different targets. And yes, it is as cheap as a Hydra. The 7E codex changed how their weapon systems work; now they have Interceptor as well as Skyfire, so squadrons of Stalkers become the premier first-strike AA guns in the entire game! Furthermore, if they fire at a single target then the squad gets Twin-Linked. If you split your fire, you simply use the weapon profile - no more BS2 penalty. **Three Stalkers as a vehicle squadron grants their guns Ignores Cover. That's right - fuck you, Jink. Also, remember Skyfire shoots at Skimmers full BS (looking at you, Eldar, Necrons and Tau). *'''[[Land Raider]]''' - The biggest metal box of all. Can carry termies, and lets them assault after disembarking. Comes in eight flavors, three in the codex and five from Forgeworld: ** '''Classic''' (or '''Phobos-pattern''') Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition). You'd think it's good for tank hunting...on its own, no way. It's just too expensive for that. Land Raiders need to be transporting stuff, and running forward at great speeds. This Land Raider is a confused beast, best left alone. If you want a little bit more reasoning for why the classic Land Raider is comparatively useless, here's a bit more explanation: for the cost of having it on the table, this Land Raider needs to be able to do both of its roles effectively at the same time, but since transporting soldiers doesn't work well with standing up front and shooting too, there's no real way to make this one as effective as it needs to be. It's not ''completely'' useless thanks to Power of the Machine Spirit, which allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6" and destroy two enemy tanks (if you're lucky). This tactic works quite well with Antaro Chronus as his BS 5 makes this more likely. Overall, this Land Raider is not recommended except in a Land Raider Spearhead formation with two other Classic Land Raiders, good for super heavy/gargantuan monstrous creature hunting in high points games/Apocalypse. ** '''Crusader''' - 2 sets of "hurricane bolters" (3 twin-linked regular bolters) and 1 twin-linked Assault cannon. With a 16-model capacity, this is the standby transport for Terminators. The multi-melta is a nice addition for pot-shots at tanks. The Crusader WANTS to be up close, where its short-ranged, anti-infantry guns work wonders to support the squad it was escorting. Hurricane Bolters kinda suck, unfortunately, so consider moving forward 12", PotMS the Assault Cannon and snap fire those Bolters. Give it Extra Armor, nothing sucks more than a stunned Land Raider. This used to be the ultimate in Terminator delivery, but recently a challenger has appeared... ***It should also be that black templar crusader squads can take a land raider crusader as a dedicated transport, meaning if you're playing with a CAD then yes, indeed, your land raider has objective secured. My favorite thing to do with this is take a 15 man unit (10 initiates, 5 neophytes), give them all cc weapons, stick a Melta and 2 power fists in the unit, baby sit them with a chaplain and throw them in a land raider. Whilst not exactly the best unit, it is (in my opinion) the most fun to use in 40k, by itself. ** '''Redeemer''' - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. The only other Land Raider you should even consider, even if it doesn't fit as many Terminators. Far nastier against infantry than the crusader, but it needs to be up closer to be effective... which means melta-range. Whoops. On the flip side, now that unit is also VERY close to that nasty CC unit that was inside the aforementioned Land Raider, and are bound to get their faces ripped off in revenge. Also, it doesn't help that Flamestorm Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it. Nice thing that 14/14/14 AV does not require specific facing. Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12" and still make someone extra crispy. One little advice when assembling the Redeemer is to mount the Flamestorm Cannons in the forward position. That way the templates gain additional reach. ** '''Terminus Ultra (Apocalypse)''' - Leman Russes and Baneblades got you down? Are Hammerhead gunships making you throw fits? Tyrannofexes slaughtering your tanks? Titans kicking your ass when you have none of your own? Do Predator Annihilators simply fail to cut it for you? Are your desperate, suicidal charges against a Monolith with only two tactical marines, two Predator Destructors, and three Land Speeders proving to be totally ineffective? Then the Terminus Ultra is a tank for you!!! Coming equipped with three(!) twin-linked lascannons and two single lascannons, it's only a measly 50 points more expensive than the standard Land Raider and has no troop carrying capacity. It is extremely effective against enemy armour, the Land Raider's special rule allows the Terminus Ultra to easily take out 2 light vehicles in a single shooting phase or completely annihilate one heavy vehicle, I once managed to destroy a Warhound Titan with this thing. But some unlucky rolls can lead to the tank blowing up, through overheating of the lascannon batteries (like REALLY unlucky, about a .3343% chance or 13 in 3888 odds). Best used at long range, picking off the enemy vehicles one by one, or two by two. Pretty much, it causes enemy vehicles to suffer critical existence failure to an even greater degree than the Redeemer causes enemy infantry to spontaneously combust (probably because the Redeemer doesn't have an additional two weapon mounts.) If you could stick on a multi-melta or an additional Lascannon, all your anti-vehicle problems could be fixed but not even Matt Ward is willing to go that far. Antaro Chronus turns this into pretty much the final word in Imperial tank destroyers. ** '''Achilles (Forge World)''' - Oh hell yes. For the same price as the Terminus Ultra, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn't go 'splodey. Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don't have much anti-tank outside of meltas and lances. Tthough, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your "expensive but invincible" tank in eye blink, once they came in threat range. (Another option is to take a iron hand character, which gives the achilles IWND. Then ally in a cheap DA librarian with a bike and Powerfield generator for a 4++ (divination for rerollable inv save shenanigans). Just try and destroy that platform of death, I dare you...)--Make it worse? Put an Iron Hands Master of the Forge in it with the Relic that gives IWND on a 4+. So, get your repair shot (w/Iron Hands bonuses) + IWND as well. Unless they can take out the HP in one round, this thing isn't going down. ** '''Ares (Apocalypse)''' - This is for when a Vindicator just won't cut it. Comes standard with a Demolisher cannon, twin linked Assault cannons, twin-linked heavy flamer sponsons, and a siege shield, can take extra armour for +15pts, and always do have extra armour on it, the whole point of this tank is to get to the enemy lines as quickly as possible, therefore as soon as it's stunned, it's losing an entire turn of blowing the enemy apart as you'll reach them a turn later. When it was released there were those who questioned the point of the Demolisher cannon (By 'those', I mean Idiots, who wouldn't want a demolisher cannon...), as it's an ordnance weapon, no other weapons can be fired. Remember PoTMS allow to fire one additional weapon, and you will snapshot with all guns if Ordance is fired, so ultimately it allows 1 Ordance + 1 full BS weapon firing per turn. Costs as much as two-and-a-half Vindicators, but a hell of a lot more survivable, and has more close-combat attack options into the bargain. This tank is the absolute final word in terminal close quarters battle, the demolisher cannon will annihilate half a unit, many more will be mown down by the Assault cannon, then move in to mop up with twin-linked heavy flamers (re-roll to wound), so... it's pretty good its Armour can stand up to the punishment it will no doubt sustain on it's way to the enemy front lines. ***Irritatingly, there is no way to buy a kit for this vehicle, Forgeworld or otherwise, so you have to build it from scratch. ** '''Helios (Forge World)''' - A Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons. More survivable and versatile than the Whirlwind, but is not worth the points cost. Also carries six models for some insane reason. If you ask us, it'd probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. ''Mais c'est la vie''. Not bad if you're only transporting six models anyways (i.e. command squad) since it's basically ten points to upgrade the heavy bolter to a whirlwind launcher, which can be PotMS fired at at infantry while you hit something with lascannon. Not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways. ***Despite your uber metal box having AV14 all around and 4HP there are a lot of things that could kill it for like 1/4 of it's cost. Lances and S10 weapons should make you worry. Be afraid of melta and armourbane weapons. Haywire grenades are scary, but less so after the FAQ clarification that it's one per unit in assault. Necrons would eat your Land Raider alive without any problems, unless they go for full tesla and no scarabs (highly unlikely). If your opponent try to squeeze a Titan loaded with D-weapons into 40k game per new Escalation rules feel free to beat him to death with your old reliable metal dreadnought. *'''[[Stormraven]] Gunship''' (Attack Flyer) - Basically, a flying Land Raider. It costs 200 points base, has AV12 all around and meltaguns don't get the extra D6 for AP when shooting at them. It's also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72" S8 AP2, Concussive, one shot each), and that's only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if ''that's'' not enough dakka for you, it can take hurricane bolters in side sponsons. It can't deep strike anymore, but it can take a locator beacon. The real gravy is its transport capacity; it can carry 12 guys (or 6 Jump Infantry/Terminators) ''AND'' one Dreadnought '''ANND''' it's an assault vehicle. Watch your opponent cry tears of bitter [[rage]] as your Vanguard Veterans with power weapons come out of fucking nowhere to ruin his day, along with a rampaging Ironclad dreadnought. It'll cost you an arm and a leg, but you certainly get what you pay for. And speaking of 7th edition it's a flyer. You need it. ** If you're going Iron Hands, take a Techmarine with a servo harness and stick him in there to regain your hullpoints. You will be targeted so it's always important to bring these guys to make sure your Stormraven stays up in the air. In the end you will have a IWND Storm Raven with a 3+ (4+ if not Iron Hands) Blessing of the Omnissiah rolls. Trust me, nothing can easily take it down with all those dice rolls that keeps it up. Take both if you got the points to spare. ** Take one of these full of power weapon VV's (Or any CC deathstar. Honor Guard work well if your HQ can't take a jump pack)/dread and a Stormtalon escort. Drink your opponent's tears. Bonus points for being Raven Guard. **'''Alternative take''' It's a 200 point unit that can swap its stock weapons out for twin-linked lascannons and multimeltas for free. In other words, use it as an anti-flyer with the transport capacity coming in as a bonus. However, unless you're expecting to see mostly AV12 flyers, the assault cannon might actually work better. Death by hull point depletion is still death, after all.
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