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==={{W40Kkeyword|[[White Scars]]}} and {{W40Kkeyword|[[Mantis Warriors]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:White_Scars_Livery.png|100px|left|]]In the grim darkness of the far future, there is only the hunt unending.<br> Thematically, they're the archetypical steppe nomads but turned into a post-human military force. These guys are the ones if you want your warrior-monks asian instead of western. On the tabletop these guys are the fast, melee marines, with the speed to keep up the pace, strong bikes to keep up the pressure, and the rules for relentless punishing assault. Your units will be as fast as genestealers without being as frail as them. Furthermore, their charge is devastating and their rules turn ongoing combats into repeated charges.<br> ''If you want your army to <b>hit as fast and hard</b> as a lightning bolt, then ride with the White Scars and unleash the storm''. <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Lightning Assault:''' Units with this tactic can charge even if they advanced or fell back. Furthermore, they don't suffer the penalty for advancing and firing assault weapons. **Bear in mind what this means: you're good at melee and assault weapons, not anything else. This means you're pretty bad with most ways to kit out a bike/attack bike, with all of your bike synergy locked behind stratagems. You're legitimately good with Scout Bikes, but also with, say, Assault Centurions. One of the best examples of a unit you're good at is simply Intercessors (''not'' the Assault kind!), armed with auto bolt rifles and a grenade launcher, and with the sergeant kitted out for good melee. **Advance + Charge is huuuuge. Not talking about infantry's effective 3d6" charge range, no. This is for 12" Rhinos that end up with a 22.5" ''average'' charge threat range, whose cargo can then disembark, shoot after the rhino falls back, then charge overwatch-free when the rhino charges back in (and you have a stratagem that lets Firstborn pop out after a rhino moves anyway, simplifying this a lot). This is for turbo-boosting bikers of '''27.5"''' threat range. **Charging after falling back is especially useful to units that proc Mortal Wounds on a charge, your own Deadly Hunter Warlord (and [[Skub|Ironclad Dreadnoughts and Assault Centurions]]), on top of triggering Shock Assault and guaranteeing your units hit first. It also '''allows ranged support to help a unit from afar before it charges back''' into the fray. Even better when you have a Rhino to absorb overwatch. *'''Combat Doctrine - Devastating Charge:''' While the Assault Doctrine is active, melee attacks performed by a unit that charged or performed a Heroic Intervention deal 1 more damage. If this triggers, you'll have already activated Shock Assault, so even a simple chainsword will be able to shred most two-wound infantry. **White Scars is tricky, because this ability kicks in only later in the game and only benefits the advance/fall-back-charge half of your tactics, which isnt as flashy as Blood Angels' constant +1 to Wound, or Whirlwind of Rage's exploding 6s. You're counterintuitively needing to hang back for a bit so that you have enough guys left to abuse your Doctrine. With Armor of Contempt, it's not that hard keeping T5 3+ 3W models like Bikes or Gravis alive if you pick your battles and avoid being shot/charged by the entire enemy army in the counterattack. **Since you need the ability to wound and penetrate armor to come from elsewhere, but you'll notice this more the lower the weapon's base damage, one of the melee weapons you'll find the most useful is lightning claws, which functionally buff A, S, and AP, but are only D1. Usually, these will be the most points efficient choice you can make, barring power fists or full-on thunder hammers **Bear in mind only half of your Chapter Tactics synergize well with this Doctrine bonus, so you may want to switch to being a Successor. Your existing tactic is Rapid Assault plus Tactical Withdrawal plus charging after advancing, where Rapid Assault is of no synergy with your Doctrine bonus. If you switch to any two of Whirlwind of Rage, Hungry for Battle, and Tactical Withdrawal, you may notice your army performs better <big>'''Crusade Additions'''</big> <big>'''Secondary Objectives'''</big> *'''Lightning Strike''': 3VP for killing an Enemy Monster or Character in melee, provided ''you charged them in this turn''; 1 VP for each other unit killed in melee by a unit that charged; another 1 VP for every ranged kill made after advancing. Max 5 per round **Exploitable secondary that can stack with other secondaries, just keep in mind that you gotta kill those characters in the turn you charge them, which can be annoying when they shrug wounds or do an Abaddon and cap their wound loss that phase. Assassination only cares about killing Characters/Warlord, not how or when they died, but Lightning Strike lets you eke out points for lesser kills. **If youre focusing on Grind them Down (3VP for more kills than the opponent) Lightning Strike just straight up gives you additional points for thematic kills; Shock Tactics is also great, if you target objective holders and seize it from the enemy. <big>'''Stratagems'''</big> <tabs> <tab name="Battle Tactic"> *'''Wind-swift (2 CP):''' Select one non-{{W40Kkeyword|Artillery White Scars}} unit that made a normal move or fallback, it can make an additional Advance move, but can't shoot, charge or use psychic powers either. Can be useful if you need an aura ability like an Ancient's or Chaplain's ''right fucking now''. Allows bikers to move 34" onto objectives or whatnot, though they will be functionally useless afterward. *'''Fierce rivalries (1 CP):''' Your first charge for a {{W40Kkeyword|White Scars}} that phase rolls the best 2 of 3d6. ''Game on, Blood Angels''. *'''Strike for the heart (2 CP):''' One of your {{W40Kkeyword|White Scars}} can consolidate D3+3", or D6+6" if every model in that unit has a move characteristic of at least 10". ''Not only can you hit hard and fast, but you can also drag nearby squads into the melee''. *'''The Eternal Hunt (2CP, Single Use):''' Use this strat at the start of the movement phase if the Assault doctrine is active. Until the start of the next battle round, {{W40Kkeyword|White Scars}} Pistols and melee weapons gain additional -1AP on unmodified wound rolls of 6. Getting AP-2 and 2 Damage in melee. </tab> <tab name="Epic Deed"> *'''A mighty trophy (1 CP):''' Use it when a {{W40Kkeyword|White Scars}} kills the enemy warlord with a melee weapon. Your {{W40Kkeyword|White Scars}} now autopass morale tests. </tab> <tab name="Strategic Ploy"> *'''Born in the saddle (1 CP):''' A {{W40Kkeyword|White Scars Biker}} can advance and shoot. A large number of Bolter fire and Cover a massive amount of ground, why not. *'''Butchered Quarry (1 CP):''' When an enemy falls back from a {{W40Kkeyword|White Scars Infantry}} or {{W40Kkeyword|Biker}} unit (that isn't within 1" of yet another enemy unit), your squad makes one attack with a melee weapon at the falling back unit. If they yet live, your squad can follow them 3", as long as that move doesn't take them within 1" of another enemy unit. *'''Ride Hard, Ride Fast (1 CP):''' Use it on a {{W40Kkeyword|White Scars}} unit that just advanced. Enemies shooting at it get -1 to hit until the start of your next movement phase. ''Unstoppable -2 to hit Smoke Launcher'd transport''. ** Under 9th negatives to hit are capped at -1, so unless your opponent is getting bonuses to hit that you also want to counter, you're better off with just the smoke launchers. Still useful on its own. *'''Hunter's Fusillade (1 CP):''' When a {{W40Kkeyword|White Scars}} unit advances, their Heavy and Rapid Fire weapons can be fired as if they were Assault (keep in mind Rapid Fire 1 becomes Assault 1) **Extra effective on Heavy weapon squads as you don't lose anything in the shift to Assault, they will also benefit from the Tactical Doctrine in turn 2. *'''Feinting withdrawal (1CP):''' A {{W40Kkeyword|White Scars}} unit that falls back can still shoot. *'''Chogorian thunderbolts (1 CP):''' {{W40Kkeyword|White Scars Biker}} When one of your squads finishes a charge move, for each model in your squad select one enemy unit within 1" of that model. Roll a d6 and inflict 1MW on that unit on a 6. ''Doesn't say you can't select the same squad many times'' - true, but obviously, in matched play, it can only be used once per phase. *'''Lightning debarkation (1 CP):''' A {{W40Kkeyword|White Scars}} transport that doesn't have the Flyer Battle Role can disembark its cargo ''after'' it has already moved, though they cannot charge that turn. ''Aka pay 1CP to give a transport the Impulsor's rule''. *'''Quarry of the Khan (1 CP):''' If your WS warlord is on the field when you first generate a Tactical Objective, this strat guarantees your it is Kingslayer, which your warlord is good at. Unsure how this works in 9th? *'''Encirclement (1CP):''' During deployment, set up a non-{{W40Kkeyword|artillary or Building White Scars}} unit in outflank instead of on the battlefield. At the end of one of your movement phases, that unit can arrive within 6" of a battlefield's edge and more than 9" away from enemy models. </tab> <tab name="Requisition"> *'''Khan's Champion (1 CP):''' Give one of your "sergeant"s a Master-crafted weapon/Digital weapon/Headtaker's trophies/Stormwrath bolts. Remember all relics in your army must be different and handed to different characters. **Stormwrath bolts restrict the weapon to "make a single shot with this stats", but it DOESN'T changes a profile's rules: an Eliminator Sergeant can snipe characters with Stormwrath bolts with +2 to hit that ignore cover/inflict a MW on a 6+ to wound. Unsure an Armorium Cherub could reload a Devastator sergeant's boltgun, but his Signum would give him BS2+. **The other three SI wargear are melee-oriented; a Master-crafted power weapon or Digital weapon for Vanguard Vet/Primaris sarges. A Reiver with Headtaker's trophies, however, can inflict -2Ld on his own. *'''Tempered by wisdom (1CP, Single Use):''' You can generate a second warlord trait for one of your WS characters that aren't a named character, from the White Scars Warlord Trait table. All warlord traits must be different. *'''Gift of the Khans (1CP, Single Use):''' After nominating a WS Successor character as your warlord, you can give one Relic of Chogoris to one of your WS Successor characters ''instead'' of giving them a relic from the regular SM codex or a Special Issue wargear. </tab> </tabs> ====Warlord Traits==== #'''Deadly Hunter:''' Each time he successfully charges, roll a D6. On a 4+, one enemy unit takes a mortal wound. And his Chapter Tactic allows him to charge after falling back, ''triggering the mortal wound again and again and again''. #*Competes with Chogorian Storm, assuming you can't afford a thunder hammer for your melee hero/need to take down things that a thunder hammer can't solve but MWs can. #'''Chogorian Storm:''' +1d3A when he makes a charge or heroic intervention, aka WS' Smash Captain. #'''Trophy Taker:''' Whenever this warlord successfully kills a character, he gains +1A until the end of the battle. Kor'sarro Khan comes with this. ''Skulls for the Golden Throne!'' #*Weak compared to other traits as you have the difficult task of your melee character killing a character before gaining benefits, not to mention having to kill two to beat out other traits that give additional attack. Skip. #'''Master Rider:''' Biker warlord only. Re-roll charges, -1 to be hit if he advanced. #*Improves the durability of an already durable choice, especially against the pervasive snipers. #'''Hunter's Instincts:''' +1 to wound and hit vs vehicles and monsters. #* Improves your smash captain's tank and [[Primarch]] hunting capabilities. As of 9th, you do have to kill the turn you charge them, or else they will kill your warlord back. #'''Master of Snares:''' On a 4+ enemies stuck in can't fall back unless they contain a model with a minimum move characteristic. #*A lot of shooting infantry don't want to stay in melee with a space marine for any amount of time. This also prevents other enemies from shooting your warlord once he gets stuck in. ====Psychic Discipline: Stormspeaking==== Stormspeaking contains several standout powers that can combo together to spectacular effect. The discipline relies on lashing your opponent with blasts of wind and lightning, shielding your units from enemy fire, and speeding your units into the enemy's lines while hampering the ability of their units to advance and charge. #'''Blasting Gale (WC7 Malediction):''' Targets an enemy unit with 18". The target cannot advance and rolls one fewer die for charges. Stacks with Tenebrous Curse, too! #*This can be a bit tricky to use and requires a good understanding of your opponent's move values. Very good for handicapping units that rely on the ability to charge after advancing. #'''Lightning Call (WC7 Witchfire):''' The closest enemy unit within 18" takes d3 mortal wounds. Then roll a die. On a 4+, deal one additional mortal wound. Rinse and repeat until you fail, with the target going up by one each time (5+ on the second roll, 6+ on the third). #*This deals, on average, 2.69 mortal wounds upon casting, but its absurd WC makes it worse than Smite - starting at WC6, this outperforms Smite (1.95 at WC6, compared to 1.79 for Smite), so if you have a Mantle of the Stormseer, this becomes more interesting. #'''Ride the Wind (WC6 Blessing):''' Target friendly unit within 12" gets +2" to advance and charge ''rolls'' (it won't make bikes advance farther, as they don't roll). Due to the psychic phase happening after the movement phase, it will be rare to get use out of this power in both phases. If your opponent tries to fall back, you can hopefully catch them thanks to the bonus from the advance rolls (provided the unit isn't shot off the table first). #*This is a very solid power that works well with a wide array of White Scar units thanks to the Chapter Tactic. Great for helping deep striking units make that 9" charge, where +2 raises your odds from 27.78% to 58.33%; re-rolling charges only gets you to 47.84%. You can think of this power as almost always being Veil of Time, but better. #'''Storm-Wreathed (WC6 Blessing):''' Select a friendly unit within 12", enemy units cannot fire overwatch at it. In addition, roll a die for each model that charged and got within 1" of an enemy. On a 6, it causes a mortal wound. #*The Mortal Wounds are a nice bonus if they happen, but the real benefit is the ability to turn off overwatch, especially if you're facing auto-hitting weapons, like flamers, or other bullshit-grade Overwatch (looking at you, Tau). #'''Spirit of Chogoris (WC6 Malediction):''' Enemy unit has -1 leadership and -1 on hit rolls. This is yet another solid power. Combine with Ride Hard, Ride Fast for an additional -1 to hit penalty if you're facing +1 to be hit, as modifiers stack prior to facing the +/-1 cap. This is Hallucination from Obscuration, although the powers have different names, so they'll stack. Some chapters have functionally better variants on this power, such as Dark Angels (Aversion). #'''Eye of the Storm (WC6 Witchfire):''' Roll a d6 for each enemy unit within 12". Add 1 if the enemy has fly. On a 4+, cause a mortal wound. #*Deals more mortal wounds than Smite starting at 3 flyers and 1 non-flyer, or 5 non-flyers. #*On paper, this looks worse than Fury of the Ancients, but remember that it's every unit within a 24" + base width diameter circle, not just an 18" line, so in practice, it's a ''lot'' easier to pull off dropping a Librarian somewhere onto the table where this power will do something useful. Since the only scaling is per target unit, this is best against many small units with as few wounds as possible each, which is rare to find simultaneously, but it can be used to put work into taking down a deathstar made of a bunch of supporting characters. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Relics of Chogoris"> *'''Banner of the Eagle:''' Ancient only. +1S to friendly {{W40Kkeyword|White Scars Core}} units within 6". **Hard for on-foot Ancients to keep up with bikes unless you use Wind-swift or an at-the-right-time terminator Ancient, so don't use this with bikes - it can be used with Bladeguard to good effect, but it's even better on something with Sx2 weapons, like Aggressors. Assault Centurions derive no benefit as they lack CORE. *'''Glaive of Vengeance:''' Khan's spear that is always Sx2 AP-3 D1d3, even if it didn't charge. No good reason to ever take this - it's not even as good as a master-crafted khan's spear. *'''Hunter's Eye:''' One {{W40Kkeyword|white scars}} unit within 6" of the bearer at the beginning of shooting (so it works when deep striking or disembarking just fine) gains Ignore Cover. **Stock, remember, you're ''not'' an all-melee chapter - fully 1/3 to 1/2 of your Chapter Tactics is ranged only. Since your chapter tactics don't benefit flamers, this is great on Assault style bolters - e.g. boltstorm aggressors love getting this buff. *'''Mantle of the Stormseer''': Psykers only. The bearer adds +1 when attempting to manifest the Stormspeaker discipline. Not as good as the Imperial Fists relic which lets them re-roll casts, but still a pretty ok relic, particularly on a Chief Librarian with the Warlord Trait for the same, as suddenly your powers are all WC4 or 5 (WC4 powers go off 11/12 of the time!). **This gets strong competition from the Tome of Malcador, as the Tome will let you combine Veil of Time with Ride the Wind onto one Librarian.(no longer relevant as Tome wont let you mix disciplines) *'''Plume of the Plainsrunner:''' 6" aura of +1 to {{W40Kkeyword|White Scars Infantry}} advance ''and'' charge rolls. **Easily one of your best relics - that +1 stacks with every other bonus except for a Chaplain's litany, so you can combine this with your Ride the Wind psyker power for +3, and of course re-rolling charges (from the Chapter Champion Warlord Trait, for example, or the Veil of Time Librarius power) also stacks, albeit with diminishing returns. *'''Scimitar of the Great Khan:''' Replaces a power sword/master-crafted power sword/relic blade with a master-crafted power sword: S+1 AP-3 D2. Unmodified wound rolls of 6s do ''D4'' ('''D5''' during the Assault doctrine wtf!). That means its damage functionally scales with target toughness, but it's also pretty much always strictly worse than a master-crafted relic blade (or thunder hammer). Assuming an S4 base atacker (so S5 with this sword), here's the functional damage: **T2-: D2.4 **T3-4: D2.5 **T5: D2.67 **T6-9: D3 **T10+: D4 *'''Wrath of the Heavens:''' Biker model gets a ''Jump Bike''. Movement characteristic becomes 16" and he can move (during the movement phase) over models and terrain. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' Fnp5+++. "Not dying" is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with. *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Cyber-Eagle Helm:''' {{W40Kkeyword|White Scares Core}} units within 6" hit Overwatch on 5 and 6. *'''Digital weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. Usually worse than choosing a better melee relic, like a master-crafted thunder hammer. *'''Equis-Pattern Bolt Pistol:''' Upgrades a bolt or, interestingly, a Heavy Bolt pistol to full brrrt Pistol '''''5''''' S4 AP-1 D1. Your infantry can advance and charge, but pistols can't advance and shoot. They can, however, shoot into melee provided the shooter is in the melee, and supplement your already potent assaults, provided you don't fall back, which you usually will. *'''Headtaker's Trophies:''' -1Ld to enemies within 6" of the bearer. Very spooky with just a mere couple Reivers. *'''Master-Crafted weapon:''' +1D to a weapon, and it's now considered a relic (so now some WTs no longer affect it and such). *'''Stormwrath Bolts:''' Pocket autocannon. You can choose the bolt weapon it's being used on to make only one attack at S7 AP-1. If the target is a {{W40kKeyword|monster}}, it also gains D1d6. </tab> </tabs> ====Special Units==== <tabs> <tab name="White Scars"> *'''Khan on Bike:''' Cannot be customized, but comes with a unique Khan's Spear, which is a force sword - S+1 AP-3 Dd3 - that becomes Sx2 after charging or Heroically Intervening, and a Buckler (+1 to ''melee'' armour saves). ** Costs the same as a Captain on Bike with a Power Fist for a melee weapon that's about on par with one, but then you get the buckler for free. Why would you field this, though? You're much more encouraged by your tactics to take a lightning claw or thunder hammer, and most likely a combi-melta.8 *'''[[Kor'sarro Khan]]:''' A Primaris Captain. For shooting he has grenades, a bolt pistol, and an eagle that plucks out 1 MW on a 4+ from a non-vehicle within 12" (since that's the entire roll - no need to hit, wound, or penetrate saves - that makes it ''better'' than a D1 meltagun/inferno pistol; in fact, his eagle works on a unit that's engaged in melee!) and his melee weapon, Moonfang (S+2 AP-3 Dd3, re-roll damage and wounds against characters). His best ability is granting +1 to wound rolls to his chapter's core and character units within 6" that charged that turn, making them like Blood Angels - has the most impact on chainswords, lightning claws, and power swords (especially if master-crafted; he makes an excellent escort for Bladeguard). Just remember, he has to be near the melee swings when they happen, so if he fails a charge his escort makes, his bubble may not be in range. **Wide, stringy assault units strung out before multiple enemy units, like three tanks, are great. They charge one of the enemy units and then use their pile in to get within 1" of the other units. On a turn they charge, they can only target the unit they charged. The next turn, those enemy units are locked in melee, and unable to shoot. **And the catch? Figuring out a way to get him into melee. No bike, can't use a drop pod. A Repulsor is expensive and prone to being a fire magnet. Your best bet, even though Assault Vehicle precludes charging, is generally an Impulsor. An example of what can keep him company in one productively is a min-size unit of Bladeguard and a Bladeguard Ancient, while a second Impulsor carries 2 more min-size units. ***Alternate opinion: Vet intercessors have 4 attacks a piece with 5 attacks on a thunder hammer sergeant that can be master-crafted up to damage 5 in assault doctrine that can swing twice. The real downside is that he only provides a re-roll 1s bubble that can't be upgraded to a chapter master re-roll all bubble because he is named. With the new Bladeguard and Assault Intercessors, he gets absolutely brutal. **You can use the encirclement strat to put him in reserve and deepstrike him along the edges of the map. *'''Kor'sarro Khan on Moondrakkan (Legends):''' On his discontinued bike, he naturally pairs with melee high-speed assaulty units. His buff applies to all WHITE SCARS, so the marines he travels well with are the many Infantry Fast Attack options. Jump Pack Assault, Veteran Vanguard. and Bike Squads with Chainswords carry his force multiplier far and fast, and the last one is a perfect fit for the Born in the Saddle Stratagem. Do note, he can only have a bike if taken from the Legends. </tab> <tab name="Mantis Warriors"> *'''Successor Tactics:''' Guerrilla tactics are much benefited by Inheritors of the Primarch here, and the White Scar's Tactic is generally superior in every aspect than any combination of Successor tactics when coming to that end. That being said, if you are trying to squeeze every bit out of Ahazra you can, Knowledge is Power can help preserve his "ignore first Perils" bit around for as long as possible. *'''[[Ahazra Redth]] (Legends):''' Chief Librarian; can ignore his first Perils of the game, has a 5++. </tab> </tabs> ====Tactics==== There's a lot of [[Skub]] about playing White Scars in 9th, mostly revolving around the fact that [[Derp|their Chapter Tactics and Doctrine don't synergize very well]], with most of your abilities only really coming into play turn 3. Most players prefer to play as Successors, so that they can pick Hungry for Battle (+1 Advance and Charge) and Whirlwind of Rage (exploding 6s to hit), two very decent tactics that pair extremely well with your Doctrine of +1 D, but lacks the super sexy advance+charging that makes White Scars the White Scars. There is also the Elephant in the room that if you want to go very heavy on bikes: [[Warhammer_40,000/Tactics/Dark_Angels_(9E)|Dark Angel Raven Wing]] arguably do a better job of it with a unique bike unit with Assault Plasma, a 5/4++ Jink, and Objective Secured on bikes in Ravenwing Outrider detachments. Don't discount playing White Scars as they're intended, however. Ravenwing may have tricks but so do you. Don't overcomplicate them and play them with their intended role on [[Bike Squad|Bikes]], with as many assault (e.g. Meltas and Heavy/Intercessors with Assault Weapons) as you can. A good White Scars list can flood the field with T5 3W and 3+ saves, such as Gravis and Bikes. 3x3 Attack Bikes with Multi-Meltas, which gives you 36 wounds and 18 Melta shots for only '''450 points''' (and using stratagems to get past the Heavy weapon weakness), and for 405 pts more, you can stack 3 more squads of Eradicators with Assault Melta on top of them, and this is by no means the most competitive combination. While your Turn 1 isn't going to do much, alpha-strikes aren't that competitive in the meta anymore, and you can make up for a subpar Turn 1 with your mobility, making full advantage of the fact that you can advance, shoot, and charge. '''TL;DR''': Get on a bike and use the abundance of Primaris Assault weapons in Turn 2, and charge survivors Turn 3. *'''Jumppack:''' Not as fast as bikes but still fairly fast when advancing and charging and ignoring terrain when moving. Now that Assault Marines and other Jump Pack units are a lot cheaper, you can easily build yourself a flying deathball of chainsword attacks to shred enemy infantry, while your Inceptors and Vanguard Vets deal with anything heavier than a Marine. **'''Jump Pack Support:''' Jump Librarians and Jump Lieutenants are ''very'' reasonable choices for you, and you might want to consider Jump Captains and Jump Chaplains if you opt out of their Bike versions. Sadly, unlike Blood and Dark Angels, you have no access to Ancients or Apothecaries with Jump Packs or Bikes. *'''Primaris''' Devastating Charge and Lightning Assault make Primaris close combat viable. **'''Intercessors:''' A unit of 5 ABR Intercessors with a grenade launcher and a Power Fist/Thunder hammer on the sergeant is just about the best Troops choice available to you. **'''Assault Intercessors:''' Good at clearing chaff, somewhat inferior to ABR intercessors if not in combat as they gain +1A and -1AP in exchange for losing 3 S4 AP0 shots at 24". **'''Aggressors:''' These are worse than their weight in Assault Centurions when armed with flamers. The bolt flavor is more what you want, with inferior mobility and dakka compared to Inceptors, but radically better melee, and can start engaging the target 6" earlier than your Assault Centurions... and critically, they're Core, unlike Assault Centurions, so they're easier to buff. **'''Eradicators:''' Yes, although you can't double tap after advancing, you can still doubletap after coming out of encirclement, and 24" assault melta (without penalty) is still nothing to scoff at. Everyone '''hates''' Eradicators, so let them shoot at a 135 point unit while your more dangerous attack bikes and ATV zip around. **'''Bladeguard Veterans:''' Absurdly good, one of the best things you can take in terms of melee that ''can't'' shoot on the advance. *'''Bikes:''' T5 and 12-20" move, with their multiwounds and good saves, Bikes are Fast Gravis, and should be played as such. Don't throw them at the enemy first turn, and instead make use of cover and seize objectives until your Doctrine becomes active and you can really put in work. Since most Bikes only carry boltguns, you're not really going to be advancing if you plan on shooting, but 12" move is enough that you're not going to need to advance every single turn. **'''Scout Bikes''' 16" move and covered in assault and melee weapons, they are tailor-built for WS advance and charge. You can give the Sergeant a melee weapon ''on top of'' his combat knife. The AP0 combat knives themselves mean your Scouts punch as much as generic vets or primaris, but they're only 2W and 4+, so you're buying them to advance and charge once and dying in return. They can innately outflank, however. **'''Outriders''' will drown the enemy in S4 AP1 chainsword attacks and have an extra W, but are capped at 3 models and have no attacks outside of S4. **Actual '''Bike Squads''', like Tacticals, are an in between, since they have a wound over scout bikes and a better save, can serve as ablative wounds for an Attack Bike that carries heavy weapons, while still kitting out their Sergeant with a melee weapon. You could also give them chainswords for AP-1. Hampered by the relative lack of assault weapons, but good for tanking hits in cover. ***Arks of Omen Detachments lets you make Fast Attack compulsory, giving you an opportunity for 3x9 Bike Squads. They won't be ObSec, but these 27 bikes can then split apart becoming 9x3 bike squads, letting you spread them apart for board control and forcing your opponent to deal with each squad of three individually. Competitive? No. Expensive? Yes. The look on your opponent's face when he realizes he has to chew his way through 9 separate squads? Priceless. **'''Attack Bikes:''' Seriously consider them. Since they're Core, they're very easy to buff compared to the Invader ATV. Heavy Bolters arent worth it because Multimeltas are free now, so you may as well go all in with Multimeltas. The 24" of range is only extended with its native 14" move, meaning anything within 26" is within the danger zone of D6+2. Can Assault and shoot with two different 1cp strats, and can turn their Heavy weapons into Assault to get AP5 in turn 2. Again, you '''don't need to spend every turn advancing.''' **'''Invader ATV:''' A more expensive attack bike with double the wounds and A, but not Core. A distraction carnifex with Multimeltas, but quite expensive to take 3. **'''Primaris Chaplain on Bike''' Returns a legends unit to legal play. Has a bigger base and keeps up with advancing bikes to spread his litanies. Dreadnought-seeking missile in close combat with the Benediction of Fury relic, Sword of the Imperium WL trait, and Mantra of Strength litany. You can also run the Chogorian Storm WL trait for a crushing 7+D3 S8 AP3 D5 attacks on a turn 3 charge. You should strongly consider fielding one with Canticle of Hate for charge buffing, although a Jump Pack Chaplain can also do quite well (if he also has a power fist, both models cost exactly the same). **'''Captain on Bike:''' Over a Captain on Jump Pack, he lacks fly and a built-in deepstrike, but has +1 W and T. If you're going to pick him over a Jump Pack guy, consider making him a Chapter Master since he'll be starting on the board anyway. ***You can make a [[Smashfucker]] with Chogorian Storm and Imperium's sword, for 6+D3 attacks on the charge, rerolling charges and +1 S. If you're okay with a Smashfucker that puts all his eggs in offense, you can also give him Teeth of Terra as a relic for an additional 3 S+1 AP2 D2 (3 in the Assault Phase) attacks. *'''Speed of foot:''' On foot your ground troops can cover 6" + d6" + 2d6". Impulsors can jet troops 20" easily while providing some defense (good for moving in your melee heavy hitters). With Impulsors, a unit can't charge, but it ''can'' advance and shoot. **'''Assault Centurions:''' *Ludicrously* good, with the caveat they're not core and hence hard to buff - on their own, especially with meltaguns (despite the steep points cost compared to anything else that can take melta) and assault launchers, they're incredibly useful. **'''Assault Terminators:''' Do not take - they'll be Vanguard Vets or Bladeguard Veterans but worse, in actual practice. If you insist on taking them, double lightning claw is the way to go. *'''Dreadnoughts:''' Your Ironclads are ''very'' good, even though they have to carry at least one non-Assault gun. *'''Encirclement:''' Using a big threat, you can put your opponent in a difficult position by forcing them to decide between holding the rear, thus losing their chance to hold midfield objectives, or risking a deathstar appearing behind their lines and causing havoc. *'''Lightning Claws''' Rip and tear. One A2 model with 2 lightning claws puts out 5 S4 AP-3 D2 attacks in the assault phase on the charge, re-rolling wounds. Kills slightly more than 2 marines on average in one round. One lightning claw is usually better, especially when your other hand can carry a meltagun, combimelta, or storm shield, which isn't everyone, of course - depending on the unit, any or all of those those can cost the same as a claw, and the melee attack you give up is worse than the melta shot you could have taken or the protection the shield would have granted you. </div></div>
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