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====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>
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