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====Special Rules==== As a general rule, you're Blood Angels but worse in terms of your rules. Look to your special units and unit options to find a way to shine, or be a successor. *'''Hunters Unleashed (Chapter Tactics):''' If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, [[RIP AND TEAR|it gains +1 to hit rolls in the Fight Phase.]] In addition, all units can perform Heroic Interventions like a Character. ** Much worse than the Blood Angels chapter tactic, particularly in light of how much better their Doctrine bonus works than yours does: baseline, a Blood Angel with most melee weapons that don't have an accuracy penalty will just outperform you against most targets. You'll often pull ahead with the penalty ones - a thunder hammer or power fist in your hands is usually better than in theirs - but your secondary benefit doesn't help characters at all, and you'll struggle to fill units with those weapons cost effectively, unlike Blood Angels, whose secondary benefit makes them much better at getting into melee intentionally than you are. Your benefit instead makes you better at ''getting'' charged, since if you have a bunch of units close together, charging any one of them will force the enemy into melee with all of them. *'''Dark Terror (Wolfspears Chapter Tactic):''' Units gain light cover 18" away from any enemy unit and they get +1 to advance and charge rolls. They have the Hungry for Battle and Stealthy successor traits. *'''Savage Fury (Specialist Doctrine):''' While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit, i.e. you temporarily get the Whirlwind of Rage chapter tactic. ** The big problem here relative to Blood Angels is that this benefit acts like +1 to hit only better (as it stacks with +1 to hit and plays even more nicely with chapter master re-rolls), which means diminishing returns - a WS2+ model with a Thunder Hammer is now going to act like it's WS1+, which is only 20% better - whereas Blood Angels get +1A, which is usually more than 20% better, since most of the army is A4 or less. Your bonus doesn't require charging or anything, but your plan was already to wait for the Assault Doctrine and charge, not charge in before that and hope to stay in melee. **If you want to fix your weirdly mixed buffs, switch to being a Successor. Whirlwind of Rage ''is'' your doctrine bonus, but they'll ''stack'', and Whirlwind of Rage is strictly better than your actual +1, since your WS2+ models will be able to use it properly. For your second tactic, Hungry for Battle will typically work best with your other rules. *'''Berserk Charge:''' One of your two Blood Claw rules, including Skyclaws and Swiftclaws (pg. 45 of the Space Wolf Expansion). If the unit benefits from the Hunters Unleashed Chapter Tactic as a Space Wolf or a Successor, the unit gains +1A if they charge (excluding {{W40kKeyword|Wolf Guard}}). *'''Headstrong:''' Second part of your Blood Claw rules. If the unit doesn't include a {{W40kKeyword|Wolf Guard}}, it must charge the closest eligible enemy unit. *'''Swift Hunters:''' On your Fenrisian, Cyber, and Thunder Wolves. Can advance and charge, and adds +1" to pile-in and consolidation moves. *'''Options:''' **Primaris Lieutenants can replace their auto bolt rifle with a carbine, which trades A3 AP0 for A2 AP-2, and a master-crafted power axe. **Techmarines can replace their bolt pistol and axe with a helfrost pistol and tempest hammer - the tempest hammer is just a thunder hamer with one better AP at AP-3, while the helfrost pistol is either Pistol d3 (Blast) S4 AP-2 D1 or Pistol 1 S6 AP-4 D3, both at 12", and you can't both perform this swap and take a servo-harness. Right now the whole thing is badly overcosted, mostly because you ''have'' to buy both at once, and the pistol is like a combi-melta but worse - meaning for fewer points, you can take a combi-melta and power fist, and generally get better performance overall. **The heavy weapons guy in a Scout squad can take a Special weapon instead, and an extra scout can swap his bolter for a power sword, power axe, or plasma pistol, but Scouts are worthless now. **Dreadnoughts (basic and venerable) can swap their melee weapon for a Great Wolf Claw, which is a no-brainer - you lose a point of AP and 2 of Strength for re-rolling wounds, which is easily worth it - or venerables can swap both the melee arm and the gun arm for a Fenrisian Great Axe and Blizzard Shield (4++). The axe can behave like a normal CCW, at 2 less S but 1d3 more D, with a melee penalty you'll ignore, or double attacks at SU AP-3 D1, functionally turning your venerable into an ironclad with extra durability and versatility in melee, but less dakka. **Helfrost Cannons are added to the Dreadnought Weapons list, which before Forge World means just basic and venerable dreads again, for the gun arm. It has two profiles, both 36": in Focused mode it's a multimelta but worse, hitting at d3+3 damage but only shooting once, while in Dispersed mode it's a plasma cannon but worse by 1 S, AP, and D. Since it costs the same as a multimelta, take that instead. **Your bike squads special weapons dudes can take plasma pistols instead of special weapons, if you want to be a moron. *'''Unit Restrictions:''' The Space Wolves cannot take the following: **Apothecaries (replaced with almost nothing; your chaplains have a stratagem for healing, and just can't heal multiple times (even with multiple chaplains), provide an FNP, or bring back the dead). **Tactical Squads (replaced with Blood Claws and Grey Hunters). **Assault Squads (replaced with Skyclaws). **Devastator Squads (replaced with Long Fangs). **Sternguard Veterans and Vanguard Veterans (replaced with Wolf Guard, who aren't really either - they're closer to company vets with jump packs than anything else).
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