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====Stratagems==== '''Attack Stratagems''': Doubles down on their bolter and anti-vehicle themes. *'''Bitter Enemy (1 CP)''': In the Fight Phase, re-roll any Hit and Wound rolls against {{W40Kkeyword|Iron Warriors}}. The fluffy stratagem everyone seems to get. If it comes up, have fun with it. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists}} unit counts hit rolls of 6 with a Bolt weapon as two hits. That's three with the chapter tactic. A tad expensive, so throw it high dakka units like Aggressors, Inceptors, Centurions, Infiltrators (6s auto-wound), FW Quad-Heavy Bolter units (Fire Raptor, Land Raider Proteus, Rapier Carrier) and the like, pray for sixes, and unleash the BRRRRRT. *'''Clearance Protocols (2 CP)''': During the Shooting Phase, ten models in a unit can hurl grenades instead of one. Most noticeable on Assault marines and Vanguard Vets, who have an easier time closing the distance, can hurl a Melta Bomb and aren't missing out on their guns. Still niche. *'''Close-Range Bolter Fire (2 CP)''': Turn a unit's Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so while Storm and Hurricane Bolters miss out on the double shooting, squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine. **Everyone benefits, but who benefits more? <u>1) Units who would like to fall back</u>, so that's Heavy Bolter Centurions and Devastators (and Rapier Quad Heavy Bolters & Land Raiders Crusader and Proteus, because [[Derp|it isn't restricted to infantry]]). <u>2) Units who want to be in melee but don't want to miss out on their dakka</u>, like Auto Bolt Rifle Inceptors and, above all others, Autobolt Aggressors, who can shoot twice because they didn't move that turn. '''Pistol 12!''' *'''Praetorian's Wrath (2 CP, Single Use)''': At the start of the movement phase, when the Devastator Doctrine is active, 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch. *'''Sappers (1 CP)''': In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a {{W40Kkeyword|Building}}. No one uses buildings, and you already have Combat Doctrine if they do. But if someone brings a Noctilith Crown or a Landing Pad, go break it. *'''Tank Hunters (2 CP)''': Pick one enemy {{W40Kkeyword|Vehicle}}. Until the end of the phase, a (1) {{W40Kkeyword|Imperial Fists}} unit gets +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn't enough for you (or you're trying to destroy it in melee). **Anti-infantry guns will wound almost any vehicle on a 4+, and Lascannons, Vindicators and Heavy/Macro Plasma Incinerators will ''wound almost any vehicle on a 2+''. '''Defense Stratagems''': Makes Fists a pain in the glove to remove, especially when near select locations due to their "Once more, into the breach!" siege flair. *'''Bolster Defenses (1 CP, Single Use)''': At the start of the movement phase, select an {{W40Kkeyword|Imperial Fists Infantry}} unit entirely on or within a terrain feature. As long as they remain stationary, when resolving an attack against them, add 1 to their non-invulnerable saving throw. **That's the wording. Notice it doesn't say "in the shooting phase", just says attack; if the enemy charges them, they get +1 to their armour save in melee - they're on YOUR turf. Use a Drop Pod or Impulsor, so your unit can begin turn 2 on the enemy's ground and it becomes PROTECT THE BEACH-HEAD! *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Stubborn Defense (2 CP)''': Use at the start of the battle if your Warlord is on the battlefield. You canβt discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit withing 3" of an objective +1 attack and +1 to (non-invulnerable)<sup>[https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf 19/11/2019 FAQ]</sup> saving throws until the start of your next turn. ''Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs.'' '''Upgrade''': The usual extra relics & warlord traits. *'''Champion of Blades (1 CP)''': Give a successor chapter a Fists relic, the standard stuff. *'''Gift of the Phalanx (1 CP)''': Give a Sergeant a Master-crafted Weapon, Digital Weapons, the Fist of Terra, or Gatebreaker Bolts. **While the Fist of Terra is good and you might want that on a character, they have other relic weapons they can wield, including Thunder Hammers. A Veteran Intercessor with the fist (6A) can join those characters. An Eliminator Sergeant's Bolt Sniper Rifle is a good way to deliver Gatebreaker Bolts. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall. {{W40Kkeyword|Crimson Fists}} get two extra Stratagems, in addition to the above: *'''A Hated Foe (1 CP)''': For one phase, a unit gets +1 to wound against {{W40Kkeyword|Orks}}. And here's their fluff-appropriate Stratagem. *'''Slay The Tyrant (1 CP)''': For one phase, a unit gets +1 to hit against {{W40Kkeyword|Characters}}. Boosting a single sniper unit could be a bit lackluster, but could be useful for units who get to target a character, especially in melee. Especially when using unwieldy weapons, or to offset enemy -1 to hit tricks.
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