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===Imperium=== *'''Space Marines''' - GW's posterboys are the most diverse and flexible faction you will ever face, especially if they're allied with any of the other Imperium factions. Space Marines generally have very balanced stats and reliable saves, but will suffer from a general lack of bodies and can largely be susceptible to your psychic powers. While the methods to deal with the following chapters are largely the same, each one has a unique twist that does significantly alter their playstyle compared to a generic or custom list. **'''Black Templar''' - Space Marines with an emphasis on close combat, the Black Templar also specialize in shutting down enemy psykers; a problem for your Warlocks, Farseers and Spiritseers if you are expecting their support. **'''Blood Angels''' - One of the most famous close-combat Space Marine chapters, the Blood Angels certainly aren't lacking for ways to get into melee and tear your squishy eldar inside out like the rabid vampires they are. Storm Guardians, Fire Dragon Exarchs and Wraithlords equipped with Flamers can discourage Blood Angels from getting too close while Shadow Spectres and D-Scythe Wraithguard can absolutely ruin the day of anyone attempting to charge them. In general though, you'll want to try to pick the Space Marines off at range where you can. **'''Dark Angels''' - A gunline faction of Space Marines that's effectively immune to morale and absolutely loves plasma. They're somewhat more vulnerable to being tied up in melee than some of the other factions listed here, but that doesn't necessarily mean they're bad at fighting in it. To hit modifiers will severely discourage them from attempting to overcharge their plasma weapons while units with native invulnerable saves (like your Shining Spears, Ghost Axe Wraithblades) generally won't give a shit about the plasma's AP values. **'''Imperial Fists''' - Space Marines who specialize with Bolters and are able to neutralize cover bonuses. They also have anti-building and anti-vehicle stratagems and Doctrines, so you'll want to take a care if you're fielding any tanks. Your Wraith Units can generally tough out their bolter-spam and aren't terribly bothered by the bonuses Imperial Fists bring to the table. **'''Iron Hands''' - A 6+++ FNP, 5+ Overwatch and doubled wounds on vehicle damage tables make the Iron Hands a bit daunting to approach. This is made more potent by their Devastator Doctrine letting them casually cruise about and fire their Heavy Weapons without penalty, rerolling 1's to hit for good measure. Goddamn! You won't want to take half measures on Iron Hands vehicles; bring them down as quickly as you can. Wraithguard, Fire Dragons, Hemlock Wraithfighters, Fire Prisms and Dark Reapers are honestly your best bets to quickly punch through their armor, though you can endeavor to have some fast units like Windriders or Shining Spears tie up their vehicles and prevent them from participating. **'''Raven Guard''' - Sneaky marines who'll be particularly tough to crack open at range and several tools for rapid deployment and battlefield control. Thankfully, your new ''Masterful Shots'' Custom Craftworld Attributes completely negates their primary Chapter Tactic while ''Hail of Doom'' and ''Masters of Concealment'' have particularly useful synergy in countering them. That said, many if not most of your units will need to get within that 12" range to even attack at all, so it's not like their tactic in and of itself will pose much trouble. You will ideally want screening units to ensure the Raven Guard cannot set up around your valuable gunline units. **'''Salamanders''' - Pyromaniac Marines who ignore AP-1 shots and can re-roll one hit and wound roll per ''unit''. Thankfully, since your weapons mostly tend to have either 0 AP or -3 AP, their extra tankiness won't really affect you so long as you don't take ''Hail of Doom'' as an attribute. Salamander players looking to abuse their exclusive Doctrine or play true to their fluff will typically come packing with a fair few flamers, so you'll want to avoid getting into close combat when possible. If you insist on doing so, at least make sure you have some Howling Banshee screens to shut down their overwatch before you commit anything more to the charge. **'''Space Wolves''' - A particularly unorthodox chapter of Space Marines that has access to particularly brutal close-combat units. Yet another faction to generally avoid close combat with. **'''Ultramarines''' - Vanilla marines, in every aspect. While they have access to their own unique psychic discipline, relics and units (like Roboute Guilliman), much of what they do is pretty much what most generic custom chapters can do. **'''White Scars''' - If there's any SM faction that could rival your mobility, it'd be the White Scars. All of their units get the ability to advance ''and'' charge while their {{W40Kkeyword|Bikers}} essentially gain your Battle Focus, only made better by letting them move and shoot heavy guns without penalty. Combined with their unique stratagems and psychic discipline which buffs their mobility even more, you'll find it borderline impossible to outflank these speedfreaks. *'''Deathwatch''' - The Space Marines designed to slaughter anything not human (heretic or no), and they certainly pack the tools to do it. Try to spam Mortal Wounds against Kill Teams utilizing a Terminator or Storm Shield to tank high AP hits before you light up whatever's left of their squad and beware the hell of their Frag Cannons. *'''Grey Knights''' - Everybody's a psyker and everybody is able to kill you at range or in melee. They're one of two factions in the entire game that can spam Smite without the Warp Charge increasing, though most non-elite units will only deal a flat 1 mortal wound. Save your denial roles for powers from their disciplines and engage them at range; they're significantly less dangerous and have a relative lack of dedicated gunline units. As an elite subdivision of an already elite faction, you won't find it hard to outnumber whatever force your opponent is bringing to bear. With the introduction of their Tides (combat doctrines), you'll want to pay attention and avoid engaging them in matchups that compliment their current tide. You can prevent them from changing the current Tide by denying any of their Psykers attempting to use Warp Shaping. *'''Astra Militarum''' - A horde-friendly army with no shortage of heavy armor, Astra Militarum can spam bodies and tanks from table edge to table edge and be cost effective doing it. Their main weakness is a mediocre ballistic skill and generally non-existent weapons skill (with a few select exceptions), but they make up for it by being able to fill the air with so many shots that you'll still lose something valuable by the end of the turn. To hit modifiers are the bane of Imperial Guard players, and while spamming them is a good way to avoid taking any casualties, it's also a good way to [[RAGE|lose friends]]. [[Just as Planned|But that's why you're still going to do it anyways]]. Close combat is also a pretty decent way to deal with their infantry and tie up their tanks; Howling Banshees in particular can semi-reliably carve through them without support and as long as the Exarch is up and has her War Cry ability, the retaliating Guardsmen will struggle to do the same. The lynch-pin of guard hordes are ''officers''. A few Ranger squads taking advantage of their inbuilt -1 to hit and deep strike abilities will make a cautious guard player hug his officers close to LoS blocking terrain and gimp his effective order range since most guard players skip the range improving voxcasters to take more bodies. After that, prioritize any auto-hitting weapons such as Hellhounds and Flamer Special Weapon Squads since they don't give a damn about your hit modifiers. *'''Adeptus Mechanicus''' - The Imperium's cyberpunk tech support is a mixed bag; very flexible and abundant special weapons make their basic troops particularly adept at handling virtually any standard threat while their heavier vehicles and servitors can weather no small degree of firepower before falling. Their Skitarii units share very similar statlines to aspect warriors like your Dire Avengers or Howling Banshees; reliable accuracy both at range and in melee make them significant offensive threats, but they crumble easily enough to most standard weapons. Caution should be taken around their basic Vanguard troops; not only do they put out a significant amount of dakka, but they can also debuff the toughness of anything they engage in melee. For you, this means any S4 attacks coming in on your living infantry will wound them on a 2+, a "privilege" normally reserved for nurgling swarms. Ad Mech notably lacks much in the way of in-house psychic support and are vulnerable to your offensive powers. *'''Adeptus Custodes''' - The most elite standard army you could face, bar a pure Imperial Knight list, that is an absolute nightmare to face in melee. Though they are exceptionally durable, they do have a notable weakness to mortal wounds, particularly those incurred from psychic powers. You also won't find it challenging to outnumber and outmaneuver them. Under ideal conditions, don't attempt to match their close combat game under any circumstances. *'''Adeptus Sororitas''' - Bolters, Flamers and Melta. The holy trinity abounds in the Sisters of Battle armies and should be expected whenever you see them take to the field. Though it is in somewhat short supply, using long range units like Rangers, Dark Reapers and Fire Prisms will let you engage the sisters well outside their conventional ranges. Despite their reliable saves, sisters are also notably squishy underneath all that armor and faith; massed fire from Guardian blobs, Dire Avengers, Windriders or War Walkers will invariably whittle through them reasonably well enough. If you're bringing psykers, keep in mind that much like the Grey Knights, every single unit of sisters can attempt to deny the witch. Unlike the Grey Knights, they are limited to only 1d6 for their denials, but they have several oppressive ways to buff their rolls and debuff your psychic tests if they're close enough. Keep your Warlocks at bay. *'''Imperial Knights''' - Very big, very scary robots that can fuck your shit up sideways if approached carelessly. More often than not they'll be used to supplement detachments composed of the other Imperial factions (like the Adeptus Mechanicus, with whom they share a lot of synergy with), but they still occasionally are fielded as a pure-strain army. In the case of the later, you'll effortlessly be able to outnumber them and maintain much higher control over the table, giving you an advantage in objective-based game modes. Your Wraithguard, Fire Prisms, D-Cannon Support Weapons and Wraithknights can deal severe damage to them with enough support. You'll have no real trouble providing it either, as again they lack much in the way of stopping your Psykers from buffing or debuffing whatever you need so that you can reliably break through their defenses.
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