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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''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. *'''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. By using a Drop Pod, Impulsor or infiltration (Phobos) your unit can begin earlier on the enemy's ground and it becomes PROTECT THE BEACH-HEAD! *'''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, and you were too busy turn one to get it, go break it. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists core}} 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 and Inceptors. *'''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+''. *'''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. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit within 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.'' </tab> <tab name="Strategic Ploy"> *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Close-Range Bolter Fire (2 CP)''': Turn an {{W40Kkeyword|Imperial Fists core}} unit's Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so Rapid Fire weapons miss out on their double shooting, but all squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine. Everyone benefits, but who benefits more?: **'''Units who would like to fall back''', so that's Heavy Bolter Devastators and Bolter Inceptors (and Bikes). **'''Units who want to be in melee but don't want to miss out on their dakka''', like Auto Bolt Rifle Intercessors and Autobolt Aggressors. *'''Stubborn Defence (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. *'''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 and aren't missing out on their guns. Still niche. </tab> <tab name="Requisition"> *'''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. **An Eliminator Sergeant's Bolt Sniper Rifle delivers Gatebreaker Bolts at BS2+ S5 and each of those wound rolls will inflict a mortal wound on a 6 to wound. The Infiltrator Sergeant's Marksman Bolt Carbine makes those three wound rolls auto pass if the hit was a 6, on top of generating another hit roll, like the Fists they do. Meanwhile a master-crafted weapon / Fist of Terra can be good on the Assault Intercessor sergeant, who can fight twice (10 A w/Fist of Terra). **Master-crafting a sergeant's blade is okay, but what about a Centurion Sergeant's D2 Hurricane Bolter? It's a Fist strategy because 6s to hit generate extra hits - 12 shots from a BS3+ model normally result in 8 shots landing, on average, but for you it's ''10''. The only downside to picking a Centurion Sergeant for this is that you can't lend him a Chapter Master re-roll to boot. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall. </tab> <tab name="Crimson Fists"> They get two extra Stratagems, in addition to the previous ones: *'''A Hated Foe (1 CP)''': For one phase, a unit re-rolls all wounds against {{W40Kkeyword|Orks}} in either the fight or shooting phases, meaning it's not locked to melee. *'''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. </tab> <tab name="Exorcists"> *'''Cast Out Thy Blackened Soul (2 CP)''': For one shooting or fight phase, a {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit re-rolls all wounds against one selected {{W40Kkeyword|Chaos Daemons}} unit with 12". *'''Orison Cult (1 CP/2 CP)''': Select one {{W40Kkeyword|Core}} or {{W40Kkeyword|Character}} unit and one combat doctrine. The selected combat doctrine is active for the selected unit at all times instead of any other doctrine. Costs 1 CP for units of 5 or fewer models, and 2 CP for units of 6+ models. **Put this on a unit with heavy weapons to keep them in the Devastator doctrine all game - and therefore all ways getting the imperial fists bonuses to damage. *'''Spiritual Resolve (2 CP)''': Use this when an {{W40Kkeyword|Exorcists}} unit is targeted by a power manifested by an enemy {{W40Kkeyword|Psyker}}. The effects of that power are not resolved. **The targeting restriction significantly reduces this stratagems usefulness; but it'll come in handy occasionally. </tab> </tabs>
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