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Warhammer 40,000/8th Edition Tactics/Space Marines
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====Tactics==== *'''Primaris''' Devastating Charge and Lightning Assault makes Primaris close combat vible. **'''Incursors''' - With the Gene-Wrought might Stratagem, on the charge every 6 to hit is 2 automatic wounds at D2 -1 AP. **'''Inceptors''' - completely disposable source of mortal wounds. Run a unit of 6 with assault bolters. shred infantry, mortal wounds, tarpit, repeat. also, Strike for the heart makes these guys tarpit 6+d6 when consolidating **'''Reivers''' - these guys are only 16 points each, running deep striking horde & a Phobos Librarian with Temporal Corridor or Ride the Wind power. *'''Bikes:''' White Scars signature and have a lot of abilities revolving around it. Bikes are one of the fasted units, being able to Advance 20" + 2d6" to charge. Scouts can fire and advance, while Spacmarines are more durable. *'''Speed of the foot:''' on foot your ground troops can cover 6" + d6" + 2d6". *'''Assault Terminators:''' With the proper support, White Scars have probably the fastest terminators in the game. A terminator librarian with the Plume of the Plain Runner Relic and the Ride the Wind Power will let your assault terminators make a charge on a 6+. Activate the Fierce Rivalries stratagem, and now they need a 6+ on 3d6. If that was not enough, you can use Fury of the First to make them hit harder. Even if your opponent falls back, your terminators can still advance and catch them, making up for one of their traditional weaknesses. *'''Leviathan Dreadnought:''' Take a Leviathan and use Encirclement. Congratulations you now have a 14 wound, 2+/4++ monster on your opponent's board edge. Shoot something and use Fierce Rivalries to all but ensure your charge. You did bring a meele weapon right? </div></div>
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