Warhammer 40,000/Tactics/Space Marines(9E): Difference between revisions

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==Why Play Space Marines==
#REDIRECT [[Warhammer 40,000/Tactics/Space Marines (9E)]]
 
===Pros===
 
*9th seems to be shafting hordes and infantry - This means your elite dudes can hammer down on lesser units easier than before.
*Dreadnoughts can stomp around the battlefield blasting the big guns!
*A lot of different units.
*Easy for beginners to play, yet rewarding for experts. Can be customized to focus on many specific elements (e.g. Terminators, mass jump pack assaults, etc.) with varying grades of viability.
*Units can do something of everything, with an answer to every situation.
*A common trend with Imperial armies, your Troop choices aren't tax, being actually good.
*You're GW's favorites, so you'll always be the first to get anything new.
*Loads of powerful characters to choose from, many of which have potent buffs to surrounding units.
*You'll almost always have an armour save.
*Many of your models are simple to paint with their solid colors and easily identified highlight areas---This makes painting your army very beginner friendly.
*Now packing bigger and better weapons infantry weapons than other Imperial armies.
*Primaris flushed out more with assault variants.
 
===Cons===
*9th Edition seems to favor reducing the size of armies for quicker battles. This results in increased points costs for Marines while magnifying issues with being outnumbered.
*Other choppy armies can still swing with the best any day, do be careful.
*Troops section is getting genuinely complicated.
*Overwatch gimmicks are largely null and void, with only a few exceptions.
*So many different units that it can be difficult to determine which ones are best in a given situation.
*As the most popular army by a long shot, most people build their armies with at least a few options for killing Space Marines present.
*All the characters that used to be part of other units (e.g. Apothecary, Champion) moved to the Elites slot, which was already rather crowded. *Consider bringing in an extra Vanguard detachment or two.
You will almost always be outnumbered and will struggle at times to claim objectives, though some Chapter tactics make use of low model counts.
*Being the "alpha army" for so long tends to reap powerful counters elsewhere.
*Primaris are still beefy and expensive and can still get swamped in cheap, high volume, low AP hits
 
==Special Rules==
 
===Chapter Tactics===
====Successor Tactics====
 
==Stratagems==
 
==Tactical Objectives==
 
==Psychic Powers==
===Librarius===
===Obscuration===
 
==Litanies of Battle==
 
==Warlord Traits==
'''Universal'''
 
'''Vanguard Space Marines'''
 
'''Master of Sanctity'''
 
'''Master of the Forge'''
 
'''Chief Librarian'''
 
'''Chief Apothecary'''
 
'''Chapter Ancient'''
 
'''Company Champion: Chapter Champion'''
 
==Space Marine Armoury==
===Ranged Weaponry===
====Special Weapons====
====Heavy Weapons====
===Melee Weapons===
===Relics===
==Unit Analysis==
===HQ===
====Forge World====
 
===Troops===
===Elites===
===Dedicated Transport===
===Flyers===
===Fast Attack===
===Fortifications===
===Lords of War===
 
==Chapters==
 
==Tactics and Strategy==
 
===Army Building===
===Matchups and Counterplay===
===Heavy Support===
 
 
[[Category:Warhammer 40000 Tactics(9E)]]

Latest revision as of 03:40, 24 June 2023