Warhammer 40,000/10th Edition Tactics/Space Marines: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Newerfag
1d4chan>Newerfag
Line 43: Line 43:
*'''Infernus Squad:'''
*'''Infernus Squad:'''


*'''Intercessor Squad:'''
*'''Intercessor Squad:''' The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both Assault and Heavy, they can both shoot after advancing and gain +1 to hit if they stay still. Needless to say, this means they're way more flexible than they used to be even if they still need help against heavier targets.


*'''Sternguard Veterans:'''
*'''Sternguard Veterans:'''

Revision as of 17:05, 8 May 2023

This article is a stub. You can help 1d4chan by expanding it

This is the current 10th Edition's Space Marine tactics. 9th Edition Tactics are here.

Why Play Space Marines

Faction Rules

  • Oath of Moment: The special rule of the faction, this lets you mark one enemy unit. All of your forces can re-roll to hit and wound this one unit, making it ideal for focus-firing an enemy to death.

Detachments

Gladius Task Force

Special Rules

  • Combat Doctrines: This has come back, but it's been cut back considerably form being a fundamental asset for guiding your army's movement to now once-per-game buffs.
    • Devastator Doctrine: Your army can always shoot after advancing. Incredibly handy for heavy gunners Heavy Intercessors and Helblasters.
    • Tactical Doctrine: Your army can shoot and charge after falling back.
    • Assault Doctrine: Your army can charge after advancing.

Stratagems

  • Only in Death Does Duty End (2 CP): If your enemy hits and kills one of your models in melee, that model can get one last swing before going down.

Equipment

Unit Analysis

Characters

  • Captain:
    • Terminator Captain:
  • Librarian:
    • Terminator Librarian:
  • Lieutenant:
    • Phobos Lieutenant:
  • Apothecary Biologis:

Epic Heroes

  • Roboute Guilliman:

Battleline

  • Infernus Squad:
  • Intercessor Squad: The biggest change to Intercessors is that all three types of Bolt Rifle have been folded into a single weapon; as it has both Assault and Heavy, they can both shoot after advancing and gain +1 to hit if they stay still. Needless to say, this means they're way more flexible than they used to be even if they still need help against heavier targets.
  • Sternguard Veterans:

Infantry

  • Terminator Squad: Got the Primaris buff of T5 and little else. Fortunately, their WS and BS remain fixed at 3+, which surprisingly actually stays where it is on the power fists (Which remain S8 AD2 but lose a bit with AP-2 and one less attack than the power weapons), but are stuck on WS4+ on the Chainfists (which are just power fists but with Anti-Vehicle 3+). The power weapons, however took a step down by just being power swords (no more axes, no more power mauls, just S5 AP-2 for everything). Storm Bolters are pretty much identical as they were, as is the Heavy Flamer and the the Cyclone Missile Launcher (which actually got S9). The Assault Cannon took a nerf by losing its AP , but Devastating Wounds makes critical wounds more effective on monsters while giving a way to still deal some damage to armored targets.
    • Fury of the First makes them a lot more reliable now that its been made into a rule instead of a Stratagem. Being able to ignore any penalties to hit helps throw off a lot, but this also lets you add +1 to hit against anyone you target with Oath of Moment.
    • The Teleport Homer remains as a means for reliable deep-striking, but now you need to set them up around 3" of the new pack-in beacon. This also requires you to use the Rapid Ingress Stratagem in order to use it, though you're not wasting a CP for it.

Vehicles

  • Ballistus Dreadnought:
  • Land Raider: Already we see the significant bump in durability as its Toughness got bumped up from 8 to 12 - Incidentally, that's just enough that its lascannons (now bearing the "Godhammer" moniker) can only wound it on a 4+. That tankiness also influences its damage track, as it now only suffers a penalty to BS when it's on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.

Dedicated Transports

  • Drop Pod:
  • Rhino:
  • Repulsor:


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>