Choosing A Space Marine Chapter

Choosing A Space Marine Chapter 8,8/10 2134 votes
Choosing A Space Marine Chapter

This is a list of official Space Marine Chapters created by Games Workshop. It does not include any fan-created Chapters, nor any Traitor Legions, other Renegade Chapters of Chaos Space Marines or those Space Marine Chapters considered Excommunicate Traitoris by the High Lords of Terra whether they serve the Dark Gods or not. This is not a complete list as not every Chapter in existence in the. I am thinking about buying into W40k and was wondering about choice of Space Marines to field.I have had a browse through the Lexicanum at the various Space Marine Chapters and was wondering is their any major real differences between the way the various Chapters covered by GW play out on the battlefield.

Here we GO.Space Marines are my favorite army by a longshot. I know that a lot of people think they’re stupid, have overpowerered fluff and ridiculous abilities, etc etc etc.Those people are wrong. Space Marines are awesome.

Space Marines are the cat’s tits.I’ve been playing the army for three editions now, and soon 3 codecies. I’ve been making test lists since the first rumors started, and now that I’ve got the ‘dex (and you better believe I got it all but memorized) I’m ready to start throwing out some review.These reviews are gonna come out fast and furious. Does that mean I’m gonna miss some stuff? Am I gonna misjudge units? Later I can do a look-back review.

But right now, it’s fun to get an experienced players look at the new codex.Let’s get started with chapter tactics and warlord traits:———————————————————————————————————————————————Space Marine Warlord Traits:. Angel of Death: Fear. Well, I guess CSM have it, so why not SM too.

I do think that Fear is a bit of an underrated ability, but I’d never say it’s actually good. This is pretty much the worst trait on the table. The Imperium’s Sword: Once per game furious charge for the warlord and his unit? Space marine commanders tend to be gear focused, and with the buff to melee command squads in this ‘dex this is actually a pretty decent trait. FC is very strong, and this could really help out.

Just a bit of a miss for most Librarians (Luckily Tiggy has a set one that isn’t this). Storm of Fire: Once per game, one unit becomes twin-linked for a turn. Always nice to have a Warlord trait that does something and will actually see use. Rights of War: Old-school 12″ Rites of Battle. This is actually pretty good, spreading around LD10 for a turn can easily be a game-winner, especially since Veteran Sergents are no longer a mandatory buy and a lot of squads have the potential to be running around at LD8. A failed test can lose you the game, and the differences between LD8 and LD10 are enormous, ESPECIALLY if you have some sort of banner floating around to give re-rolls.

Iron Resolve: +1 to combat res checks is not great? It does stack with banner bonuses which can be pretty nice when trying to break and run down something high LD like Necrons, but overall this is a pretty lackluster trait. Typically, you don’t want to be messing around with marginal combats, you want to be smashing things or failing that morale check so you can get the heck out of there. Champion of Humanity: Kill the enemy warlord in a challenge, get d3 victory points. It sounds very heroic, and it would be cool to see warlords challenging each other like in, say, every piece of 40k art ever, but it probably won’t work that way in practice. Instead, however, it’s an awesome way to chase around the enemy warlord saying “FIGHT ME! FIGHT ME!” while they refuse and try to escape over and over.

Everyone knows who’s going to win that challenge 90% of the time, and only a fool would hand you d3 VPs. While this can give you some hilarious combat control over your opponent’s HQ, it still ends up rating pretty poorly as a warlord trait.So, really, you want to roll a 2, 3, or 4. Out of all of them, I would probably say 4 is the best, unless you’re running Calgar, in which case it is of course worthless. (Though he won’t have to end up with it anyway, so it’s fine.) As warlord charts go, it’s decent.

Some bad options, some good, it’s not Tau, but you’d at least probably roll on this instead of the default.———————————————————————————————————————————————Chapter TacticsSo, one big change with chapter tactics: you no longer need to bring a special character to use that chapter’s tactics. All you have to do is declare before the game that you are playing a specific chapter, and presto: you are. However, certain characters are only available within their own chapter and successor chapters. So, Ultra heroes only in Ultra armies, but Lysander can go choose to hang out with Pedro and vice versa. In addition, with the exception of Vulkan and (and Calgar, but less so), none of these heroes really add onto their chapter tactics, so they are very much optional.One neat feature, however, is that you can choose to ally this codex with itself! That means you could, for example, play an Ultramarine army and ally in a detachment of Raven Guard, who would use their own unique chapter tactics and be able to bring along Shrike. This allows for some pretty cool combinations of characters and special abilities, and space marines aren’t really begging for out-of-codex allies to begin with.

(Tau are excellent, but that’ll be another post.)Also, it’s important to note that there is no longer a “default” chapter tactic: you either choose a chapter from the book, or you choose to be a descendant of one of the book chapters and use their tactics. (Or just a chapter that would use similar tactics.) In addition, PLEASE note that vehicles do not benefit from Chapter Tactics: you have to have the rule to get the bonus, and no vehicles have the rule. Allied detachments also never benefit from Chapter Tactics, there is never any crossover. Don’t let people cheat you.On to the tactics!UltramarinesUltras have a unique set of tactics: as opposed to all the other chapters, their tactics comprise of a trio of once-per-game only-one-turn army-wide abilities, called “combat doctrines”. Tactical lets everyone in the detachment reroll 1’s to hit while shooting, and let’s tacticals re-roll everything.

Assault lets everyone re-roll charge distance, but instead gives bikes, assault marines, and attack bikes fleet. (But not vanguard vets? Lame.) Devastator lets your devs reroll snap shots, and gives relentless unless they jumped out of a transport. (So no drop-devs, sorry.)Really, what this means is that you likely use Devastator turn 1 to get guys into position, Tacticals turn two to get that sweet, sweet early game advantage, and Assault when you’re desperate.

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These doctrines mean that Ultramarines can build just about any type of list and be OK, but they do best when they go heavy on infantry (well, actually, that seems to be most chapters) They like those devastators, and they like their tacticals. It’s a good thing both those choices are good in this ‘dex.White ScarsWhite scars are very impressive. First, they easily bring the best bikes: they get all the benefits of skilled rider except for the name, and increase the strength of their Hammer of Wrath hits by 1. Always 5.) As if that isn’t enough, everyone gets Hit and Run.

Well, everyone except Termies and Centurians. Think about that: tactical squads with hit and run. Devastator squads. Excellent.It’s hard to put into words just how excellent army-wide Hit and Run is; I just want to point it out. White scars aren’t just a bike army, they build a pretty solid list no matter what you’re taking.

(Though it’s great for bikes too, especially since you can disengage, charge again, and get sweet, sweet hammer of wrath and bonus attacks again.) In fact, I would recommend White Scars to just about any player as the “default” chapter tactics to take. It just makes it so easy to escape from bad situations. Also, conveniently, the Dark Hunters (a White Scars successor) share colors with the Ultramarines, which makes switching between the two to try stuff out a snap that can help avoid complaints of “counts-as”.Imperial FistsAnother excellent set of tactics, the Imperial Fists (and by extension the Crimson Fists) gained some nice boosts to firepower. First, everyone rerolls 1’s to hit with bolters, except for Sternguard with special ammo (boo!). That’s a pretty significant boost to the armies most common ranged weapon: while bolters aren’t doing the heavy lifting, they ARE doing work every turn, so it’s great to have the bonus. It also gives a slight boost to overwatch.In addition, all their devastator squads have Tank Hunters and add +1 to damage buildings. Not at the building part, but the Tank Hunters.

Anyone who’s played Tau recently knows how powerful Tank Hunters is, Imperial Fist devastator squads will mess up enemy tanks. Very good.I really like the Fist’s tactics, but I’m a little concerned, as they really force you towards a certain build to make maximum use of them. SM have some pretty good heavy support choices, and virtually all of their anti-flyer is in that slot, so it can hurt to max on the dev squads. I might, however, consider giving some flakk missles out to them, as S7 with Tank Hunters is pretty fearsome. It just looks very expensive. This one needs some testing.Black TemplarsIn a challenge, you reroll failed hits, and gain rending.

Your whole army also gains Crusader and Adamantium Will. That’s pretty underwhelming, but don’t fear, for there are other upsides.Overall, this is probably the weakest of the Chapter Tactics. Crusader is not very good, and the challenge bonus is very mediocre, especially since most enemies will just deny you anyway. Adamantium Will is actually a very good ability, but obviously not something to base an army around, especially since the BT can’t take psykers to help boost that roll with a hood.

(Though you could self-ally in another SM chapter for that)I don’t want to leave BT players hanging, so I’ll point out a couple things that actually make this OK: first, both BT special characters have excellent army-boosting abilities. Second, Crusader Squads are awesome. As in, strictly better than Tactical Marines. But all that in timeIron Hands6+ Feel No Pain, It Will Not Die on characters and vehicles, and +1 to techmarine repair rolls. They still don’t have a special character to give some other sort of chapter-related boost, as many others have, so it kinda stops a little disappointingly short. I could see some potentially fun Master of the Forge 6-dreads-bike-repair-shop lists coming out of this, but otherwise it’s pretty plain.

Not that it’s bad, just not really that interesting in terms of builds and units.SalamandersSuper flame weapons for the sons of Nocturne! They get to reroll wound and armor pen rolls with flame weapons, effectively twin-linking them. In addition, they can reroll their armor saves against flame weapons! (Note however, that it’s “flame weapons” as defined by the BRB, which means this doesn’t work against newer flame weapons like, yes, the Baleflamer.) In addition, all characters get a free master-craft. Nice!So, yeah, obviously you want flamers. Flamers that reroll to wound are very powerful, and frequently can reap a greater tally than other specialist weapons. (Not to mention it adds a nice bonus to your overwatch) It’s also important to think about that master-craft: it can be ANY weapon, not just melee weapons.

Want a master-crafted combi-weapon? Sure, why not. A MC combi-plasma is a nice piece of gear. It’s also a nice boost for HQ’s, as a master craft with their high number of attacks is effectively +1A, and HQ units no longer have the option to purchase generic master-crafts for their gear.Ultimately, Salamanders build a pretty simple army, as they just give some nice bonuses to otherwise underwhelming options. They’re also a good choice for “default” tactics. It’s also worth briefly noting that Vulkan has remained virtually unchanged, and that taking him still twin-links all melta weapons in the army. So that’s nice, and brings a bit more than the tactics alone.Raven GuardOh man I love the Raven Guard.

They’re my absolute favorite chapter. And so this chapter tactic is really, really hard for me to read.First, they get some really nice bonuses to Jump Pack units: they get to use their pack in both the movement and assault phase, and they get to re-roll failed Hammer of Wrath wounds. Nice.The other half of their tactics gives everyone Stealth for the first turn of the game, and Scouts. However, these rules do not apply to models with the Bulky or Very Bulky special rules. And Jump Pack units are Bulky. =(It’s really a bummer because Raven Guard could be a strong interesting list if their Jump Packs got to access both parts of their chapter tactics. They’d be really fast, all over the board ready to ambush things on turn one (though not charging, Scouts prevents that).

Choosing A Space Marine Chapter

It would really fit the flavor of the army and give a very different kind of list to play. However, that just isn’t the case right now. I’m really hoping this is an error, but if it isn’t FAQ’d than I can’t really see myself recommending RG to anyone.

Stealth for a single turn is OK, but not that impressive, especially since you get it or better half the time anyway with Night Fight. Scouts is pretty nice for Tacticals and such, but not nearly as strong as some of the other chapter traits. Poor Raven Guard, it seems like every ‘dex just lets you down and won’t let you play the way you’re supposed to. Ah well, there’s always 7th ed———————————————————————————————————————————————So, in summary, I like White Scars the best, followed by Salamanders, Imperial Fists, Ultramarines, Iron Hands, Black Templars and Raven Guard. (Though BT make up for their weak tactics in a lot of other areas, which is actually pretty in-theme.) Obviously the tactics buff very different things, however, so it’s important to experiment with them and find the best set for the list you’re running.

I really, really recommend trying out whatever list you play as multiple chapters, and finding out which one you like best. Some of these may seem like small changes, but they really make armies play differently.This is an exciting ‘dex, probably my favorite SM ‘dex to come out so far. Next time is Special Characters, see you then! White scars is looking especially good, especially if bikers are as cheap as rumoured. Anyone got a confirmation on base points yet?Imperial fists could also look good, and seem to work decently as an ally in cracking fortifications (more common than they used to be) and tanks.And salamanders will at least have no complaints apart from losing MC Thunder Hammers from Vulkan turning up and TH/SS units costing more- but the backbone of the army costs less.I just wish that the land speeder took a big points drop. At the moment, its a reasonable kit represented by bad rules. You haven't thought it through, then.Take:1) Bike Khan2) Troop bike squads loaded with meltas/flamers3) Aegis lineDeploy Aegis at the edge of your side of the board, scout everything right behind it.

Your opponent now has to pick one of two bad options: 1) have you go first so you don't get a first-turn charge, but this means losing a bunch of stuff to aforementioned flamers/meltas or 2) go first and try to wittle down your bikes (behind cover, possibly with a 3+ cover depending on night fight/ranges) but most likely still getting charged turn 1.Khan is the BOMB! Period, full stop. Farsight Enclave, all Riptides, Crisis /w Dual Plasma and Marker Drones. While that list would work well against those who are not prepared for people starting that close, it can be countered in two ways.1) Deploy second so you would be tucked into a corner so only a quarter to half of your force is effective in rapid firing if any.2) shoot first and remove the closest set of units moving into a corner so units are further away and take on your army piecemeal.A smaller army than yours taking on an already small army where it ignores your armour saves and cover saves due to markerlights. Essentially you just want to be careful you are not getting put into two turns of serious shooting against you with no charge to dillute it. The problem I have been having with drop pods is Tau intercept them to death and grey knights mishap them to death and I seem to run into one or the other at most tournaments or campaigns.

Scout will get me across the board and killing pathfinders turn 1 without interception shooting up my units before they get a chance to fight. I used to love my drop pods before grey knights hit now I have to pray I get first turn or they basically shut me down. Also you can assault with scout if you go 2nd on turn 1 I think.

I am curious to know how you handle those 2 armies as my pods have been sitting on the shelf for a while now. Just some more thoughts on Scout, it effectively allows you to redeploy most of your ravenguard infantry and dedicated transports after the enemy has deployed.

So the devastators can move up into cover or back out of range of incoming fire, razorbacks/landraiders with h.flamers can be torching stuff turn 1. Landraiders will be starting off midtable for the assault(if going 2nd).

Bikes can move up and rapid fire their plasma or bolters etc. Your opponent is going to have to factor in a shift in your armies deployment before he gets to fire a shot, even if he is going first.

Maybe I am assuming its going to be more useful than it actually is but I have always found it a useful ability in the units that had it previously and the idea of an entire army with it feels like it could be competitive. Please feel free to disabuse me of this notion before I repaint my entire space marine collection black and white.

cat's titsSir. LANGUAGE, SIR! This is a civilized nation, and we are civilized men. You would do well to remember that.I feel like the Marine warlord table is actually pretty bad, all things considered; I'd rather be rolling on one of the BRB tables and hoping for something useful. Sadly, this is actually the first table I rank that low.One big thing to remember with Salamanders is that it's ALL characters, not just HQs. Every sarge in your army gets a Master Craft thing.

That makes them a TON better than they appear at first glance.Also Raven Guard's bonus not working on Assault Marines is bullshit. Angel of Death is fucking awful. I don't think anyone disagrees here.2. Imperium's Sword is worse in most ways than the Personal result of FC while in the enemy's deployment zone. Not always, but it's a one-shot effect that is unlikely to swing a combat.

You're already S4, it's not like Orks getting the charge or something. The only significant bonus is the S7 relic weapons being able to ID folks on the charge, and even that won't matter a lot of the time. It's jsut such a narrow ability compared to the constant-use and one-shot effects that Tau, Eldar, and the BRB can generate.3. Storm of Fire is actually good. Getting Prescience for a turn on one of your units is actually quite fine, if not a blowout choice.4. Rites of War is just like the Command trait, and unlike the old Rites of Battle it isn't table-wide. A +1 Ld boosts so long as you stand near someone for an army largely immune to Leadership effects is not very impressive.5.

Iron Resolve is arguably worse than Angel of Death. While most armies are immune to fear, it at least can matter against a Guard blob or Riptide or something. +1 Combat Rez? That matters against Daemons and basically no one else.6.

Champion of Humanity is never going to work. Ever.Basically, you have four melee traits (one of which is total shit) in an army that isn't that melee-focused, and one of the remaining traits is also underwhelming. That's really, really bad. Rolling off the BRB tables might be hit-or-miss, but at least the hits are strong effects; you really can't say that about the SM table. In a weird way the fact that Champion of Humanity is so unlikely to work is kind of a strength.

It’s such a huge blowout effect that you opponent can’t let you have it, so your opponent has two real options. The first is to kill your Warlord dead, but they wanted to do that anyway.The second is to keep an eye on your Warlord, and let you dictate the battle a little.

Especially with, say, a Biker HQ, that’s gonna keep them moving, as it’s not that difficult to dash in Warmahordes style and go for an assassination run. Once your there, you challenge, and they decline. So you tear apart the unit they’re hiding in. That’s cool, most of the time that’s what your aiming to do ANYWAY, just this time they HAVE to give you the squishy bits, rather then falling on your sword and chumping the hits.

That’s gonna lead to better combat resolutions, which might allow you to sweep and kill the HQ anyway.Sure, you didn’t get your VP, but there’s an entire subgame that your opponent has to play one way or the other, while you get to keep doing your thing.And once in a while, it’s actually gonna work! And it’ll be awesome! The SM warlord table is probably the weakest so far, but I'm not sure it would be good game design for it to be otherwise. Marines were already a solid army; between a drop in points cost and the introduction of these new chapter-specific special rules, they've already jumped significantly from the last book (not to mention the introduction of grav-Turions for anti-MC and anti-flyer out the wazoo), and it's not like the last book was SoB-level to start with. Added to that, basic Marine Warlords play HeroHammer better than pretty much any army in the game, and are entirely happy with the results of the Personal BRB table anyway, so while they didn't gain much they also didn't lose anything. Gimping the warlord table in the codex is probably going to turn out to be pretty fair, all things considered. The only problem with a Bike Master is you can’t take a Command Squad, and Honor Guard can’t take bikes.

And while Command Squads lost the sweet guns they could deck out with (for some reason?), they got WAY cheaper and can still build CC fairly well.Still, if you are going for a shooty biker build, or don’t need a stabby bike squad, a Bike Master seems like a really solid bet.On that note, am I the only one that thinks a Biker HQ with the Primarch’s Wrath is pretty cool? 5 Mastercrafted S4 reroll wound shots at 24″ is actually pretty solid for 20 points.