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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines
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==Core== *'''Tactical Marine''': The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5, and with the ico- No, hey, ''where are you going''! Why are you scrolling? Tacticals are essentially one of the best Core choices in HoR, mostly because of the statline combined with the amount of gear makes a normal Marine able to deal with almost anything. Of course, the steep price of 14 pt is still quite high for its damage output, but if you can place enough models (7-10 Tacs, instead of just a few), the number itself should do you a favour by allowing you to keep on Bolter fire even with a few casulties. If you are playing with Injuries, these guys become the hardest motherfuckers in the game for the price. Imperial Fists for rerolling 1s on bolters is especially good here, since every shot counts. *'''Scout''': They're Scouts. Keep them out of the line of fire. They can grab whatever they normally can, meaning that cover-snipers are in. Since in Killteam there's a fuckton of cover Camo cloaks are a good choice, giving the scouts basically a 3++. *'''Assault Marine''': These guys are rather confined, hardcapped at 0-5 and only 1 out of the 5 can grab a Flamer or Plasma pistol. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. A flying flamer can be decent against some of the most cover-reliant enemies like orks or Dark eldar. Beware Dangerouos Terrain tests when using Jump Packs, keep him behind LOS blocking terrain but stay out of it when possible. *'''Scout Biker''': They're Scouts. On Bikes. Hardcapped at 0-3 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it. If you're taking a biking Scout Sarge, then they can go infiltrating without risk. *'''Space Marine Biker''': These guys are always welcome (especially among the White Scars), but are limited to 0-3 without a biker Sarge. Each 1 out of 3 can grab a new gun for their bike. Paying 24 whopping points turns one bike into an Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept from the front lines, since this is a big investment. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner. If in normal games bikes are good here they are god-tier. Obviously White Scars CT is hotly recommended since Hit and Run, and especially ignoring all the metric fuckton of terrain you *should* be playing with, is a huge bonus.
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