Editing
Warhammer 40,000/9th Edition Tactics/Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Stratagems==== Bland but reliable, Ultramarine stratagems are Tau-like in that they're focused towards shooting, teamwork, and avoiding melee. Guess it's an Eastern Fringe thing. <tabs> <tab name="Battle Tactic"> *'''Martial Precision (1 CP)''': Use this stratagem before resolving an attack made by an {{W40kKeyword|Ultramarines}} model from your army in your shooting phase, do not make a hit roll, it automatically scores a hit. Note that it only applies to a single attack made by any weapon, so don't go thinking that you can have a Captain automatically hit with all of his Thunder Hammer strikes. Use this against Eldar and other opponents who stack ridiculous amounts of -1 to hit. Can be good with a Las Fusil eliminator to make sure that one 3D shot really lands. *'''Vengeance for Calth (1 CP)''': Use when an {{W40kKeyword|Ultramarines}} unit from your army is chosen to fight in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon in that unit against a {{W40kKeyword|Word Bearers}} unit, you can reroll the hit and wound roll. Potent, if you can find one of the three people playing Word Bearers that is. *'''Sons of Guilliman (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} from your army is chosen for the Shooting or Fighting phase. If that unit has a Troops Battlefield Role, until the end of the phase, when resolving an attack made by that unit, you can reroll a hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can reroll a hit roll of 1. *'''Avenge the Fallen (1 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army is destroyed by an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an {{W40kKeyword|Ultramarines}} unit from your army against that enemy unit, re-roll hit rolls of 1. *'''Courage and Honour! (1 CP)''': At the start of the Morale phase, add 1 to the Leadership characteristic of {{W40kKeyword|Ultramarines}} models from your army until the end of the phase. **May mean the difference between losing an expensive model and keeping it around. More efficient when used on Chaplain. *'''Tactical Expertise (2 CP, Single Use)''': Can be used at the start of any movement phase when the Tactical Doctrine is active; all {{W40kKeyword|Ultramarines}} whose Rapid Fire or Assault weapon makes an unmodified wound roll of 6 before the next battle round has the attack's AP improved by an additional 1 (e.g. AP0 becomes AP-1 from the doctrine bonus becomes AP-2 if it rolls a 6, due to the stratagem stacking with the doctrine bonus, per the word "additional"). Usually an extreme waste of CP. </tab> <tab name="Epic Deed"> *'''Inspiring Command (1 CP)''': Use at the start of the Shooting or Fight phase. Select one {{W40kKeyword|Ultramarines Chapter Master}}, {{W40kKeyword|Ultramarines Captain}}, or {{W40kKeyword|Ultramarines Lieutenant}} model from your army. Until the end of that phase, the range of that model's aura abilities is increased by 3" (max 9"). </tab> <tab name="Strategic Ploy"> *'''Cycle of War (1 CP)''': Use this stratagem at the start of the battle round if an {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The current active doctrine is changed so that the Devastator Doctrine is now active. When there's nobody left in assault range, pop this, move up your heavy weapons and perhaps pop a grenade or two - and more importantly, get a second chance to switch to the Tactical Doctrine. If the game is going to last at least six turns, that is. Essentially single-use, probably not worth it now that games are five turns exactly (though it may still find use if you want to hit Assault in turn three, then pop back to Devastator the turn afterwards). *'''Rapid Deployment (2 CP)''': Used at the start of the battle round before the first turn begins, select up to three {{W40kKeyword|Ultramarines}} from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players can do this, roll-off to see who redeploys first). **Can be combined with the '''Lord of Deceit''' Vanguard Warlord Trait and redeploy your entire army. No need to go that far, but having a second chance at deployment after your enemy already committed to it can disrupt their plans even before the game begins. *'''Fall Back and Re-Engage (1/2 CP)''': Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army falls back. That unit can shoot and charge this turn. If that unit actually has the Codex Discipline Chapter Tactic (it could be a successor), the hit roll penalty for falling back and shooting does not apply for that unit this turn, and this strat only costs 1CP instead of 2. *'''Defensive Focus (2 CP)''': Use this stratagem if an {{W40kKeyword|Ultramarines}} unit from your army is chosen as a target of a charge. Select up to three {{W40kKeyword|Ultramarines}} units that are more than 1" away from any enemy units and within 6" of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge. ''For the Greater Macragge!'' **Something something Eliminator sergeants with Instigator carbines moving after shooting Overwatch. The complete opposite would be to use this near a 'Nobility Made Manifest' Warlord to further reinforce the immune response effect. In which case, something something Aggressor double Overwatch. [[Tau|Notice how deadly it is to charge]] an Ultramarines gunline? *'''Squad Doctrine (1 CP)''': Use this stratagem at the start of your Movement Phase; select an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} unit from your army, and then select the Devastator, Tactical, or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine ''instead''. *'''Tactical Insight (2 CP, Single Use)''': Use this stratagem after generating your Tactical Objectives. If your {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives and generate new ones. </tab> <tab name="Character Upgrades"> *'''Exemplar of the Chapter (1 CP, Single use)''': Use this stratagem after you nominate an {{W40kKeyword|Ultramarines}} model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique. <u>Give him Adept of the Codex</u> if they didn't have it already; that'll make this Stratagem more than pay for itself. ''Finally, a reason to have a warlord other than Calgar or a named character''. *'''Honoured by Macragge (1 CP, Single Use):''' After nominating a Warlord from an UM successor chapter, you may give one of their characters a Relic of Macragge ''instead'' of one from the main SM codex or a Special-Issue wargear. *'''Honoured Sergeant (1 CP)''': Before the battle, select one {{W40kKeyword|Ultramarines}} model that has the word "Sergeant" in their profile. They may take a Master-crafted weapon/Digital weapon/Hellfury Bolts/Sunwrath pistol, even though they are not a {{W40kKeyword|Character}}. All relics must be different. **While a Devastator sergeant can shoot Hellfury at BS2+, an Incursor one ignores all modifiers to hit, and an Eliminator/Scout Sniper one can shoot it at characters. The other 3 special issues are close combat-oriented. Also, while it looks cool, don't give a Sunwrath to the Hellblaster sarge, he'd be wasting his squad's range on a just-in-case relic. Nobody stops you from giving this to an Assault Centurion Sergeant, four strength 10 siege drills in the face for 4 damage. </tab> <tab name="Silver Templars"> They get two extra Stratagems, in addition to the previous ones: *'''The Swordsman's Strike (1 CP/ 2 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} {{W40Kkeyword|Core}} unit's making an attack against a {{W40Kkeyword|Character}} unit during the Shooting or Fight Phase, they all get +1 to hit. The cost of this Stratagem varies depending on the number of models in the selected unit, 5 or less cost 1 CP, 6 or more cost 2 CP. **This basically turns a squad of your choice into Snipers-lite, except it also works in melee. Space Marines hitting on 2+'s bad news in everyones' books. *'''Claim Runes (1 CP)''': If a {{W40Kkeyword|Silver Templars}} {{W40Kkeyword|Primaris}} unit starts within Engagement Range of an enemy unit that outnumbers it during the Fight Phase, they all get +1S and -1AP with whatever weapons they're swinging! **Space Marines are pretty much always outnumbered, so this's a reliable one. It can be used to buff a regular squad, or make Powerfists, Thunderhammers, and Chainfists even nastier. Perfect for Lightning Claw units ('Nators/Veterans) who are knee deep in hordes, or, melee tank hunters attempting some T8 or T9. </tab> <tab name="Emperor's Spears"> They get two extra Stratagems, in addition to the previous ones: *'''Skovakarah Uhl Zaurn (1/2CP, Battle Tactic):''' An Emperor's Spears Core or Character unit that charged, was charged, or Heroically Intervened gains +1 to their wound rolls. If the unit contains six-or-more models, this stratagem costs 2CP. *'''Fight As Brothers (1CP, Battle Tactic):''' An Emperor's Spears Infantry unit that is within 1" of an enemy unit and one-or-more other Emperor's Spears Infantry unit can re-roll hit rolls in the fight phase. ** Characters are also Infantry units, so a Character can count as the other unit to trigger this for their retinue. </tab> <tab name="Castellans of the Rift"> *'''Unfailing Nerve (1CP, Battle Tactic):''' When one {{W40Kkeyword|Core}} unit shoots at an opponent within half range with their bolt weapons, those guns improve their AP by 1. *'''Let Them Come (1CP, Battle Tactic):''' When a {{W40Kkeyword|Core}} unit gets charged, they get +1 to hit in order to score an edge over the enemy. *'''Unbowed and Unbroken (2/3CP, Battle Tactic):''' When a {{W40Kkeyword|Core Infantry}} unit is shot while within range of an objective, they gain a 5+++ FNP. Costs 2 CP for a unit with 5 models or less. *'''Push Them Back (1CP, Battle Tactic):''' One unit can re-roll to hit when shooting an enemy within your DZ. *'''Regroup and Strike (1CP, Battle Tactic):''' When a unit fights or shoot, they improve their AP by 1 if the unit's below its starting strength and can re-roll to wound when below half strength. Makes your kamikaze units more dangerous at any range. *'''This is Our Ground! (2CP, Epic Deed):''' At the end of the charge phase, pick one unit within range of an objective. This unit gains ObSec or counts as having one more model if they already have it. *'''Take the Fight to Them (2CP, Strategic Ploy):''' One unit can heroically intervene despite not being a character with a range of 6". *'''Defense in Depth (2CP, Strategic Ploy):''' At the game start, three units can make scout moves, letting them get in position to shoot or alpha-strike immediately. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information