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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===Come the Apocalypse=== *'''The Imperium:''' Yes, that's right, you can now ally with any Imperial faction as long as they deploy 12 inches away and if they come 6 inches close to you, you need to test to see if they just stare at each other for a turn. They come in many flavors: **'''Space Marines:''' Since they have too many Chapter Tactics to cover, the best ones will be covered instead. Iron Hands (The supplement too) gives you more durable flyers and tanks, tougher marines, and [[Chapter Master Smashfucker|an unkillable Chapter Master]] if you take the Supplement. Salamanders with their bonuses to Meltaguns and Flamers, and Imperial Fists for Tank Hunting Devastator/Centurions with Bolter Drill as a bonus. **'''Dark Angels:''' Pretty hilarious, but not particularly useful. **'''Grey Knights:''' Extra warp charges and Force Weapon goodness. Would you like a Storm Raven and a [[Dreadknight|Baby Carriage]] with your order of lore-breaking? **'''Blood Angels:''' Cheap Razorbacks and easy access to Stormravens. Death Company Dreadnoughts aren't bad either. **'''Space Wolves:''' Wolf here, wolf there, wolf everywhere. Nifty flyers and Marines right here. **'''Astra Militarum:''' Run your meatshields as Renegades and Heretics instead. **'''Adepta Sororitas:''' Infiltrating Meltaguns with Immolators and a Exorcist? Oh my. **'''Legion of the Damned:''' Yet another army that can bring more Meltaguns in case you didn't have enough, although some Multi-Meltas are useful in this case. **'''Inquisition:''' Outside-the-box Xanthite fluff? Offers very little to Chaos due to most of their tricks being designed for Battle Brothers. **'''Militarum Tempestus:''' They're okay as well. Drop them in the backfield away from your advancing troops. **'''Imperial Knights:''' Renegade Knights offer exactly the same platform with more customization, and Chaos Knights offer Daemon options and various neat tricks. Skip. **'''Skitarii:''' Here comes the Dark Mechanicus! They provide you with just about everything you don't get: AP2 at initiative, anti-MC, anti-infantry, anti-tank and cheap and very reliable and cheap anti air and a long ranged mini Vindicator *'''Tyranids:''' They help with anti-air and providing more warp charges (that they cannot share with you). Hive Tyrants and Crones are a must, while Zoanthropes are nice to have. *'''Eldar:''' Provide fast units in the form of skimmers and jet bikes or durable units in the form of wraiths. They provide S6 en masse so that could plug the anti-tank gap as well as readily available strength D in the Wraithguard (which can be made fast by slotting them in a serpent).
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