Warhammer 40,000/10th Edition Tactics/Space Marines
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This is the current 10th Edition's Space Marine tactics. 9th Edition Tactics are here.
Why Play Space Marines
Pros
- Basically agreed upon to be one of the best if not the absolute best army in the game to start with. They're easy to paint, cheap, and elite.
- As GW’s favorite baby, you will never be in short supply of cool models and strong units.
- so many Leaders options and niche support buffing units, you can almost put any ability on your unit for maximize damage output.
Cons
- Despite being GW's favorite child, you're the fanbase's punching bag.
- Another consequence of being the favorite child is that everyone's going to be making armies to counter you out of habit simply because you're the first codex.
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. Expect Knight players to refuse to play against you.
- Space Marine Chapters: A datasheet listing both adeptus astartes and a second faction keyword means the second keyword is that datasheet's Chapter. You cannot have datasheets from more than 1 Chapter in your army.
- As Gabriel Seth shows, most Successor Chapters remain under the umbrella of their progenitor chapter with the exception of Epic Heroes being rendered unable to be fielded alongside other Epic Heroes of that progenitor chapter.
Detachments
When a detachment is restricted to a specific Chapter, the Chapter name precedes the Detachment name; this always means you can't include any models whose datasheet specifies a different chapter (e.g. you can't field a Dark Angels datasheet in a Space Wolves detachment).
Gladius Task Force
Special Rules
- Combat Doctrines: At the start of your command phase, you can pick one of these to apply to all adeptus astartes units in your army until the start of your next Command Phase, and each can only be picked 1/battle.
- Devastator Doctrine: Your army can always shoot after advancing, which is actually best on non-heavy weapons that lose nothing from Advancing rather than Remaining Stationary, meaning this buffs your Devastator Squads and the like least. Because GW is bad at rules, this doesn't add the assault USR to all of your guns (instead applying the definition of it directly to every gun).
- Tactical Doctrine: Your army can shoot and charge after falling back, which primarily buffs units with fly because they're better at falling back.
- Assault Doctrine: Your army can charge after advancing.
Stratagems
<tabs> <tab name="Battle Tactic">
- Armour of Contempt (1 CP): One of the few rules we welcome being busted to a stratagem. One unit getting attacked reduces the AP of any attacks they get by 1, which will mean a lot more with how much AP got nerfed.
- Honour the Chapter (1 CP): One unit gets Lance on their melee weapons, making this only useful if the unit had just charged. In addition, if you have Assault Doctrine active, these weapons also improve their AP by 1.
- Storm of Fire (1 CP): One unit gets Ignores Cover on all their guns and improves the AP of their guns by 1 if the Devastator Doctrine is active.
</tab> <tab name="Epic Deed">
- Only in Death Does Duty End (2 CP): If an enemy hits and kills one of your models in melee before they can fight back, that model can get one last swing before going down.
</tab> <tab name="Strategic Ploy">
- Adaptive Strategy (1 CP): One unit gets to pick which doctrine it wants active, regardless of what anyone else is using and whether you had used it before. Remember what we said about Adept of the Codex being pointless? This is why.
- Squad Tactics (1 CP): When an enemy moves within 9" of a Infantry or Mounted unit, that unit can move d6" in any direction. Using this while under Tactical Doctrine makes that movement a flat 6" and thus better for getting the squad into position.
</tab> </tabs>
Enhancements
- Adept of the Codex: captain model only, and absolute trash. When you would pick a Doctrine for your army, you can instead select the Tactical doctrine and force it to be on the Captain's unit even if you've already used it; the downside for this is you didn't pick a doctrine for your army, so the entire rest of your army has to go doctrineless. You should absolutely never field this.
- Artificer Armour: adeptus astartes model gets 2+ and 5+++.
- Bolter Discipline: adeptus astartes model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have Sustained Hits 1. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
- Note that the 5+ crits happen to the bearer regardless, but the Sustained Hits rule requires them to lead a unit, so you should never put this on a non-Leader.
- An example compelling combo with this: Take a Primaris Lieutenant with this (meaning the attached unit also gets Lethal Hits and is functionally always in the Tactical Doctrine). Attach a Primaris Captain with Plasma Pistol. You can now spam the Adaptive Strategy stratagem to maintain the Devastator Doctrine on this unit, and when shooting your Oath of Moment target, you can (and should) re-roll 1-4 hit to fight for 5s and 6s, which will get you 1 hit that auto-wounds (from the Lieutenant) and 1 that must roll to wound but can re-roll failures (from Bolter Discipline), and if you pay 1 CP for Storm of Fire as well, you'll also have Ignores Cover and improve your AP by 1.
- The Honour Vehement: adeptus astartes model gets +1A and +1S to melee weapons, +2A and +2S instead while under Assault Doctrine. If you take this you want it on a model with weapons that have Extra Attacks to gain additional benefit.
Dark Angels Unforgiven Task Force
The exclusive Dark Angels detachment.
Special Rules
- Grim Resolve: All battle-shocked units are set to OC 1 instead of 0. Very helpful for keeping objectives under your control, but it won't stop enemy Battleline troops from taking over.
Enhancements
Secondary Objectives
Stratagems
Space Wolves Champions of Russ
The exclusive detachment for the Space Wolves.
Special Rules
- Deeds Worthy of Saga: At the end of each round, you can pick one Saga to channel. If you accomplished this Saga during that round, you get a permanent buff.
- Saga of the Beastslayer: If you had a character model kill an enemy Monster or Vehicle model, everyone's melee weapons gain Lethal Hits.
- Saga of the Bear: If you had a character model reduced to below half their wounds but it still lives, everyone gets Feel No Pain 6+++ to make everyone tanky.
- Saga of Majesty: If you managed to control an objective in the enemy's DZ and got a character model within reach, your entire army gains +1 to their OC stats.
- Saga of the Warrior Born: If one of your Characters killed an enemy character, all of your melee weapons gain Sustained Hits 1.
Enhancements
Secondary Objectives
Stratagems
Blood Angels Sons of Sanguinius
The exclusive detachment for the Blood Angels.
Special Rules
- The Red Thirst: Any unit that charges adds +1 to the Strength and Attacks of any melee weapons they have.
Enhancements
Secondary Objectives
Stratagems
Black Templars Righteous Crusaders
The exclusive detachment for the Black Templars.
Special Rules
- Templar Vows: Pick one vow to buff your army at the start of the game.
- Abhor the Witch, Destroy the Witch: All units gain a 4++ save against psychic attacks and all melee weapons gain Anti-Psyker 4+. You need to be facing a seriously psyker-heavy army for this to be worth it.
- Accept Any Challenge, No Matter the Odds: All melee weapons gain Sustained Hits 1. Best saved for horde armies; Lethal Hits is better on 5+ or 6+ to wound.
- Suffer Not the Unclean to Live: All melee weapons gain Lethal Hits. Use to overcome high-Toughness armies; Sustained Hits 1 is better on 3+ or 2+ to wound.
- Uphold the Honour of the Emperor: All units gain a 6+++ and improve their Leadership to 5+. If you go gun-heavy, the only applicable vow, but often better than the Dark Angels' Grim Resolve, as it makes a unit harder to battle-shock in the first place rather than partially mitigating one of the penalties of it.
Enhancements
Secondary Objectives
Stratagems
Deathwatch Black Spear Task Force
The exclusive detachment for the Deathwatch.
Special Rules
- Mission Tactics: Essentially a variant of Chapter Tactics. Each Command phase lets you pick one tactic to benefit from for the turn.
- Furor Tactics: All weapons gain Sustained Hits 1.
- Malleus Tactics: All weapons gain Lethal Hits.
- Purgatus Tactics: Any critical hits your army scores gain Precision.
Enhancements
Secondary Objectives
Stratagems
Strike Force Octavius (Combat Patrol)
One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format.
Composition: 1 Captain Octavius, 1 Terminator Librarian, 5 Terminators, 5 Infernus
- Captain Octavius: Pretty much a barebones Terminator Captain equipped with a power weapon and storm bolter. However, he loses access to the free stratagem each turn.
Enhancements
Secondary Objectives
- Wrath of the Emperor: Your default Secondary is pretty basic. Just have your captain kill models and you get 2 VP.
- Shock Tactics: A bit risky, as it requires you to claim any objectives that your enemy owned at the start of the turn. It's a worthwhile win though, as you get 5 VP for getting at least one.
Stratagems
- Veteran Instincts (1 CP): During the fight phase, you can pick one Terminator squad that hadn't yet fought and lets them re-roll a 1 to wound or re-roll any wounds against Vehicles or monsters.
Equipment
Melee Weapons
- Astartes chainsword: A4 S4 AP-1 D1.
- Powerfist: S8 AP-2 D2.
- Chainfist: Anti-Vehicle 3+ WS-1 S8 AP-2 D2.
- Thunder Hammer: Devastating Wounds WS-1 S8 AP-2 D2.
- Power Weapon: A+1 S5 AP-2 D1.
- Twin Lightning Claws: TWIN-LINKED A+2 S5 AP-2 D1.
- Relic Weapon: A+1 S5 AP-2 D2.
- Force Weapon: Psychic S6 AP-1 Dd3.
Ranged Weapons
- Boltgun: 24" A2 BS3+ S4 AP0 D1. A standard marine base weapon with many abilities added to create variants. Now attack bonus from Bolter Discipline plus Rapid Fire from 9th is now backed into the profile.
- Bolt Pistol: Pistol 24" A1 BS3+ S4 AP0 D1. it and its variants are ubiquitous across foot marines and used when a unit doesn't fall back from melee. Don't forget it as it's extra damage.
- Bolt Rifle: Assault Heavy 24" A2 BS3+ S4 AP-1 D1.
- Storm Bolter: Rapid Fire 2 24" A2 BS3+ S4 AP0 D1.
- Ironhail heavy Stubber: Rapid Fire 3 36" A3 BS3+ S4 AP0 D1. An Upgraded Storm Bolter on primaries vehicles in all but lore.
- Heavy Bolter: Sustained Hits 1 36" A3 BS3+ S5 AP-1 D2.
- Combi-weapon: Anti-Infantry 4+ Devastating Wounds Rapid Fire 1 24" A1 BS4+ S4 AP0 D1.
- Flamer: Ignores cover Torrent 12" Ad6 BS1+ S4 AP0 D1.
- Heavy Flamer: Ignores cover Torrent 12" Ad6 BS1+ S5 AP-1 D1.
- Assault Cannon: Devastating Wounds 24" A6 BS3+ S6 AP-0 D1.
- Melta: Melta 2 18" A1 BS3+ S9 AP-4 Dd6.
- Melta Rifle: Heavy Melta 2 18" A1 BS3+ S9 AP-4 Dd6.
- Lascannon: 48" A1 BS3+ S12 AP-3 Dd6+1.
- Las-talon: 36" A2 BS3+ S10 AP-3 Dd6+1. Lascannon but weaker.
- Heavy Laser Destroyer: Heavy 72" A2 BS3+ S16 AP-4 Dd6+4.
- Hunter-killer Missile: One-shot 48" A1 BS2+ S14 AP-3 Dd6.
- Grav-gun: Anti-Vehicle 2+ 12" A2 BS3+ S5 AP-1 D2.
- Grav-cannon: Anti-Vehicle 2+ Heavy 24" A3 BS4+ S6 AP-1 D3.
- Onslaught Gatling Cannon: Devastating Wounds 24" A8 BS3+ S5 AP-0 D1.
- Heavy Onslaught Gatling Cannon: Devastating Wounds 24" A12 BS3+ S6 AP-0 D1.
- Fragstorm grenade launcher:' Blast 24" AD6 BS3+ S4 AP-0 D1.
- Icarus rocket pod: Anti-fly 2+ 24" AD3 BS3+ S8 AP-1 D2.
Generic Unit Analysis
Characters
Bear in mind that without any other rules interactions, Sustained Hits 1 buffs BS3+ output by 25% (so a model contributing that to a led unit must not cost more than 25% of the led unit to be worth it). Lethal Hits on a BS3+ model has a buff dependent on wound odds: 6+ to wound is 125%, 5+ is 50%, 4+ is 25%, 3+ is 12.5%, and 2+ is 5%. Also, because Lethal Hits anti-synergizes with Devastating Wounds and Anti (because it forces your critical hits to fail to critically wound), you really should pay attention to what leaders you attach to what units.
The leaders below belong to some fairly consistent "groups", where group membership tells you what they can lead:
- Firstborn (e.g. "Captain", "Chaplain")
- Assault Squad
- Command Squad
- Tactical Squad
- Vanguard Veteran Squad
- Notably can't lead Devastator Squads, who have no Leader at all.
- Jump Pack
- Assault Squad with Jump Packs
- Vanguard Veteran Squad with Jump Packs
- Mounted/On Bike
- Bike Squad
- Outrider Squad
- Tacticus (e.g. "Primaris Captain")
- Assault Intercessor Squad
- Bladeguard Veteran Squad or Desolation Squad (never both)
- Hellblaster Squad
- Infernus Squad
- Intercessor Squad
- Sternguard Veteran Squad
- Gravis
- Aggressor Squad
- Eradicator Squad
- Heavy Intercessor Squad
- Phobos
- Eliminator Squad
- Incursor Squad
- Infiltrator Squad
- Reiver Squad
- Scout Squad
- Scout Sniper Squad
- Terminator
- Relic Terminator Squad
- Terminator Assault Squad
- Terminator Squad
Exceptions exist, like the Reiver Lieutenant and Bladeguard Ancient, but you can use the above as a remarkably accurate rule of thumb.
- Apothecary: Their Narthecium can help resurrect a model in his retinue each turn. Combined with the ability to attach to a unit already hosting a Captain or Chapter Master, he'll give you plenty of protection.
<tabs> <tab name="Primaris (Tacticus)"> Has an additional Reductor Pistol with literally point-blank range that can pretty easily kill MEQ and TEQ with relative ease.
- While he can attach to a good lot more units, including Sternguard Vets, he doesn't offer much more than free rezzes. If the unit ever dies, he can give you a free CP on a 2+, but why are you even planning on that?
</tab> <tab name="Biologis (Gravis)"> A Gravis Armour apothecary who can join other Gravis units (Aggressors, Eradicators, Heavy Intercessors) alongside a Captain or Chapter Master. Grants his unit Lethal Hits as though he were a Lieutenant. If his unit kills an enemy in melee, he can shove some of the dead enemy into his giant keg and suddenly gain OC 9, making his unit near impossible to shift.
- This should be obvious, but don't attach him to flamer Aggressors - he has no synergy with Torrent weapons. Because the wounds he generates aren't crits, you do want to mix him with Sustained Hits X but not with Devastating Wounds.
</tab> </tabs>
- Captain: 1/round you can pick any Captain unit to use one strat for free on, even if it's already been used. It is unclear how this works while the Captain is Attached, but this should hopefully be the case.
<tabs> <tab name="Captain"> The lightweight and presumably more affordable captain. Has a single-use ability to add +3A and Devastating Wounds on all melee weapons. This means absolutely jack on the CCW, but the all your other weapons can absolutely use this to guarantee dead monsters.
The reason you pick this guy over the fancier Primaris chumps is because of the loadout. You have an unprecedented free reign on whatever you want to equip on this guy.
- For whatever reason, taking the relic shield instead of the chainsword also traps you with a CCW. While you can replace your bolter with a better melee weapon, it will cost you any shooting you have outside of your bolt pistol. That said, if you don't care, you can just replace your bolter with the shield right away and not bother with the CCW anyway.
- Dual-wielding melee captains are very much a thing here. Outside of the Lightning Claws, you can also pick up relic weapons, power fists and thunder hammers on each hand.
- While you can replace the bolter with the predicted storm bolter and combi-weapon, you can also replace them with pistols for...some reason, like trying to emulate Cypher. GW, in their infinite wisdom, didn't see it a good idea to maybe let their combi-weapons be unique. Also, no plasma pistols.
</tab> <tab name="Bike"> Comes with the requisite speed boost as well as +1 to Toughness, Wounds and Objective Control. Attaching one to a pack of Bikers gives the entire squad's guns Assault, which means a lot for their mounted twin bolters.
- Curiously can attach to Outriders despite the gap in Firstborn/Primaris stats.
</tab> <tab name="Jump Pack"> The captain of choice for Assault Marines and Vanguard Vets with their jump packs. That jetpack adds to their movement and any squad they lead gets to add +1 to the Strength of any melee weapons on the charge. Aside from that, they're identical to their footslogging variants in loadout. </tab> <tab name="Primaris (Tacticus)"> Has a single-use ability to add +3A and Devastating Wounds on all melee weapons. This means absolutely jack on the stock CCW, but the MC Power Weapon and Power Fist (which you'll always take, as A6->A5 S5->S8 is almost always worth it) can absolutely use this to guarantee dead monsters.
- The stock loadout comes with a MC bolt rifle, which you'll always be using over the piddly bolt pistol - especially with its ability to swap the bizarre option of a lone CCW for a fist or power weapon. For whatever reason, this captain's too snooty to ever pick up a chainsword.
- The option for fist+plasma pistol has only one purpose: attaching to Hellblasters. For whatever reason, you need that plasma pistol in order to ever join them, and all you're giving is another pistol in a long-range unit.
- The relic shield+power weapon+heavy bolt pistol combo is the only way you can attack a captain onto the Bladeguard. Not too shabby, as the shield gives an extra wound and the power weapon is always a good choice. Even the heavy pistol actually gets an AP bump to compensate for losing the rifle.
</tab> <tab name="Gravis"> T6 and halving all incoming damage makes the Gravis Captain an absolute beast. That said, they don't really offer a lot in the form of support outside of their free stratagem usage. Take only if you need the extra fighting power.
- While the MC heavy bolt rifle and power weapon is nothing to sneeze at and does quite well with a pack of Heavy Intercessors, your melee output can be so much more. Trading that off gives you a Boltstorm Gauntlet (three heavy bolt pistol shots on a power fist) as well as Extra Attacks courtesy of either a chainsword, a "relic blade" (just another power weapon) or a second "relic fist" (just a power fist). This makes putting one on a pack of Aggressors devastating.
</tab> <tab name="Phobos"> Comes with Stealth and Infiltrator and a fixed loadout of CCW, bolt pistol and the impressive Instigator Bolt Carbine that can snipe out enemy characters He can also let you redeploy up to three Phobos or Scout units, even letting you throw them into reserves if need be.
- While the phobos units are all expected, the addition of scouts is a heartwarming one, especially since you can throw this guy onto a pack of them for extra sniping fun.
</tab> <tab name="Terminator"> Is T5 like other Terminators. Aside from the Captain strat use, lets you re-roll charge rolls. If you're looking for additional durability, you can buy a Relic Shield, which only provides an extra wound this time rather than improving your saves beyond the stock 2+/4++.
- While the Storm Bolter remains the same as ever, Combi-Weapons have been tragically mothballed into a singular tool, giving you A1 BS3+ S4 AP0 D1 with Anti-Infantry 4+, Devastating Wounds, and Rapid Fire 1. Gone are the days of using a suicide captain to tote a combi-melta to pop a tank, gone are the days of a combi-flamer giving you budget crowd control for a terminator sergeant.
- Melee weapons have similarly seen a mass downsizing, as all power weapons got axed, and the Relic Blade got relegated to just being a fancier power weapon at S5 AP-2 D2. The power fist and chainfist remain effective options while the Thunder Hammer got a bit of a bump by gaining Devastating Wounds and the Twin Lightning Claws (presumably the single one just became a power weapon) kept Twin-Linked so they can still re-roll wounds.
- A quick note on A*WS*D, since this is primarily a melee model due to re-rolling charges:
- Chainfist: 6 2/3 at S8 AP-2 with Anti-Vehicle 3+. Only better than a Power Fist against a T9+ tank, in which case a Thunder Hammer is far more likely to be useful anyway; stick with those two.
- Thunder hammer: 6 2/3 at S8 AP-2 with Devastating Wounds. Better than a Power Fist against T8+ Sv2+ and T16+ Sv3+, otherwise worse. Barring a highly specific meta, a Power Fist is a better choice.
- Power fist: 8 1/3 at S8 AP-2. The most commonly useful weapon in this list.
- Relic weapon: 10 at S5 AP-2. Ideal for MEQ-slaying, but against anything T5-15, you're gonna want a Power Fist. If you bring a Terminator Lieutenant along cos you're Space Wolves or Dark Angels, almost always better than a Power Fist (the only exceptions are T6 and T7).
- TLC: 5 5/6 at S5 AP-2 with Twin-Linked; because you need to be rolling 1s to wound base to beat a Relic Weapon and this takes up both hands, a Relic weapon is a much more generally useful choice, except against W1 targets.
</tab> </tabs>
- Chaplain: Each one comes with Litany of Hate, which gives their squad the ever-valuable +1 to wound in melee. While this won't trigger Devastating Wounds, it will help you with tipping certain weapons to wounding a hardy foe. Fortunately, each one comes with an S6 AP-1 D2 Crozius as a badge of office that doubles as a weapon.
<tabs> <tab name="Chaplain"> Has a single-use ability to give one unit within 12" the ability to ignore the battle-shocked condition, helping them keep a point in your hands.
- As with other firstborn leaders, they get the lion's share of special weapons, including the option for a bolter, storm bolter or combi-weapon. Interestingly, you can also spring for a power fist in place of a gun, letting you go all-in on melee.
</tab> <tab name="Jump Pack"> Goes all-in on the offense with their jump pack. During a fight phase, you can choose to make a smash attack; on a 4+ you'll only deal d3 MWs but a 6 will max out those mortals to a flat 3. </tab> <tab name="Primaris (Tacticus)"> Has a single-use ability to give one unit within 12" the ability to ignore the battle-shocked condition, helping them keep a point in your hands.
- He can attach to plenty of Tacticus squads, with the most obvious benefactors of your boosts being the Assault Intercessors, Bladeguard and Vanguard Vets.
</tab> <tab name="Bike"> A Primaris Chaplain on a bike, giving all the benefits given to others (speed boost, +1 to T, W, OC, twin bolter). When their attached unit shoots, you can mark one unit within 12" of the chaplain, making all shots gain Devastating Wounds so you can blast the enemy apart before charging in. </tab> <tab name="Terminator"> Grants a 4+ FNP against mortal wounds, making that one squad practically impossible to shift. Can buy a combi-weapon if you're looking to kill slightly tougher infantry, which might see some value if you're sticking him with assault terminators who otherwise can't shoot back. </tab> </tabs>
- Judiciar: Serves a similar purpose of a Primaris Company Champion except his sword is way fiercer with Devastating Wounds and the bonus attacks for each character slain. He gives Fights First, so synergizes great with any unit planning to camp inside a Land Raider. He also gets a 4++ against melee attacks, which gives him a bit of safety in a fight compared to a company champion, but both are just as vulnerable outside of it.
- Librarian: Grants an attached squad a 4+ FNP against all psychic attacks thanks to his psychic hood, which sadly won't apply to any wounds inflicted by Hazardous. Each one also comes with a pretty dangerous Force Weapon and Smite lets him hit MEQs and higher pretty reliably depending on whether or not he risks Hazardous.
- Remember, as always, that abilities that require a led unit don't apply when not leading a unit: a terminator librarian on his own has no access to his own Sustained Hits 1 rule, as you can see in action here, where his sixes to hit don't result in additional hits.
<tabs> <tab name="Librarian"> Gives a 4++ save, which means a lot - especially since firstborn marines are stuck at T4. This is also the only Librarian that can pick up some of the more exotic pistols as well as the bolter, storm bolter and combi-weapon in case you really need something gone fast. </tab> <tab name="Jump Pack"> Improves the AP of the unit's melee weapons by 1. For the Assault marines and Vanguard Vets, that'll do a bit in boosting their viability in fight against equal foes. </tab> <tab name="Primaris"> Gives a unit a 4++ save, which is pretty golden. He doesn't add much else besides defense, so you can have that squad of Primaris handle capping the most dangerous tasks. </tab> <tab name="Phobos"> Gets Infiltrators and grants an attached unit Stealth as well as making enemies beyond 12" unable to shoot them. This is great for Eliminators and Infiltrators, and still a bit decent for Incursors since they can put up some firepower. </tab> <tab name="Terminator"> Get all the bonuses that Terminator armour provides, making them tougher to remove. Very good front-line addition to any Marine unit as on top of all the basic perks, and he can make all Attacks gain Sustained Hits 1, which will probably apply to his own as well (pending GW fixing the current word salad on rules that buff units when a Leader attaches, as it's not clear whether the Attached unit gets it, which includes the Leader, or the Bodyguard unit does, which does not). Overall, by far the best psychic in the game so far. Take this over a Lieutenant on big guns that expect to wound on 2s or 3s.
- Can be given a Storm Bolter or Combi-Weapon depending on how badly you need something gone.
</tab> </tabs>
- Lieutenant: Attaching a Lieutenant to a squad gives its weapons Lethal Hits. Take this over a Librarian on weaker guns that expect to wound on 5s or 6s.
- You can attach one to a squad already host to a Captain or Chapter Master, which can help you do quite a bit of damage.
<tabs> <tab name="Lieutenant"> Lets the unit shoot after falling back. As with the Captain, the firstborn versions come with a freer choice of different weapons. Most of the same ideas above still apply, though taking the shield remains very handy for that 4++. </tab> <tab name="Primaris"> Lets the unit shoot after falling back, which can do quite a lot for your gunlines. While their MC bolt rifle is as good here as it is with the captain, you can also swap it out for a plasma pistol if you really want to be Primaris Cypher. If you're going for melee, you can replace either their rifle or CCW for either a power weapon or fist.
- If you're looking to accompany a unit of Bladeguard, then you should grab the shield+power weapon+neo-volkite. This not only offers a 4++ save that they can't otherwise get, the pistol gets Devastating Wounds at S5 AP- D2. Oddly, this loadout isn't mandatory like it is for the captain.
</tab> <tab name="Phobos"> The Lieutenant for most Phobos troops, being able to accompany them anywhere with a combination of Scouts 6", Infiltrators and Deep Strike. His weapons don't add much else though, as the scoped bolt carbine can't snipe out anything and his paired blades only get more attacks with Sustained Hits 1 presumably combining with Lethal Hits. At least he can have his squad scurry d6" away after shooting to act as nuisances. </tab> <tab name="Reiver"> Comes with a MC bolt pistol and knife with Precision to snipe out an enemy character from close range. His special ability boosts their Terror Troops aura to bug out enemies from further away. However, he's still suffering from the ever present issue of not being able to deep-strike with them. </tab> </tabs>
- Lieutenant w/ Combi-Weapon: Hasn't got Leader and hence isn't actually a kind of Lieutenant, despite the name. Despite the fact that Phobos Armour or the fact that he's pretty much a Lone Wolf would be a bigger identifier, GW picked out the Combi-Weapon (which anyone can pick up) as the big differentiator. His entire role is to deploy with a small force and cause mayhem wherever he goes - he's got Stealth, Lone Operative and a 5+ FNP to keep him out of most trouble and he can move whenever an enemy moves within 9", 1/round. He can also mark out one objective to become a priority - doing so gives your troops a big target that lets friendly units re-roll 1s to wound enemies within 6" of it.
- His paired blades get Sustained Hits 1 and Anti-Tyranids 4+. Better on nids, otherwise they're really not all that much aside from being the nuisance.
- Primaris Ancient: Their banners grant the unit they attach to +1 to their Objective Control, making them better on units with already high OC. Combined with his ability to join a unit alongside a Captain, Chapter Master or Lieutenant, he can pretty easily make for a strongpoint of a unit that can camp on a unit without fear.
<tabs> <tab name="Primaris"> Gains a 4+ FNP if he's within range of an objective or within 6" of the center of the board. This doesn't spread to anyone else, he's just being a glory-hogging bitch.
- Can take either a bolt rifle or power weapon so he can accompany any Tacticus unit he sees fit.
</tab> <tab name="Bladeguard"> Even lazier, lacking anything beyond a CCW to fight with. At least he gets a 4++ save to join his fellow Bladeguard and a single-use ability to give all melee weapons in the squad an extra attack. </tab> <tab name="Terminator"> Okay, technically he could be firstborn, but who's checking? His ability lets his squad add +1 to hit if they're missing models and +1 to wound if they're below half-strength.
- While he can only take the storm bolter as a gun, the array of melee weapons is completely open so he can supplement any squad he wants.
- If you can attach him to a Deathwing Command Squad, you're pretty much double dipping between the bonuses for dead guys and the apothecary bringing them back
</tab> </tabs>
- Primaris Company Champion: One dude with a fancy power sword, custom made to kill enemy characters with Precision and the ability to re-roll all hits and wounds against enemy characters. Fortunately, he's got a better chance at getting into a fight between adding +1 to advance and charge rolls and the free use of Heroic Intervention wherever you need it.
- Techmarine: Despite being able to attach to a squad of Servitors, he can gain Lone Operative if he's within 3" of any Vehicle, allowing him to more comfortably do his work - each Command phase, he not only heals d3 wounds on a nearby vehicles, he can also give them +1 to hit with all weapons, helping both tanks and dreads of any variety.
- Each one comes with an Omnissian Power Axe for some decently powerful attacks with a follow-up through the servo-arm's one much stronger attack. If he sees a vehicle die up within 12", he gets so angry that his axe gets double the attacks, making him something of a force to be reckoned with - especially with something meant to be disposable like a drop pod.
<tabs> <tab name="Techmarine"> Comes with the freedom of weapons for anything you want. His bolt pistol can be swapped for anything other pistol you want, including a storm bolter or combi-weapon if you need one. His axe, meanwhile can be replaced with either a thunder hammer or power fist (or a chainsword if you feel stupid) if you don't expect to ever use his rage-on from seeing dead tanks.
- If you want to get your Servo-Harness, you can buy him an extra servo-arm, plasma cutter (more supporting attacks with S8 AP-2 D2) and flamer so you're more than prepared in combat.
</tab> <tab name="Primaris"> A bit tankier with an extra wound. In exchange, his loadout is stuck with the addition of a grav-pistol to annoy tanks with Anti-Vehicle 2+ and a Forge Bolter for a couple extra shots from a heavy bolter. </tab> </tabs>
Battleline
- Assault Intercessor Squad: The guys to throw at the frontlines at all times, as each model gets chainswords to re-roll 1s to wound, improving to re-rolling all wounds if they're on an objective.
- Heavy Intercessor Squad: Big beefy guys who get +1 on their 3+ saves against nay D1 weapons. Got a beautiful toughness 6 now so against lasguns or bolters they're essentially as tanky as terminators. Their heavy bolt rifles are slightly tougher stronger than their Tacticus brethren (S5 vs S4) but remain every bit as flexible with Assault and Heavy. If you're looking for more firepower, you can grab a heavy bolter for some extra damage, both in the statline and from Sustained Hits 1.
- Synergize well with the the APOTHECARY BIOLOGIS giving them "Lethal Hits" like a Lieutenant which ups their lethality greatly thanks to the high range on all their weapons.
- 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. Also more than anyone else they benefited the most from the buff to grenade launchers. On top of that, their sergeant gets the widest selection of melee weapons if you need them to fight someone alongside a character. Needless to say, this means they're way more flexible than they used to be, even if they still need help against heavier targets.
- A major benefit to grabbing them over Tacticals is their ability to keep an objective capped - If you're trying to rush the capping before getting to the fighting, these are the best for the job.
- Their flexible weapons abilities means that these guys can zip around the board very quickly since they can always shoot after running. Meaning you are less strapped to give them transports. Plus if you ever need to camp them their hit bonuses for doing this plus the upgrade on their special weapons means they can hold positions even against elite infantry better than ever before.
- Tactical Squad: On the plus side, they can always shoot and charge after falling back, meaning that they don't need to rely on the Tactical Doctrine to keep on shooting. On the downside, they're trapped to 10 models a squad with no way to split them up - gone are your days of splitting up squads for more Razorbacks.
- Of course, the standout part of this squad is its sheer variety in special weapons. Not only can one model pick up a flamer, melta, plasma or grav-gun to help out, a second model can also pick up one of those guns or take a heavy weapon for full power.
- Now to talk of the sad part. Due to mass toughness increases across the board, especially so in "monsters" and "vehicles" these guys are nowhere near the anti-everything they once were. While they can still threaten elites as before, outside a potential lascannon or maybe grav-weapons (and on Tactical squads these are not very efficient) they are going to struggle a lot more against big things than ever before. Keep this in mind.
Infantry
- Assault Squad:
- Jump Packs:
- DEVASTATOR SQUAD:
- DESOLATION SQUAD:
- Hellblaster Squad: Like with any squad rocking Hazardous weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that's extra true for Hellblasters, because their 3+ shoot after dying rule will work on disembarkation deaths just fine. If they live through disembarking but die from the second round of shooting, you get to roll for a third round of shooting.
- Infernus Squad: Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability Purge the Foe, causing one infantry unit that got flamed to make a Battle-Shock test. Got the specialized role of clearing out GEQ units and forcing Battle-Shocks. Still, they're no faster than any other foot soldier and they've only got a 12" non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn't want to end a move within 12" of these. Fundamentally the Tacticus version of Flamer Aggressors.
- Sternguard Veteran Squad: Equipped with impressive A2 AP-1 bolt rifles with Assault, Heavy, Devastating Wounds, and Rapid Fire 1 all at once, so they can easily threaten anything in any position. If you're feeling particularly stupid, any of them can swap this for a nearly universally worse Combi-Weapon (1 less shot at all ranges at a relative -1/-2 when standing still/-infinity when advancing to hit in exchange for wounding and penetrating only infantry more easily). 1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining Sustained Hits 1, which is a wash) and rate of fire at all ranges (3, but can't fire when advancing) but has +1S and more importantly +1D. They have Bolter Drills, a single-use ability to shoot twice in the same turn right after destroying a unit.
- Bladeguard Veteran squad:
- Command Squad:
- Vanguard Veteran Squad:
- Jump packs:
- Sternguard Veteran Squad:
- Scout Squad:
- Scout Sniper Squad:
- Centurion Assault Squad:
- Centurion Devastator Squad:
- Astartes Servitors: Four walking meatshields for your Techmarines with T4 4+/6++. That said, they need that techie to keep them at their best with a bonus to WS and BS. Hell, there's no reason (aside from points) not to take them as they can join alongside another retinue for the Techmarine, allowing you to strap some servo-arms and heavy weapons onto a squad that'd need it. Don't feel guilty about losing them either, as they're all OC0 and thus don't really care about battle-shock.
- Suppressor Squad:
Phobos
- Infiltrator Squad: Infiltrator marines with Heavy on their bolters and comes with many other tricks like the Smoke keyword, 12" reinforcement denial, 6+++ save and CP Refund. Still annoying Turn-0 objective grabbers are hard to remove.
- Incursor Squad: SEAL Team 6 marines. Downgraded from Infiltrators, Scouts 6" but fills a more coherent niche with Assault and Ignores Cover bolters along with Multi-spectrum Array buffing the rest of army, their job is run up the board and use live bolt rounds to mark which victim gives +1 to hit. If the enemy gets too close, they can throw a MW (especially if its a vehicle), and have Sustained Hits 1 knives (though not as good as Astartes chainswords).
- Reiver Squad: Junior Night Lords, making enemies engaged with them suffer Battle-shock test at start of the Fight phase along with -1 aura to Battle-shock and Leadership tests. Got upgrades to give psudo-jump packs so they can Deep-Strike, but doing so robs them of the ability to join a Reiver Lieutenant. They also got the role of picking off weak support heroes as they are the highlights of 10th, with their guns and Combat knife got PRECISION.
- Eliminator Squad:
Gravis
- Aggressor Squad:
- Eradicator Squad:
- Inceptor Squad:
Terminator
- Terminator Squad: Got the Terminator buff of T5 and a 4++. Fortunately, their WS and BS remain fixed at 3+ (unless you attack your Oath of Moment target, in which case you jump to 2+), which surprisingly actually stays where it is on the power fists (which remains S8 D2 but loses 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 A4 S5 AP-2 D1 for everything). Storm Bolters are slightly nerfed due to no longer having Bolter Discipline constantly apply on these dudes, while the Heavy Flamer got a slight buff (it ignores cover now) and so did the Cyclone Missile Launcher (which actually got S9 on its krak missiles). The Assault Cannon took a nerf by losing its AP, but Devastating Wounds makes critical wounds more effective at penetrating saves and has excellent synergy with Oath of Moment against high-value targets, because you can re-roll successful non-critical wounds.
- 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.
- Assault Terminator Squad: Any unit they charge must take a battle-shock test, which is a pretty solid gift to trap enemies. While they don't get the fixed WS like the standard termies, the Teleport Homers let them arrive wherever they need to be. While the lightning claws give them all the swipes you'd need to chop apart lighter foes, the thunder hammers give you the brute force to wreck MEQ and up and come with a bonus wound thanks to their shield - While there are weapons able to cut through W3 terminators, there certainly aren't many that can go through W4.
- Relic Terminator Squad: The old Tartaros and Caraphractii models, sadly mothballed into one statline with none of the benefits. While you get Fury of the First, you can't get a Teleport Homer to jump in on demand. Unique to their loadout is the Rotor Cannon, the Assault Cannon's bigger, meaner older brother. The sergeant also has access to Volkite Charger and Plasma Blaster, two exotic weapons not found anywhere else in the army.
- They're fortunately a lot more viable as a flex unit as any model can pick up chainfists or twin claws, though they will lack the heavy punch of assault termies with hammers and shields. You can also buy a grenade harness so they can pull off the Grenades stratagem.
Mounted
- Bike Squad:
- Attack Bike Squad:
- Scout Bike Squad:
- Invader ATV: Primaris version of an Attack Bike, complete with Outrider Escort to, 1/turn in the enemy Shooting Phase, after an enemy unit shoots any adeptus astartes mounted unit within 6" (including the ATV itself, of course), shoot that enemy unit. Comes with a Twin Bolt Rifle and Onslaught Gatling Cannon or Multi-Melta.
- Outrider Squad: Essentially a Bike Squad without any weapon choices but with +1W, slightly upgraded weapons, and the ability to attach an Invader ATV rather than an Attack Bike.
Vehicles
- 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/WS when it's on its last 5 wounds. Assault Ramps also make a glorious return, granting your squads the ability to charge after disembarking.
- As with last edition, it can easily grab Wulfen and Termies with ease (each model taking two slots) and can even fit Centurions (each taking three slots), but now it can also carry any Gravis units as well (at two slots a model), meaning you can easily use it to cart a pack of Aggressors so they can incinerate the opposition or assist some Heavy Intercessors with capping a point.
- Of course, its "unique" Godhammer lascannons don't have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.
- LAND RAIDER CRUSADER:
- LAND RAIDER REDEEMER:
- Kratos HH Legends: A hefty battletank with T12 and W18. Alongside the multitude of heavy bolters and autocannon, you can also attach a bevy of guns on the pintle, from the twin bolter and combi-weapon to heavy weapons and the crowd-busting havoc launcher. The real star of the show, however, is the main gun - Not only is the Kratos able to fire any Blast weapons while engaged with enemy units and all ranged attacks take no penalty to hit. By default, the Kratos Battlecannon can swap between a single devastating AP round that blows up tanks in a single blow and a crowd-blasting HE round that can still paste TEQ with ease. This can be swapped for either a Melta Blast Gun that isn't quite as strong as the basic cannon, even within half-range, but can fire multiple times or a Volkite Cardanelle with S9 AP- D3 and Devastating Wounds to get past any pesky invulnerable saves.
- HUNTER:
- STALKER:
- WHIRLWIND:
- PREDATOR DESTRUCTOR:
- PREDATOR ANNIHILATOR:
- VINDICATOR:
- GLADIATOR LANCER:
- GLADIATOR REAPER:
- GLADIATOR VALIANT:
- REPULSOR:
- REPULSOR EXECUTIONER:
Fly
- STORM SPEEDER HAILSTRIKE:
- STORM SPEEDER THUNDERSTRIKE:
- STORM SPEEDER HAMMERSTRIKE:
- LAND SPEEDER:
- LAND SPEEDER TORNADO:
- LAND SPEEDER TYPHOON:
Artillery
- Firestrike Servo-Turrets:
- Thunderfire Cannon:
Walkers
- Dreadnought:
- Ballistus Dreadnought: The brand-new Dakkanought, as if the ability to re-roll to hit units at half-strength or higher isn't enough to show. At T10 W12 with a 2+ save, they're capable of taking a stray melta shot but not much beyond that. This dread comes in a classic Hellfire loadout, with one arm getting an A2 BS3+ S12 AP-3 D1+d6 lascannon, the other a missile launcher that can go between firing a decently-sized blast to handle mobs or a high-powered Krak to take care of light vehicles, and the only Twin-Linked weapon this thing gets, the Twin Storm Bolters.
- Brutalis Dreadnought:
- Contemptor Dreadnought:
- Ironclad Dreadnought:
- Redemptor Dreadnought:
- Invictor Tactical Warsuit:
Dedicated Transports
- Drop Pod:
- Land Speeder Storm:
- Impulsor: Remember when GW told you you didn't have Primaris-only transports anymore? Yeah, they lied - firstborn can't wear the armor you need to wear to board this thing, which is a real shame, because every person on board can shoot out of it. You should already be reaching for 5 Hellblasters and a Primaris Lieutenant.
- Razorback:
- Rhino:
Aircraft
- STORMHAWK INTERCEPTOR:
- STORMTALON GUNSHIP:
- STORMRAVEN GUNSHIP:
Fortification
- Hammerfall Bunker: Still fundamentally not a bunker, as you can't embark anyone inside it.
Chapter Unit Analysis
Dark Angels
Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit.
On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines being reinforced by special characters. Especially with Dad finally having a decent profile.
Characters
- Deathwing Strikemaster:
- Ravenwing Talonmaster:
- Interrogator-Chaplain:
Epic Heroes
- Lion El'Jonson: A foregone conclusion since he was revealed at the end of the last edition. Like Roboute, he does have the ability to hide behind regular marines despite being too big to join them. However, Lion's a lot more fighty, always getting Fights First so he can chop things up with Fealty. This gem's still rather powerful to handle most monsters with its Strike profile, but S12 will see it run into walls when facing tanks if you don't proc Lethal Hits. The Sweep profile meanwhile remains great for chopping through MEQ. The Emperor's Shield provides more than a bit of extra protection, as he's got a monstrous 2+/3++ save with the shield providing damage reduction and the ability to deal a mortal wound to an attacker if he rolls a natural 6 on a save in melee.
- As with his brother, Lion also gets Primarch of the First, his choice between one of three different auras he can emit each turn. All Secrets Revealed is a trap that forces enemies within 12" that use a stratagem to make a battleshock test or else waste the CP spent and give you a CP in return. Martial Exemplar lets friendly units within 6" add +1 to hit rolls in melee. No Hiding from the Watchers gives friendly units within 6" a 4+ FNP against mortal wounds.
Infantry
- Deathwing Command Squad: With a lot of the special rules being relegated to the various detachments, the Deathwing seem to be little more than glorified Terminators. Fortunately, the Command Squad remains a very reliable retinue for any Terminator heroes, as you have a Narthecium to resurrect 1 non-character dead model per turn and an Ancient to improve the squad's OC. The champion carries a Halberd of Caliban for a slightly stronger power weapon with Precision to nail any rival characters without needing your attached leader to intervene as well as a +1 to charge and advance rolls. Keeping him alive also makes the Heroic Intervention strat free.
- Aside from the basic weapons given to terminators, the Deathwing CS gets to add a Plasma Cannon for a high-powered bombardment weapon with Blast if you're too stupid to take a Cyclone Missile Launcher. As with any Deathwing unit, you can also equip a termie with either Twin Lightning Claws for an extra power weapon swipe and Twin Linked or a Thunder Hammer and Storm Shield for an extra wound and mighty if unwieldy weapon with Devastating Wounds. No-one in the unit can take a Power Weapon, but their datasheet lists its rules anyway just to confuse you; for even more needless headaches, you can take a Watcher in the Dark as wargear, but its rules are on the deathwing knights datasheet instead, so you can't tell at a glance how your unit works.
Mounted
- Ravenwing Black Knights:
White Scars
Epic Heroes
- Kor'sarro Khan: While he still can't ride a bike, he can help his squad move as fast as possible by giving all guns Assault (wasted on Intercessors, but worthwhile on Assault Intercessors and Vanguard Vets) while giving all melee weapons Lance for the more devastating charge (less valuable on Vanguard Vets due to their own rules providing Lethal Hits on the charge). The Khan is someone who wants to be fighting enemy characters, as his super sword has Precision and any characters he kills gives him a free CP.
Space Wolves
Thematically, these guys are fucking furries a bunch of football hooligans angry space Vikings who can't read have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective.
On the tabletop, these guys focus on the assault. You want to get in close, and start checking off sagas from your Champions of Russ detachment.
Epic Heroes
- Arjac Rockfist:
- Bjorn the Fell-Handed:
- Canis Wolfborn:
- Krom Dragongaze:
- Murderfang:
- Njal Stormcaller:
- Ragnar Blackmane:
- Ulrik the Slayer:
Infantry
- Hounds of Morkai: Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get Devastating Wounds, Precision and Anti-Psyker 4+ so you know just who to throw these bastards to. On top of that, they can target one enemy within 12" during the shooting phase (upped to 18" if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they're a psyker. If they fail, the unit isn't only battle-shocked but now take a -1 to hit with any Psychic weapons they use.
- Wolf Guard:
- Wolf Guard Terminators:
Imperial Fists
Epic Heroes
Blood Angels and Flesh Tearers
Thematically, these guys are a bunch of poncy space vampires who constantly battle their own genetic curses. These curses turn out to be their greatest strengths, as they become genuine monsters made to Rip and Tear.
On the tabletop, these guys go pretty deep for both melee and speed with your unique units mostly focusing on jump packs or being Death Company.
Epic Heroes
- Gabriel Seth: Though he's Chapter Master of the Flesh Tearers, the new 10E rules essentially treat him as a Blood Angels Epic Hero who can't interact with any other BA Epic Heroes. While he's no stronger than the basic firstborn captain, he is very mobile by letting an attached unit (a Tac Squad, Assault Squad, Command Squad or Vanguard Vets) charge after advancing. He's also insanely fighty, as his Blood Reaver is a very lethal chainsword with S8 AP-2 D3 with Sustained Hits 1 as well as an extra attack for every 5 enemy models within 6" of him. Put him in front of a mob of gaunts or boyz, and he'll cleave through them like nothing.
Infantry
- Death Company Intercessors:
Iron Hands
Epic Heroes
- Iron Father Feirros: A step beyond the typical techmarine, as he can heal a flat 3 wounds on any vehicle he hides behind. Uniquely, he doesn't get angrier if a tank dies near him, he can instead give his squad (only being Eradicators, Aggressors or Heavy Intercessors due to his Gravis Armour, but can't attach any servitors for some reason) a 5+ FNP save. For the Heavy Intercessors, this is wild since they now have something that can be used to ignore any hits they suffer, regardless of whether or not they can reduce the attack's AP, while flamer Aggressors and Eradicators will just need it by virtue of how close they need to be for their jobs.
Ultramarines
First among equals, the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes.
On the tabletop, said primarch helps with giving you an extra usage of Oath of Moment. Even with only one character shown? People are already upset about your unique units. (And that's before we get to the rest of the special snowflakes)
Epic Heroes
- Antaro Chronus:
- Marneus Calgar:
- Cato Sicarius:
- Ortan Cassius:
- Roboute Guilliman: The Avenging Son has received an extra wound and can come back from the dead on a 3+ (with 6 wounds) the first time he's defeated. While he can't join units, he gains Lone Operative any time he's within 3" of any Space Marines infantry units to compensate. (Sadly, he still can't take transports because he's not infantry.) His shooting is roughly the same since while the Hand of Dominion is only Rapid Fire 2 now, it compensates with AP-2. In melee, he's as dangerous as ever, with the Emperor's Sword granting 14 S8 AP-3 D2 attacks with Devastating Wounds and the Hand of Dominion granting 7 S14 AP-4 D4 attacks with Lethal Hits. Finally, Adept of the Codex lets him choose one of three buffs at the start of the Command Phase, which will last until the next Command Phase:
- Primarch of the XIIIth: Friendly Space Marine units within 6" gain +1 to OC and can re-roll Leadership and Battle-Shock tests.
- Master of Battle: After picking the target for Oath of Moment, select a second enemy unit. If the first target dies, your army receives the re-roll bonuses that Oath of Moment provides against the second target.
- Supreme Strategist: A friendly Space Marine unit within 12" can be targeted with a Stratagem for free, even if the Stratagem you're targeting it with has already been used that Command Phase.
- Torias Telion:
- Uriel Ventris:
- Varro Tigurius:
Infantry
- Tyrannic War Veterans:
Salamanders
Epic Heroes
Raven Guard
Epic Heroes
- Kayvaan Shrike: An absolute sneak, complete with Stealth and Lone Operative so he has protection without anyone around him with the added bonus of being able to fly into reserves if he needs to, and while he can join an Assault squad or Vanguard Vets for additional jump pack shenanigans, he can let them enjoy the benefits of Lone Operative if he's in charge of them.
- Losing the Phobos keyword pretty much acts as an unequivocal win for Shrike, since none of those units could ever fly around at his speed. Getting his retinue the ability to fly with him lets him easily get past any retinue and put his claws to work ripping through enemy characters with Precision. Hell, he even has a special bolt pistol so he can try and snipe an enemy out if he feels so inclined.
Black Templars
The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are.
On the tabletop, we've only seen Sword Brethren so far. But with how they look? It's a good time to be on a crusade.
Epic Heroes
- High Marshal Helbrecht:
Battleline
- Primaris Sword Brethren: A band of zealous Primarines with chainswords and power weapons aplenty. Helping them out is Vow-sworn Bladesmen, which lets them add +1 to either attacks or damage for their melee weapons each Fight phase, which means a lot when combined with detachment vows.
Deathwatch
Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using Specialized Weapons And Tactics seen nowhere else.
On the tabletop, we've not seen enough to get an idea of their focus in the new edition, besides a huge hateboner for xenos.
Epic Heroes
- Kill Team Cassius:
Battleline
- Deathwatch Veterans: Your elite alien hunters. They still have plenty of firepower to use and Death to the Alien lets them re-roll 1s to hit, improving to re-rolling all hits against units without the Imperium or Chaos keywords (confirming that the dwarves are considered to be xenos by the Imperium), which is ideal when you want to fish for critical hits.
- Alongside their basic bolter and the missile launcher, they also have access to the Long Vigil ranged weapon, essentially a Combi-weapon under a fancier name. They can also take a Frag Cannon for a powerful weapon that can blast plenty of GEQ and MEQ in short order as well as the Infernus Heavy Bolter if you need both the heavy bolter's rapid firepower with the heavy flamer's coverage.
- The Long Vigil melee weapon is just a fancier power weapon seen elsewhere and can be outdone by the Xenophase Blade which gives an additional attack as well as Devastating Wounds. What you have that's fancy, however, is the Deathwatch Thunder Hammer, which is somehow even stronger than those on a terminator at S10.
Tactics
leader buffs
so many character options; break down what each leader provides to a unit ignoring selfish ablities.
Captain: 0CP
- Terminator: Reroll charge
- Jump pack: +1Str on charge
- Bike: [Assault]
Lieutenant: [Lethal Hits]
- Reiver: +3” terror aura
- Phobos: Shoot, then normal move
- Primaris/Lieutenant: fall back, Shoot, and charge
Librarian: Psychic 4+++
- Primaris/Librarian: 4++
- Phobos: Stealth and 12” un targetable
- Terminator: SUSTAINED HITS 1
- Jump pack: -1 AP melee weapons
Chaplain: +1 wound in melee
- Primaris/Chaplain: once per battle end battle-shocked
- Terminator: 4+++ vs MW
- Bike: DEVASTATING WOUNDS to shoot one target
- Jump pack: MWs
Primaris Company champion: +1 advance and charge
PRIMARIS APOTHECARY: Raise 1 model
APOTHECARY BIOLOGIS: [LETHAL HITS]
ANCIENT: unit +1 OC
- PRIMARIS: self only 4+++
- BLADEGUARD ANCIENT: once per battle, +1 melee attack
- TERMINATOR: +1 hit less than full, +1 wound if Below Half-strength
JUDICIAR: Fights First
Firstborn:
- 0CP
- [Lethal Hits] & fall back, Shoot, and charge
- Psychic 4+++ & 4++
- +1 wound in melee & once per battle end battle-shocked
Jump pack
- 0CP & +1Str on charge
- Psychic 4+++ & -1 AP melee weapons
- +1 wound in melee & MWs
Tacticus:
- 0CP
- [Lethal Hits] & fall back, Shoot, and charge
- Psychic 4+++ & 4++
- +1 wound in melee & once per battle end battle-shocked
- +1 advance and charge
- Raise 1 model
- unit +1 OC
- Fights First
Bladeguard:
- Unit +1 OC & once per battle, +1 melee attack
Bike:
- Captain: 0CP & [Assault]
- +1 wound in melee & DEVASTATING WOUNDS to shoot one target
Phobos:
- Captain: 0CP
- [Lethal Hits] & Shoot, then normal move
- Psychic 4+++ & Stealth and 12” un targetable
TERMINATOR:
- Captain: 0CP & Reroll charge
- Psychic 4+++ & [SUSTAINED HITS 1]
- +1 wound in melee & MW 4+++
Gravis:
- [LETHAL HITS]
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Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>