Directed by Alvaro Azofra. There are literally dozens of possible combinations of wargear available. Scout Bikes had a brief period of being really well thought of in 8th, but they don’t really have much going for them any more. There’s four different versions of these now – the regular Marine version, a Terminator, a Primaris one, as well as a Bladeguard one who in an ironic twist actually carries no blade at all. That’s not a bad package on its own – he’s reasonable in melee, and basically any Space Marine army is improved by having access to re-roll 1s to hit, and the Captain’s aura (along with the Lieutenant’s re-roll 1s to wound, see below) is a fundamental part of the “Space Marine battlepile” formation – a bunch of units all arranged on the board to be within range of these powerful auras. Second, the objectives are all reasonably easy to meet. Make sure you reach a skill milestone (denoted by a silver and golden medal) to unlock extra abilities. Like the Ancient, you can take a slotless one as long as you have a squad of Company Veterans in the army too. Dreadnoughts also lost the capability, which mostly doesn’t matter but is a bit of a shame for the Ironclad which briefly had at least some argument to mount its hurricane bolter. Chaplains have emerged from the long night of being mediocre combat characters without much else going on and are now firmly established as all-around great picks in the Space Marine army, thanks in part to an excellent relic (Benediction of Fury) which makes them actually dangerous in combat, and to the introduction of Litanies of Battle, which gives them enormous utility – we talked about these already in their section above. These do all get hit with Martial Legacy, making them a little pricier as a prospect than their otherwise fairly ok points cost, but of the vehicles available to Marines these seem like an option at least worth looking at, though possibly not about to hit the top tables. Its in-app purchases may rub you the wrong way, but that feels like a small blemish on an otherwise extremely polished and fun experience. Where it lacks is efficiency – the Stormraven has to pay for that transport capacity that it’s not always using, so it ends up as an expensive priority to get shot down, and as a large flyer it’s hard to keep out of LOS. Righteous Zeal: Black Templars can re-roll Advance and charge rolls, and get a 5+ to ignore mortal wounds. Much like with Warlord traits, the main set of relics isn’t the full story, with each supplement coming with more. The Excoriators, an Imperial Fists successor chapter. Additionally, on an unmodified wound roll of a 6, melee attacks gain an extra point of AP which explicitly stacks with the Assault Doctrine bonus. Redemptors got a big boost from 9th, with always-on Duty Eternal, staying reasonably cheap, and two key weapons changes – the macro plasma is now damage 2/3 rather than 1/2, and the Redemptor fist does a mighty d3+3 damage rather than d6. Reach Skill Milestones to Unlock Special Abilities, 6. For fast, aggressive melee-focused builds, they make powerful forward troops – White Scars lists focused on wrapping up their opponent’s lines for a couple of turns before a turn 3 strike will see great benefit from them. What this means is that this Start Competing article will be a little different to others. An elite force trained and equipped to deal with the galaxy´s hardest adversities! Nuke the datasheet from orbit, it’s the only way to be sure. No. Infiltrators came into being with the Shadowspear boxed set released in March 2019. In 9th, they’ve also received a surprise boost to the point where plasma Inceptors could make a credible pitch for inclusion on a “best units in the game” list. That said, they’re cheaper than Infiltrators and can still infiltrate aggressively forwards. These have at least moved to a place where they’re decent, and we’ve seen the assault variant show up in multiple top four lists, one Ultramarines and one Dark Angels. If you really don’t want to devote any more points than is necessary to pressing the button on a backfield scrambler, or holding an objective at the back while your army pushes forwards, or you want trash drops to draw out opposing units before you really commit anything that matters, Servitors are here. A lot of their old FLY interactions have gone, and instead they are strictly AIRCRAFT hunters – which in 9th isn’t so much of a big deal, with a lot fewer of those around. At 235pts they’re actually kind of ok for their output, though they’re pretty flimsy and will cost you a CP on top. Historically the terms used in Hearts of Iron 4 had very different meanings for most of the countries. They are best at holding a center line in rough terrain while you flank around with other units. The Wise Orator Warlord trait gets a massive overhaul from last edition’s version, giving +1 to reciting litanies (marginally worse than re-rolling like before) and dropping the cost of the Commanding Oratory Stratagem to 1 CP. Whenever a new enemy appears, its portrait instantly shows up on the right side of the screen. We’ll cover the individual Chapter secondaries in their own supplement articles. Blood Angels Bladeguard Veterans. Sadly, for a unit in this sort of weight class natural outflanking is best on INFANTRY who can cover more Actions, and they don’t have enough shooting to justify their price tag right now, so give these a miss. There are a number of common army rules that many or all of your units have, as well as tweaking a few bits of list-building, which are defined at the very start of the “Datasheets” section of the codex. Sadly these didn’t get quite the boost that Vanguard did from this book, and to some extent their role is superceded by Company Veterans, who can also take whatever specials they want and then take a storm shield on top. If you want to play Marines competitively right now you pretty much need these in your collection. They aren’t especially complicated, but a unit of three is a powerful unit in a wide range of builds, and can help to shore up your anti-tank capabilities if you’re worried you aren’t quite packing enough. You should absolutely pay for the auto-launchers and the others are kind of whatever. Vanguard Vets can take whatever melee weapons they want. Raven Guard Phobos Captain Credit: Dan Boyd. Dropping them into White Scars where they can outflank and charge and basically treating them as a handy melee unit that happens to have ok anti-infantry shooting is probably the way forward. If one of the shields takes damage but isn’t destroyed, it’ll regenerate at the beginning of your command phase, which is cute but is unlikely to regularly happen in practice as most decent alpha strikes will go through both of the shields. It also suffers a bit from the changes in how objectives are placed compared to competitive ITC in 8th – it’s vastly, vastly less common for you to have an objective safely concealed in a ruin for this to sit on, though you can finesse that a bit with how the gunner now works. Continuing on a theme from the previous book, in addition to the tactics for the 13 main Marine factions described above, Games Workshop took a page out of its 4th edition playbook and released an updated system for making your own custom rules for Successor Chapters. After a brief run at the very start of 8th, Fire Raptors were banished to the shadow realm forthwith, with huge points increases and what eventually became the AIRCRAFT rules applied to them. Similar to their more assault-oriented brethren, Centurion Devastators are apparently subject to an extreme balance vendetta for what they did in 8th Edition, and are costed spectacularly beyond the point where you’re getting a reasonable shooting output for your cost, especially since they aren’t CORE and thus cannot benefit from most re-rolls. A basic, power-armour-wearing, non-Primaris Captain totes a master-crafted boltgun and chainsword and has a fairly impressive statline, with a 6″ Move, WS and BS 2+, S4 T4, W5, A4, Ld9, Sv3+. These ones won’t be rated because in most contexts they aren’t really comparable to each other – we’ll talk about them in their proper context in their supplement articles. Doesn’t quite get there, but if you have one you can have fun with it. Crimson Fists Hellblasters. There are various ways to earn credits. The Martial Exemplar Warlord trait affects CORE and CHARACTER units within 6″, allowing them to re-roll charges, and the Blade of Triumph relic is S+3 AP-3 damage 3. And if you were meta-chasing hard in early 9th, well, you might have a couple of them lying around. The fragstorm is 18″ Assault D6 and is also basically a boltgun. That said, like a lot of units in Space Marines, you can do worse than throwing a Venerable or two in your list and plinking away with lascannons. We’ve seen at least one 9th edition Ultramarines list with a twin heavy bolter Razorback driving around a heavy bolter-toting Tactical Squad, and if that doesn’t warm your heart why are you even playing Marines? The abilities are as follows: At the start of deployment, before any units have been set up, a unit with Combat Squads that contains its maximum possible number of models (i.e. With 13 possible chapters to choose from including the successors (Flesh Tearers, Black Templars, and Crimson Fists) who also have tactics in the codex, there is simply too much here to do justice to it in a single article without also making it unreadable. Overall I think BA is slightly better, but this isn’t a bad tactic at all – it keeps the important ‘punch up’ part, the AP thing is at least ok. After how nice and cheap and usable this was at the end of 8th, it still feels expensive as all hell. They also retain the option to forward deploy using Concealed Positions. Also, you’ll probably notice that a lot of the letter grades here are hovering around in the Bs and As – that reflects some much better stratagem design, with a lot more stuff which is at least situationally useful or ‘if your plan needs it’ instead of there being a few good stratagems and then a lot of space-filler. It’s a slightly odd placement for them (they’re trainees – why are they “Elites”) but whatever. It is very Games Workshop to have a core unit just not be available to buy because some marketing genius decided they were going to use it to promote a Kill Team box in March or something equally ridiculous. Each void shield is a 3 wound pool that has to be eaten through before the vehicle itself takes any damage, and that pool can’t overflow – so if a lascannon hits for 6 damage the void shield will absorb 3 damage, and the other 3 will just vanish. Stormhawks saw some significant changes in 9th edition. You can position snipers somewhere safe so that enemies don’t attack them first. The 2nd Marine Regiment then made up the core of Task Force Tarawa for the invasion of Iraq 15 years ago yesterday! Overall they look pretty good on paper, so why aren’t they seeing much play? When a mission starts, you can deploy one unit, be it a team of snipers or grunts or a mecha, provided you have adequate resources (“etherwatts”). The Cataphractii datasheet from the previous book seems to have disappeared entirely from this one and is presumably meant to now be represented by the generic Terminator, which gains a few options to represent this. Red Thirst: +1 to advance and charge rolls, and +1 to wound with melee attacks when a unit with this tactic charged, is charged, or performed a Heroic Intervention. Both effects are worth the reasonably cheap cost of the upgrade. The gauntlets also function in melee as power fists. You can earn up to 60 credits per video. Shock Tactics isn’t great either. It was formerly very common for either a jump pack or bike Captain to take a thunder hammer and storm shield as a way to get a cheap, efficient melee killer on the table, either arriving from deep strike or just turbo-boosting forwards on the bike. Elsewhere though, you’re unlikely to hate having these in your lists, but you can usually do better. This guy. A very good Chapter tactic, both making it easier for your units to get where they’re going and then making them more effective when they get there. For taking on light or even medium infantry that’s a whole lot of punches at S4. Unlike many other abilities this isn’t limited to CORE, so it’s a great way to buff the effectiveness of your non-CORE vehicles and gives the Techmarine a unique role here – although of course he can still do it to Dreadnoughts, who are probably better picks a lot of the time. Naturally Space Marines couldn’t lose a Troops choice without getting two more, and so now they have six. Salamanders Primaris Chaplain on Bike. Ultramarines Chapter Champion. Offensively, the melta cutter is now a mighty 5 shots and picked up the new melta rules, and the Termite drill loses its old complicated mortal wound thing in exchange for a straight damage increase – d3+3 against most targets, and a colossal d3+6 against vehicles. As well as the rules presented here, each Chapter has a special bonus in one of the three doctrines, and for this reason the vast majority of Space Marines armies are monofaction rather than being souped as was powerful for most of 8th edition. 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