Tactica: Unit Selection

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"And They Shall Know No Fear..."
The Space Marines of the Adeptus Astartes are Humanity's ultimate warriors, dedicated to the defence of the Emperor and the Imperium of Man. They are barely human at all, but superhuman, having been made superior, in all respects, to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe. Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.

Head Quarters

Space Marine leaders have high leadership, high weapon skill, and high initiative. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. Basically, there are different ways to use a Space Marine leader: Give the commander a Jump pack. Let him join an Assault squad. A Space Marine leader on foot should join a tactical squad or lead a Command squad. A Command squad is recommended in escalation missions. Otherwise, the valuable leader may have to walk alone across the board. A Space Marine leader has access to the Space Marine armoury. It is recommended to keep the wargear of the leader low. For instance, artificer armour and master crafting the close combat weapon are upgrades, which will help the leader in close combat to survive longer and to dish out more damage. But these upgrades are costly and so should only be considered in larger games.

Commander

Space Marine Chapters are led by commanders who have proved their skill and bravery in many, many battles. They lead their Chapter by example, inspiring their followers to fight with a dedication and spirit that cannot be instilled by discipline and training alone. Depending upon its size and the importance of its mission, a Space Marine force may be lead by an experienced veteran, a Company Captain, or even the Chapter Master himself.
The Commander is a good all-around leader. His ability Rites of Battle provides all units in the army with high leadership as long as he is on the table. A Commander is the preferred leader of a shooty army. First you have to decide if you are going to use a Captain or a Master. Because of the Rites of Battle rule, I would go for the Master, giving all your units a Leadership of 10 is something great. And that for just 15 points above the Captain. Also for those 15 points you will get an extra wound.
Example of a Commander: 120 points
- Master
- Twin lightning claws
- Terminator honours
This is my character I field in my army, I let him join a command squad. He has a lot of powerful close combat attacks. He is a mean killing machine. With a commander I would stay away from Power fists because he is too fast to go slow. A bolt pistol with a simple power is a good idea for a more economic general. Giving the character a Iron Halo for survivability is also a good idea, but should only be considered when you have the points to spare. Grenades can be given if the squad is also armed with them.
Example of a cheap Commander: 80 points
- Master
- Storm Bolter
A really cheap HQ option. If you don't want to spend too much points on your HQ this is the character to choose. Your army will benefit from the leadership of 10 from the Master. You could also arm the Commander with a Bolter or a Bolt pistol and CCW.Definition: Close Combat Weapon(maybe upgraded to a power weapon)

Chaplain

Space Marine Chaplains attend to the spiritual well being of their battle brothers. They are often found in the thickest of the fighting, exhorting their comrades to even greater acts of bravery. The Chaplains administer the rites of their chapter, perform the ancient ceremonies if initiation and vindication, and chant the liturgies of battle as they lead their brothers to war.
The Chaplain is the ultimate choice for leading an assault-oriented army. His signature equipment includes Litanies of Hate allowing to re-roll all misses to hit in the first phase of an assault and Honour of the Chapter making him and the squad he joins fearless. He also has an invulnerable save and a power weapon making him a close combat monster. You could go for the cheaper Reclusiarch or the Master of Sanctity. I find the Reclusiarch a better choice. The extra leadership from the Master of Sanctity is not really necessary because the squad he joins is already fearless. A Master of Sanctity could help a shooting squad with his extra leadership, but I think that you are wasting points then because the Chaplain is geared towards close combat. Here are three examples of Chaplains:
Example Chaplain for Command squad: 102 points
- Reclusiarch
- Crozius arcanum
- Rosarius
- Bolt pistol
- Terminator honours
- Frag grenades
Just the simple equipment, the chaplain is already a formidable warrior so he needs little equipment. You could let this Chaplain join a Commanders command squad making it really powerful. Giving re-roll and making the squad fearless.
Example Chaplain for Assault squad: 122 points
- Reclusiarch
- Crozius arcanum
- Rosarius
- Bolt pistol
- Terminator honours
- Frag grenades
- Jump pack
This chaplain should join your Assault squad, making the squad a fast response, fearless, re-rolling slaughter machine. A lot of players who use a chaplain use this type of model. This is also my favourite choice. With his re-roll ability it means that a lot of attacks will hit. And because the assault squad is very fast it will mostly be the attacker.
Example Chaplain for Terminator squad: 115 points
- Reclusiarch
- Crozius arcanum
- Rosarius
- Terminator armour
- Storm bolter
He should join a Terminator squad or even a Terminator assault squad. This chaplain should be used in armies above 1500 points. Because the Terminators are a expensive unit.

Librarian

Space Marine Librarians use their psychic powers to unleash devastating attacks on their enemies, as well as augmenting their own physical prowess. Space Marine Librarians can make special psychic attacks against their opponents. Librarians are responsible for all interstellar communication with the power to project their minds through warp space. They are also the adjudicators of the Chapter's psychic population, dividing psychic mutants into those whose powers are dangerous and those whose powers may be used by the Imperium. Only the most powerful of those suitable psykers can become a Space Marine Librarian.
The Librarian is one of the most powerful psykers in the game. His equipment includes a force weapon, psychic hood and Storm of Emperor's Wrath. He can be customized to fit into an assault oriented or a shooty army. The first choice that has to be made is are you going for the more-expensive Epistolary or the 15-points cheaper Codicier? I matters what you want him to be. Remember that a psyker must still pass a Psychic test to use a power by rolling equal to or under his Leadership with 2D6. Rolling a 2 or a 12 during this test exposes the psyker to the Perils of the Warp rule. So Leadership is pretty important for the Librarian. I would say the extra point the Epistolary has is well worth it. And an Epistolary even grants a extra psychic power. It is not necessary to take an extra psychic power. Remember when buying the psychic powers to buy the more expensive power first. This is cheaper. You could give the Librarian a jump pack to join your assault squad or let him join a command squad. Giving the character a Iron Halo is also a good idea, but should only be considered when you have the points to spare.
Example assault Librarian: 147 points
- Epistolary
- Force weapon
- Psychic hood
- Bolt pistol
- Terminator honours
- Frag grenades
- Might of Heroes
This Epistolary is very good in close combat. Might of Heroes gives the Librarian up to 9 attacks on the charge, or it can boost the number of attacks, say, of a Veteran Sergeant wielding a power fist. A Librarian can choose between various psychic powers: The power Storm of the Emperor's Wrath may cause severe damage against power-armoured opponents. But the new template rule makes it less useful. A Librarian can ruin the lines of a low-Leadership army with Fear of the Darkness. Fear of the Darkness works best against armies with lower leadership, while it's useless against fearless armies. Veil of Time is an incredible power allowing to re-roll all misses. However, it is only applicable in the Librarian's turn. Vortex of Doom is also a nice power, expensive and less useful due to the template rule.
Example shooty Librarian: 154 points
- Epistolary
- Force weapon
- Psychic hood
- Storm bolter
- Terminator armour
- Fury of the Ancients
The only ranged power of any consequence is Fury of the Ancients, and that depends on a line of sight clear of friendly forces. All of the other ranged powers require you to be so close that you might as well assault. The amazing power Fury of the Ancients has (virtually) infinite range and is deadly against lightly armoured troops. The storm bolter may be used if the Librarian fails his psychic test and this will happen on average once in a game of six rounds.

Command Squad

It is usual for noted Space Marine Commanders to be accompanied by a group of the chapters veterans. A Command squad often includes honoured warriors such as a Standard Bearer, Apothecary and the Company Champion. The Command Squad is part of the same HQ choice as your Commander, Librarian or Chaplain.
This squad primary role should be close combat, with the option to give all marines a bolt pistol and close combat weapon, this squad can really dish out a lot of attacks. Most enemy generals also know this and they rightly fear the command squad, so they will do everything to stop the squad from reaching close combat.
So the job for the Space Marine General should be that the Command squad reaches close combat as soon as possible. A Command squad should consist of 8 marines plus the Commander, making 9 models strong. This is the right size for the squad, making it able to fit in most transport vehicles and drop pods. And also making the squad big enough to sustain damage and still have the power to dish out. Remember that Command squads can become pretty expensive if you load it up with all sorts of different wargear and upgrades. Here I have given 2 example squads, a expensive one and a cheap one:
Example expensive Command squad: 240 points
- 2 Marines with melta
- 2 marines with bolt pistol and ccw
- Standard Bearer with bolt pistol, company standard
- Apothecary with bolt pistol, narthecium & reductor
- Company Champion with power weapon, bolt pistol and combat shield
- Veteran Sergeant with power fist, bolt pistol
This squad costs 240 points, pretty expensive if you ask me. And this squad still needs some form of transport making it even more expensive. You actually don't really need a standard bearer because Marine leadership is already great and most times the squad will be led by a character which will boost morale a lot. A company champion is a pretty decent fighter able to slice through armour like a hot knife through butter. And the Apothecary can help with survivability. Now you ask are those upgrades really worth it? It may all sound great, but for those upgrades you can easily by more marines, and that's what I would do. Frag grenades can also be given to the squad.
Example cheap Command squad: 170 points
- 5 marines with bolt pistol and ccw
- 2 Marines with melta
- Veteran Sergeant with power fist, bolt pistol
Now this squad just costs 170 points, a lot cheaper than the first example. I would go for this squad. This is just a plain and simple fighting squad, good to accompany your prized commander. You could replace the melta guns by flamers if you play against a horde army. Add frag grenades if there is plenty of terrain on the board.
There are several ways to get the command squad into combat. Most ways it depends on the rest of your army. Have you got a lot off tanks, then a Rhino or even a Land raider comes to mind. My favourite way is infiltrating, Infiltrate allows deploying the squad close to the enemy. And you can also deploy the squad last, ready to counter the enemies units. Furious charge could be given only if the squad will most likely get the charge bonus. The most decent way to get this bonus is to give the squad a transport in a Land Raider. A drop pod is also a nice choice, but risky. Beware that the squad don't gets cut off from the rest of your army.

Terminator Command Squad

All Space Marine Chapters maintain a number of suits of the revered and rightly feared Tactical Dreadnought armour or Terminator armour, as it is more commonly known. The armour is massively bulky and contains a full exoskeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. A wearer of Terminator armour can move and operate with remarkable freedom and agility considering the sheer mass of the actual armour. Terminators are the ultimate elite warriors of a Space Marine chapter.
A Terminator Command squad is a hard hitting and very expensive unit. Such a squad should only be considered in larger games above 1500 points.
Example Terminator Command squad: 280 points
- Sergeant with power weapon, storm bolter
- 2 Terminators with assault cannon and power fists
- 3 Terminators with storm bolter and power fists
This squad is very useful in a static, shooty Space Marine army. The best transport option for the squad is the teleport attack. The teleport attack can be made more reliable by a teleport homer carried by an infiltrating squad. A Terminator Command squad should be led by an Epistolary w/ force weapon, psychic hood, terminator armour, Fear of the Darkness. Fear of the Darkness is useful to break enemy units at close range. You could also go for transportation in a Land Raider Crusader, making it a deadly assault squad. But this becomes really expensive, and I mean really expensive.

Elites

Veteran Squad

Exceptional warriors amongst the Space Marines are inducted into the prestigious first company, where they receive additional training in all aspects of warcraft. Many learn how to use the dreaded Terminator suits, while others excel at other forms of fighting. All are equipped to the highest standard, and they are most often seen at the forefront of the fighting.
The Veterans are the most skilled warriors in a Space Marine army. A Veteran squad can take two close combat weapons and so is better suited for close combat than for shooting. One concern is to bring the squad safely into the melee.
Example of a Veteran squad: 209 points
- Veteran Sergeant with power fist and bolt pistol
- 1 Veteran with melta gun
- 1 Veteran with power fist and bolt pistol
- 5 Veterans with bolt pistols and ccw's
The infiltrate skill allows deploying the squad close to the enemy. Replace the melta gun by a flamer if you play against a horde army. Add frag grenades if there is plenty of terrain on the board. Furious charge should be given only if the squad will most likely get the charge bonus. The only half way decent way to get this bonus is to give the squad a transport in a Land Raider Crusader.
If you are looking for a substitute for a normal Tactical squad I would consider the following configuration:
Veteran squad: 123 points
- 5 Veterans with Bolters
- 1 Veteran with Lascannon
- Tank Hunters skill
The advantages this unit has over a normal Tactical squad are: They are an Elite unit. This means they're placed much later in deployment than Heavy support and Troops units. That means, they will have a much better chance of having a good deployment option to respond to an enemy armoured threat. Without using traits you can get the Tank Hunters skill. This squad has a better chance at destoying enemy vehicle than a normal tactical squad.

Terminator Squad

All Space Marine Chapters maintain a number of suits of the revered and rightly feared Tactical Dreadnought armour or Terminator armour, as it is more commonly known. The armour is massively bulky and contains a full exoskeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. A wearer of Terminator armour can move and operate with remarkable freedom and agility considering the sheer mass of the actual armour.
Terminators are the ultimate elite warriors of a Space Marine army. A Terminator squad is a hard hitting and very expensive unit. Terminators may be considered in larger games.
Example of a Terminator squad: 280 points
- Sergeant with power weapon and storm bolter
- 2 Terminators with Assault cannons and power fists
- 3 Terminators with Storm bolters and power fists
Assault cannons are the best heavy weapon choice. The amount of fire, the strength and the rending ability make this a rightly feared weapon. This weapon is able to take down anything. A heavy flamer is better left at home, you will only fire it when you will be really close, you will probably only fire it once or twice a game. A Cyclone missile launcher is an expensive choice, do you want your Terminators to be an anti tank squad? Better served for other units. Chainfists should only be considered when you are mostly certain that you will fight in close combat with a tank. The best transport option for a Terminator squad is the teleport attack. You don't have take a transport option, a Terminator squad can unleash a tremendous amount off fire, in a transport option you will lose valuable turns of shooting. But remember that Terminators a high on the enemies kill list. The teleport attack can be made more reliable by a teleport homer carried by an infiltrating squad.

Terminator Assault Squad

A Terminator Assault squad one of the best close combat units in the game. When taking weapons it is better to take two lightning claws against one Thunder hammer.
Example of a Terminator Assault Squad: 258 points
- Sergeant with lightning claws
- 3 Terminators with lightning claws
- 2 Terminators with thunder hammer
- All have the Furious charge skill
This squad should be led by a Chaplain with terminator armour and a storm bolter due to his special abilities. Stick this squad into a Land Raider Crusader to give it a good transport. This squad should only be considered in larger games due to its points cost.

Dreadnought

A Dreadnought is piloted by a mighty warrior who has been saved from death by his internment within its armoured sarcophagus. In this way the warrior can continue to vanquish the foes of the Emperor for many centuries, or even millennia. Spearheading the assaults of the Space Marines, Dreadnoughts are feared by all foes of the Imperium. On the battlefield they are death incarnate, with powerful weapons blasting their foes and lethal close combat weaponry crackling with deadly energies. There are few opponents in the galaxy who can stand against such armoured savagery.
Standing three times the height of a man, Space Marine Dreadnoughts are amongst the oldest war machines fighting on the battlefields of the 41st millennium. Some Dreadnoughts are even said to date back tens of thousands of years to the Great Crusade, when the Emperor himself walked amongst his people. The art of their construction has long since been lost, the arcane knowledge required passing into ritualised mythology, and each Chapter's Dreadnoughts are treasured relics. They are a living embodiment of the Machine God, representing the ultimate fusion of the biological and the mechanical, as each one contains a living, sentient being. The pilots encased in the shell of a Dreadnought often have memories stretching back many thousands of years, and these ancient warriors are a tangible link to their Chapter's past and heritage.
A Dreadnought is a walker that can be customized to fill out a specific role in a Space Marine army. A drop pod is a nice way of transporting the Dreadnought to the place where it can bring the most damage.
Standard Dreadnought: 110 points
- Assault cannon
- Close combat arm
- Storm bolter
- Extra armour
A cheap and versatile unit. This Dreadnought can tear apart all infantry, rend apart tanks, and be near unstoppable in close combat. A Dreadnought is not a close combat monster as a power fist can end its life rather quickly. So if a Dread enters close combat, make sure that it is supported by another squad outfitted for close combat. A Dread with assault cannon is good against armoured troops and lightly armoured tanks. Upgrade this Dread with a heavy flamer and you have a decent unit against lightly armoured troops.
Upgraded Standard Dreadnought: 130 points
- Twin-linked lascannon
- Close combat arm
- Storm bolter
- Extra armour
This combination is pretty flexible, with its Power Fist and Storm Bolter, it can fire at anything at close range, and the Lascannon can destroy your enemy's armour. The better option would be a Hell-fire Dreadnought. The best thing to do is gear your Dreadnought towards one end, Shooting or assault.
Venerable Hell-fire Dreadnought: 170 points
- Venerable
- Twin-linked lascannon
- Missile launcher
- Tank hunter skill
- Extra armour
A Dreadnought with twin-linked lascannon and missile launcher is good against tanks and transports. The Venerable upgrade makes the Dreadnought more difficult to destroy. As a rule, a Dreadnought should only be made Venerable if it is sufficiently upgraded.
Cheaper Venerable Hell-fire Dreadnought: 150 points
- Venerable
- Assault cannon
- Missile launcher
- Tank hunter skill
- Extra armour
A probably even better choice than a normal Hell-fire Dreadnought. The Tank Hunter skill and the Rending ability of the Assault cannon makes it a awesome choice against all kinds of targets.

Techmarine

Ancient pacts sworn between the Adeptus Mechanicus and the Adeptus Astartes allow the Space Marines to send those warriors with an affinity for technology to Mars to train and begin the long, arduous journey of becoming a priest of the Machine God. Techmarines employ a wide variety of esoteric tools and equipment not normally issued to their brethren. Many Techmarines are equipped with servo-arms or a full servo-harness. These arms can be fitted with a multitude of las-torches, vibrosaws, and power drills, or any number of arcane tools that aid the Techmarine in his battlefield role of vehicle maintenance and repair.
A Techmarine can play a supporting role in a Space Marine army. He may be useful if the army contains lots of vehicles so that he can be in contact with one tank most of the time. However, he requires a full movement phase to repair a vehicle which limits his effectiveness a bit.
Example of a Techmarine: 135 points
- Techmarine with a bolter, power weapon, signum, auspex and a servo-arm
- 2 gun servitors with heavy bolters
 - 2 Technical servitors
One use of a Techmarine is to give him two Tech Servitors and two Gun Servitors with Heavy bolters and stick him behind a Dreadnought. In this way, he is able to repair the Dreadnought if necessary and the Gun Servitors can give supporting fire.
Example of a close combat Techmarine: 116 points
-Techmarine with a full servo-harness, bolt pistol and Terminator honours
This Techmarine has 7 attacks on the charge, 5 with a power weapon and 2 with a power fist. Either attach him to a close combat oriented squad or give him Combat Servitors and mount this squad into a Razorback for a counter-charge.

Troops

Troops are the backbone of every army, they let the army keep on fighting. Each army must fulfil two troop choices, the Space Marines are no different. There are two different choices for a Space Marines army, namely the versatile Tactical squad and the infiltrating Scouts.

General guidelines

Each Space Marine unit should be equipped for one combat role. This means that they need to be armed for a shooting, close combat or holding a mission objective role. Every unit has its one role within a army, and each unit supports the other to fulfil their role. Also when selecting the equipment for your squads keep the upgrades low on points. A general rule is that you could better by more men than to get more fancy equipment.
Smaller squads are a better choice than bigger squads. Smaller squads are cheaper and so that means you can have more of them. Also always take even numbered squad sizes. This means take 6, 8 or 10 men squads. For example compare a 8 men squad with a 9 men squad.If both units face 4 casualties then both units remain a scoring unit. But if both units lose 5 Marines then both units will be below 50% strength. Remember that a 8 men squad is cheaper and also keep in mind the 25% rule for morale checks.

Rundown of the Heavy and special weapons available

Heavy Bolter: Costing only a third of a Space Marine, this is definitely a great weapon against lightly armoured targets. This weapon has a great amount of fire and a good range. A high strength and a great AP value, this is the doom for every enemy infantry. Against Space Marines and other models with a 3+ or better save this weapon is less usefull, still it's rate of fire will mostly mean some shots will get through. And the gun is also really cheap. Who wouldn't want one for Christmas?
Missile launcher: This weapon comes packed along with the plastic sprue of the Tactical squad, so you don't have to buy a separate blister with a heavy weapon in it. This is the jack of all trades of the heavy weapons. It isn't really expensive and it has a really good range. It is good against lightly armoured troops and vehicles alike. Still the Heavy Bolter is better against troops and for tanks you are better served with a Lascannon. This is for the General who can't decide which weapon to take. This is the best weapon for the Devastator squad.
Lascannon: The strongest portable heavy weapon available. This is the Tank killer, the weapon has a really high strength and a good AP value. Also the range is also pretty good, most things will be within range.Every Marine army needs at least some of these weapons in their arsenal. This gun is best suited for a small shooting tactical squad, combined with a Plasma gun the squad is able to deliver a devastating amount of fire. The weapon also works good against Terminators and the like. The downside is that is is a complete overkill on normal infantry and it has the cost of a Space Marine.
Multi-Melta: The weapon of choice for the Salamanders, other Chapters should stay away from these weapons. There are better choices than this weapon, take a Missile launcher. The range and the fact that it is a heavy weapon are a real downside.
Plasma Cannon: The most expensive heavy weapon. It really has some great killing power.A high strength and a good AP value, and it even uses the Blast marker. Same range as a Heavy Bolter.This weapon could be a real killer, but is has some serious downsides. It costs more than a Marine and the Get hot rule really make this weapon a lot less effective. You need a lot of luck with this weapon. Better go for cheaper and saver options.
Flamer: A nicely cheap weapon, same strength and AP as a Bolter. Able to hit a lot of enemy troops under the Template. The choice against horde armies. Best used in squads with Drop pods or with the infiltrating skill. The only real downside is the Template, you really have to be close to the enemy to fire it and then there is the chance that you kill the infantry and then it happens that you are out of assault range.But who doesn't love the smell of burning promethium in the morning?
Plasma Gun: My favourite special weapon of choice. The same range as a Bolter and a really good strength and AP values. Not that expensive either. Works best in a small Fire support squad alongside a Lascannon.If you don't know what to take, then go for the Plasma gun. The downside is the Get hot rule, But the Space Marines armour will most of the times save them.
Meltagun: The Cooker is another good special weapon, The ability to blow up tanks and the like.A really high strength and the best AP there is, it will mean certain death to the ones who get hit by it.It even gets double armour penetration if within halve the range of the weapon. Most infantry will get instant killed by this weapon. The downside is the small range. Good about it is that it is a Assault weapon, so you can fire and assault with it.

Tactical Squad

Space Marines are Humanity's finest warriors. Genetically tailored for their role and utterly loyal to the Emperor, the Space Marine Chapters represent Mankind's greatest hope of victory in the unending wars for survival. A Space Marine is stronger and tougher than an ordinary human, with faster reflexes and superior coordination. All Space Marines belong to a warrior cult. Space Marines are therefore spiritual brothers as well as brothers in arms. This dual role as physical and spiritual warriors is very important, and it is what makes the Space Marines so dedicated.
The tactical squads are the backbone of each Space Marine army. A tactical squad can be customized to suit several different combat roles. Here I have given a couple of examples of different Tactical squads:
Example of a fire support squad: 115 points
- 4 Marines with Bolters
- 1 Marine with Lascannon
- 1 Marine with Plasma gun
This squad is a jack of all trades for shooting. It is good against tanks and infantry alike. A few of these units provide a solid firebase against tanks and troops. The heavy weapons do wonders against bigger creatures too like crisis suits, Terminators and Tyranid warriors. I would at least take two of these squads in any army. Some people might say that this is cheesy or power gaming, that you take a minimal squad size just to get more heavy weapons. A lot of Space Marine Commanders use this type of squad.
Example of a Rhino Tactical squad: 218 points
- 6 marines with Bolters
- 1 Marine with meltagun
- Veteran Sergeant with power fist, bolt pistol
- Rhino with smoke launchers and extra armour
If you also take the Cleanse and purify Trait you could also give another Marine a Meltagun for some more punch against armoured targets. The squad can be giving some more strength by adding two more marines, but it should only be considered when you have the points. Against a horde army, you could replace the meltagun by a flamer. Rhinos are riding coffins. It is recommended to let the squad disembark after an initial move of 12". If the squad is not in rapid fire range, deploy the squad so that the Rhino provides cover. If you take transports, you need quite a few as a single transport asks for getting smoked. It is useful to let the advance of the Rhinos be accompanied by a Predator or a Vindicator. In this way, the enemy has several targets. The Rhino is pretty vulnerable to shooting, so protect it at your best
Example of a Infiltrating Tactical squad: 184 points
- 6 marines with Bolters
- 1 Marine with meltagun
- Veteran Sergeant with power fist, bolt pistol
The squad will also need the Trait: See, but don't be seen. If you also take the Cleanse and purify Trait you could also give another Marine a Meltagun for some more punch against armoured targets. It is best set up close to the enemy so that it could be in rapid fire range from turn 1. Remember that you don't place the squad on its own deep into enemy territory. So an infiltrating squad should always be backed up by other units like other infiltrators, Assault squads or some fast moving units. Against a horde army, you could replace the meltagun by a flamer. You could also give the squad some more strength by adding two more marines, but it should only be considered when you have the points.
Example of a Drop pod Tactical squad: 190 points
- 6 marines with Bolters
- 1 Marine with meltagun
- Veteran Sergeant with power fist, bolt pistol
- Drop pod
If you also take the Cleanse and purify Trait you could also give another Marine a Meltagun for some more punch against armoured targets. The squad can be giving some more strength by adding two more marines, but it should only be considered when you have the points. Against a horde army, you could replace the meltagun by a flamer. Let the Drop Pod squad land in assault range (12") and rapid fire into the enemy. The trait Trust your Battle Brothers will make the squad more survivable in close combat. Another nice Trait is Take the Fight to Them, this lets you replace the Bolter for Bolt pistols and close combat weapons. The squad will have a lot of attacks on the charge. This Trait will really reduce the firepower of the squad. But it is a nice Trait for close combat orientated armies. The drop pod squad works about the same way as the infiltrating squad, except for the other ways of reaching combat. Remember not to let the squad on its own.

Scouts

As a Space Marine initiate completes his training he prepares for battle alongside his brother Space Marines. His first combat experience will be in the Space Marine Scouts, a corps of lightly armed troops whose role is to fight ahead of the main battle lines and clear the way for the Chapter's advance. Space Marine Scouts wear lighter armour than full Space Marines and are less heavily armed. They rely upon speed and mobility to scout out enemy positions and uncover any foes who have secreted themselves in ambush. Space Marine scouts will also set traps and ambushes for careless enemies, and they can infiltrate behind enemy lines.
Space Marine Scouts are the unsung heroes of the Adeptus Astartes, often leading the Chapter into battle with minimal armour and weaponry. Scouts have a special weapon, sniper rifles, and special abilities, infiltrate and move through cover. This makes Scouts a useful supplementary force in a Space Marine army. However, Scouts wear carapace armour and so are more fragile than Space Marines in power armour. Scouts are very vulnerable to shooting with AP 4 weapons. Here I have given some examples of different Scout squads:
Close Combat Scout squad: 158 points
- 9 Scouts with bolt pistol and close combat weapon
- Veteran Sergeant with power fist and a bolt pistol
A heavy weapon can be given to the squad for the chance that you will have to sit and shoot. The heavy weapon is not that very expensive. This Scout squad outfitted for close combat is a cheap unit that may complement a Space Marine army geared towards close combat. The squad is able to quickly engage enemy units due to the Scouts special abilities. However, the squad is rather vulnerable to shooting and also not very durable in close combat. Therefore, in close combat, it needs to be backed up by another close combat unit like an Assault squad. Frag grenades can also be given to the squad when fighting on a board with a lot of terrain.
Sniper Scout squad: 103 points
- 4 Scouts with sniper rifles
- 1 Scout with a heavy bolter
- Sergeant with Bolter
You could replace the Heavy Bolter with a Missile launcher to give the squad a more hard hitting punch. A sniper squad is a special purpose unit. Sniper rifles can wound any models on a 4+. The downside of the Sniper rifle is that the Armour piercing is just 6+. Most enemies will still get to make their save. Still the squad can be useful against especially Wraithlords, big Tyranid creatures or any other models with a high toughness. Against other targets they are pretty useless. The Sergeant is armed with a Bolter because if you face casualties you can remove the cheapest model. And four Sniper rifles is enough to force a pinning test.
Fire support Scout squad: 132 points
- 7 Scouts with bolters
- Veteran Sergeant with power fist and a bolt pistol
A heavy weapon can be given to give the squad some more heavy firepower. A Scout squad with bolters is a cheap firepower unit complementing a Space Marine army geared towards assault. The squad can be in rapid fire range early in the game due to the Scouts special abilities. Scouts remain scouts so they still will have a 4+ save which is not that good. I find that a normal Tactical squad is a better choice. If you want Bolters go the easy way, go the Tactical way. Still this squad is quite a bit cheaper than a Tactical squad but they really lack the heavy and special weapons the Tactical squads get to pick from.

Fast Attack

Assault squad

Space Marines are Humanity's finest warriors. Genetically tailored for their role and utterly loyal to the Emperor, the Space Marine Chapters represent Mankind's greatest hope of victory in the unending wars for survival. A Space Marine is stronger and tougher than an ordinary human, with faster reflexes and superior coordination. All Space Marines belong to a warrior cult. Space Marines are therefore spiritual brothers as well as brothers in arms. This dual role as physical and spiritual warriors is very important, and it is what makes the Space Marines so dedicated. Assault squads strike hard and fast. Their jump packs allow them to rapidly close with the enemy, and there are few adversaries who can withstand them once they are caught in bloody mle.
An Assault Marine squad is a fast and hard hitting close combat unit. It is mandatory in an army geared towards close combat and also useful in a shooty army serving as a counter-charge unit.
Assault squad: 216 points
- Veteran sergeant with Bolt pistol and Power fist
- 2 Marines with Plasma pistol and ccw
- 5 marines with Bolt pistols and ccw
- All have Jump packs and frag grenades
This is the standard setup. Against a horde army, the squad could be given flamers instead of plasma pistols. Furious charge makes the squad more lethal in close combat. This upgrade is really useful and should be given some thought. Because they have jump packs they should most of the times be the attackers, making use of the extra's the skill gives. They could effectively wipe out an enemy squad.

Land Speeders

The Space Marine Land Speeder is a lighting fast weapon of war. Soaring across the deadly battlefields of the forty-first millennium, the Land Speeder strikes deep behind enemy lines. The Space Marine Land Speeder is renowned for its high speed and mobility. Able to bring its heavy weapon to bear against almost anything on the battlefield, they are often employed to cut down enemy heavy weapons teams in cover, or when upgraded with a multi-melta, to go tank hunting.
It doesn't matter whether your Chapter is assault-oriented or specialises in long-range firepower - the Land Speeder can be a valuable addition to your forces and support nearly any kind of strategy. Land Speeders are Fast vehicles, meaning they can move up to 24" and not attack, or up to 12" and still fire weapons. This phenomenal speed makes the Land Speeder the fastest thing in the Space Marine arsenal. Land Speeders are also Skimmers, making them the only vehicles of that type in the Imperial arsenal. Able to ignore intervening terrain, Skimmers can navigate even a crowded battlefield with ease. This capability only adds to the Land Speeder's already-potent manoeuvrability.
The standard Land Speeder mounts a single heavy weapon, chosen from the heavy bolter or multi-melta. In addition, each Land Speeder in a squadron may be upgraded to either the Tornado or Typhoon pattern. Landspeeders are also valuable to contest table quarters in the last turn. But they will have to be alive at the end of the game.
Standard Land Speeder: 50 points
-Heavy Bolter
Simple and fast anti-troops unit. Can also be used for objective grabbing.
Standard tank-hunting Land Speeder: 65 points- Multi-melta
Simple and fast anti-tanks unit. It's speed allows it to get close with the enemy armour.
Land Speeder Tornado: 80 points
- Heavy Bolter
- Assault cannon
It can take out infantry and lightly armoured vehicles. Moreover, the assault cannon with the new rending rule can even penetrate a vehicle with AV 14. The Tornado pattern Land Speeder mounts twice as many heavy weapons as the basic Land Speeder and can also choose from a wider variety of weapons, able to mount an assault cannon or a heavy flamer. Because the Tornado's points cost increases only moderately, the extra heavy weapons can become extremely effective. It should be noted that for the cost of three standard Land Speeders armed with multi-meltas, you can get two Tornados with a total of four heavy weapons!
Land Speeder Typhoon: 70 points
- Typhoon multiple missile launcher
- Heavy bolter
The Land Speeder Typhoon, is extraordinary at anti-personnel actions on the battlefield. Costing 70 points (making it cheaper than a Tornado with assault cannon), the Typhoon mounts a twin-linked Typhoon missile launcher. The Typhoon missile inflicts a hard hit with the Blast template at long range and rarely misses since it is twin-linked. The Typhoon variant's only real drawback is its lack of versatility - the Typhoon missile launcher is excellent at destroying infantry or light vehicles, but almost useless against even medium armour such as the Eldar Falcon or Tau Devilfish.

Bike Squad

Bike squadrons are often used for reconnaissance missions into enemy held territory. When part of a larger Battleforce, their speed and hitting power gives the Space Marine commander a fast, hard hitting punch to his attack.
A Bike squadron is still an odd unit as Space Marine Bikers are rather expensive and have only one basic attack in close combat. On the other hand, Bikers are fast due to the turbo boost. Moreover, Bikers gain an invulnerable save while turbo boosting. Bikers can be used in two ways. Firstly, they can be used for shooting purposes. A shooty squad should contain a Attack Bike. As a rule, a shooty Biker squadron should always turbo boost unless it's shooting. Secondly, a Biker squadron can be used to harass the enemy.
Anti Armour Biker squadron: 245 points
- 2 Bikers with melta guns
- 3 Bikers with twin linked bolters
- 1 Attack Bike with multi melta and twin linked bolter
Anti Infantry Biker squad: 230 points
- 2 Bikers with plasma guns
- 3 Bikers with twin linked bolters
- 1 Attack Bike with Heavy bolter and twin linked bolter
Close Combat Biker squad: 210 points
- 2 Bikers with melta guns
- 2 Bikers with twin-linked bolters
- 1 Veteran Sergeant with power fist and twin-linked bolters

Scout Bike Squadron

As a Space Marine initiate completes his training he prepares for battle alongside his brother Space Marines. His first combat experience will be in the Space Marine Scouts, a corps of lightly armed troops whose role is to fight ahead of the main battle lines and clear the way for the Chapter's advance. The Tenth Company of many Space Marine Chapters maintains a force of bikes. Some are employed to train new recruits who will eventually join Bike squadrons as full battle brothers, others are used to provide highly mobile support for Scout squads behind enemy lines.
A Scout Bike squadron has the scouting ability which allows the squad to make a free move of 12" before the game starts. A Scout Bike squadron can be used to harass the enemy, say turbo boosting in front of a Devastator squad, charging a shooty squad, or popping a tank provided that it is equipped with melta bombs. For these purposes, a Scout Bike squadron needs to be maxed out:
Scout Biker squadron: 155 points
- 4 Scout Bikers with twin linked bolters
- 1 Veteran Sergeant with power fist and twin-linked bolters

Attack Bike Squadron

Attack bikes often accompany Bike squads to provide heavy weapons support. When fielded as squadrons, they are highly mobile units with enough firepower to destroy even the largest enemy units or blow apart tanks with their short-ranged multi-meltas.
A Attack Bike squadron should always turbo boost unless it is shooting. A Attack Bike squadron can be used in two configurations.
Anti-infantry Attack Bike squadron: 150 points
- 3 Attack Bikes with Heavy Bolters
Anti-Tank Attack Bike Squadron: 130 points
- 2 Attack Bikes with Multi-meltas

Heavy Support

Devastator Squad

Devastator squads combine the flexibility of the infantryman, with the firepower of a tank. Able to take up commanding firing positions on high outcrops or in dense jungle, Devastators can bring their heavy weapons into position whatever the terrain.
A Devastator squad can be viewed as a hard hitting unit from the backfield. Always include 1 marine with a Bolter for 1 marine with a heavy weapon. This is for survivability. So a 8 men squad is the best. You will then have 4 marines with Bolters and 4 marines with heavy weapons. If you take any more marines you are wasting some valuable points and if you take less then you will certainly lose your heavy weapons to enemy shooting. Also, never mix heavy weapons in a Devastator squad as this will greatly reduce its effectiveness.
A Devastator squad can choose from the following heavy weapons: Heavy Bolter, Missile launcher, Multi-melta, Plasma cannon or the Lascannon. Only the Heavy bolter and the Missile launcher are really worth taking. The other weapons are too expensive for a devastator squad. You should better take a Lascannon in a shooty tactical squad along side a plasma gun. Don't upgrade the Sergeant to a Veteran, the squad will hopefully never see close combat and also don't give him a Bolt pistol and a close combat weapon. You could make the squad even better by having a Master with leadership 10 in your army, this will help with target selection.
Their weapon selections are as follows:
Heavy Bolter: This is definitely a great weapon against lightly armoured targets. This weapon has a great amount of fire and a good range. A high strength and a great AP value, this is the doom for every enemy infantry. Against Space Marines and other models with a 3+ or better save this weapon is less usefull, still it's rate of fire will mostly mean some shots will get through. And the gun is also really cheap. A squad with four of these babies will spell certain doom for horde armies, also even marines should put their heads down when faced with the salvo from the heavy bolters. A good second choice.
Missile launcher: This weapon comes packed along with the plastic sprue of the Tactical squad, so you don't have to buy a separate blister with a heavy weapon in it. This is the jack of all trades of the heavy weapons. It isn't really expensive and it has a really good range. It is good against lightly armoured troops and vehicles alike. Still the Heavy Bolter is better against troops and for tanks you are better served with a Lascannon. This is for the General who can't decide which weapon to take. This is the best weapon for the Devastator squad.
Lascannon: The strongest portable heavy weapon available. This is the Tank killer, the weapon has a really high strength and a good AP value. Also the range is also pretty good, most things will be within range. Every Marine army needs at least some of these weapons in their arsenal. But too expensive for a Devastator squad, four of them in a squad means mostly certain destruction for tanks. But you will be putting a lot off eggs in one basket, this squad will cost a lot of points. Better served for tactical squads.
Multi-Melta: The weapon of choice for the Salamanders, other Chapters should stay away from these weapons. There are better choices than this weapon, take a Missile launcher. The range and the fact that it is a heavy weapon are a real downside. Low range for a Devastator squad means that it is a bad choice. You don't want your devastator squad having to move te get into range, thus losing a turn or two of shooting.
Plasma Cannon: The most expensive heavy weapon. It really has some great killing power. A high strength and a good AP value, and it even uses the Blast marker. Same range as a Heavy Bolter. This weapon could be a real killer, but is has some serious downsides. It costs more than a Marine and the Get's hot rule really make this weapon a lot less effective. You need a lot of luck with this weapon. Better go for cheaper and saver options. Costing more than twice a space marine, this is not a really good choice.
Anti Armour and infantry Devastator squad: 200 points
- 4 Marines with missile launchers
- 3 Marines with Bolters
- Sergeant with bolter
The missile launcher is probably your best bet for a devastator squad. The squad is really versatile, able to take on tanks and infantry. This is also the most used type of devastator squad.
Anti Infantry Devastator squad: 180 points
- 4 Marines with heavy bolter
- 3 Marines with Bolters
- Sergeant with bolter
The Heavy bolter will decimate most infantry, its strength and AP are good enough to take down any infantry unit. Also the volume of fire this squad can unleash is pretty awesome. It can fire 12 heavy bolter shot and then you will also have another four bolters in the squad. The range is also pretty good, you could just sit back and kill enemy infantry which mostly can't shoot back except for its heavy weapons.
There are two Traits that are really worth taking, namely Honour your Wargear and See, but don't be seen.Both upgrades are particularly useful for anti armour Devastator squads. Tank hunter is self-explaining but not the best option if the army already contains several shooty tactical units with lascannons. Tank Hunter will greatly enhance the ability to penetrate enemy vehicles. Infiltrate can be used to set up the squad so that it can target the side armour of enemy tanks. Also infiltrate let's you set up the squad as last. You could then place the squad against the most dangerous enemy units.

Predator Tank

The Predator is a variant of the Rhino armoured personnel carrier that sacrifices passenger capacity for superior armour and firepower. These vehicles have served the Adeptus Astartes since the dark days of the Horus Heresy, but were created long before the Emperor united Humanity and led the Great Crusade to reclaim the galaxy. Every Chapter of the Adeptus Astartes has a large pool of armoured vehicles at its disposal, ranging from the ubiquitous Rhino to the mighty Land Raider. These vehicles each fulfil a specific battlefield role set down by the Ultramarines Primarch Roboute Guilliman in his epic tome - the Codex Astartes. The Predator is a light tank, and its primary battlefield role is that of squad support. Wherever a squad of Space Marines is in need of mobile fire support, be it against enemy infantry or armour, the Predator is there to provide it.
The Predator tank can be configured in a number of different ways. The Destructor is an all-out troop-killing machine, its turret configured to use the mighty autocannon, whilst the sponsons utilise a pair of deadly heavy bolters. The Annihilator optimises the Predator's tank-hunting capabilities with its multiple lascannons. Alternatively, it may be armed in similar fashion to its sister tank, with heavy bolters in the sponsons to give it a powerful punch against infantry and light vehicles, while its turret-mounted tank-busting twin-linked lascannon deals with any armoured foes it encounters.
Every Tank should be equipped with smoke launchers and extra armour.costing only a little bit more than the half of a Space marine, these things will greatly enhance the survivablity of the tanks. for only so few points, the chance that you can still shoot for another turn is really won back. For transports these are extremely usefull, they have weak armour so will be destroyed very fast. these two items may save them for a turn granting that the unit inside may reach the enemy and then they will be able to charge. You don't want your prized unit to walk across the board do you?
The Predator Annihilator is the biggest tank hunter in a Space Marine army. It comes in two versions, anti heavy tank, and anti light tank and anti infantry:
Predator Annihilator: 138 points
- Twin-linked Lascannon
- Sponson Heavy Bolters
- Extra armour
- Smoke launchers
Predator Annihilator: 153 points
- Twin-linked Lascannon
- Sponson Lascannons
- Extra armour
- Smoke launchers
In the first configuration, the tank can move 6" and shoot all of its weapons. This is the preferable configuration especially if the army contains several other anti tank weapons.

Predator Destructor

The Predator Destructor is a variant of the Annihilator which is better suited for anti light infantry.
Predator Destructor: 118 points
- Autocannon
- Sponson Heavy Bolters
- Extra armour
- Smoke launchers
This is a fairly cheap tank, still it needs to earn it points back by killing troops, and that can be a slow way.
Predator Destructor: 133 points
- Autocannon
- Sponson Lascannons
- Extra armour
- Smoke launchers
This is a cheaper version of the Predator Annihilator. This setup will attract less enemy fire, but it will still be able to pop tanks.

Vindicator

The Vindicator's massive demolisher cannon is often used to breach fortified defences, allowing Terminators and Assault squads access to enemy installations.
The Vindicator is a very powerful tank able to destroy heavily armoured troops and tanks. The only big downside is its small range. And the Demolisher cannon is still a one shot weapon.
Vindicator: 133 points
- Extra armour
- Smoke launchers
The only other useful upgrade is machine spirit. It allows moving and firing the demolisher cannon even if the tank has been shaken or stunned. You could also give a thought about dozer blades, you could hide the tank behind a piece of scenery and when the enemy is close enough, rush the tank through the woods and blast it's heavy weapon on the enemy.

Whirlwind

The Whirlwind fires barrage after barrage of rockets into the enemy army, softening them up while the Space Marines get into position. It can even fire when out of sight, behind a hill or jungle.
A Whirlwind is a great tank against lightly armoured troops. It carries the fantastic ordnance weapon and it also can carry castellan missiles. These missiles basically set up mine fields and so can prevent the enemy from entering certain areas. Two Whirlwinds are suggested against horde armies to make full effect of their armament.
Whirlwind: 93 points
- Vengeance missiles
- Extra armour
- Smoke launchers
A good troop killer and not that expensive too.

Land Raider

The Land Raider is one of the most potent machines of destruction in the Imperium. Space Marines and Space Marine Terminators may use the Land Raider as a transport. The Land Raider is ideally suited to the highly mobile warfare employed by the Adeptus Astartes. Like Space Marines, the heavily armoured Land Raider is capable of fighting in almost any conditions, including extremes of climate, total vacuums and high gravity worlds. The Land Raider offers vital protection and transport for a squad of Space Marines, and has enough heavy weaponry to lay down considerable supporting fire once it has dropped its passengers at the battle zone.
The Land Raider is based upon the near-mythical Standard Template Construct (STC) technology, and as such its design pre-dates the Imperium by many thousands of years. Its rediscovery is commonly attributed to the great Technomagus Arkhan Land at the very birth of the Imperium. When the Imperial Land Raider first saw combat is now a matter of much debate amongst Imperial archaeologists. Some claim it was during the Siege of Delebrion that a Land Raider first fired its lascannons in anger, others point towards the massed tank battles of Calysto Platinum and say that the Land Raider drew first blood during the mighty conflict that raged over that world at the start of the Emperor's Great Crusade.
The Land Raider is the largest tank in the game. It can transport up to 10 Marines or 5 Terminators and its passengers can disembark and charge in the same turn. But the Land Raider's weapons can only be shot with full effect if the tank is stationary and so its weaponry does not complement the purpose of the tank. A Land Raider Crusader is the better option. Also a Land Raider costs a lot of points, it is a hard way to earn that back. A good point is that it will attract a lot of firepower which then won't be used against more vulnerable targets. But if it gets destroyed you will lose the tank and also the squad that it was transporting will now have to walk their way to the enemy and they will also be shot while walking. So the tank and the unit could easily take up about one third of your army (about 500 points). Don't put your eggs in one basket.
Land Raider: 258 points
- Twin-linked Heavy bolters
- Sponson twin-linked Lascannons
- Extra armour
- Smoke launchers
- Power of the machine spirit

Land Raider Crusader

The Land Raider Crusader is one of the most potent machines of destruction in the Imperium. Space Marines and Space Marine Terminators may use the Land Raider as a transport. The Crusader variant of the Land Raider was developed by the Black Templars during the Jerulas Crusade, to aid them in the numerous sieges which they had to fight in order to reconquer the hive world. The Crusader is designed to smash into the enemy lines, disgorging the Space Marines into the heart of their adversaries. Its numerous short-ranged weapons allow the Crusader to weaken the enemy before the assault is launched and to provide a torrent of firepower to support its cargo once they are in combat.
The Land Raider Crusader is the best transport in the game. It can transport up to 15 Marines or 8 Terminators and its passengers can disembark and charge in the same turn. The Crusader's weapons are primarily anti troop and complement the purpose of the tank. A Crusader is very expensive and should be reserved for larger games.
Land Raider Crusader: 268 points
- Twin-linked Assault cannon
- Multi-melta
- Pair of sponson mounted Hurricane Bolters
- Extra armour
- Smoke launchers
- Power of the machine spirit.




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