A Space Marines army uses a number of special rules that are common to Codex: Space Marines within 12" of me Warlord use his Leadership .. Page 7. warhammer 40, space marines download free (epub, pdf) - warhammer 40, codex contains all the rules you'll need to field a space marine army, as well. nbafinals.info МБ. 26 7 мар в · Ana Asensi . Warhammer 40, - Codex - Chaos Space nbafinals.info
|Language:||English, Spanish, Portuguese|
|Distribution:||Free* [*Sign up for free]|
Space Marines 7th Ed. Eng - Ebook download as PDF File .pdf) or view Warhammer [Codex] 7th Ed - Chaos Daemons - Daemonic Incursion Edition. Space Marines Codex - [Free] Space Marines Codex [PDF] [EPUB] 3 Space Marines 7th Ed. Eng - Ebook download as PDF File .pdf) or. CHAOS SPACE MARINES. ATALE OF BITTER BETRAYAL AND CORRUPTION UNBOUND. Page 5. Page 6. Page 7. Page 8. Page 9. Page Page
The animating idea behind this edition of the game was to provide more opportunities for players to participate in larger battles. Also special characters were introduced to replace the older concept of battlefield heroes the earlier edition only had three generic "heroic" profiles for each army: champion, minor and major hero. New rules were also provided for the use of psychic powers which were essentially the equivalent of the magical system deployed in Warhammer Fantasy.
True codexes as they later became known to fans of the game were still not available for these early editions, but the army lists and background information for Warhammer 40, printed in White Dwarf became far more deeply detailed. Later in the edition's publication run, beginning in , Games Workshop introduced the first codices for each of the playable faction's armies, though they were far smaller and contained a great deal less fictional background information what fans refer to as "fluff" than the codices of later editions.
The 2nd Edition was substantially more colourful and the new codices reflected this fact. The Salamanders get their own detachment. Curiously, though, they get a good deal of Land Speeder formations, which sorta breaks from the fluff about Nocturne's inconsistent gravity. An armour-heavy Decurion, this is the army for tank fetishists like the Aurora Chapter. And if you go full-on Smurf, you can take Chronus in any Tank Formation you want, provided he's behind the controls of a Land Raider or a Rhino-chassis Tank.
Las-Plas Razorbacks? You can get them here. Only catch is that your Infantry must have Transports, which is great if you're taking a Land Raider Spearhead as your Core choice, but doesn't matter for your TFC units, since they aren't Infantry.
Found in Gathering Storm: Fall of Cadia, this detachment skirts the line between using no force org, and being battle forged. Then build the army around the units in their different unit organizations. Ok, so it's not that clear cut. The detachment basically lists what units by name can be used in what position. However, they lose out to Guard on Heavy support vehicles with the exception of the Land Raider.
Also, they give some powerful Deep Striking potential to the detachment. That being said, the detachment does not list Legion of the Damned. This is not surprising at all. Aside from giving open reign with your army construction, the detachment gives you some other nice benefits. And now the First Founding is officially rounded out, as this is Ultramarines only.
Grants a copy of each Doctrine, like the Gladius, but also allows you to enact as many doctrines as you like each turn of the ones still available. Also grants Objective Secured to all non-vehicle units, and your Warlord can re-roll Warlord Traits if he uses the Traits table in the supplement which is the new Ultramarines Warlord traits table.
Can only contain models with the Ultramarines Chapter Tactics rule, and Ultramarines special characters too many to list thanks to GW favoritism. Several of these formations are old dataslates and share their name or broad composition with one from the 7th Edition Space Marine Codex. Since some players or tournament organizers may argue that the dataslates have been replaced by the codex formations, these formations will have their names marked in Italics.
Once you've got a start on your army, the most important thing to do is play the game. A lot. Learn what you like. Build your army around that. As Charles Darwin didn't actually say: It is the one that is the most adaptable to change. The logic is that you need a hard counter to whatever pops up in this edition.
Missile Devastators made mincemeat of vehicles in 6th edition like it was going out of fashion. Some people didn't even take vehicles in 6th. This has changed quite a bit in 7th as vehicles score and Dedicated Transports for Troops count as Objective Secured, plus vehicles don't die quite as easily. All that said, don't forget that your units pretty much always have some ability outside their core competency, unlike some xenos.
You have krak grenades, and those can ding vehicles or even MCs if you don't have any other useful answer. Even Devastators could potentially polish off a lone survivor with a charge.
Assault marines can do enough damage in shooting to be an actual threat, and so forth. Don't rely on these hail-Mary secondary capabilities, but don't forget that they're there. Far too many players do.
Another thing of note is that your chapter is not just a color scheme; you should build your army to suit their chapter tactics. Doing so is equal to doing the enemy's work. He cannot hurt thou until he hast dismounted thine power armored asses from thine rhinos, and all thine most fearsome weapons are usable from thy blessed rhino hatch of potent power and might.
Thou shalt respect the enemy as thou respect thy own forces, for arrogance leads to thine own downfall, and the perfunctory loss of massive chunks of thine army to 'only lasguns,' and 'puny long-ranged meltaguns,' or 'that immobilized chaos dread in the corner.
For whilst a solitary squad of thine most esteemed sternguard will fall versus a score of chaos marines, 3 squads shall not. If thine foe is strong up close, thou shall prevent him from getting there. If he is slow and plentiful, thou wilst thin his ranks with potshots, whilst biding thine time to lay into him with tankshock, sacred heavy flamer, and assaults on thine terms.
If he is powerful at range, you will drive towards him most fearlessly, making careful use of terrain, smoke launchers, the superior armor value of thine vigilant and invincible predators, and bunkering up where his guns are the thinnest. If his numbers be but few yet strong in spirit and body, thou shalt focus fire on one unit at a time, until it is no more. If the enemy is fast, thou shall present him with a wall of rhinos shielding thy sacred space marine infantry, and careful placement and redeployment to make his valiant efforts for victory futile.
If thou art facing thine British Firing Line, pummel them with devastators and then assault them in many different places. Thine foe's supporting fire shalt make an arse out of you if thou don't. If faced with a charge from a score of ork boyz, thou shalt famously unload thy blessed boltpistols and holy promethium from thine flamers into their ranks, and thereafter take the charge most gloriously and defyingly, denying them the initiative, all charging bonuses, and catching the enemy commander unprepared, for yours is the gear, the profile, and the abilities to turn certain death into certain victory for the glory of the Emperor.
Thou wilt use the pieces of the board for all they're worth, and attacking the flanks of any entrenched, isolated firebase with no doubt or hesitation in mind, for it takes a lot of autocannons to guarantee the kill of even a single rhino, and thou wilt field at least 4 at all times. Thou shalt press on, and use thine forces expertly, while applying pressure to the enemy from the flanks, the rear, and the front - anywhere it is possible. Thou shalt never remain immobile, for giving up thy movement is tantamount to rolling over like a bitch, and presenting thy previously mentioned power armored ass to the enemy.
They will hold the line where lesser men may not, and survive firepower that would render any ordinary squad dead. Thou shalt trust in thine power armor, thine krak grenades, holy boltgun, boltpistol, and thine most underestimated frag grenade, for few of the foe's elite are as royally equipped as thine grunts, or as capable of using them. Where a man may be exceptional at shooting or combat, thine grunts are capable of both in equal measure, and blessed with the gear to make both a reality.
Unless you elect to fall back, you will hold most stubbornly on a consistent basis. The popular sentiment is 'he who runs away lives to fight another day.
He who runs away lives to rapid fire bolters against the foe that made him run away. Study thy opponent's tome of lore and wisdom.
Read it again, closer. Put the words to mind, so thou wilt not hesitate that destroyers are indeed toughness 5, and a krak missile thusly wilst not inflict instant death upon it. While the other races, such as eldar, are wont to kill their own units with Yriel's eye of death, you know better. Thou shalt not ever, under any circumstance, nuke too close to your own units, or 'assault' with a depleted 3 man tactical squad - no! For that tactical squad shall hide inside the nearby, immobilized rhino, so that thy foe has to dig them out to score the killpoint, and make thy 3 space marines stop firing bolters.
Thou wilt not forget this, for it is the mark of a fool to focus too little or too much dakka and manpower on the task of destroying a single chimera.
Thine two mandatory meltabunkers are plenty, and thy further troops slots shalt only ever be employed in case thou needeth more plasmaback or assbacks.
These informations come from numerous threads among the most popular 40k forums, some of them are common advice or good food for thought.
I'd like to offer a counter-point against the use of naked minimum Tac squads. It's the humble 35 point metal box to haul them around in and keep them safe. What I mean to say is that CAD and Demi-Co Tacticals shouldn't be looked at in terms of their effectiveness as five dudes on the ground, as that passes up on what I think is point for point the best transport in the game. They should be instead looked at in regards to their performance from a Rhino or Pod for that matter.
Rhinos act as something of a force multiplier for their squad, letting you get into range quicker and get better use out of your special weapon, this goes double for when backed up by a Tac or Dev doctrine.
The two fire points also encourage the use of specials, as a much larger percentage of your fire is based around that special firing out of the hatch, so fewer bolters are "wasted".
Yet another great synergy between specials and Rhinos comes from the basic knowledge that, generally, when your Tacs are outside the Rhino and take fire, it's because that unit didn't have a clear shot at something better, ie, they aren't being focused and you'll likely have survivors.
One of those will almost surely be your special weapon caddie, who is now free to hop back in the Rhino and enjoy the protection of AV11 and keep shooting. It's been a long day for me, and I'm sure I could have written that out better, but that's my two cents worth on the subject. Tier 1: I ran the numbers for the three weapon upgrades against my interpretation of the standard target types and then added that damage with the TL assault cannon's results.
Super Killy squads usually don't want badass mofo characters, they just want force multiplier characters. Badass mofo characters don't want elite retinues. They just want meatshields. By giving both squads what is most efficient, you end up with two high level threats instead of one. Honesty, don't use a Death Star. Just don't. It's a nice unit that will do damage to another unit, maybe 2. But against a fully balanced army then they really won't have a chance. Too many points stacked up in one unit.
Take units that will have more specific jobs instead of 1 all rounder. Command squad on bikes with chapter master with shield eternal, thunder hammer, apothecary, and special weapons grav really, maybe melta. You've got some to take wounds, you can jink, you get an orbital bombardment on a fast moving killing machine, and T5 with FNP. And not TOO many points. Alongside that run an assault termie unit with thunder hammers and storm shields. Thirdly, run 10 assault marines lead by a captain with burning blade and storm shield.
All of that comes in at just over 1, points, with no troops. So you'll still get two good tac squads in there and a vindicator or something like that at points. A bizarre gift for the Advent Calendar, the White Scars tactical objectives. Really, why do this and not some sort of supplements for other Chapter Tactics in the fashion of Clan Raukaan and Sentinels of Terra. Or at least TacO's for all the Chapter Tactics. These chapter tactics will also be released again as part of the Warzone Damocles supplements with the latest Tau releases.
In the hype for the 7E codex, a White Dwarf issue actually released a list of Tactical Objectives for Salamanders armies to use. They were then re-released with the Angels of Death supplement. This section has both generic and specific info on countering killing, destroying, locking down, making useless enemy units.
Add whatever has worked for you! Tactics for countering specific enemy units that can be major problems Terminators, tyranid swarms, Monoliths, etc. This can take on several layers of tactics, depending on -what- you're putting in the drop pods however the overall strategy is almost always basically the same.
Either way, a mass drop pod assault will cause the opponent to massively shift the way he deploys his armor, especially any heavy tanks he has expecting plenty of melta which you should be packing. When I'm talking mech, I'm talking armour over flesh, AV versus T, and tank treads versus boots on the ground.
This is a lesser-played style that has both been nerfed and strengthened in different ways thanks to 7th Edition. With the Hull Points system, every vehicle becomes more fragile, meaning mobility and cover are the most important things for keeping your vehicles alive. In addition, no longer being able to move 12" and disembark cripples your mobility and ability to react on the fly to different situations over long distance - you now have a 24" deadly threat range with a squad inside a Rhino.
To compensate, you gain the ability to go flat out and move up to 18" in a turn with a transport - though this is of limited use. This tactic has also been improved by 7th edition, thanks to vehicles only exploding on a penetration roll of 7 and thanks to the Double demi company with free razorbacks.
Unfortunately, this is not an easy playstyle. It's brutal, and often even when it does work, the firepower you leverage against your opponent is not sufficient. It is, however, not entirely doom and gloom. The advantages they confer make your army go from sub-competitive to just below tournament-level tournament level if you're both lucky and good, or happen to use the aforementioned Double Demi. It gives massive amounts of flexibility to your infantry and the potential for an alpha strike that leaves your opponent in checkmate after the first turn.
How, might you ask? Take your Mechanised Infantry and deploy them as close to the enemy as possible. Before the game, scout 12" towards the enemy. You now have a few options. Alternatively, you can do none of the above and outflank. This can be a risky but effective way of delivering an alpha strike or capturing an objective without being struck by fire. Now, the real question is what to put in your transports?
As previously mentioned, a mech SM list suffers greatly from sometimes not being able to leverage enough firepower. This should be your primary concern. Tactical Squads should probably not be taken with full numbers at 10 men - unless you plan to abuse combat squads for a very specific use.
Reason being, you do not want heavy weapons except Grav Cannons. There is no reason to maximise bolters. Heavy weapons will rarely get to fire effectively and now cost you points out the ass. Taking a special weapon and combi-weapon should be considered mandatory. Do not give this squad melta guns. Leave that to the other elements in your army, because you want your Tacticals to leverage as much firepower against infantry or MC's as is humanly possible, and have enough duplicates that losses do not necessarily mean defeat.
You should take at least one Sternguard squad tooled up with enough firepower to destroy not just cause medium damage to a unit.
Using Option 1 they can pull off some kills that win games. They are the guys that are going to hunt the nastiest, shittiest, pain-in-the ass targets that your bolters and Tacticals can't handle.
It's for this reason that they should have combi-plasmas or gravs. You might not survive into the following turn, as they will be a very high priority target, so what you shoot at needs to die. Heavy Flamers are worth considering, and the squad should not end up having more than men. Do not tool up the Sergeant unless it's with a combi-weapon. There may be other units that perform this role almost as well - you may want to consider them, too.
These two units should form your core. In the end you should have a minimum of 3 mechanised squads, preferably 4. With the strong anti-infantry and anti-MC capability they provide you can look to everything else. Thanks to the White Scars Chapter tactics and Khan, this is one of the strongest space marine army configurations out right now, since biker troops become very cost efficient in this manner.
Khan lists also generate an incredibly potent alpha strike army. Bikes can pack an astounding amount of small to medium arms fire, and put them in rapid fire range on turn 1. No one is safe when you have a 5 man command squad pumping 15 grav bolts into them before they even get to think about moving. Tanks get melta or grav shoved at them. For the love of God, though, break into the home of every Chaos player you know and smash their Helturkies.
Heldrakes can really really mess this army up. Fortunately their flamer of doom has been reduced to front-arc firing, so you can mitigate it somewhat. When it enters it still eats up a squad, but with your speed you should be safer later turns.
Use the Iron Hands chapter tactics.
Take a Techmarine or you just play Clan Raukaan instead and run one of each squadron of Dreadnaughts. Give him a full squad of servitors. Take another techmarine if you want, since another guy repairing your dreads is always helpful and can be a bullet magnet, letting your dreads get more shots in.
Put in the bare minimum 2 troops choices, preferably tacticals in drop pods or rhinos. This way, your army is not unbound, letting your tacticals just sit on objectives and act as denial units, meaning your enemies have to completely destroy your squads while your regenerating thanks to the IWND rule dreads rape them.
Next load up all 6 slots with dreadnaughts some in drop pods if you want. The best might be an even mix of Ironclads, Venerable, and Normal dreads, but experiment with what combinations suit your playstlye. Remember you need some dreads to be heavy fire support lascannons and autocannons , some to be close range fire support assault cannons, heavy flamers, and meltacannons , and some to be melee Ironclads are best for this, with two CC arms.
Putting some in drop pods gives you flexibility at the start of the game, since half of your drop pods go down on turn one, two pods can come in with dreadnaughts first, and eliminate or tie down the heavier enemy units, then later your two tactical squad pods can come down and secure objectives.
The IWND rule combined with your techmarines can make your dreadnought army last through firepower that would destroy land raiders, and if you give the MotF the ironstone relic, the dreadnoughts become even more Ded' ard'. You shouldn't just stand there soaking it all up, however; use your dreadnoughts like troops and keep them in cover and just use your head and they can last a lot longer than you think. Dreadnoughts now come in 4-attacks-base flavour.
Iron Hands players rejoice. Use Ultramarines chapter tactics as you will definitely need the Devastator doctrine for re-rolls or Star Phantoms. This play style will require 3 five-men devastator squads with fully maxed grav cannons with grav amps and an armorium cherub. Make sure all librarians choose the Divination table. When rolling for powers, always change the power for the Primaris Power unless you rolled 3: Perfect Timing.
First of all, Prescience allows re-rolls to hit. Secondly, Perfect Timing ignores the annoying cover saves that hinder your grav weaponry power. Thirdly, why the conclave? Switching multiple librarians to the primaries power allows for redundancy, in case you lose one or two! Assuming we have the 3 squads of dev using either the doctrine, cherub, or Prescience, that will be a total of 60 shots if they do not move.
Now here is the fun part. Since grav wounds on the armour save, let's say we are going against Space Marine Power Armour, that will be an average of Plus if you have Perfect timing, your opponent may just rage quit due to the lack of both armour and cover saves against 48 potential casualties.
For Normal Termies I did the math and there will be an average of Termie Assault will yield a lower death rate of Against vehicles, each squad will do an average of 5. If math is not enough for you, I used this strategy against my space marine player friend who played a game of pts with me.
I altered the list a little, but in the end his entire army was wiped out while I had lost 4 devastators and 1 librarian. Watch your opponents remove his miniatures by the tens.
Jump to: Chapter Tactics: An army that contains any Ultramarine units can use the Assault, Tactical and Devastator Doctrine once each per game. It affects all Ultramarine models in your army. This means that with the Gladius Strike Force you can use each doctrine twice, while the Tactical can be used a third time for your Demi-Company. Relics of Ultramar: Tarentian Cloak: Helm of Censure: The big innovation is the introduction of the You Go i Go mechanism that mean that If you activate a Detachment then i do the same.
The key thing here is that the Damage phase comes after the Action phase. This means that each of your units will still get to be activated even if they have taken damage that may take them out of action. To this end, Apocalypse movement trays will prove incredibly useful for moving your large infantry units and ensuring that all your models remain in coherency.
It completely reverse the advantage of being first player in a turn as you can now wait to see who's getting shot at before moving out. Ie : If your knight have taken 20 wounds already you can use him for a Glorious Charge because you already know he's dead anyway.