40K BREAKING: Space Marine Chapter Tactics Updated
Games Workshop just showed off 8 of the Chapter Tactics of the Space Marines Codex – check these out!
You can’t get a new codex with out getting some old rules tweaked, right? Well the Space Marines are here and they are getting lots of tweaks with their new book.
“As we revealed last weekend, the Space Marines are about to re-enter the Era Indomitus with renewed vigour and boltguns blazing! As well as some shiny new miniatures, the Adeptus Astartes will be freshly augmented by additional rules and abilities thanks to the most awesome edition of Codex: Space Marines to date.”
So far, GW has confirmed that there will be Eight Chapters featured in the new Codex Space Marines. What’s interesting we’re also getting those Supplemental Codexes for 6 of the Space Marine Chapters with Ultramarines and White Scars confirmed. Those two chapters have also been confirmed as part of the new codex so there is certainly some overlap. It certainly seems like GW is changing the format of their codexes in interesting ways – at least for the Space Marines.
Anyhow, let’s dive in with the Chapter Tactics and first up, fresh off a White Dwarf update, it’s the Crimson Fists!
This one is a nice little boost to your to hit rolls. If a unit is attacking a target with at least 5 more models, they get a bonus to their hit roll – not too shabby. But it doesn’t stop there, you also score an additional hit with an unmodified roll of a 6! Bonus hits all around.
Another successor chapter, the Black Templar’s are known for their legendary zeal and fury. They already had a re-roll to charge from their previous version, but now they have an additional rule – they get a 5+ “Feel No Pain” save vs Mortal Wounds. That could come in pretty handy.
The Imperial Fists Chapter Tactic is much better when you consider the new Bolter Rules. Not only do you get to ignore your target’s cover for the attack bolters also get an additional hit on an unmodified 6. In our opinion, that is way more practical than the old “Re-roll wounds vs buildings” any day of the week – at least in Matched Play.
The Ultramarines are virtually unchanged here.
The White Scars Chapter Tactic changed up quite a bit. They can now charge after falling back and/or advancing. But they lost the bonus from Turbo-boosting and extra movement. Their bikes gained the ability to fire Heavy Weapons or advancing and firing Assault weapons without penalty.
Raven Guard units count as being in cover when they are more than 12″ away from their attackers. Opponents must also subract 1 from hit rolls as well.
Salamanders got to keep their re-roll for their attacks which is nice. They also got a nice boost with the ability to ignore AP of -1. That’s really going to cut down on losses to small arms fire!
The Iron Hands got some nice changes to their ability as well. They were already pretty tough with the 6+ “Feel No Pain” for lost wounds in general. Now, they hit in overwatch on a 5 or 6. And finally, they also get count as having double the remaining wounds on the damage table.
Well there you have it folks – do you have any favorites?