Codex Space Marine
HQ Tactics
Every army needs a HQ squad. In this section
we will look at the Head Quarter choices available to the Space Marine army.
You will need at least one HQ unit for each game you play. There are very occasional times where you may
come across low point scenarios where you do not need a HQ, but for the most part you can guarantee that you
need one.
As you will be needing a HQ unit for virtually every, it is highly recommended that you get to know the few
HQ choices that you have available in detail.
Special Characters
The Space Marine Codex includes a selection of named characters. These are usually
associated with specific chapters. If a Character has a 'Chapter Tactics' special rule then he really can
only be included in a force with units from that chapter, or successor chapters. For really large games you
can field forces from different armies. This does give you the chance to field forces from different Space
Marine Chapters at the same time too.
Special Characters can be quite dominating in a game. It is polite to agree to use named characters before
including one in your army list. This is usually done when you are discussing how many points to play. It could
be a good idea to have two army rosters to hand, one with Special Characters, and one without. This will give
you the flexibility of which army list to use at short notice.
Marneus Calgar
Marneus Calgar is the chapter master of the Ultramarine Space Marines. He is also the most
expensive character in the Space Marine Codex. This is because he has a lot of extra special rules. Make sure you
know all his extra rules so you get the full value from him. Because the points cost of Marneus Calgar is so
high you will want to be careful about using him in smaller games. Remember to make sure that you have
enough points to create a rounded army.
Marneus Calgar is a good 'well rounded' character. He has a good shooting weapon and a high
ballistic skill to make use of it, and can call an orbital strike once in the game. Marneus
Calgar also is useful in close combat. he has an extra attack over the normal chapter master and his
two power fists give him an extra attack for two close combat attacks. Remember that the power fists will not
make use of his high initiative.
Strength and Weapons
Marneus Calgar is the chapter master of the Ultramarines. This means that he gets the pick of the
Ultramarine's wargear. What he chose was the "Gauntlets of Ultramar". These are a pair of Power Fists that
strike Marneus's standard I5 instead of the I1. The Gauntlets also have storm bolter like ranged weapons built
in. These have the same stats as a storm bolter except that they are AP2.
Assault :
4 attacks * (3/6 to hit) (4/6 to wound) No saves *14/275 = 4x0.5Ã4÷6Ã14÷275 =0.0678787879
However if he takes on larger targets then his score works out better.
Shooting:
2*shots, 5/6 hit, 3/6 wound, no saves *14 point per marine /275 points per Marneus =
2Ã5÷6Ã0.5Ã14÷275 =0.04242
This means that it would take 20+ rounds of shooting basic Space Marines for you to get your point
value back. Which just shows that Marneus is designed to take on bigger targets!
Special Rules
As I mentioned above Marneus has a number of special rules that you would be advised get to know ( or write
on a small card ) when you use him.
Warlord Traits
Marneus Calgar has to select his Warlord traits from the Space Marine Warlord traits. Three traits
will be chosen at random. You may choose one of these three traits. This means that if you have 2 favourite
traits, there is a good chance that you will be able to pick one each game. So get good at using two or three
traits.
Chapter Tactics - Ultramarines
Marneus Calgar can be one of the units that you choose to use a doctrine. For full effect though you
will want to keep the doctrines for larger units. So if you are wanting to use a doctrine this way you may want
to make sure that Marneus is attached to a Ultramarine ( or successor ) unit when the time comes.
Eternal Warrior
This is the universal special rule that makes a character immune to instant death. This means that if
Marneus is hit by S8, S9, or S10 weapon, then he only takes one wound, instead of dieing instantly like other
characters would. Some weapons have a ' Cause instant death ' clause too. This special rule means that he only
takes one wound at a time from these weapons too.
God of War
This special rule come with a couple of interesting bonuses to Marneus's skills.
The first is that is allows those the Chapter Tactics ( Ultramarines ) the ability pass or fail any moral
test they need to take. This means that they can be as stubborn or as flighty as you like. This removes a
notable element of randomness from the Ultramarines game play. As I have mentioned elsewhere the randomization
is the main enemy of tactical planning.
The next bonus that this special rule gives you is that you can use one of the Ultramarines combat doctrine
twice. Also as you do not have to reveal which doctrine you are going to use a 2nd time until you use it, this
means that you do not need to pick which doctrine you will use a 2nd time until then.
Orbital Bombardment
When the big guns are not big enough, drop some death for space!
Titanic Might
Marneus Calgar likes thumping tanks. He is a bit like 'The Hulk' in this respect.
:-0
However he does seem to be good at giving large chunks of metal a good left hook. It game terms he gets to
re-roll failed and glancing armour penetration results.
This raises the question of how do you get Marneus Calgar close to the enemy tanks
without being shot up first? There are 3 options here.
The first is to place him in a Land Raider. A Rhino is an option, but in a Land Raider Marneus
Calgar will have a chance to disembark and assault in the same turn.
The 2nd option is to place him with a command squad in a drop pod. This will allow you to drop Marneus
Calgar deep in to the battle field during the game. If you do this, be sure to tool up the command squad for
tank hunting!
The 3rd option is to upgrade Marneus Calgar's armour to terminator armour. This will allow him
to drop deep in to the enemy lines again, and a lower points cost. You may want to team him up with a
terminator squad anyway, so that he does not get out numbered by any counter assaulting enemy troops.
Captain Cato Sicarius
Captain Sicarius is the Ultramarine character in charge of the Ultramarine 2nd company, but
please remember that you can include him in other Ultramarine succession army lists by just saying that this
model is like Captain Sicarius ( & pay the points ).
Captain Sicarius is a good 2nd choice as a leader for your Ultramarine army. He is notably cheaper in points
than Marneus Calgar, and this is because he does not have as many special rules or equipment that he does.
Toughness and Special Rules
Captain Sicarius has a suit of armour that is a chapter relic. Also even though is does not
mention it specifically, we can see from the stats line that the armour is 2+ save artificer armour. The '
Mantle of the Suzerian' also gives him a Feel No Pain (5+) extra save if the 2+ armour does not save him.
Like most named characters Captain Sicarius also gets an Iron Halo. This gives him a 4+
invulnerable save against anti-tank and power weapons. Remember that this save is backed up with the Feel No
Pain (5+) save too.
Chief Librarian
Tigurius
Chief Librarian Tigurius is the highest ranking Librarian of the Ultramarine's army. He is L3
psyker so with the improvements to the 6th edition of the Warhammer 40k Rulebook this is a very
useful ability.
You can use Tigurius as your general, but remember that as he is a Librarian Tigurius is not as
skilled at close combat as other name captains. As you will want Tigurius to throw as many psychic
bolts at your enemy as possible, the best location for him will be 12" to 24" from the enemy, but not in close
combat. This means that you may want to team him up with a close support fire squad. You may want this squad
armed with mental or flamer weapons.
Strength and Weapons
Tigurius stat line is ok, but not amazing. I would suggest that you will want to make sure that Tigurius has
some backup, like a command squad if he is likely to get into close combat.
As for weapons Librarian Tigurius gets a useful, Master Crafted force weapon. Remember that this weapon is a
force weapon, so it will take a psychic point, and a psychic test to get it to work.
Tigurius does get a bolt pistol too. This is useful as a 2nd weapon to give you an extra attack in close
combat, or as a backup weapon if you have used up all your psychic points.
Armour and special Rules
Chief Librarian Tigurius only gets basic 3+ Power Armour with no Invulnerable saves, and no options to
upgrade to better armour. This means that you will need to attach him to a squad, either a Command Squad, or a
basic tactical squad, to soak up some incoming fire that is sure to come his way.
As Tigurius is a Librarian, he is automatically a Psyker. I have add notes about this a the start of this
article. One special rule that was not mentioned there is that he gets a 'Master Psyker' special rule. This
allows you to re-roll the psychic powers that you get, so if you have a preferred psychic power then this
special rule means that you are very likely to get it.
Tigurius also gets a special psychic hood. This allows you to re-roll psychic tests, and this means that you
are virtually guaranteed to pass all the psychic tests he will take.
Tigurius also gets a ' Gift of Prescience' special rule. This allows your Ultramarines (or successor
chapters), to re-roll Reserve rolls. This in turn means that you have much more control over when your reserves
arrive. So if you have a number of reserve units, you will want Tigurius in play from the first turn
Warlord Trait
If you take Tigurius for your Warlord then he automatically gets they 'Storm of Fire' trait. This
trait allows a near by unit to re-roll missed 'to hit' during the turn. As you declare that are
using this skill at the start of your turn the selected unit can re-roll shooting attacks and possibly re-roll
close combat attacks too. As this is a one use skill, you will need to time it's use very carefully!
Chaplain Cassius
Chapter Master Pedro Kantor
Captain Darnath Lysander
Shadow Captain Kayvaan Shrike
Forgefather Vulkan He'stan
Kor'sarro Khan
Space Marine Chapter Master
The Chapter Master is the most senior and most
skillful Space Marine of the whole chapter. Note that even though the Space Marine Codex does not limit
you to one Space Marine Chapter Master, if you want to keep faithful to the story line then you should not
have more than one Chapter Master one the table per Chapter. This could be bent with a bit of creative
storytelling ( a chapter master thrown back in time due to a ripple in warp travel or similar).
Strength and Weapons
As the Chapter Master is the most senior of the Space Marine Chapter, he has access to all the armoury
weapons. This is with the exception of any heavy weapons. This means that you can configure the Chapter Master
for a number of close combat or medium ranged fire support roles.
The most popular configuration is to have a close combat weapon and a medium ranged shooting weapon. This
will give you the most flexibility during the game. One one weapon to avoid is the Power fist. The Power fist
always hits at Initiative 1. This means that you can not use the Chapter Master's high Initiative score.
As mentioned already the Chapter Master does not have a heavy weapon option, however he does get a special
rule ' Orbital Bombardment'. This is a one shot weapon can hit any target in line of sight with a S10 small
template. As this can only called if the Chapter Master does not move during the movement phase, it may be best
to use this option near the start of the game when the Chapter Master has a good view of the table.
Toughness and Special Rules
The Chapter Master come with an iron halo as standard. This means that he get a 4+ invulnerable save as well
as any armour save his armour may provide. This is usually 3+ that the Power Armour provides, but upgrading to
Artificer armour or Terminator armour is usual and recommend. Remember that the Space Marine Chapter Master can
also be given a Space Marine bike too. This will give the Chapter Master extra toughness too.
Space Marine Honour Guard
The Chapter Master can have a special type of Command Squad called an Honour Guard.
The Space Marines of the Honour Guard have the same stats as the regular Command Squad and veteran marines,
but have better weapons and Artificer armour. This makes the veterans tough nuts to crack.
If you are looking to take a Honour Guard then you will be advised to take some transport. This will allow
us to get your mega-expensive unit to the optimum place on the table quicker.
One of the Honour Guard will be the Chapter Champion. The Chapter Champion has a special rule where
they have to attack a character during close combat. However if there are two characters you can pick the which
character you wish to assault. My advice would be to pick on the weakest as this should reduce the number of
return attacks.
One of the Honour Guard can also have the Chapter Banner. This is recommended for the benefits that it
bestows on the Honour Guard unit and other friendly units in the area. This does mean that will benefit you if
you have your Honour Guard in the centre of any units that have a lower leadership. With the new 6th Edition
rules and aligned forces, this could be low leadership Imperial Guard units.
Space Marine Captain Tactics
If a Space Marine Chapter Master is too expensive the Space Marine Captain is a
cut down version for less points. He has the same stats as the Chapter Master, but fewer special rules.
The problem with the Space Marine Captain is that there are other HQ choices or special characters that
offer better value for the points cost. This means that for most of the time you will be advised to look at the
other options like the Librarian or Chaplin.
So what is the Space Marine Captain good for?
There are times when the mission rules state that you can not have named characters. In these games and when
the Space Marine Chapter Master is too many points then a Space Marine Captain and command squad may just be an
option.
The Space Marine Captain on Bike
One special rule that the Space Marine Captain does come with is that if you place your Captain on a bike
then you can have take Space Marine Bike units as Troop units as well as Fast Attack. This does mean that you
can have up to 9 bike units in a regular force organization chart. This would create a fast moving, hard
hitting force, but it would be expensive and you may not have enough points to add in some heavy firepower
too.
If you do want to have a bike heavy army, taking the named White Scars captain Kor'sarro Khan is twice as
many points, but comes with a number of special rules that more than makes up for the points difference.
Space Marine Librarian
Tactics
The Space Marine Librarian is the
psychic of the Space Marine army. This is helps the Space Marines in two ways. First the Librarian can use
his power to strike at the enemy. The second way is that the Librarian can use his skills to nullify the
enemies powers.
The psychic powers section of the Warhammer 40k game have been extended in the 6th Edition of the rules.
This means that the Librarian has a big a bigger role these days than he has since the 2nd edition of the
Warhammer 40k rules.
Librarians are Level 1 Psykers by default. It is often worth upgrading them to a L2 Psyker. The 4 disciples
that you can choose from can be quite handy. My suggestion would be to get to know one discipline well before
exploring the other ones. It is far better to be an expert on a few skills than to be unsure of a larger number
of skills!
Space Marine Chaplain Tactics
The
Space Marine Chaplain is
the defender of the faith. They often are chosen as a second HQ choice, but they can lead the army.
Chaplains are good close combat characters. This does not mean that they can take on a whole army on their
own, but it does mean that they can add extra punch to and assault unit.
If you are going to add your Chaplain to an assault unit it does make sense to give him similar transport to
the unit he is joining. You will see that the picture insert here shows a Chaplain on a bike. This is because
my Chaplain supports my bike unit. This
confirmation would be not use if I wanted support to my jump pack troops. This in turn means that planning
ahead is very important. So if you have a game plan before you turn up to a battle, this is one area where
that forward planning will pay dividends!
Master of the Forge Tactics
The Master of the Forge has the task of
keeping all the Space Marine equipment up and running. In a battle field situation this
means that he can get tanks that where immobilized back up and working. A very useful skill.
Space Marine Command Squads
Having your hero out on his own presents a great target for your opponent. A better option is to buy a
Command Squad for him. These are veteran space marines that have been detailed to be a bodyguard for your
expensive HQ characters.
Command squads Space Marines have a number of weapon and special upgrade options, like apothecaries and
standard bearers. Have a think about the role you have in mind for your characters, like close combat expert,
or as close support for your troops. When you have decided on a role for your hero you will need to tool up
your Command Squad for the same role too.
The advantage of adding a command squad is that they have access to a number of special weapons. This means
that you can configure them for specific roles. Remember that they will always be attached to the HQ character,
so keep to the same theme for both the HQ character and the Command Squad. For example if you are having a HQ
character tolled up for close combat, then in makes sense to have the Command squad with complementing tools
too.
Command Squads can take a Rhino or Razor back as an additional transport too. Having a troop carrier will
make your command squad much more flexible. You could also consider using a Land Raider as a troop transporter
too.
> Also Buy : Discount Space Marine Command Squads