Codex Space Marine Troops
In this section we will look at the Space Marine Troop choices and their tactics.
Space Marine Tactical Squad Tactics
The Space Marine Tactical Squad is the basic troop of the Space Marine army. It is made up
of 5 to 10 Space Marines. Ten Space Marines is the optimal number as this allows you to have
heavy and special weapons in the squad, and allows you to use the 'Combat Squads' special rule.
Wargear
Space Marine Tactical Squad come with power armour, frag & krak grenades, bolt pistol and a
bolt gun as standard. You do not have to pay any extra points to get these options. This is one way that the
new Codex Space Marines makes life easier, and the Space Marines a few points cheaper than in the previous
Codex's
Space Marine Boltgun
The Boltgun (or bolter) is a good standard weapon. It has a 24" range strength 4 and AP5. This means that a
standard marine can take down most tanks by shooting at the rear armour.
Space Marine Bolt Pistol
The Bolt Pistol is not normally shown on the Space Marine model but it is important that you
remember that you have it. If you are assaulting, The bolt pistol is a 12" assault 1 weapon. This allows you a
pot shot at the target before you get in to close combat.
Number per Squad
You can have between 5 and 10 Marines per squad. So what is the best number of Marines to have in squad?
The case for a 5 man Tactical Squad
5 is the minimum number of Space Marines you have in a quad. This means that it is the cheapest
option. Two 5 man squads fulfil your minimum troop choices. This is a bit more expensive in points than two
Space Marine Scout squads, but you will find that tactical squads are much more flexible. Cheap troops
squads means that you have more points to spend on HQ or Heavy Support choices to create a specialized
(cheesier) army list.
A 5 man Space Marine Tactical Squad with a tooled up Sargent make for an effective assault squad.
Add a Razorback to give the squad some extra speed and fire power.
The case for a 6 man Tactical Squad
If you play tournament rules, you get victory points for reducing a squad to below half strength. If you
have a five man squad, that is achieved by killing three models. With a six man squad, four Space
Marines will have to die to get the points. Other than this all the benefits of a 5 man squad apply.
The case for 7 to 9 man Tactical Squads
Extra Space Marines in the squad adds resilience to the squad. I think that the extra points would
be better spent on having two 5 men squads or one 10 man squad.
The case for 10 man Tactical Squads
The 10 man Space Marine Tactical Squad is by far the most flexible squad formation. It not only
gives you access to heavy and assault weapons, but you get to use the Combat Squads special rule
too.
Combat Squad Tactics
Space Marine Tactical Squads can split up in to 'tactical squads'. This means that you can split
your 10 man Space Marine Tactical squads in to two 5 man units. A common usage for this is to have the
heavy weapon and 4 other Space Marines in one unit, and have the Sargent, armed with close combat
weapons, a Space Marine armed with an assault weapon, and two other Space Marines in a second
unit.
The bonus of splitting the squad like this is that you have two units that now have a definite roles, one as
a heavy weapons team, and one as an assault team. The downside of splitting the Tactical Squad like
this is that both teams are now quite small. Smaller units, it is easier to kill off.
> Also see: General Space Marine Tactics
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Tactical Squad Transport Options
Tactics often require that the right troops are in the right location when you need them. Giving your troops
transport will mean that you can ferry them around the table quicker and capture those all important
objectives.
Rhino
The Space Marine Rhino is the most basic and cheapest of the transport options. At 35 points for a 10 man
APC ( armoured personnel carrier ) it is a steal. Usually to keep the points cost down I keep the upgrades down
to a minimum too. Usually this means that I only add a plintal mounted storm bolter ( so it has two storm
bolters ), and nothing else.
The Rhino is so basic that is comes with a ' Repair ' special rule. This means that if you do not shoot
there is a 1 in 6 chance that it can recover from a immobilized damage. This does not happen often as the
Rhinos are usually destroyed before they get a chance to recover, but when it does work, it is very useful!
Razorback
Space Marine Drop Pod
Space Marine Land Raider
Scout Squads
Space Marine Scouts are trainee
Tactical Space Marines. As such
they are cheaper in points, have less access to weapons, and don't have such good stats or armour.
They do have some good skills though, they light armour means that they can infiltrate and slip
through terrain easier.
Space Marine Scouts are usually used in one of two roles, either as light assault troops, or as
more heavily armed troops used to hold a position. The role you choose for them will depend on the mission and
the terrain. Again, the more you know about the match ahead of time the better.
Light Assault Troops
Armed with close combat weapons (replace bolter with 2nd close combat weapon), Space Marine Scouts
make very good assault squads.
Hold the Ground
Using the infiltrate rule, Space Marine Scouts are very good at being placed ahead of the main
battle lines to hold a strategic location. This may be a marker or a building with a good line of sight
etc.
If you want to have the scouts holding the ground then you want to arm them with heavy weapons, bolters, and/or
sniper rifles, depending on the opponent.
Special Rules
Space Marine Scouts have special rules, so you get infiltrate and flanking special rules. These
have been covered in the section above.
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