Before I get into individual squads, I would like to point out the "normal" squad upgrades and go over which upgrades are good and which are not as good, and why.
Leadership Upgrades:
Storm Bolter: cheap; allows 2 shots at 24", is an assault weapon, but it does not allow you to have an additional attack in close combat. I personally do not recommend this as much. (3-10 pts)
Power Weapon: moderately priced, close combat weapon, it's a good investment. (15 pts)
Plasma Pistol: moderately priced, excellent S and AP, can kill your sergeant. Not recommended. At all. (15 pts)
Power Fist: expensive, excellent for last minute wounds or against that monstrous creature/walker. If you can afford the extra 10 points from a Power Weapon, get it.(25 pts)
Special/Assault Weapons:
Flamer: cheap, template (hits a lot but short range). This can go either way, there are benefits to this weapon, and reasons others are better. Use your best judgement.
Meltagun: almost as cheap, short range (12"), high S, AP values. I recommend this choice.
Plasma gun: expensive, rapid fire (so no shooting before assault, where you can get the most out of it), and it overheats. Not recommended.
Heavy Weapons:
Heavy Bolter: cheap, multiple shots, 36" range. Not a bad weapon, just not great either. In comparison to other options, it just kind on sits between Krak missiles and Frag missiles out of a Missile Launcher. I recommend using a Missile Launcher instead.
Missile Launcher: cheap, multiple rounds (S 8 AP 3/S 4 AP 5, Blast), 48" range. I recommend this.
Multi-melta: cheap, short range, but excellent against vehicles, and can add that last minute high-powered, no armor save shot.
Plasma Cannon(only used by some units): expensive, powerful, has a blast diameter, 35" range, overheats. Not a bad choice, but you pay too much and it has the potential to kill one of your own.
Lascannon: expensive, powerful anti-tank weapon, 48" range. I do not recommend this. Go with a Missile Launcher instead, it will save you lots of points. If you must have anti-tank, go with a multi-melta. The range is significantly shorter, but if you are mobile, that should not be an issue.
Dedicated Transports:
Rhino:
Pros: It's a cheap armored vehicle. It allows you to either have it be a mobile heavy weapons carrier or allow you to castle. 30 pts.
Cons: It's a cheap armored vehicle. It is easy to kill, only 2 fire points, and the tank itself has almost no firepower.
Recommended Upgrades: Additional Storm Bolter (bringing you up to 4 shots, plus your two fire points), Dozer Blade, Extra Armor.
Conclusion: It's weak, but it can safely carry your troops for at least one turn. Points well spent. Besides, with the Combat Squad ability, these can give you noticeable flexibility.
Razorback:
Pros: It's only 5 points more than a Rhino and offers more firepower. 40 pts.
Cons: Only holds 6 models, does not have any firing points.
Recommended Upgrades: Storm Bolter, Dozer Blade, Extra Armor. There are multiple weapons options (Twin-Linked Heavy Bolter is standard), Recommendations are towards Twin-linked lascannon and Lascannon with coaxial twin-linked plasma guns (aka las-plas)
Conclusion: Take it for command or small assault squads. Possibly for Devastators. If you use it for your regular squads you are just weakening them.
Drop Pod:
Pros: You can Deep Strike masses of them onto the battlefield, where they sit, adding another storm bolter to the fray. They have decent armor, so can keep your opponent's anti-tank busy, as they can be quite a nuisance. They will not hit terrain or enemy squads, and you can drop half of them on Turn 1. 35 pts.
Cons: They are immobile. They cannot move from where you place them.
Recommended Upgrades: none
Conclusion: This can cause a lot of confusion and problems for your opponent. That storm bolter is no threat in itself, but the fact that it can just sit there and continuously fire at his units means that it can still cause wounds, and should be eliminated. Armor 12 means he will need to use some of his anti-tank (or at least his better anti-infantry) weapons to do that. Not to mention you can deploy half of them on turn one. It's not a bad choice, should you wish to use Reserves/Deep Strike.
Now that upgrades are out of the way (they are mostly the same throughout the squads, and I will add notes when they are not), we can discuss units. I will be discussing your main body forces here, i.e., the majority of your ground troops. The only squads I will not discuss in this blog are Devastator Squads, which will be placed in my Heavy Support blog, and Honor Guard and Command Squads, which will be in my HQ/Support blog. Every unit entry here will have a brief description of the unit, any upgrades (aside from the normal, previously listed, or changed from that list in some way), it's pros and cons, recommended upgrades, and recommended tactics for them. I thought about a conclusion paragraph, but I decided against it. At the end of the Space Marines section of blogs, I will discuss overall army tactics with them, and you can decide whether or not to take units mentioned here. Also included are "average" points range. This is purely so you can tell how much you're going to be spending, and do not include vehicle pricing. So, on with the units:
Tactical Squad:
This is the mainstay of any Space Marine army. They are a good, static unit, and can be very flexible.
Pros: As most Space Marines have WS/BS of 4 or higher and an armor save of 3+, I will not list that. Their main pros are that they can combat squad, can deliver a lot of firepower for their size, and all-around good troops to have.
Cons: They are expensive, and cannot deliver a lot assault-wise. They are meant to be a static, ranged unit, as the majority of the Codex is.
Upgrades: I recommend a power weapon for your sergeant, if you do not have the points for a power fist. Take melta bombs to burn up last-minute points. As previously stated, go with a meltagun or flamer and missile launcher.
Tactics: you can do a lot with them. If using them as a light unit, combat squad them, give your heavy weapon some good fields of fire, and place your special/assault weapon and sergeant in the other combat squad. Your heavy weapon will support your close combat squad at range, and can continuously fire. If Mechanized, either place the whole squad in the Rhino and advance as such, or combat squad them, keeping the aforementioned plan, with your heavy weapon in the vehicle (as it can now move and shoot). While advancing, keep your "assault" combat squad behind your Rhino, using it as cover. If using Drop Pods, take or leave the heavy weapon (you can't shoot it the turn your troops come on the board anyways), and deep strike right next to the objective.
Average Points Cost: 190-200 Note that this list is purely what is placed above, with no vehicles or other upgrades.
Scout Squad:
Your other Troops choice, Scout Squads benefit from can infiltrate. They are not allowed the full range of upgrades, and their weapons choices are bolters, bolt pistols/combat blades, shotguns, and sniper rifles. One scout may carry a Heavy Bolter (with hellfire shells, S X AP5, Blast, Poisoned) or Missile Launcher.
Pros: They are cheaper than Tactical Squads, can infiltrate (I would place them on or near an objective to take it asap), move through cover, and take a wide variety of weapons for much more flexibility than your regular tactical squads. They can also carry teleport homers, which are useful if you are deep striking your squads, and camo cloaks to boost their cover saves.
Cons: WS/BS 3 and a 4+ Armor save. They are the most vulnerable unit in the space marines, and cannot take vehicles.
Upgrades: If you want them to deal with assault, give them shotguns/combat blades, in whatever mix you desire. If you want them to be a ranged unit, give them sniper rifles and a missile launcher. Because you can combat squad them, you can create a mix, where 5 are straight assault oriented, and 5 equipped for longer range. Regardless, the power weapon/power fist for your sergeant is still a viable option.
Tactics: Due to their saves and (comparatively) low WS/BS, I do not recommend them as your main force, and instead suggest using them as support. Infiltrate them on or near the objective and take it on turn one, then either use your snipers reduce numbers/pin your opponent's squads or assault them and stall their movements while your Tactical Squads advance to the objective.
Note: Veteran Sergeant Telion Upgrade: you can give a scout squad Veteran Sergeant Telion for 50 points. He offers BS 6, Ld 9, and a sniper rifle with 2 shots, and can give his BS to another member of the squad (provided he does not shoot that turn). If you have the points and are playing a sniper setup, take him.
Average Points Cost: 140-230
Bike Squad:
Bike Squads are a fast attack choice, but if you take a Space Marine Captain and give him a bike, they count as Troops (and can therefore hold objectives)
Pros: They are extremely fast, and offer twin-linked bolters that can be fired on the move, in addition to your regular upgrades. This can give your army a huge boost of hit-and-run tactics.
Cons: They are also extremely expensive, and your heavy weapons choices are limited to heavy bolter or multi-melta attack bikes.
Upgrades: Treat your sergeant like a tactical squad one. Same with your special/assault weapon. Take the multi-melta for a mobile anti-tank shot.
Tactics: Use them to hit-and-run your opponent and whittle his numbers down, staying just outside his assault range, then assault them once their numbers are manageable or they become a threat to your objective. If using them as Troops, combat squad them and keep your heavy weapon on the objective.
Average Points Cost: 125(only 3 bikes)-300
Assault Squad:
Assault squads are jump pack equipped shock troops, equipped with bolt pistols and close combat weapons. They can take 2 flamers for 10 points or plasma pistols for 15.
Pros: Lots of attacks (3 each on the assault), highly mobile because of the jump packs, and can trade in jump packs for rhinos or drop pods for free if you do not want to risk them taking fire.
Cons: They are expensive and have no ranged fire, so must be supported by your other squads.
Upgrades: Sergeant as normal, give them flamers for additional killing power on the assault.
Tactics: use them to follow your Tactical Squads, and either as a counter-assault element, objective clearing, or assault ahead of your Tactical Squads to hold up your opponent's squads/prevent them from reaching the objective.
Average Points Cost: 125 (5 model squad)-235
Scout Bike Squadron:
Scout bikes provide you with cheaper-than-bike-squads mobile firepower/assault elements. They can also take teleport homers, cluster mines, and astartes-pattern grenade launchers.
Pros: Again, fast and agile, with the ability to hit and run and create a mobile "safe haven" for deep strike elements. Grenade launchers are also a big plus
Cons: Even though they are Scouts, they are still expensive, and still suffer from lower WS, BS, and armor save. They cannot take an attack bike.
Upgrades: Treat your sergeants as normal. Get the grenade launchers. They are expensive, but worth it. Cluster mines can be placed to prevent enemy movements.
Tactics: Use them the same as your bike squads. If you take teleport homers and wish to use deep strike, keep them in a position to support your main forces without engaging in assault (at least until you get your units on the board).
Average Points Cost: 115(min squad)-250
Legion of the Damned Squads:
Space Marines turned ethereal ghosts of vengeance, they can deep strike and offer a decent amount of fire.
Pros: Slow but purposeful, 3+ invulnerable save, re-roll deep strike rolls, fearless
Cons: Expensive
Upgrades: As a normal Tactical Squad
Tactics: This is kinda tough. They always deep strike, and there is never a guarantee of them actually showing up. They can be put to good use as a mobile fire squad, able to deal a lot of ranged damage.
Personal Note: I recommend against using these squads. The raged firepower and invulnerable saves are nice, when dealing with low ap weapons and power weapons. Against most ranged/melee attacks they are killed just as easily as regular marines.
Average Points Cost: 190 (short squad)-355
Sternguard/Vanguard Squads:
These take the place of the older Veteran and Deathwatch squads. Sternguard are, basically, upgraded Tactical Squads, Vanguard upgraded Assault Squads. I mixed these two together because they compliment each other, and I believe limited abilities.
Pros:
Sternguard: Can create an impressive support by fire or enhance your Tactical Squads with some nasty bolter ammo, combi-weapon spam, and much more flexibility with your special/assault/heavy weapons.
Vanguard: Massive number of attacks (4 each on the charge), your sergeant comes with a power weapon, and can assault the turn they deep strike (provided they do not fire-Heroic Intervention). Can give the entire squad power weapons and melta bombs or better.
Cons: Very Expensive
Sternguard: Limited assault abilities. They get 1 additional attack per turn over Tactical Squads, but it still means they cannot do much.
Vanguard: Almost no ranged power. You have to pay to give them jump packs.
Upgrades:
Sternguard: Combi-meltas. Their greatest strength is in their special issue ammunition. Using special or heavy weapons takes away from that firepower, and having a fistful of combi-meltas gives you a massive boon up close.
Vanguard: Power weapons/fists/thunder hammers/melta bombs. If you wish to use Heroic Intervention, give them Jump Packs or Drop Pods. If not, a Rhino or Razorback will suffice.
Tactics:
Sternguard: Keep them close to your Tactical Squads. They are a great boon to your ranged fire, and the extra attacks are useful in an assault.
Vanguard: Use them as a character hunting unit. I have debated on adding anti-tank, but in all reality, they might take out 1 or 2 before being completely annihilated. I personally do not think that makes up for their points cost. Keep their numbers small and use them to intercept and destroy your opponent's support characters before they start destroying your line forces.
Personal Note: I recommend against using these squads. They are good, but you are paying for Space Marines with a cool ability or two and an additional attack. If you want to spend hundreds of points on a squad, use Terminators. They have a 2+ save and a 5+ Invulnerable. Speaking of which...
Average Points Cost:
Sternguard: 150-285
Vanguard: 275
Terminator/Terminator Assault Squads:
Juggernauts with power weapons, storm bolters, and high armor saves. They are the best foot troops in the Space Marine Codex. Terminators can be upgraded with Heavy Flamers, Assault Cannons, or Cyclone Missile Launchers (basically a 2-shot missile launcher). Terminator Assault Squads come with lightning claws and can be given thunder hammers and storm shields.
Pros: Deep Strike, Terminator Armor, Relentless
Terminators: Lots of firepower, lots of power fists
Terminator Assault Squads: lots of assault ability
Cons: Very Expensive, can only ride in Land Raiders
Terminator Assault Squads: no ranged firepower. At all.
Upgrades:
Terminators: Cyclone Missile Launchers. They are expensive, but can do a lot. Give one or two a chainfist to deal with vehicles in melee.
Terminator Assault Squads: Give them a decent spread of lightning claws and thunder hammers, so you have a nice bit of wound allocation and a few hits with thunder hammers to deal some instant death/deal with monstrous creatures.
Tactics:
Terminators: With a full squad, deep strike them onto the tabletop (either whole or in combat squads) and begin releasing huge torrents of fire. Assault or counter-assault in support of objectives or characters. With a short squad, place them in a Land Raider and use them as a counter-assault, allowing them to support with ranged fire after the melee.
Terminator Assault Squads: Take a short squad and put them in a Land Raider. Use them as character hunters and counter-assault, keeping the Land Raider close, to load them back up after melee. Keep in mind that they have a minimum size of 5 models, so if you attach a support character to the squad, you will have to use a Land Raider Crusader or Redeemer.
Average Points Cost:
Terminators: 235-470
Terminator Assault Squad: 200-400 pts
I hope this has been informative and helpful, please leave comments if you wish clarification.
Leadership Upgrades:
Storm Bolter: cheap; allows 2 shots at 24", is an assault weapon, but it does not allow you to have an additional attack in close combat. I personally do not recommend this as much. (3-10 pts)
Power Weapon: moderately priced, close combat weapon, it's a good investment. (15 pts)
Plasma Pistol: moderately priced, excellent S and AP, can kill your sergeant. Not recommended. At all. (15 pts)
Power Fist: expensive, excellent for last minute wounds or against that monstrous creature/walker. If you can afford the extra 10 points from a Power Weapon, get it.(25 pts)
Special/Assault Weapons:
Flamer: cheap, template (hits a lot but short range). This can go either way, there are benefits to this weapon, and reasons others are better. Use your best judgement.
Meltagun: almost as cheap, short range (12"), high S, AP values. I recommend this choice.
Plasma gun: expensive, rapid fire (so no shooting before assault, where you can get the most out of it), and it overheats. Not recommended.
Heavy Weapons:
Heavy Bolter: cheap, multiple shots, 36" range. Not a bad weapon, just not great either. In comparison to other options, it just kind on sits between Krak missiles and Frag missiles out of a Missile Launcher. I recommend using a Missile Launcher instead.
Missile Launcher: cheap, multiple rounds (S 8 AP 3/S 4 AP 5, Blast), 48" range. I recommend this.
Multi-melta: cheap, short range, but excellent against vehicles, and can add that last minute high-powered, no armor save shot.
Plasma Cannon(only used by some units): expensive, powerful, has a blast diameter, 35" range, overheats. Not a bad choice, but you pay too much and it has the potential to kill one of your own.
Lascannon: expensive, powerful anti-tank weapon, 48" range. I do not recommend this. Go with a Missile Launcher instead, it will save you lots of points. If you must have anti-tank, go with a multi-melta. The range is significantly shorter, but if you are mobile, that should not be an issue.
Dedicated Transports:
Rhino:
Pros: It's a cheap armored vehicle. It allows you to either have it be a mobile heavy weapons carrier or allow you to castle. 30 pts.
Cons: It's a cheap armored vehicle. It is easy to kill, only 2 fire points, and the tank itself has almost no firepower.
Recommended Upgrades: Additional Storm Bolter (bringing you up to 4 shots, plus your two fire points), Dozer Blade, Extra Armor.
Conclusion: It's weak, but it can safely carry your troops for at least one turn. Points well spent. Besides, with the Combat Squad ability, these can give you noticeable flexibility.
Razorback:
Pros: It's only 5 points more than a Rhino and offers more firepower. 40 pts.
Cons: Only holds 6 models, does not have any firing points.
Recommended Upgrades: Storm Bolter, Dozer Blade, Extra Armor. There are multiple weapons options (Twin-Linked Heavy Bolter is standard), Recommendations are towards Twin-linked lascannon and Lascannon with coaxial twin-linked plasma guns (aka las-plas)
Conclusion: Take it for command or small assault squads. Possibly for Devastators. If you use it for your regular squads you are just weakening them.
Drop Pod:
Pros: You can Deep Strike masses of them onto the battlefield, where they sit, adding another storm bolter to the fray. They have decent armor, so can keep your opponent's anti-tank busy, as they can be quite a nuisance. They will not hit terrain or enemy squads, and you can drop half of them on Turn 1. 35 pts.
Cons: They are immobile. They cannot move from where you place them.
Recommended Upgrades: none
Conclusion: This can cause a lot of confusion and problems for your opponent. That storm bolter is no threat in itself, but the fact that it can just sit there and continuously fire at his units means that it can still cause wounds, and should be eliminated. Armor 12 means he will need to use some of his anti-tank (or at least his better anti-infantry) weapons to do that. Not to mention you can deploy half of them on turn one. It's not a bad choice, should you wish to use Reserves/Deep Strike.
Now that upgrades are out of the way (they are mostly the same throughout the squads, and I will add notes when they are not), we can discuss units. I will be discussing your main body forces here, i.e., the majority of your ground troops. The only squads I will not discuss in this blog are Devastator Squads, which will be placed in my Heavy Support blog, and Honor Guard and Command Squads, which will be in my HQ/Support blog. Every unit entry here will have a brief description of the unit, any upgrades (aside from the normal, previously listed, or changed from that list in some way), it's pros and cons, recommended upgrades, and recommended tactics for them. I thought about a conclusion paragraph, but I decided against it. At the end of the Space Marines section of blogs, I will discuss overall army tactics with them, and you can decide whether or not to take units mentioned here. Also included are "average" points range. This is purely so you can tell how much you're going to be spending, and do not include vehicle pricing. So, on with the units:
Tactical Squad:
This is the mainstay of any Space Marine army. They are a good, static unit, and can be very flexible.
Pros: As most Space Marines have WS/BS of 4 or higher and an armor save of 3+, I will not list that. Their main pros are that they can combat squad, can deliver a lot of firepower for their size, and all-around good troops to have.
Cons: They are expensive, and cannot deliver a lot assault-wise. They are meant to be a static, ranged unit, as the majority of the Codex is.
Upgrades: I recommend a power weapon for your sergeant, if you do not have the points for a power fist. Take melta bombs to burn up last-minute points. As previously stated, go with a meltagun or flamer and missile launcher.
Tactics: you can do a lot with them. If using them as a light unit, combat squad them, give your heavy weapon some good fields of fire, and place your special/assault weapon and sergeant in the other combat squad. Your heavy weapon will support your close combat squad at range, and can continuously fire. If Mechanized, either place the whole squad in the Rhino and advance as such, or combat squad them, keeping the aforementioned plan, with your heavy weapon in the vehicle (as it can now move and shoot). While advancing, keep your "assault" combat squad behind your Rhino, using it as cover. If using Drop Pods, take or leave the heavy weapon (you can't shoot it the turn your troops come on the board anyways), and deep strike right next to the objective.
Average Points Cost: 190-200 Note that this list is purely what is placed above, with no vehicles or other upgrades.
Scout Squad:
Your other Troops choice, Scout Squads benefit from can infiltrate. They are not allowed the full range of upgrades, and their weapons choices are bolters, bolt pistols/combat blades, shotguns, and sniper rifles. One scout may carry a Heavy Bolter (with hellfire shells, S X AP5, Blast, Poisoned) or Missile Launcher.
Pros: They are cheaper than Tactical Squads, can infiltrate (I would place them on or near an objective to take it asap), move through cover, and take a wide variety of weapons for much more flexibility than your regular tactical squads. They can also carry teleport homers, which are useful if you are deep striking your squads, and camo cloaks to boost their cover saves.
Cons: WS/BS 3 and a 4+ Armor save. They are the most vulnerable unit in the space marines, and cannot take vehicles.
Upgrades: If you want them to deal with assault, give them shotguns/combat blades, in whatever mix you desire. If you want them to be a ranged unit, give them sniper rifles and a missile launcher. Because you can combat squad them, you can create a mix, where 5 are straight assault oriented, and 5 equipped for longer range. Regardless, the power weapon/power fist for your sergeant is still a viable option.
Tactics: Due to their saves and (comparatively) low WS/BS, I do not recommend them as your main force, and instead suggest using them as support. Infiltrate them on or near the objective and take it on turn one, then either use your snipers reduce numbers/pin your opponent's squads or assault them and stall their movements while your Tactical Squads advance to the objective.
Note: Veteran Sergeant Telion Upgrade: you can give a scout squad Veteran Sergeant Telion for 50 points. He offers BS 6, Ld 9, and a sniper rifle with 2 shots, and can give his BS to another member of the squad (provided he does not shoot that turn). If you have the points and are playing a sniper setup, take him.
Average Points Cost: 140-230
Bike Squad:
Bike Squads are a fast attack choice, but if you take a Space Marine Captain and give him a bike, they count as Troops (and can therefore hold objectives)
Pros: They are extremely fast, and offer twin-linked bolters that can be fired on the move, in addition to your regular upgrades. This can give your army a huge boost of hit-and-run tactics.
Cons: They are also extremely expensive, and your heavy weapons choices are limited to heavy bolter or multi-melta attack bikes.
Upgrades: Treat your sergeant like a tactical squad one. Same with your special/assault weapon. Take the multi-melta for a mobile anti-tank shot.
Tactics: Use them to hit-and-run your opponent and whittle his numbers down, staying just outside his assault range, then assault them once their numbers are manageable or they become a threat to your objective. If using them as Troops, combat squad them and keep your heavy weapon on the objective.
Average Points Cost: 125(only 3 bikes)-300
Assault Squad:
Assault squads are jump pack equipped shock troops, equipped with bolt pistols and close combat weapons. They can take 2 flamers for 10 points or plasma pistols for 15.
Pros: Lots of attacks (3 each on the assault), highly mobile because of the jump packs, and can trade in jump packs for rhinos or drop pods for free if you do not want to risk them taking fire.
Cons: They are expensive and have no ranged fire, so must be supported by your other squads.
Upgrades: Sergeant as normal, give them flamers for additional killing power on the assault.
Tactics: use them to follow your Tactical Squads, and either as a counter-assault element, objective clearing, or assault ahead of your Tactical Squads to hold up your opponent's squads/prevent them from reaching the objective.
Average Points Cost: 125 (5 model squad)-235
Scout Bike Squadron:
Scout bikes provide you with cheaper-than-bike-squads mobile firepower/assault elements. They can also take teleport homers, cluster mines, and astartes-pattern grenade launchers.
Pros: Again, fast and agile, with the ability to hit and run and create a mobile "safe haven" for deep strike elements. Grenade launchers are also a big plus
Cons: Even though they are Scouts, they are still expensive, and still suffer from lower WS, BS, and armor save. They cannot take an attack bike.
Upgrades: Treat your sergeants as normal. Get the grenade launchers. They are expensive, but worth it. Cluster mines can be placed to prevent enemy movements.
Tactics: Use them the same as your bike squads. If you take teleport homers and wish to use deep strike, keep them in a position to support your main forces without engaging in assault (at least until you get your units on the board).
Average Points Cost: 115(min squad)-250
Legion of the Damned Squads:
Space Marines turned ethereal ghosts of vengeance, they can deep strike and offer a decent amount of fire.
Pros: Slow but purposeful, 3+ invulnerable save, re-roll deep strike rolls, fearless
Cons: Expensive
Upgrades: As a normal Tactical Squad
Tactics: This is kinda tough. They always deep strike, and there is never a guarantee of them actually showing up. They can be put to good use as a mobile fire squad, able to deal a lot of ranged damage.
Personal Note: I recommend against using these squads. The raged firepower and invulnerable saves are nice, when dealing with low ap weapons and power weapons. Against most ranged/melee attacks they are killed just as easily as regular marines.
Average Points Cost: 190 (short squad)-355
Sternguard/Vanguard Squads:
These take the place of the older Veteran and Deathwatch squads. Sternguard are, basically, upgraded Tactical Squads, Vanguard upgraded Assault Squads. I mixed these two together because they compliment each other, and I believe limited abilities.
Pros:
Sternguard: Can create an impressive support by fire or enhance your Tactical Squads with some nasty bolter ammo, combi-weapon spam, and much more flexibility with your special/assault/heavy weapons.
Vanguard: Massive number of attacks (4 each on the charge), your sergeant comes with a power weapon, and can assault the turn they deep strike (provided they do not fire-Heroic Intervention). Can give the entire squad power weapons and melta bombs or better.
Cons: Very Expensive
Sternguard: Limited assault abilities. They get 1 additional attack per turn over Tactical Squads, but it still means they cannot do much.
Vanguard: Almost no ranged power. You have to pay to give them jump packs.
Upgrades:
Sternguard: Combi-meltas. Their greatest strength is in their special issue ammunition. Using special or heavy weapons takes away from that firepower, and having a fistful of combi-meltas gives you a massive boon up close.
Vanguard: Power weapons/fists/thunder hammers/melta bombs. If you wish to use Heroic Intervention, give them Jump Packs or Drop Pods. If not, a Rhino or Razorback will suffice.
Tactics:
Sternguard: Keep them close to your Tactical Squads. They are a great boon to your ranged fire, and the extra attacks are useful in an assault.
Vanguard: Use them as a character hunting unit. I have debated on adding anti-tank, but in all reality, they might take out 1 or 2 before being completely annihilated. I personally do not think that makes up for their points cost. Keep their numbers small and use them to intercept and destroy your opponent's support characters before they start destroying your line forces.
Personal Note: I recommend against using these squads. They are good, but you are paying for Space Marines with a cool ability or two and an additional attack. If you want to spend hundreds of points on a squad, use Terminators. They have a 2+ save and a 5+ Invulnerable. Speaking of which...
Average Points Cost:
Sternguard: 150-285
Vanguard: 275
Terminator/Terminator Assault Squads:
Juggernauts with power weapons, storm bolters, and high armor saves. They are the best foot troops in the Space Marine Codex. Terminators can be upgraded with Heavy Flamers, Assault Cannons, or Cyclone Missile Launchers (basically a 2-shot missile launcher). Terminator Assault Squads come with lightning claws and can be given thunder hammers and storm shields.
Pros: Deep Strike, Terminator Armor, Relentless
Terminators: Lots of firepower, lots of power fists
Terminator Assault Squads: lots of assault ability
Cons: Very Expensive, can only ride in Land Raiders
Terminator Assault Squads: no ranged firepower. At all.
Upgrades:
Terminators: Cyclone Missile Launchers. They are expensive, but can do a lot. Give one or two a chainfist to deal with vehicles in melee.
Terminator Assault Squads: Give them a decent spread of lightning claws and thunder hammers, so you have a nice bit of wound allocation and a few hits with thunder hammers to deal some instant death/deal with monstrous creatures.
Tactics:
Terminators: With a full squad, deep strike them onto the tabletop (either whole or in combat squads) and begin releasing huge torrents of fire. Assault or counter-assault in support of objectives or characters. With a short squad, place them in a Land Raider and use them as a counter-assault, allowing them to support with ranged fire after the melee.
Terminator Assault Squads: Take a short squad and put them in a Land Raider. Use them as character hunters and counter-assault, keeping the Land Raider close, to load them back up after melee. Keep in mind that they have a minimum size of 5 models, so if you attach a support character to the squad, you will have to use a Land Raider Crusader or Redeemer.
Average Points Cost:
Terminators: 235-470
Terminator Assault Squad: 200-400 pts
I hope this has been informative and helpful, please leave comments if you wish clarification.
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