Switch Theme:

So... Which chapter is the best now?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Which is the best now?
Ultramarines
Salamanders
Iron Hands
White Scars
Imperial Fists
Raven Guard
Black Templar

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Shas'la with Pulse Carbine





Watford, England

I'm thinking White Scars got the best deal personally.

But all options are good.

Input considered and thread reviewed.

This message was edited 1 time. Last update was at 2013/09/10 17:45:24


 
   
Made in ca
Fixture of Dakka




Why?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in nl
Loyal Necron Lychguard



Netherlands

White Scars
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

Should have made a poll.

White Scars.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in us
Locked in the Tower of Amareo




I think it depends on what you are doing. I think for a Stormraven spam list, the Black Hands look pretty good.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Templars. 5-man lasplas squads are as solid as ever (more so, in fact, now that there's no RZ and we can get a combi-weapon, althout expensive) and having access to 5-man combi+special+heavy units means you can get as much firepower as possible in there per Marine. Templars have the offensively most powerful Chapter Masters (IH being the defensively best one) and can pad out MSU units with cheaper extra wounds (albeit weaker) than normal TAC squads. When one of the main Marine weaknesses is a lack of numbers, having access to cheaper wound-fillers is huge.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

For bikes: white scars
For vehicles: iron hands
Otherwise it's your call.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Regular Dakkanaut





I'd have to say White Scars as well. Ravenwing were already a pretty good bike force, and White Scars just took that up a notch, and for cheaper. They look really strong.
   
Made in us
Warning From Magnus? Not Listening!





Va

I like the iron hands myself. That extra bit of survivabilty can go a long way. Hopefully will get to try it out in a game next weekend.

Check out my Deadzone/40k/necromunda blog here! 
   
Made in us
Longtime Dakkanaut






I think White Scars easily take the cake if your group allows special characters. Khan's army wide Scout is pretty amazing.

Without SCs, I think Iron Hands rank up there pretty well. 6+ FnP isn't huge, but it's army wide. IWND on vehicles and Characters is sweet. +1 to BotO rolls is pretty much just gravy.
   
Made in nl
Loyal Necron Lychguard



Netherlands

What makes Iron Hands so strong?
   
Made in us
Longtime Dakkanaut






6+ FnP means 1 in 6 models that should have died won't.
Characters and vehicles all get IWND, so they can regenerate wounds and HP.
+1 to BotO rolls for Techmarines is a nice little bit that pairs well with IWND on vehicles.
   
Made in us
Regular Dakkanaut





Kangodo wrote:
What makes Iron Hands so strong?


Having IWND on characters and vehicles is pretty strong. You can really make a powerhouse HQ with those traits backing it up.
   
Made in us
Locked in the Tower of Amareo




IWND on the vehicles. It's probably not as good as White Scars, but it's a thing. And 6+ FNP is not terrible. It's actually a deal given that BA have to tote around a weak ass IC to get 5+ FNP, which is all he is really doing at this point.
   
Made in us
Warning From Magnus? Not Listening!





Va

Martel732 wrote:
IWND on the vehicles. It's probably not as good as White Scars, but it's a thing. And 6+ FNP is not terrible. It's actually a deal given that BA have to tote around a weak ass IC to get 5+ FNP, which is all he is really doing at this point.


Yeah, army wide FNP (even a 6+) is better than paying 50 points for a priest to give it to a squad or two. Not to mention the iron hands get it free. You can't game plan around it, but a few lucky sixes here and there could change a game. Its the chapter tactic I will be trying in my 1st game.

This message was edited 1 time. Last update was at 2013/09/10 18:27:10


Check out my Deadzone/40k/necromunda blog here! 
   
Made in us
Locked in the Tower of Amareo




Yeah, it's not fortune good, but it's a nice bonus tweak.
   
Made in us
Hellish Haemonculus






Boskydell, IL

Iron Hands got a damn sweet deal if you play it right. Salamanders wound up pretty much the same.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Stalwart Space Marine




Tulsa, OK

I am an Iron Hand player and I am happy with it so far. White Scars got the best improvement imo and they are really good if you do it right. Salamanders are no slouch either.

4000+
4000+ 
   
Made in us
Tail-spinning Tomb Blade Pilot




Onuris Coreworld

I think that the White Scars Chapter Tactics plus Khan's USR makes them the pretty awesome. Iron Hands Chapter tactic is also good. The Ultramarines Chapter Tactic is also useful if you bring Marneus along for the ride.

"Most mortals will die from this procedure...and so will you!"  
   
Made in nl
Loyal Necron Lychguard



Netherlands

I am actually wondering what the White Scars-supplement could possible give a Bike-army that it doesn't already have.
Biker-Devastators?
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

Why is there no Angry Marines on the list?

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

 AlmightyWalrus wrote:
Templars. 5-man lasplas squads are as solid as ever (more so, in fact, now that there's no RZ and we can get a combi-weapon, althout expensive) and having access to 5-man combi+special+heavy units means you can get as much firepower as possible in there per Marine. Templars have the offensively most powerful Chapter Masters (IH being the defensively best one) and can pad out MSU units with cheaper extra wounds (albeit weaker) than normal TAC squads. When one of the main Marine weaknesses is a lack of numbers, having access to cheaper wound-fillers is huge.


Interesting....I will have to read more about the templar rules tonight.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

Also, the only unit they lose access to is Librarians, so you can still have the biker Captain, or the Master of the Forge (or both) or pure Tactical or Scout squads.

They are Marines +1 in the Marine Codex.


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.




I find passive aggressive messages in people's signatures quite amusing. 
   
Made in us
Regular Dakkanaut




You'll find me in the mind's eye

 streamdragon wrote:
6+ FnP means 1 in 6 models that should have died won't.
Characters and vehicles all get IWND, so they can regenerate wounds and HP.
+1 to BotO rolls for Techmarines is a nice little bit that pairs well with IWND on vehicles.

You can't really say 1 in 6. I have games where I always roll exactly what I need to and games where I lose horribly. No in between. There's no "statistics". Only the dice gods to whom we sacrifice our opponents.

 
   
Made in us
Sinister Chaos Marine




Springfield Mo.

 Psienesis wrote:
Why is there no Angry Marines on the list?

AGREED!!!

ALWAYS ANGRY! ALL THE TIME!
 
   
Made in us
Regular Dakkanaut







Best army depends on your models and play style really.

If you enjoy changing your army to whatever you need, the most flexible and best is Ultramarines.

If you want tanks and vehicles everywhere, go Iron Hands.

If you like to play fast and mobile go with White Scars bikes...or even Raven Guard assault marines (White Scars are better at this though)

And if you enjoy infantry or horde style...Black Templars, easily.

Drop pod shock would go to Salamanders, there are just TOO many bad things they can bring to bear in the enemy backzone turn 1 and 2.

Imperial fists are a very solid traditional infantry with support army. Go bolters and predators here and you should do well with all the rerolls and tank hunters.

The new codex did ONE THING REALLY WELL, it made marines slightly different for each and every possible play style. Figure out what units you like, what tactics you like, and choose a chapter that boosts them to your desires.

Isean's Cadre - Es'run Sept

Black Templar Fighting Company Hartnackig - Dakka Article

DR:80S+G++MB++I+Pw40k06#+D+A+/mWD-R+T(M)DM+
All Stats are as of 6th ed [Win/Draw/Loss]
Black Templars 2500 points - 12/3/5
Tau: Es'run Sept 1800 points - 9/3/4
Dwarfs: Kazak-Graey 4500 Points - 1/0/0 
   
Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

 Isean wrote:


The new codex did ONE THING REALLY WELL, it made marines slightly different for each and every possible play style. Figure out what units you like, what tactics you like, and choose a chapter that boosts them to your desires.


Be nice, Chaos Marine players are unhappy enough without rubbing it in.


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.




I find passive aggressive messages in people's signatures quite amusing. 
   
Made in gb
Boom! Leman Russ Commander




Northampton

White Scars are great, but Iron Hands are the yin to their yang.

Iron Hands make vehicles tough to deal with again.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Heroic Senior Officer





Western Kentucky

 AngryMarine wrote:
 Psienesis wrote:
Why is there no Angry Marines on the list?

AGREED!!!

What is Black Templars?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Implacable Skitarii





The more I think about it the better Raven Guard is looking to me. Being able to scout rhino/razorback-mounted units 12" up the board is a serious boon. No more rhinos getting blown apart in your deployment zone if you don't get first turn. It also greatly helps with nabbing objectives, allowing you to set up a defensive position around 'em much earlier than you'd otherwise be able to. If you manage to get first turn then you can move the transports a further 6", disembark 6" and be right at your opponent's deployment zone if you want to, rapid-firing, flame-template-ing, and/or melta-ing enemy units. It's not something you'll want to do against every enemy, but it's wonderful against any army that spends the game trying to keep you at an arm's length.

Getting Stealth on that first turn is just icing on the cake. (Though the jump infantry boons are somewhat meh, offset by the fact that Assault Marines can't use Scout if they have their packs).

This message was edited 2 times. Last update was at 2013/09/11 08:27:51


609th Kharkovian 2000pts
Deathwatch 2000pts
Sick Marines 1500pts
Spikey Marines 2000pts
 
   
 
Forum Index » 40K General Discussion
Go to: