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I totally misread the chapter tactic thingies. Thought that you could only choose one tactic, and that each one applied for the whole game
Reading is not, apparently, one of my strengths. I'll fix my findings once I finish re-analyzing things...
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Soooo, I'm just gettin back into warhammer
40k, and the new chapter tactics are makin fer some interesting ideas (as does any new 'dex) for builds. As a recent returnie, I've developed some rough ideas based around the tactics that seem decent, and I would like YOUR help (yes you, beloved insertyournamehere) evaluatin the worth of dese things.
First up!
Tactical doctrine! gives you an army wide boost of 11% to accuracy, and a 22% boost to your tactical squads. I feel this is a really solid ability, shooting is what the marines do, and making it better seems like a no brainer.
Fun fact: decreases the chances of losing your average power armored marine to a gets hot! death by a factor of 6, that is... it is 600% less likely to happen (1/18 shots will overheat and penetrate armor normally, 1/108 if you're re-rolling ones) so this helps yo plasma, and your sternguard out a lot.
This one is so general that it's hard to imagine many armies that wouldn't find this helpful. Ones that would get less utility out of this are armies that already have a bunch of twin linked weapons, armies that are trying to run a bunch of assault based units(duh). However, it does make plasma even better than it normally is as you take casualties from it so rarely now (see above paragraph)
Second!
Fight on the move! I don't think this one is quite as strong as tactical doctrine. That being said, hit and run is a decent ability, I just don't really have the experience with it to know how well it works in real battles. I imagine that all your assaulty squads could get a lot out of it though; not just because you get the extra attack, but more because you get that extra shooting phase. I feel like the squads that can get a lot of decent dakka: assault squads, bikes, maybe even vanguard plasma spam, could really capitalize on multiple turns of using special weapons that would normally only see one or two uses in a game. Definitely something I'm going to try out for myself
Third!
The flesh is weak! An across the board 17% increase in survivability?!?! WHAT?!?! So good! Now obviously doesn't work against instant death weapons, but still... this is a ridiculously good buff for the infantry heavy army. I know it dosen't sound like much, but, in theory at least, it should be a pretty decent buff.
Also pretty genral, stay infantry heavy, and bring a few more counters to big things that have s8 or higher, cause those are going to be bigger threats than other guns to you now. ( i guess)
Fourth!
Machine empathy: HOLY CRAP. You know what's awesome? tanks that heal themselves are awesome. Also techmarines that have either a 50% or 33% chance of repairing a hull point's worth of damage in a turn is pretty cool. Also, gets better in team battles, cause
IT WILL NOT DIE activates every friendly turn.
Go tanks, maybe have techmarines in landraiders hangin out, use the landraiders as walls of cover for your 3 vindicators, plus allied vindicators ( i know, allies don't get chapter tactics

)
So what do you guys think? have i missed anything?