Switch Theme:

SM Chapters. which to run with?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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 us
Despised Traitorous Cultist



Kentucky

So I have been a diehard Salamanders player. Love them and the abilities. But I am looking to find a more competitive chapter. I love the lore of all of them and I am cool with all the heraldry. I just wonder.

What chapter does dakka find best and why?

Salamanders stops flamers and allows for the heavy hutting weapons to basically have rend plus the master craft is amazing.

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





best CT goes to white scars hands down.

followed, in no particular order by

ultrasmurfs
salamanders
imperial fists
Iron hands

the rest leave things to be desired.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Despised Traitorous Cultist



Kentucky

But why are the white scares the best of the book? It seems to me that imperial fists and salamanders are more reliable when not running Khan.

Or am I missing something?

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Auspicious Daemonic Herald





Steelbain wrote:
But why are the white scares the best of the book? It seems to me that imperial fists and salamanders are more reliable when not running Khan.

Or am I missing something?

Hit&Run is amazingly powerful
   
Made in us
Stubborn Dark Angels Veteran Sergeant





WS are, not only amazing on TT, (HoW at str 5, ignore dangeorus terrain, hit and run +1 to jink) but is also one of the fluffiest CTs there is.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Been Around the Block




Drop Pod Salamaders
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






I'd second whitescars. Hit and run is very powerful, as are 3+ jink bikes with str 5 HoW. This is before we mention khan, who opens up a whole different game to white scars with his scouting bikes and transports.

Run an ironhands detachment with this for a tough chaptermaster on bike and you will have the standard 'competitive' SM layout.
   
Made in us
Despised Traitorous Cultist



Kentucky

I see. This seems very solid. I normally love tanks and fliers. But being able to scout a land raider sounds like a good time

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Slippery Scout Biker





I would third White Scars... I don't like them, lore-wise, and I play Ultramarines Tactics, but if I had any bikes I'd run White Scars Tactics (the army is necessarily painted Ultramarines, even though they ARE blue) because how how awesome Hit and Run and that HoW are.
   
Made in gb
Dakka Veteran





Imperial fists suits my play style. I like to run a troops heavy list and with Marines that of course means plenty of Bolters!

3000 Points - Right Hands of the Emperor, Imperial Fists Successor
1000 Points - Right Hands of the Emperor Elite PDF force
Bolt Action 1500 pts US Army
Bolt Action 1000 pts US Airborne
X Wing - Giant rebel fleet
Halo Fleet Battles - 1000 pt UNSC Force, 1000 pt Covenant Force

======Begin Dakka Geek Code======
DR:80S++G++MB+IPw40k96#+D+A++/areWD-R+T(T)DM+
======End Dakka Geek Code====== 
   
Made in us
Haemonculi Flesh Apprentice






You don't even need to run bikes or khan for WS to be the best. Hit and run is so broken a rule. 67% of the time your marines can jump 3d6 from combat. I can't count the number of times my tactical based army has lept 11" average from combat onto objectives last turn, it's really not fair to be honest.

   
Made in us
Despised Traitorous Cultist



Kentucky

Oh Wow! I'd completely forgotten that Hit and Run could do that! I'm starting to believe that, yes infact they are the best. I was informed of a great setup today that runs WS Command bikers with Thunderhammer and Storm Shield + Melta Bombs.... 3+/3++/3+++ FTW. lol!

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Longtime Dakkanaut





USA

Star Phantoms, chapter tactic allows you to twin link any rapid fire, heavy, or salvo weapons for a turn. THATS Dakka.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Despised Traitorous Cultist



Kentucky

Star Phantoms?? What's that from? Forge world?

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Steelbain wrote:
Oh Wow! I'd completely forgotten that Hit and Run could do that! I'm starting to believe that, yes infact they are the best. I was informed of a great setup today that runs WS Command bikers with Thunderhammer and Storm Shield + Melta Bombs.... 3+/3++/3+++ FTW. lol!


Lol its cool but in any remotely competitive game thats terrible. Thats like 80ppm

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in gb
Death-Dealing Devastator




Bournemouth

I love my Iron Hands, they just rule. I dont count on it, but the number of times the 6+ has made my day is huge!!

also like BA, WS, Raptors and Raven Guard...

WH40K
Iron Wardens 11k (Iron Hands Clan Raukaan with Blood Angels Allies)
Guard PDF 1.5k
Hive Fleet Celesta 3.5k
Irontoof Guttasnarks's Warghband 0k in development 
   
Made in us
Dakka Veteran






If you're into forgeworld rules, check out their chapter tactics. Raptors are a raven guard successor, so they get scout, and ASM can use their packs in movement and assault phases.

...but wait! there's more: Once per game, for one turn, you can make all bolt weapons heavy 1 rending for a turn. That's huge. That turns sternguard and tacticals into anit-everything units.

Also, if you play it right, Ultramarines can be very dakka, but you have to call the doctrines right. IF are okay, but they get boring if you have the time to play lots of games.

My bother plays raven guard, and they make vanguard vets kinda-sorta viable, which is cool if you like power weapons.

This message was edited 1 time. Last update was at 2014/09/23 00:46:00


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Fresh-Faced New User





Once per game, for one turn, you can make all bolt weapons heavy 1 rending for a turn


the Raptors tactics actually give you the option (as long as the unit didn't move) to fire any bolter/bolt pistol/combi-weapon bolter as heavy 1, rending

much more consistent than a one use power. really turns regular marines into MC killers and vehicle hunters.
   
Made in us
Battleship Captain




Oregon

Black Templars for maximum ZEAL!
   
Made in us
Dakka Veteran






 KathiasBlack wrote:
Once per game, for one turn, you can make all bolt weapons heavy 1 rending for a turn


the Raptors tactics actually give you the option (as long as the unit didn't move) to fire any bolter/bolt pistol/combi-weapon bolter as heavy 1, rending

much more consistent than a one use power. really turns regular marines into MC killers and vehicle hunters.


Oh, good lord! I wish I hadn't spent all my money on actual raven guard now.

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Despised Traitorous Cultist



Kentucky

That's a lot of fun, but sadly my local doesn't allow FW...

Chaos is everything and everywhere. Nothing is sacred. 
   
Made in us
Longtime Dakkanaut





USA

Steelbain wrote:
Star Phantoms?? What's that from? Forge world?


They're FW chapter tactics, don't think there are any Star Phantom models.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

I'd like to use this thread for a question: As WS tactics don't have Skilld Rider per se (but rules taht mimic it), would it stack with Skilled Rider? Say, if I put Sammael in a squad of WS bikers, would they be able to Jink at 2+?

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
 
Forum Index » 40K General Discussion
Go to: