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 Space Marines Faction question

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wookyd
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PostSubject: Space Marines Faction question   Sun Oct 07, 2012 8:59 am

I started with Ultramarines and I know that they are your plain vanilla chapter. So my question is, is there a difference between Ultramarines, Dark Angels, Blood Angels, etc. beyond just their background fluff? Do they have special powers, abilities, etc that make them stand apart from the blues?
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PostSubject: Re: Space Marines Faction question   Sun Oct 07, 2012 9:33 pm

wookyd wrote:
I started with Ultramarines and I know that they are your plain vanilla chapter. So my question is, is there a difference between Ultramarines, Dark Angels, Blood Angels, etc. beyond just their background fluff? Do they have special powers, abilities, etc that make them stand apart from the blues?

Ultramarines follow the Space Marine Codex book and a lot of other chapters like Raven Guard, Salamanders and Crimson Fist follow it as well.

Blood Angels, Dark Angels, Black Templars, Space Wolves, and the Greyknights follow the Space Marine codex to an extent but with some adjustments. These chapters have their own unique abilities, units ,equipment and methods of fighting which a lot is not included in the normal Space Marine Codex. These Chapters have their own separate codexes you can look at to see for yourself.

So yes there is some difference between them.
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PostSubject: Re: Space Marines Faction question   Sun Oct 07, 2012 9:39 pm

Thanks, ninja.
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PostSubject: Re: Space Marines Faction question   Mon Oct 08, 2012 10:57 am

Here is a quick rundown of everything you need to know when picking a space marine faction:

Codex: space marines
Balanced and versatile, the vanilla SM book represents a wide variety of chapters including Ultramarines, Raven guard, Salamanders, and Crimson Fists. Vanilla marines have good access to both Ranged and melee combat choices. Vanilla marines are designed to have an adaptive and versatile playstyle that plays against your opponent’s weakness, rather than playing to your strengths. (This is where a lot of players struggle with SM armies). Well played Space Marines flow like water.

Any chapter can use the SM codex, but to represent the “flavor” of your chapter, the book provides several special characters that swap out Combat Tactics in your army. This subtle swap actually changes the army a lot in what strategies are effective to you.

Ultramarines: The default combat tactics is now also the best. Your units can choose to flee from Close combat and suffer NO penalties for doing so! There is no safe place for enemies to hide.
Salamanders: Vulkan makes all infantry meltas, flamers, and thunder hammers twin linked (reroll misses).
White Scars: Khan gives all your units outflank (come in from the side). Good for bike armies.
Raven guard: Shrike makes your units fleet (run/charge further) and allows one unit to infiltrate.
Imperial and crimson fists: Makes your units stubborn (always use full leadership), and provides another small bonus to nearby units. Since ultramarines combat tactics got a huge buff in 6th, these are less popular and less useful.

Codex: Dark Angels
(Will get a new codex soon) Same units as C:SM but have different weapon options. Can get good access to Terminators and Bikes and have better weapon options for both.

Codex: Blood angels
Same units as C:SM but lose access to some of the ranged units. Blood angels have a pure melee and assault focus, and have a lot of powerful abilities to augment that. Better reserves, better deep strike, furious charge, feel no pain, etc. The go-to marines for stabbing faces.

Codex: Space wolves
While the units are similar to C: SM, they all have a unique twist. Generally space wolf units do everything a little better than C:SM but lose a lot of there versatility. They have less weapon options and lose out of some of the good C:SM units. Space wolves have counter attack instead of combat tactics.

Codex: Black templar
The units are rather different than C:SM and there have a lot of unique rules and special abilities. I have never actually seen them play, but I am told they have a unique melee focus.

Codex: Grey knights
All the units are unique from C:SM and act very differently. They have extremely powerful midfield shooting and good assault and psykers. Generally you just park your army midfield, roll some dice, and then win the game.
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PostSubject: Re: Space Marines Faction question   Mon Oct 08, 2012 1:16 pm

Awesome! Thank you, Pyro.
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