Hot new Chapter Tactics rules are here all the Space Marines chapter, plus the McPick two successor/ custom combos are back as well!
First, let’s check out the main Space Marines Chapter Tactics and then the successor chapter tactic rules. Some of these have been changed and some haven’t, but hopefully, everything is unique and balanced.
In the last edition, there were some clear winners, but now there seems to be a bit more diversity with power levels this time around- well until the chapter codex books hit later this year perhaps.
TL;DR If you want to check out the rest of the Codex rules not on this page we got you covered below:
- Warlord Traits & Stratagems
- Relics, Litanies, Psychics, & Secondary Objectives
- Chapter Tactics Rules
- New Unit Datasheets
Let’s dive into the Codex rules:
Hot New Space Marines Chapter Tactics Rules
White scars and Imperial Fists have no major changes, which leaves them in pretty good spots.
Black Templars got an ever so slight nerf. They keep their core trait ideas, but implementation has slightly changed. They still re-roll charge and advance rolls, however, they have to re-roll both dice before they could opt to only re-roll one dice. It looks like GW doesn’t want to let people pick and choose dice as much in cases like charges and advances for example.
Space Wolves got a huge power spike. The first clause remains relatively unchanged, but the second one is extremely powerful. Each Space Wolves unit now gets to Heroically Intervene meaning each unit has a deadly threat range. Its kind of funny to think about it, but this is almost the melee equivalent to the Tau overwatch ability. If you want to fight one, you’ll probably have to deal with more units too. This also makes strategic play harder for your opponents and gives you more opportunities to outplay with things like objectives.
Blood Angels, Flesh Tearers, and Ultramarines look to have no major changes, leaving them in pretty solid spots.
Salamanders lost their free hit re-roll but still have their wound one.. Given that they specialize in flamers this is super flavorful, while still nerfing them a bit. Since they were so strong, this is honestly not too bad and they are probably still fine (especially with the change to flamer range). They can still hold their own, getting nerfed out of orbit isn’t fun for anyone, so this is positive.
Successor/Custom Chapter Rules
The top right, that is cut off, is Inheritors of the Primarch.
Long-Range Marksmen took a NERF only applying 3″ bonus range to Rapid Fire and Heavy weapons (excluding heavy flame weapons). This essentially shuts down the Raven Guard Assault Centurion flamer combo that lets them appear almost immediately and auto-hit everything off the board.
Indomitable is simple and effective, auto passing Combat Attrition is pretty much guaranteed to come into effect in your games and will be consistent across the board.
Bolter Fusillades is solid as well. Re-rolling hits of one for all bolter weapons could essentially be an army-wide re-roll buff depending on how you form your army list! Taking a slight decrease in firepower to increase consistency may just be worth it.
Scoins of the Forge is clearly supposed to be a successor of the Iron Hands as its essentially a copy/paste from theirs. This is a great option if your list is stacked with big vehicles, particularly vehicles that have harsh brackets, or you need to be at max efficiency for as long as possible.
Tactical Withdrawl is a sort of mini-White Scars, allowing a model to charge after falling back. Not quite as stronger since they cant after advancing, but that’s okay given you get to choose a second tactic freely.
So there you have it, looks like there are a few potential power-ups, and a few rules scaled back, but all in all pretty balanced across the board, as far as these new Space Marines Chapter tactics rules go.
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What do you think about these Chapter tactics? Are the changes fair and warranted? Which change has you most excited?
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