4th Edition: A Beginner's Guide for Making a Space Marine Army
Scribed by Wuestenfux
"And They Shall Know No Fear"Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe. Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.
When building a Space Marines army, the best place to begin is the respective Codex. It describes all Space Marine units and their special rules. However the Codex does not teach how to efficiently configure Space Marine units. Moreover, it does not teach how to synthesize units to generate a successful Space Marine army. This article deals with building a Space Marine army from basic units. It shows ways to configure units and how to use them on the battle field. Based on the configuration of units, several sample army lists are given. Feel free to play test these lists. Have fun playing 40k.
Table of Contents1. Frequently Asked Questions
2. Head Quarters
3. Troops
4. Elites
5. Fast Attack
6. Heavy Support
7. Smaller Space Marine Armies
8. Larger Space Marine Armies
1. FAQ’s --Frequently Asked Questions
• What Space Marine army should I choose?
There are about 1000 Space Marine chapters in the Warhammer 40000 universe. The chapter of Ultramarines is the basis of all other chapters. A few chapters have their own codex: Black Templars, Blood Angels. Dark Angels, Space Wolves, 13th Space Wolves Company. Other chapters have diverged less from the Ultramarines and have specific traits like Blood Ravens, Crimson Fists, Imperial Fists, Iron Hands, Raven Guard, Salamanders, White Scars. The Ultramarines chapter is a good starting point. I suggest to start with an Ultramarine force and add traits in order to suit best your playing style.
• What is the best squad size of a Space Marine unit?
Even numbers are better if you play with victory points. For instance, compare a 6 men squad with a 7 men squad. If both face three casualties both units are not below half-strength and so both units will score. However, if both units face four casualties both units are below half-strength and so both units will not score. But a 6 men squad is cheaper.
• Should I take smaller or larger squads?
Generally, smaller squads work better. For instance, compare four 6 men squads with three 8 men squads (= 24 men each). The four 6 men squads will not score if you loose 4 men per squad (= 4x4 =16 men), while the three 8 men squads will not score if you loose 5 men per squad (= 3x5 =15 men). Generally, take shooty tactical squads of 6 Marines and close combat oriented tactical squads of 8 to 10 Marines.
• How should I generally equip a Space Marine unit?
Each unit should be given a role and it should stick to this role (shooty, close combat, hold a mission object, etc.). As a general rule, keep the unit upgrades low (10% to 20%).
2. Head QuartersSpace Marine leaders have high leadership, high weapon skill, and high initiative. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. Basically, there are three ways to use a Space Marine leader:
• Jump packer: Give the Space Marine leader jump packs. Let him join an Assault squad.
• Biker: Mount the Space Marine leader mounted on a bike. He will benefit from a toughness bonus and is allowed to carry a second close combat weapon (e.g., bolt pistol) which gives him +1A attack. He should join a Bike squad of at least four Bikers.
• Footslogger: Let the Space Marine leader on foot join a tactical squad or lead a Command squad. A Command squad is recommended in escalation missions. Otherwise, the valuable leader may hoof alone across the board.
A Space Marine leader has access to the Space Marine armoury. It is recommended to keep the war gear of the leader low. For instance, artificer armour and master crafting the close combat weapon are upgrades, which will help the leader in close combat to survive longer and to dish out more damage. But these upgrades are costly and so should only be considered in larger games.
2.1 Commander The Commander is a good all-around leader. His ability Rites of Battle provides all units in the army with high leadership as long as he is on the table. A Commander is the preferred leader of a shooty army. He should basically be outfitted as follows:
Master w/ twin lightning claws, iron halo, terminator honours, frags
Upgrades:
• give jump packs or
• mount on bike.
The Commander of a shooty army should be used to remove enemy units threatening the front ranks. For this, he needs mobility. The best way to achieve this is to give him jump packs or to mount him on a bike.
2.2 ChaplainThe Chaplain is the ultimate choice for leading an assault-oriented army. His signature equipment was extended to include Litanies of Hate allowing to re-roll all misses to hit in the first phase of an assault and Honour of the Chapter making him and the squad he joins fearless. His basic setup is
Master of Sanctity w/ crozius arcanum, rosarius, bolt pistol, terminator honours, frags
Upgrades:
• give jump packs or mount on bike,
• add adamantine mantle.
The adamantine mantle protects a multi-wound character from being instantly killed and so is almost a must-have item if the opponent fields monstrous creatures like Carnifex, Daemon Prince with at least strength 8, and enemies with lots of power fists (e.g., 13th Company Storm Claws). Notice that there is only one relic (such as the adamantine mantle) allowed in a Space Marine army.
2.3 LibrarianThe Librarian is one of the most powerful psykers in the game. His signature equipment includes force weapon, psychic hood, and Storm of Emperor’s Wrath. He can be customized to fit into an assault oriented or a shooty army. In an assault oriented army he should be outfitted as follows:
Epistolary w/ force weapon, psychic hood, bolt pistol, iron halo, terminator honours, frags, Might of Heros
Upgrades
• add jump packs or mount on bike,
• add Familiar,
• add second power.
This Epistolary is very good in close combat. Might of Heros gives the Librarian up to 9 attacks on the charge, or it can boost the number of attacks, say, of a Veteran Sergeant wielding a power fist.
A Librarian may be accompanied by a Familiar (unless he wears terminator armour). It appears that a Librarian on a bike or with jump pack is not slowed down by a Familiar. The Familiar will boost the Librarian's initiative so that he will almost always strike first bar (among others) Dark Eldar Archon, Wyches, Emperor's Children Daemon Prince, Harlequins, Genesteelers.
A Librarian can choose between various psychic powers: The power Storm of the Emperor's Wrath may cause severe damage against power-armoured opponents. But the new template rule makes it less useful. Fear of the Darkness works best against armies with lower leadership like Eldar and Imperial Guard, while it’s useless against fearless armies. Nevertheless, this power may make the Librarian and the squad he joined more survivable versus rapid fire. Veil of Time is an incredible power allowing to reroll all misses. However, it is only applicable in the Librarian's turn. Vortex of Doom is also a nice power, but less useful due to the new template rule.
A shooty army may include a Librarian as follows:
Codicier w/ force weapon, psychic hood, storm bolter, terminator armour, Fury of the Ancients
The amazing power Fury of the Ancients has (virtually) infinite range and is deadly against lightly armoured troops. The storm bolter may be used if the Librarian fails his psychic test and this will happen on average once in a game of six rounds.
2.4 Command SquadA Command squad is led by an HQ and contains the uber heros of an army. This squad is only slightly better at shooting than the standard Marine squad but better in close combat. One concern is to bring the squad safely into close combat.
Command squad
6 Marines w/ melta (x2), bolt pistol (x4)
Standard Bearer w/ bolt pistol, company standard
Apothecary w/ bolt pistol, narthecium & redactor
Company Champion w/ power weapon, bolt pistol, combat shield
Veteran Sergeant w/ power fist, bolt pistol
Upgrades
• add infiltrate,
• add furious charge plus transport.
Infiltrate allows deploying the squad close to the enemy. Replace the meltas by flamers if you play against a horde army. Add frags if there is plenty of terrain on the board. Furious charge should be given only if the squad will most likely get the charge bonus. The only half way decent way to get this bonus is to give the squad a ride in a Land Raider Crusader.
2.5 Terminator Command SquadTerminators are the ultimative elite warriors of a Space Marine chapter. A Terminator Command squad is a hard hitting and very expensive unit. Such a squad should be considered in larger games.
Command squad
5 Terminators w/ assault cannon (x2), storm bolter (x3), power fist (x5)
Sergeant w/ power weapon, storm bolter
This squad is very useful in a static, shooty Space Marine army. The best transport option for the squad is the teleport attack. The teleport attack can be made more reliable by a teleport homer carried by an infiltrating squad. A Terminator Command squad should be led by an Epistolary w/ force weapon, psychic hood, terminator armour, Fear of the Darkness. Fear of the Darkness is useful to break enemy units at close range.