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for the emporer and our chapter
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Old 23 Dec 2005, 21:17   #1 (permalink)
Shas'La
 
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Default for the emporer and our chapter

hi! this is a tactics article for space marines commanders. remember this is just my opinion and you do not have to like it. as such, i would like to ask that all Comments+Concerns be polite.also there will be differnt installments on the different types of units lkie HQ,fast attack,troops, wargear,etc.,etc.

ok on to the tactics.

force commander: for new players and begginers that do not have many models, i suggest the use of the chapter master option. this is because he has alot of points behind him and if you want to play at least 500 pt games you will need him. second of all is his abillity,rites of battle, which while he is on the table allows all of your units to use his leadership for all morale,pinning, and leadership tests.

chaplin: a good second HQ for a starter army. his crozious arcanum is a power weapon and he wears a Rosarius which gives you a 4+ invunerable save. his abillitys, honour of the chapter and litanies of hate, give you the fearless rule and re-roll faild rolls to hit, which can come in handy if he is joined by a command squad or joins a squad. finnaly his command squad can carry a holy relic into battle,which, when you reveal it, can give plus 1 attack to all units within 2D6 range.

librarian: the librarian i would not choose for a starting army because he is a bit unwieldy with his powers. if he fails a pyschic test,it could mean disaster for your army.
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Old 24 Dec 2005, 03:45   #2 (permalink)
Shas'La
 
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Default Re: for the emporer and our chapter

is anyone going to respond?
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Old 24 Dec 2005, 07:43   #3 (permalink)
Shas'O
 
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Default Re: for the emporer and our chapter

Uh, no?

Seriously, already been discussed and have something on it.* If you look in the projects section there is the Space Marine Tactica which already has this boards general views with pros and cons on the diffrent HQ choices. EDIT: Or at least, there should be.* Seems we don't have decent entries for any of those units yet.* :-\* *

The Librarian is of no danger to your army only himself with his powers and to be honest, has many very usefull abilities.* The Commanders raise Leadership, that's about it.* When your Leadership is already very high (8, 9 with veteran Sgts) and you have the wonderfull ATSKNF rule working for you the onyl reason for having his boosted leadership is if you must, absolutly pass every leadership test.* The Chaplain is best charging right in there.* That's not always where you want your commander to be and it's a fair amount of points to be tossing into the fray.* Fearless as I have found isn't something you always want either as there are times breaking off so that your other squads can open up on the enemy.
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