Space Marines - Who's your Daddy?

WIP_TwilightRavens_ChaplainDred.jpg

Warhammer 40,000 – With seven new books Space Marine players have more choices than ever. Way back in third edition I opted to paint my Marines in a unique color scheme, this was in part because I didn’t want another black army (I was playing them as Raven Guard from the old IA article, since Chaos was rampant) and partially because I wanted to future proof the army. Marines being fairly generic can be used like a multi-tool across so man different lists, by picking my own colors and building out options I found interesting I was able to amass a substantial Marine collection. Which means I have a ton of models to try to work into lists.

With the new “build-your-own” successor traits as well as the ancestor mechanic you can specialize your traits to max out the effectiveness of your force. Love the Assault Phase? Then claim White Scars as your ancestor for that sweet extra damage in the Assault Doctrine. Prefer heavy weapons pick the Iron Hands or imperial Fists and start the game with bonuses. Midrange more your speed roll with the Ultramarines or Raven Guard for turn two shenanigans. As a successor you not only get access to the cool Combat Doctrine bonuses but also the Stratagems, Warlord Traits, Relics and Tactical Objectives. Granted the “choose your own traits” are a little weaker on their own being able to mix and max gives you more ability to tailor to exactly how you want to play. The biggest drawback to choosing the successor route is loosing access to special characters (unless they’re from Forge World – more on that later) and having to pay CP to get access to the best relics.

So what’s this Forge World nonsense you speak of? Well in the best set of Imperial Armour Books (The Badab War), Forge World explored the chapters involved in that conflict and introduced characters for each of those chapters. Under the old codex those characters unlocked access to chapter tactics which changed up how your army worked. With the advent of eighth edition that model no longer worked and the Forge World chapters were tweaked in the imperial Armour Index to stand on their own, with the caveat that you could just pick whatever chapter tactics you thought best represented those characters. Cool, right? Well with the 2019 Space Marine book you just got a whole ton of new options, particularly for Chapters that have not been clarified as having a defined Progenitors like the Characadons, Red Scorpions, Exorcists, Angels Revenant, Red Hunters, Star Phantoms, Minotaurs, Fire Hawks, and Astral Claws as not only do you get cool rules from the characters but you can pick a Progenitor and Successor traits to maximize your list or fit your play-style.

Back when my gaming group was playing the Badab War I did a series of articles exploring lists based on each of the Chapters that took place. I’m considering putting together a group to play through a variation of that campaign again. Stay tuned as i’ll post more once I’ve put in some work.

With my Twilight Ravens I’ve gone through a variety or lists and options trying to find the sweet spot that I want to play for an extended period of time. I doubt a settle on anything anytime soon as there are just soooo many variations available. Currently for my groups weeknight gaming sessions we’re stickling with 750/1500 point lists. With a smaller point limit it’s easier to get a game done in a reasonable amount of time when you account for the lackadaisical nature of our game nights.

What I’m currently running for 1500 points is:

Twilight Ravens Third Company - Progenitor: White Scars?
Successor Traits: Long Range Marksmen, Whirlwind of Rage

BATTALION ONE:

HQ - Chaplain Dreadnought (2X Heavy Flamers + Dread Close Combat)
HQ - Lieutenant- Combi-flamer Powerfist
TROOP - Tactical Squad - Combi-flamer + Flamer
TROOP - Tactical Squad - Combi-flamer + Flamer
TROOP - Tactical Squad - Combi-flamer + Flamer
ELITE - Agressors - Flamestorm Gauntlets
FAST- LandSpeeder - 2X Heavy Flamers
Dedicated Transport - Drop Pod -Deathwind Launcher

BATTLION TWO:

HQ - Captain - 2x Chainsword (Teeth of Terra)
HQ - Chaplain - Master Crafted Plasma Pistol
HQ - Lieutenant - Dual Lightning Claws
TROOP - Intercessors - Bolt Rifle, Chainsword
TROOP - Intercessors - Bolt Rifle, Chainsword, Auxillary Grenade Launcher
TROOP - Intercessors - Bolt Rifle, Power Fist
ELITE - Vanguard Vets - 4x Storm Shield Chainsword, 6x Dual Chainsword
FAST - Attack Bike - Multi-melta

I really like this list so far. Being able to outflank with 11” range flamers or deepstrike a unit with flamers and be able to clear and area the turn they arrive has been fun. With Whirlwind of Rage + Exortation of Rage the Vanguard Vets can put a hurt on most units.

In the event I need to jump up to 2000 points I can add in the following:

ELITE - Relic Sicaran Battle Tank - 2x lascannons sponsons
ELITE - Aggressors - Flamstorm Gauntlets
FAST - Attack Bike - Multimelta
Dedicated Transport - Drop Pod - Storm Bolter
Dedicated Transport - Drop Pod - Storm Bolter

This give me even more flexibilty and a few more threats to spilt my opponents attention.

Of course if I need to run as part of a team I can break the list down to this 750 point force.

BATTALION ONE:

HQ - Chaplain Dreadnought (2X Heavy Flamers + Dread Close Combat)
HQ - Captain - 2x Chainsword (Teeth of Terra)
TROOP - Tactical Squad - Combi-flamer + Flamer
TROOP - Tactical Squad - Combi-flamer + Flamer
TROOP - Tactical Squad - Combi-flamer + Flamer
ELITE - Vanguard Vets - 4x Storm Shield Chainsword, 6x Dual Chainsword
FAST- LandSpeeder - 2X Heavy Flamers

Not quite the same impact, but it gets the playstyle across and takes advantage of the traits I’ve chosen for this list. I figure if I call each of my iterations a company I can forge my own narrative as my Chapter is on a Crusade and the companies are spread out over several systems.