|Yep, another post about those guys|
Like many marine players, I've been thinking about my Space Marines in relation to the new codex. For me, that's mostly my Space Sharks, though until I get around to converting them into more Sharks, I guess it could also apply to my Silver Skulls as well.
The big conundrum of the day is: which Chapter Tactics to follow?
For me there are three main contenders:
Ultramarines: Flexible, helps with shooting and assault. My Sharks are a pretty varied lot in the battle company mold (though without devs at the moment) and could make use of all the abilities. Rerolls for everyone is good, esp. the tac squads. Extra ability to make it into assault is handy, as is the ability to reroll snap shots (say, against flyers).
White Scars: Woof. Bikers no longer needing to worry about terrain, better jink and hammer of wrath. Nice. Plus Hit & Run on everyone (except terminators and centurions, and things without the Chapter Tactics rule, like dreads) is AMAZING. Sooo much potential mobility and opportunity for repeat attacks, concentration of force, etc. Really fits in with the strike, retreat, strike again style noted for the Space Sharks. Bonus if add in Sharka Khan as warlord to get Scout on the bikes and transports (in my current list would be the bikers and the two tac squads in rhinos), which would allow for more deployment fun, hitting midfield earlier or Outflanking. And I love me some Outflanking.
Iron Hands: A little bit of extra resiliency can go a long way. FNP 6+ and It Will Not Die on characters makes getting Slay the Warlord a little bit harder for the enemy, and FNP on all the marines and IWND on vehicles makes them all a little tougher - making it less likely for the enemy to win First Blood, making it that much harder to pick up kill points, making units hang around longer in the way/on objectives etc. Outlasting your opponents certainly has advantages.
At present I'm leaning towards White Scars as it really fits how I wanted the army to play when I originally set them up and the possibilities for army wide Hit & Run are just mind boggling.
My current force's "core" is running at 1070pts in the new book:
Two tactical squads in rhinos: 490pts
Bike squad: 215
Assault squad: 215
Typhoon Speeder: 85
This is taking a few things out for the moment, but also involving some price reductions. My old 1500pt list is down to 1400.
My bike captain can either stay as-is, move to chapter master status for extra wound and orbital bombardment, or be converted into Sharka Khan. I also have the jump pack librarian I've been working on that can be stuck in.
The Ironclad rarely accomplished a whole lot, dreads still aren't that great and Ironclads can't even take venerable. If I go the Iron Hands route he may come back in. He may come back in anyways, I love dreads even though they are overcosted underperformers.
The Whirlwind could fairly easily be turned into a Rhino/Razorback or an anti-air tank if desired.
What to fill in to get to 1500/1850?
If I go White Scars, another bike squad is likely, and even filling them out in order to be able to combat squad is possible. More tacticals in another rhino or a pod is possible, sternguard, scouts with or without speeder transport, thunderfire, stormtalon, attack bikes, etc. Lots of options.
If I go Ultramarines, more things to fill out the battle company aspect, like at least one devastator squad. Other than that, maybe more tacs, another assault squad or more bikers, scouts, tanks, whatever.
If I go Iron Hands, more bodies in whatever form to up the resiliency, maybe some firepower tanks to try to dish it out while making use of the IWND.
What are your considerations when choosing (aside from if you have a clear particular chapter or predecessor) your chapter tactics and how are you filling things out to make use of them?