This mod is not monetised. I will not be doing any paid mods nor set up a patreon. This is not an official GW licensed product. I will also not pull the mod, and will keep it on the net since any takedowns would be without merit. This mod aims at modifying Dawn of War 2 Retribution to portray combat in a more lore-accurate manner. Prepare to find Space Marines as powerful as the books depict them, ork hordes in their hundreds, and dozens of Guard tanks shelling into an incoming tyranid horde!

Post tutorial Report RSS Space Marines

This Tutorial is here to show you how to play with Space marines, and what are their strengths and weaknesses. Read this on how to build new units. Updated for 3.3.

Posted by on - Basic Other

The Space marine race has three commanders in this mod. Each Commanders unlock a different army.
Important: Balance partly rests on how expensive these units are, thus high resources makes this race imbalanced. Enemy space marines are best treated as tanks, they are vulnerable to melta, plasma, and anti tank weapon types.

All Space marines are Super-heavy infantry, save scouts who are heavy infantry. They all have a 0.7 incoming ranged and melee damage modifier, and a 66% incoming accuracy modifier to represent superhuman speed, agility , strength and durability.

Your units are the most powerful in game, but they are also the most expensive. A loss of a squad is a blow to a space marine army, and has a much bigger impact on the game than its for swarm armies.

Legion Marines are somewhat weaker, but cost less population to make up for it. This does not concern elites or commanders, only the rank and file tier 1 units.

Pop cap is 200, and their units are around ten times more expensive than those of other races.

Chapter Captain: Unlocks the 41st Millenium's Adeptus Astartes Company force.
Legion Captain: Unlocks the 31st Millenium's Legiones Astartes Company force.
Brother Captain: Unlocks the 41st Millenium's Daemonhunters Company force.

Heroes:

Chapter Marines:

Force Commander: Starting melee hero. Good at melee damage and enduring enemy damage, can be upgraded to Terminator. Has Lightning claws upgrade beside the vanillas, can take Plasma Cannon and Cyclone launcher. Starter hero.
Librarian: He can choose to support allies or damage enemies. Can equip Terminator armour which grants him 2 abilities with each upgrande, including the new Storm of the Emperor's Wrath. Built at scout beacon at tier 2.
Techmarine: Ranged hero. Can now equip power axe, Volkite or Graia plasma grenade launcher. Builds the Rare tank reinforcement teleporter homer beacon. built at scout beacon at tier 2.
Chaplain: Melee and troop support hero. Can be updraded to Terminator and take Cyclone Launcher. Built at scout beacon in tier 1.
Emperor's Champion: Melee damage dealing and damage absorbing hero. Built at HQ. Builds the Dreadnought Beacon.
Apothecary: Healer built from the HQ at Tier 2. Can have grav gun now. Built at scout beacon in tier 1.

Scout's Teleporter Homer builds additional heroes except Apothecary and Terminators and Command squad as well as Primaris and rare superheavy tanks.

Techmarine's beacon builds rare vehicles and Custodes.

Units:
Tier1:


Scouts: Deals medium damage and has medium durability. Can be given grenade launchers(AOE damage) or sniper rifles(suppression), or a melta, flamer or plasma or missile launcher. Good for scouting or taking out enemy infantry. Builds Turrets and builds Elite unit beacon.


Tacticals: Deals heavy ranged damage, and has excellent durability. Can take a heavy weapon and get a special weapons squad member(flamer or melta gun or plasma gun or Grav gun) and a sergeant. They can be specialised to face light and medium vehicles, but excel against any kind of infantry. But beware, in later tiers they can become a firemagnet and die easily, especially to tanks. Can become Crusader squad to fight in melee.

Devastators: Deals very heavy ranged damage, and has good durability. Limited to three squads. Can be upraded with weapons to face any enemy type. Generally, you want these squads protected from damage, and kept back from the melee. They start with heavy bolters, but can get Missile launchers, plasma cannons, lascannons, Volkite Culverins or multi meltas. Can take 5 bolter spotters at tier 1 or 5 additional heavy weapon bearers at tier 2 but not both.

Assault: Deals heavy melee damage, has excellent durability. Assault marines are powerful in melee, and are good at facing enemy melee units, or jumping ranged units. But beware, in later tiers they can become a firemagnet and die easily, especially to tanks. They can get power fist, plasma pistol or lighting claws, power axes and melta pistols.

Rhino: Durable, fast, but lightly armed transport. Good for reinforcing troops and soaking up anti Infantry fire. Can get extra armor, an extra storm bolter, can replace starting storm bolter with Hunter Killer Missiles. Limited to 1 upgrade is Primaris Damocles, which replaces storm bolter gunner with twin plasma guns gunner and can call a single beam orbital strike at tier 3.

Command Squad: Elite squad with specialist weapon bearers, best suited to mid range engagements. Limit 1, built from Scout Teleporter Homer.

Primaris Intercessors: More durable ranged infantry, can take shorter ranged but more powerful auto bolters, longer ranged but slower firing Stalker Bolters. At tier 2 can take Assault upgrade with shields and chainswords, which make it even more durable. At tier 2 can become Heavy Intercessors to be even more durable and equip 2 members with Heavy Bolters. Can take Sergeant or Assault Sergeant who has a Thunder hammer. Great against infantey, but less efficient against vehicles than the more flexible Tacticals. Limit 5, built at Scout Beacon.

Primaris Reavers: Stealth capable melee unit with power weapons. Can stun enemies with sonic roars, can take Sergeant and upgrade to Bolter Carbines, a faster firing boltgun. Limit 5 built at Scout Beacon. Deals less damage than ASM but is better against armoured foes in melee due to power knives.

Tier2:

Sternguards: A much more durable tactical squad. Can upgrade to have better special weapons (combi flamer, melta or plasma, grav or rad) , but no heavy weapons. Its special ammunitions can make it good against specific targets for a short time. Can take sergeant with combi melta. Limit 5.

Vanguards: A much more durable assault squad, with power weapons. Unlike their tier 1 ASM brothers, these can kill tanks more easily if they can get into melee. Can take Sergeant with Lightning claws, power shields and plasma or melta pistols Limit 5.

Razorbacks: Like the Rhino, but with a pair of heavy bolters, can be upgraded with twin plasma cannons, multi meltas,heavy flamers or lascannons. Basically a medium tank that can reinforce troops and deal some damage in return.C an get extra armor, another storm bolter and replace storm bolter with HK missiles.

Predator: A heavy tank, with specialised loadouts. Initially good against infantry of kinds with its Predator Heavy Autocannon and Heavy Bolter sponsons. Can upgrade turret with twin lascannons, assault cannons or a heavy plasma cannon, magna melta or inferno cannon. Can replace sponsons with lascannons, heavy flamers, multi meltas or plasma cannons. Can get extra armor and HK missile.

Whirlwind: Artillery tank that starts off as Helios. Can use Incendiary missile ability and deals heavy damage to large groups of light infantry, but has slow rate of fire. Can take storm bolter OR HK missiles. Can be upgraded to Scorpius to specialise in taking down superheavy infantry, Hyperios for light vehicles, Hunter for use against heavy vehicles, or Stalker for direct fire support against heavy infantry. Stalker has no secondary guns due to clipping, but has better sight range and detection.

Primaris Eradicators: Very durable squad with Melta rifles, good against all unit types but has slow rate of fire and short range. Limited to 2, built from Scout beacon and can take Sergeant and Multi meltas.

Primaris Hellblasters: Powerful ranged squad specialised against superheavy infantry, wielding more powerful plasma rifles. Cna exchange to more rapid fire assault plasma rifles that have shorter range but better area of effect, or heavy plasma rifles that work like plasma cannons but with less area damage but higher damage. Can take Sergeant. Limit 2, built at HQ.

Primaris Eliminators: A heavier Sniper unit with special ammunition, devastating against infantry at long range. Can stealth, take Sergeant and upgrade to Las fusils, which are shorter ranged, faster firing but weaker Lascannons. Limit 2 built from scout beacon.

Honour Guard: Very heavy melee squad armed with power weapons. Limit 1, built from Scout beacon.

Sabre Relic tank: very fast but fragile fast attack tank. Armed with a forward hull mounted heavy twin autocannon and heavy bolter turret, as well as 4 short range HK missile launchers. Can replace main gun with a Volkite Saker against hordes, or a tank disabling Neutron Laser, limited to 1 each. Can replace Heavy Bolter with Volkite Culverin or multi melta. Limited to 3, built from Techmarine Beacon. Due to its short range and weak hull, this tank is to be treated with care, as it will be destroyed swiftly if focused on, however it can deal incredible damage at close range, recommended for hit and run attacks to utilise its phenomenal speed.

Arquitor Relic tank: Slow and durable artillery with two sponson Heavy Bolters and a Spicula Missile Launcher, a short ranged but very powerful are of effect weapon against light infantry. Can take Morbus bombard against vehicles or Graviton artillery against superheavy infantry, limited to 1 each. Can replace heavy bolters with autocannons. Limit 3, built from Techmarine Beacon. This is a more durable but slower and shorter ranged artillery than Whirlwind.

Tier3:
Land Raider: Superheavy tank, the most durable unit in game up to date. Starts as a tank hunter with two twin lascannons and twin heavy bolters, or anti infantry-swarm with the Redeemer and its sponson Flamestorm cannons, or anti heavy infantry with a Crusader and its Hurricane bolters. Both anti troop variants get the Heavy bolters upgraded to assault cannons. Can also have other variants as upgrades. Helios, which replaces the heavy bolters with a Whirlwind Launcher. Terminus, which replaces HBs with twin Lascannons, and sponsons with Triple Lascannons to be the best tank hunter variant. Ares has Flamestorm sponsons and replaces HBs with a Demolisher cannon, trading the Redeemer's range for better anti tank viability. Achilles has a Thunderfire cannon for long ranged infantry suppression and has twin multimelta sponsons against vehicles at close range. Prometheus looses HBs and replaces lascannons with Quad Heavy bolters, becoming only good against infantry but gaining better sight and detection as well as healing nearby allies. Excelsior replaces HBs with twin Grav guns and can use a Shield to absorb enemy attacks.
When facing a very high powered enemy army, sending the Land Raider in to soak up fire is a good idea. Can be upgraded to replace pintle storm bolter with multi melta. Limited to 2.

Dreadnought: A very durable walker that can become a very powerful melee or ranged unit, or a good all round unit. Can be configured for any task. Starts with Multi melta and powerfist, can get Inferno cannon, assault cannon, twin heavy bolters, twin autocannons or twin lascannons or plasma cannon or missile launcher or power first in place of the melta for Furioso pattern and better melee damage. It can replace all its weapons for two Twin linked lascannons, autocannons, missile launchers or heavy bolters with the Mortis variant. Limited to 5. Can use And They Shall Know No Fear like infantry.

Hellfire Dreadnought: this one has more ranged focused upgrades, and starts with assault cannon and missile launcher. Can have all regular variants except powerfist and Inferno Cannon, and can have dual Missile Launcher or Plasma Cannons loadout. This is due to UI restrictions limiting maximum upgrades at 16 for any unit. Limit 5. Can use ATSKNF like infantry.

Venerable Dreadnought: An even more durable dreadnought, same weapons loadout, better powerfist damage. Has Iron Halo. Limited to 3. Improved ATSKNF. Built at Scout Beacon.

Ironclad Dreadnought: A melee specific dreadnought with a melee attack that disables vehicles. It can get HK rockets to have a powerful ranged attack, or replace right first with Hurricane bolters for ranged anti infantry firepower. Limited to 2, has improved ATSKNF. Built at Scout Beacon.

Contemptor Dreadnought: A faster, stronger Dreadnought. Has two powerfists with in built storm bolters and a Cyclone Missile launcher and Shields. Can replace both arms for Kheres Assault cannons, plasma cannons, twin linked auto or las cannons or volkites. Can replace one arm with a multimelta and a twin heavy bolter. Limit 3, built from the Dreadnought Beacon.

Deredeo Dreadnought: A heavy ranged Dreadnought. Has two heavy bolters storm bolters and Aiolos anti infantry artillery Missile launcher and Shields, and two heavy twin autocannons for arms. Can replace both arms for large AOE plasma cannons, heavy volkites or long range heavy lascannons. Can replace the Aiolos with a Boreas anti tank HK missile launcher. Limit 3, built from the Dreadnought Beacon.

Redemptor Dreadnought: A Very heavy versatile Dreadnought. It has a very powerful powerfist with a built in Onslaught cannon and a long range anti infantry Heavy Onslaught cannon, which can be replaced by an extra damaging heavy plasma cannon. Also has two storm bolters mounted on its hull. Has a shoulder mounted Icarus rapid fire krak missile pod. Very powerful against large swathes of infantry, or very versatile with the plasma cannon upgrade. Limit 1, built from the Dreadnought Beacon.

Leviathan Dreadnought: A Very heavy specialisable Dreadnought. It has two very powerful powerfists with built in heavy Meltaguns, two twin linked hull Volkites and a shoulder mounted HK missile pod against enemy tanks at long range. Can replace either fist with a Quad heavy autocannon for long range damage against heavy infantry, a Grav cannon for medium range slow and better damage, or Cyclone gatling meltas for short range very heavy damage. Has shields and can launch a Phosphex barrage that spreads to all nearby units and decimates infantry. This can do friendly fire. The Grav cannons can launch a singularity per arm that can deal friendly fire. Limit 1, built from the Dreadnought Beacon.

Terminators: Super durable, limited to 1. Good in melee and range, and can get a number of powerful ranged weapons like 2 Heavy flamers, assault cannons, plasma cannons or Cyclone launchers which now fires single missiles automatically. Built from Teleporter Homer. Sergeant has chainfist and Plasma Blaster. Effective against most units in melee, very effextive against infantry at range. Has Crux Terminatus shield.

Assault Terminators: Super durable, limited to 1. One of the best melee units in game, starts with AOE Lightning claws, cns upgrade to Thunder hammers( or a mix of both) against single but powerful foes. Thunder hammers stun vehicles and storm shield increases health. Has Crux Terminatus shield. Built from Teleporter Homer.

Custodes Sentinel Guard: Super durable and fast melee unit, comes with EMP, Blind and Plasma grenades Sentinel blades with dual in built bolt pistols and storm shields. Can be upgraded to Sagittarum Guard, a ranged unit with Adrastus Bolt Calivers, which are combi heavy bolters with Adrathic underslung attachment, a terryfing close range weapon effective against all enemy types. Limited to 2, built from Techmarine Beacon. Less effective against tanks than Assault Terminators with TH, less effective against infantry than AT with LCs, but more versatile and still great against both while also being faster.

Vindicator: Durable tank with a very slow firing, but very powerful AOE cannon. Great line breaker or anti-blob weapon, but can be a fire magnet due to short range, or overwhelmed due to low firing speed. Can take Storm bolter, can upgrade remote SB with HK missile. Can replace Demolisher with Laser Destroyer, a shorter ranged but more damaging quad lascannon. More durable but shorter ranged than Predators.

Sicaran: Durable and fast tank with a hull heavy bolter and sponson lascannons. Starts with Twin Accelerator Autocannons, best against superheavy infantry. Can take a maximum of 1 upgrade of : Punisher, a light infantry countering gatling cannon, Arcus, a heavier Scorpius style artillery, Venator, a tank disabling Neutron Laser with greater range than the Sabre's or Omega heavy quad plasma cannon, a very heavy plasma weapon beat used against elite enemies. Limited to 5, built from Scout Beacon. This tank is rather durable and fast and can supplement Predators.

Spartan Relic tank: A more durable Land Raider type tank with quad lascannon sponsons and tein Heavy bolters and pintle mounted storm bolter. Can take Flare Shields that absorb damage by draining energy, can replace HBs with Heavy Flamers and SB with Multimelta. Limit 1 built at Techmarine beacon. This tank can be a bedrock for your army while providing great anti tank firepower.

Typhon Relic tank: Superheavy short range artillery with a devastating Dreadhammer cannon. Has single Heavy Bolter Sponsons, that can be replaced with single lascannons. Has pintle SB that can be upgraded to multimelta. Limit 1, built at Techmarine beacon. Can upgrade with Flare shields. Excellent breaker of any groups, this tank is a great choice to lead any army.

Cerberus Relic tank: Superheavy tank hunter with a triple barreled heavy neutron laser that deals more damage and stuns vehicles for longer than the Sicaran variant. While its main gun has longer range, the rest is the same as the Typhon. Limit 1, built at Techmarine Beacon. Unlike the Typhon it is best used to snipe superheavy tanks from long range.

Fellblade Relic Superheavy tank: Extremely powerful superheavy tank with Quad lascannon sponsons and twin front Heavy Bolter Turret. The Fellblade also has a hull mounted Demolisher Cannon, and tein Heavy Accelerator cannons that can switch between AP and HE shells. This tank is an army in its own right, if one uses the correct ammunition type it can counter any type of threat. Limited to one, built from Scout Beacon. Extremely expensive.

Falchion Relic Superheavy tank: This variant looses the Demolisher cannon and replaces the turret Accelerators with Twin Volcano Cannons, which fire every 30 seconds but deal the highest damage in game, even capable of one shotting most superheavy units in an instant. The Falchion is the ultimate unit to destroy vehicles, capable of eradicating any superheavy from great range. While it is as durable as the Fellblade, due to its slow rate of fire it is best kept back from the front lines, as it is suspectable to infantry assault. Limit 1, built from the Scout beacon. Very expensive, can take Flare Shields.

Glaive Relic Superheavy tank: Like the Flachion, it looses the Demolisher Cannon, and has a turret Volkite Carronade. Slow to fire but devastating against any infantry or even swarms of light vehicles. The bane of orks and tyranids alike, it is still effecive at taking out vehicles as its two quad lascannons help the Carronade to deal with tanks. Doesn't need the micromanagement of the Fellblade's ammo nor to close in for the Demolisher. Limited to 1, can take Flare shields, built at Scout Beacon.

Legion:

Heroes:
Captain: Same as loyalist, can get Catapracti upgrade. Builds Legion teleporter homer.
Techmarine: Same as loyalist.
Apothecary: Same as loyalist.
Lieutenant: Versatile hero that can be upgraded for Ranged or Melee combat. Builds the Dreadnought Beacon.

Teleporter Homer builds additional heroes except Apothecary.

Tier 1:
Scouts: Same as the SM version, just less weapon options. Builds Turrets.

Tacticals: 9 Marines and a sergeant, with only 1 special weapon option. Weaker than loyalist tacticals, but cheaper and taking up less population.

Assault Marines: 9+Sarge. Cheaper and taking up less population, but somewhat weaker than loyalist ones. Works pretty much the same, can get melta pistols, plasma pistols, powerfist or single lightning claws.

Heavy Squad: 9+Sarge man squad with 4 heavy weapons. More numerous than Devastators, but somewhat weaker. Can have access to both Multimeltas, Plasma cannons and Autocannons alongside Lascannons, missile launchers and Volkite Culverins.

Support Squad: 9 special weapons marines, and a sergeant. Starts out with flamers, can get 2 plasma guns, volkites or 2 meltas. This is a somewhat fragile ranged squad with short ranged but a great damage potential.

Rhino: same as 40k, but no Damocles option, however can take HK or Havok launcher.

Command Squad: Elite Veterans with flamer gun and combi plasma bolter. Limit 1, built from Scout Teleporter Homer.

Solar auxilia Tercio: Cheap infantry with lasguns that can be upgraded or replaced with flamers. Techmarine Beacon.

Solar auxilia Veletaris: medium infantry with Volkites that can take plasma or melta guns. Built from Techmarine Beacon.

Aurox: A cheaper transport vehicle with a Multilaser, built from the Techmarine Beacon.

Tier 2:
Apothecary: Same as 40k. Built at HQ.

Seeker Squad: 9 man+Sarge, like a smaller and weaker Sternguard Squad, Limited to 5.

Recon Squad: 9 man+Sarge, these marines can stealth and got sniper rifles. They make a more durable scouting force then scouts but weaker than Primaris Eliminators. Limited to 5.

Breacher Squad: Very durable melee squad, limited to 5. A lot like Vanguard, but without a jump pack but starting out with shields.

Predator: Same as 40k, but with custom graphics. Tein lascannon turrer limited to 1, can take HK or Havok launchers.
Destroyer Squad: Armed with bolters, can take Rad Launchers or Chainaxes. Good against light infantry, have rad grenades. Limited to 1.

Honour guard: Same utility as 40k, just visually different.

Sabre: Same as 40k, but no limit except only 3 Neutron lasers.

Arquitor: Same as 40k, except no limits. Upgrades also non limited.

Whirlwind: Starts as Scorpius, can be upgraded to Helios. Hyperios limited to 1, no Stalker or Hunter upgrade. Can take Havok or HK launchers.

Moritats: Armed with two Volkite pistols and has jetpacks. A medium range jump ranged infantry unit, can take Plasma pistols and built at the Scout Beacon.

Carnodon: Same as Ig, built at the Techmarine Beacon.

Dracosan: A very slow, heavy transport. Has twin linked lascannons that can be replaced by a Demolisher cannon. Built from Techmarine beacon.

Leman Russ: Solar Auxilia tank with Annihilator, Exterminator, Executioner, Vanquisher, Demolisher, Incinerator upgrades. It is durable but has less firepower than the Predator but its cheaper. Lacks the sponsons of latter day IG variants. Built from Techmarine beacon.

Auxilia Artillery: Basilisk with a hull mounted cannon that can be replaced by a Medusa anti tank gun. Cheap but slow and vulnerable. Built from Techmarine beacon.

Legion Artillery: More akin to the IG basilisk but better armoured. Can be upgraded to a Medusa. Built from Techmarine beacon.

Tier3:
Land Raider: Same as 40k mostly, but can only have Achilles, Prometheus upgrades. However can have 1 Achilles Alpha, which has a Thunderfire cannon and Volkite Culverin sponsons to take out enemy infantry at range as well as increased health. Has Heavy bolter instead of Storm bolter, and can upgrade it to Havok launcher. Limited to 2.

Dreadnought: Same as loyalist, but can only take right weapon upgrades, so it can't be updraded to Hellfire or Mortis patterns. Limited to 15.

Vindicator: Has HH era visuals but no secondary guns as the Deimoa visuals conflict with them.

Cataprachi Terminators: Like loyalist terminators, just slower but equipped with a better force field that makes them even more durable. Sergeant comes with Chainfist and plasma blaster. Can take Twin autocannons instead of Assault cannons. Limit 1. Built from scout beacon.

Tartaros Terminators: Faster terminators, can take Lightning claws, but not Cyclone launchers. Otherwise akin to Cataprachtii. Limit 1, built from scout beacon.

Sicaran: Same as 40k, but no limit. Neutron laser upgrade limited to 3.

Legion Malcador: Much faster and better statwise than its later IG variant, built at the Techmarine Beacon.

Stormhammer and Stormblade: Same as IG, built at Techmarine beacon.

Contemptor, Deredeo, Leviathan: Same as 40k SM except the Phosphex costs much less to use and has a less long recharge timer. Built from the Lieutenant's beacon.

Custodes, Typhon, Cerberus, Spartan, Fellblade, Falchion, Glaive, all same as 40k except the tanks start out with Flare shields as default, not needing the expensive upgrades for it, and Spartan/Typhon/Cerberus has pintle Heavy bolter that can be traded for Havok launcher.

Grey Knights:

Brother Captain: Powerful terminator hero. Better individually than any of the other heroes in game, this is a very powerful melee warrior.

All GK squads can get either incinerators, or Psycannons.

Tier1:
Grey Knight squad: Powerful melee squad. Can get either psycannons or Incinerators, as all GK units. Good in melee against all foes, and good against infantry at range. Builds Turrets.

Purgation Squad: Heavy weapons specialist. Good health and very powerfull ranged capabilities. Unlike the rest, not good at melee.

Inceptor Squad: Same as the GK squad ,but can teleport, making it better at ambushing enemy heavy weapon squads or tanks.

Rhino: same as Loyalist.

Inquisitorial Storm Troopers: Same as IG variant, but better health.

Tier 2:
Gk Librarian: Same as SM librarian,but more durable.

Gk Dreadnought: Same as space marine one, but with more limited weapon options. A bit more powerful in melee by default, but unable to get the two powerfists, Mortis or Hellfire upgrades. Limited to 10. Can take Heavy Psycannon, which is akin to a faster firing plasma cannon but less powerful against tanks.

Purifiers: Elite GK Squad, good at range and melee combat. Equivalent of loyalist veterans.

Inquisitor: Same as the IG hero. Fragile and slow compared to the SM heroes, but capable of using very powerful psykic powers on the enemy. Limited to 1.

Razorback: same as 40k, but can take Twin Psycannons, which are better than Heavy Bolters.

Tier 3:
Land Raider: Same as regular, limited to 4, but the front gun is always twin Psycannons. Can replace sponsons with Incinerator Flamestorm or Hurricane Bolters.

Venerable Dreadnought: Same as GK Dread, but more powerful. Has iron halo like Sm equivalent, limited to 5.

Gk Terminators: Terminators good at both melee and ranged combat. Limited to 3.

Gk Paladins: Elite Terminators, even better but more expensive than the normal ones. Limited to 2.

Custodes: Same as the others, but limited to 3, not 2.

Sm weaponry:
Chainswords: good against most infantry types, especially light.
Power weapons: Good against all enemy types.
Lightning claws: Dealing area of effect damage, they are very effective against infantry. Power weapon. Can come in pairs or with a pistol.
Thunder hammers: Very powerful melee damage, but two handed usually. Power weapon. Stuns tanks.
Power fists: Slow firing, best against tanks and bosses. Less powerful than Thunder hammer, but allows the use of a pistol. Power weapon.
Flamers: Good against only light infantry, mediocre against heavy infantry, useless against anything else. But it does have a good area of effect, and can melt away light infantry like no other weapon.
Heavy Flamers, Inferno cannons: Just more powerful flamers. Short range.
Bolters, bolt pistols, storm bolters: Good against all types of infantry, especially light and heavy ones. Good suppression. Medium range.
Hurricane Bolters: Akin to bolters, but deal small AOE damage.
Heavy Bolters: Good against all types of infantry, and can be a danger to heroes and light vehicles too. Excellent Suppression. Long range.
Plasma guns, pistols: Good against light infantry and vehicles, but best against super heavy and heavy infantry. Slow firing. Medium range.
Plasma cannons: Good against light infantry and vehicles, but best against super heavy and heavy infantry. Slow firing, but deals a huge area of effect damage. Long range.
Melta guns: good against everything, small AOE, but short range and long recharge. Best used against enemy superheavy infantry or melee vehicles or monsters. Short range.
Multi Melta guns: good against everything, big AOE, but short range and long recharge. Best used against enemy superheavy infantry or melee vehicles or monsters. Short range.
Missile weapons: Can take anti infantry/heavy infantry Frag missile with an area of effect, or anti tank/superheavy infantry Krak missile. This makes this weapon type very flexible. Fraks do good suppression. Long range. Requires manual use of a skill to switch ammo types.
Lascannons: No aoe, long range, long recharge time and very heavy damage. This is the anti-tank, anti-hero sniper weapon. Its low rate of fire doesnt make it much useful against infantry, but it can be used to snipe out small elite squads. Long range.
Autocannons: Good all around weaponry, best used against heavy infantry or superheavy infantry. Medium rate of fire. Neutron variants stun tanks but usually have shorter range than regulars of the same caliber. Long range.
Assault cannons: Very powerful against all types of infantry, but has a relatively shorter range compared to heavy bolters. Good suppression. Medium range.
Whirlwind Missiles: Very long range, but good against only light and heavy infantry. Mediocre against superheavy infantry and light vehicles. Super long range.
Demolisher cannon: A very powerful cannon that deals damage in a huge area. Line breaker and blob buster, but has a short range making the Vindicator vulnerable to anti tank fire, and a slow reload time, making the tank suspectible to melee rushing. Short-medium range.
Psycannons: Like heavy bolters, but better against tanks and superheavy infantry. Long range.
Incinerators: A hybrid of melta/flamer effects, these weapons work like flamers....while doing good damage to all enemy types, even tanks and super heavy infantry. Short range.
Sniper rifles: Excellent suppression, good anti infantry damage. Long range.
Grenade Launchers: Good anti infantry AOE damage, long range.
Grav Guns: AOE weapon that deals more damage to heavier units and slows units down.
Rad Launcher: Fires timed grenades that deal heavy DOT to light infantry over long range.
Volkites: Weapons that damage all enemy units in a squad if they kill an enemy, good against light infantry. Less suppression than heavy bolters but more pure damage.

Twin Linked: Twin linked weapons like Storm bolters (double rate of fire) or double barreled lascannons/autocannons (double damage, same rate of fire) do twice as much damage per second as a normal, single barreled version of their kind.
Combi weapons fire like two weapons of their combination, with their respective effects.
Shields: These make the unit using them more durable.

Post comment Comments
chaosmarine113
chaosmarine113 - - 122 comments

Personally, I find that a scout squad with sniper rifles with clean house with any infantry and all infantry early game as long as they arent SM or CSM. Also lightning claws and las cannons kill everything. That is all. (Great guide btw)

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DeusImperator Author
DeusImperator - - 1,293 comments

Thanks. Though this is guide for the upcoming Gamma release, which should be uploaded this day.

Sniper rifles, for example, had their damage halved against infantry.

I'll make these for all the races eventually.

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TheHUNKMrDeath
TheHUNKMrDeath - - 8 comments

Guide is very good - but the animations on Legion Terminators are still broken :P

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DeusImperator Author
DeusImperator - - 1,293 comments

How so? what's wrong with them?

Reply Good karma+1 vote
TheHUNKMrDeath
TheHUNKMrDeath - - 8 comments

The animations of melee and shooting do not appear - during the fight the animation is the normal standing one - nothing more.

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DeusImperator Author
DeusImperator - - 1,293 comments

I'll look into it.

Reply Good karma+1 vote
DeusImperator Author
DeusImperator - - 1,293 comments

Fixed it.

Reply Good karma+2 votes
Guest
Guest - - 691,661 comments

Are the primaris marines under the chapter commander hero?
I can't seem to find the primaris units

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DeusImperator Author
DeusImperator - - 1,293 comments

You need the build the beacons as instructed here.
Scouts, Techmarine build the ones with Primaris and heavy tanks. Champion builds the Dreadnought one.

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