dark angels or imperial fists
ultramarines or death watch
let's talk about which space marine
chapter to play in warhammer 40k
hello and welcome back to warspace
tactics the strategy focus 40k channel
where today we're going to be talking
through the space marine chapters
choosing which chapter to play is one of
the biggest decisions that you might
make when playing a space marine army
and hopefully this video might help a
bit with that we'll go through each
major chapter and a bunch of successors
talk about their lore and background
which unique miniatures and options they
might have
how they play in game and their rough
relative strength compared with the
others in warhammer 40k
at the moment this video is aimed to be
an update on the one i made around a
year ago
there's been an entire new addition to
the game and a new space marine codex
since then
so hopefully this might be able to offer
a few more current insights
in any case loads to talk about so let's
jump straight in with the ultramarines
so the ultramarines are perhaps some of
the poster boys of warhammer 40k
their iconic blue power armor has often
graced the covers of the space marine
codex
and the painting style of the 40k
starter sets the ultramarines approached
the archetypical space marine chapter
heavily compliant with the codex
astartes written by raboute gilman
himself and draw quite a lot from roman
themes
governing a mini empire all their own in
their realm of ultramar from the capital
of mccrag
the ultramarines are absolutely central
to the 40k plot line and their legendary
deeds are near
endless in recent times robute gilleman
has even been restored to the realm of
the living via some eldar magic
and is now lord commander of the
imperium a demigod returned to turn back
the forces of chaos and xenos
the ultramarines are quite favored in
terms of unique miniatures they have an
enormous amount of character miniatures
perhaps the most recent sculptures being
rebooted government chief librarian
targaryens
marnius calgar and uriel ventress there
are many others besides though
and games workshop does also sell a
unique upgrade sprue for each major
space marine chapter where you can get
some nice shoulder pads with their
insignia and a few iconic weapons
in game the ultramarines absolutely
favor the doctrine of tactical
flexibility
bringing both a little bit of shooting
and melee to the table and they have
multiple strong command characters
gilman and khalgar being able to get
amazing value out of nearby units
their chapter tactics allow them to fall
back and shoot and have better
leadership
they get rapid firing bolters even on
the move up to long ranges
and they can redeploy a few units at the
start of their game a really powerful
move to allow them to counter enemy
deployments
in current power i'd say they're medium
to strong in strength maybe not enormous
amounts of raw power just from their
chapter tactic but a number of helpful
options and powerful characters that can
allow them to win games better than
others
next up we come to the white's class the
white armored murderous biker chapter
who are famed above all other chapters
for their sheer speed
fast hit and run tactics and are
certainly reminiscent of mongolian
cavalry tactics
though swapping equine's deeds for
powerful space marine bikes
their primark was jagatai khan who was
lost in the webway long ago
and their current chapter master yubo
khan leads their great hunts forward
from their homeworld of chigoris
for unique miniatures they have a nice
new primary sculpt of coursero khan an
expert duelist and head taker
and an upgrade kit that makes a biker hq
called a car on bike
in-game as you'd expect the white scars
are incredibly fast and they're really
quite assault orientated as well
their chapter tactics allow them to
advance and charge typically moving 20
inches when you're on bikes
fall back and charge for some excellent
skirmishing and they have a
devastatingly powerful assault doctrine
as well where they get plus one damage
on all their weapons whenever they do
make a charge
currently i'd say they're one of the
stronger space marine chapters getting
heavy hitting melee to exactly where
they're needed
is no small thing next up we come to the
raven guard
the covert and stealth orientated space
marine legion they're famed for their
jump pack assaults and gorilla tactics
often striking from the shadows to hit
the enemy and severe supply lines where
they're least expected
they employ many phobos armored
primaries and space marine scouts
often equipped with sniper rifles to
hunt down enemy characters
and the chapter is somewhat dour and
broody in character they seem to require
a bit of a goth theme over the years
their primark corvus corax was last seen
fighting lorgaar in the midst of the eye
of terror
and has been lost ever since their
homeworld is deliverance
and their chapter master is the newly
promoted shadow master kayvon shrike
at time of recording the only primary
space brewing to bear lightning claws
shrak is their only unique miniature the
wii is quite a nice and recent sculpt
and is fairly strong in game
being able to move very fast give out
four hit rerolls and he's good in melee
too
their gameplay revolves around
redeployment and infiltration abilities
they have stratagems and warlord traits
to allow their units to start up very
close to the enemy
and then maybe give them a devastating
alpha strike on turn one
their stealthy chapter tactics will
allow them to be very hard to kill at
range
getting -1 to hit while they're in cover
and potentially even counting as being
in cover out in the open
their unique combat doctrine is also
good for severing the enemy commands
they get plus one to hit and wound
against characters whenever they're in
tactical doctrine
despite all this and being quite strong
through that eighth edition raven guard
do seem to be struggling a bit in ninth
it's not that they don't have powerful
options that they can deploy but they
seem to be rather overshadowed by some
of the other chapters
perhaps some of their strongest options
as well aren't necessarily playing in
the fluffiest way
using their infiltration mechanics to
get powerful armies of gravis armor
or centurions into battle as they're
often the units that benefit the most
from getting up close and personal very
quickly
still though they've got some
interesting options and remain a really
fun army to play
moving on we come to the iron hands a
highly logical and merciless chapter
with little room for compromise or
flexibility within their battle tactics
the iron hands believe the flesh is weak
and favor machines dreadnoughts and
bionic augmentations
to further prove their efficiency in
killing the enemy their primark ferrous
manus was killed by fulgrim at the islam
drop site massacre during the horus
heresy
and their chapter hail from their
homeworld of medusa and are led by the
iron council rather than a single
chapter master though the voice piece of
the council at this point is akardan
stronos
currently their only unique miniature is
iron father firos
a primaris iron father with a heavy
bolter he can heal vehicles and buff
their shooting and also provides an
infor save to nearby infantry
in game the iron hands are particularly
tough with those bionic augmentations
every model in the army gets the six
plus shrug off against any damaged
inflictors
and their vehicles in particular will
keep on going longer not degrading as
fast to enemy damage they tend to be a
lot more firepower oriented over close
combat particularly with their first
turn devastator doctrine allowing them
to move and shoot with no penalty to
heavy weapons and giving them re-roll
wants to hit
they've got a lot of other facilities
with vehicles though aside from just
their chapter tactic
psychic powers to make them hit better
or made their armor tougher and lots of
ways that you can repair them
iron hands used to be the single
strongest army in the game throughout
8th edition but after receiving
successive nerfs and faqs to their codex
they're now more on the moderate to
weaker end of the space marine lineup
they still have plenty of interesting
and powerful tricks though and if you
want to run a lot of vehicles in their
space marine army then you might
struggle to do better than these guys
moving on we come to the salamanders the
green armored space marines of nocturne
who are legendary weaponsmiths and
crafters
with a particular fondness for fire the
legion is also known for its absolute
jet black skin and abnormally
humanitarian and protective of imperial
citizens
compared with quite a lot of the other
space marine chapters who feel that such
things are beneath them
and are easily happy to expend innocent
lives if it would better serve the
emperor
their primark vulcan was near unkillable
and known to be a perpetual
though he was lost following the war of
the beast when he and the single most
powerful orc that ever lived were
presumably destroyed in a nuclear
explosion
in terms of unique miniatures the
salamanders both have adrak's agatone
the primaries captain
and falcon hestan the forge father whose
task it is to recover the lost relics of
vulcan in the belief that when these are
restored the primark will return to the
salamanders chapter
in game the salamanders tend to be slow
moving but strong and mighty they don't
have many
mobility buffs or anything but both
their chaps tactic combat doctrine
and their stratagems and powers usually
tend to make them more durable or harder
hitting up close
in particular they get on very well with
melter and flamer weapons
with a plus one to wound for both of
these whenever they're in tactical
doctrine
making these weapons incredibly
efficient choices for them currently i'd
say their power is fairly medium
they can hit very very hard in the right
circumstances but they lost quite a lot
when they change from the one space ring
codex to the next particularly things
like flame storm aggressors being able
to double fire
still though they certainly have their
advantages and if you'd like to field a
very fiery green clad army of smiths and
weapon crafters
then the salamanders might be for you
the imperial fists are the defenders of
the heart of the imperium descendants of
their primark rogue or dawn
and a technically a fleet-based chapter
operating out of the phalanx that they
will typically stay very close to the
heart of the imperium
as one of their main duties is to defend
terror and the heart of the imperium
itself against enemy threats
do they send their masters of siege
warfare fortifying against all invaders
particularly their hated foes the iron
warriors their bitter rivals from the
chaos legions
if the imperial fists have a fault it
might be getting drawn into heroic last
stands that don't necessarily need to
happen
though many a great victory has been
worn from the jaws of defeat by an
imperial fist force that's refused to
yield despite all odds
the details on their chapter master are
a little bit in question in the latest
codex that greg audessian was listed
but little is known about him his
successor was believed to have been
slain in the events around the form of
cadia
miniatures wise the fists have access to
captain lysander here
a hammer of dawn burying a thunderhammer
and storm shield and
garadon are recently promoted primaris
captain
in game they're perhaps the most heavily
shooting orientated out of any of the
chapters
having little to no advantages in melee
compared with the others
the chapter tactic is quite a good one
any bolt weapons get extra hits on sixes
making those weapons really efficient
with imperial fists
they get to ignore cover and they've got
a couple of helpful options for shooting
including the eye of hypnotheras and
re-rolls and the tank on distress gym to
help them bring down enemy heavies
despite this however the imperial fists
do remain one of the weakest space
marine chapters right now
aside from a good chapter tactic
unfortunately a lot of their codex just
wasn't really very strong when it came
out
and after losing their all game
devastated doctrine it's not really all
that much that they do well aside from
bolt weapons the crimson fists are a
famed successor chapter of imperial
office lineage
and bear a lot of similarities to the
sons of dawn they were notably brought
to at the brink of destruction
by an orc invasion of their homeworld
rinse world chapter master pedro cantor
was forced to lead a valiant fight back
brutally purging their world of
greenskins but shattered with the loss
of so many of their precious relics and
war gear with the destruction of their
fortress monastery
they have a unique miniature in pedro
cantor here gives out some solid
benefits to nearby crimson fists
including making nearby units better
with plus one attacking combat
gameplay-wise they're very similar to
the imperial fists they still get the
bolter buff and instead of ignoring
cover they get a bonus against hordes
no doubt due to their orc fighting days
generally most other options
are the same though aside from cantor
himself and they have a few extra
warlord traits and a nice relic power
fist
generally though they are just another
flavor of imperial fists and i'm afraid
that does make them similarly struggling
in 9th edition
the black templars are a vast splintered
chapter of nightly marines who operate
very differently to most space marine
chapters as rather than having a set
home world and set numbers
they operate from constantly removing
crusade fleets recruiting and gaining
resources from the worlds that they
passed
constantly on the move to purge the
galaxy from xenos and chaos
the templars typically filled large
squads of space marines
black-clad tides of initiates and
neophytes often disembarking from land
raiders
to carve the emperor's judgment into the
enemy with a chain sword
the black templars are again imperial
fist successors though differ almost
completely in their organization and
fighting style
their current commander in chief is high
marshal hilbrecht who is represented in
his own miniature along with chaplin
grimaldis
the feared emperor's champion and they
also have some nice robes sword brethren
miniatures
and quite a big upgrade sprue as they go
in terms of black templar parts that you
get for the investment
it's quite impressive compared with the
other things that games workshops sell
for the other chapters
in game the black templars are highly
melee focused their chapter tactic
allows them to reroll charges
and get into combat a bit more reliably
and their unique assault doctrine which
they can access early with the crusader
helm
allows them to also win things on sixes
they have access to their own unique
crusader squads which are the cheapest
power armored loyalists space marines
they combine this with a few helpful
stratagems and a couple of good relics
and their unique chaplain litanist
and they can get quite a lot of
advantages over the opponents in close
combat
or bear in mind that at the moment the
black templars are one of the only main
chapters without a codex supplement all
to themselves
currently they have the standard space
marine codex plus a digital download
index document it means they perhaps are
a little bit less supported in terms of
the book but i guess at least it's free
compared with having to shell out for an
additional book on top of the space
marine codex
i think there's at least a reasonable
chance of them getting their own
supplements sometime in 9th edition
for their current power level they do
have their own interesting tricks but i
still rate them somewhere on the
moderate to weaker side
they just tend to be somewhat out strong
with the other chapters who actually get
massive buffs to their melee damage
output
not just getting into combat it
definitely can be strong though
and if you fancy a nightly crusading
order of space marines charging into
battle then black templars might be for
you
next up we're getting into the more
significantly divergent space marine
chapters
and we'll start with the dark angels the
dark angels really epitomise the
monastic
nightly order aspect of space marines
often bearing robes and incense sensors
and of a highly secretive chapter
fearfully protectful of their terrible
secrets and the horus heresy
when half of their legions succumb to
the will of chaos as well as fighting
for the imperium on all fronts they also
have their secret agenda of constantly
hunting down the fallen dark angels and
they have specialist formations within
their chapter to help them do so
the black clad raven wing bikers to seek
them out and then summoning in the death
wing terminator squads to deal the
hammer blow of death to the traitors
they have a particular infidelity for
plasma weapons and their own unique
interrogator chaplains
their primark lionel johnson hailed from
caliban which was destroyed during the
angels form
and now the chapters fortress monastery
is based on the rock a final chatted
chunk of their planet
where it's rumored that the primark
still slumbers ready to leave
the legion forward in their hour of
upmost knees
compared with the chapters that we've
talked about so far the dark angels
blood angels and space wolves are
absolutely massively supported with
their own unique lineups
the dark angels have their iconic road
veteran space marines here
unique raven wing units including black
knights
the dark shroud and dark talon flyers
and the land speed of vengeance and dark
shroud
the death wing have their own unique
terminators and deathwing knights
and they also have many unique character
units from grand master azrael
bilil and samayal the heads of the
deathwing and the raven wing
and the relatively recent re-sculpt of
master lazarus a unique primarist
captain
rules-wise the dark angels are pretty
fortunate space marine chapter right now
they're strong all round and can
certainly do both ranged and melee
strategies
tending to revolve around their unique
death wing and raven wing options
the death wing terminators are really
hard to kill efficiently you can only
ever wound them on a four or more and
the raven wing units have lots of their
own unique stratagem
options a 5 plus invulnerable save
whenever they're on the move
and they get the objective secured
special rule allowing them to snatch
objectives away from the enemy as if
that weren't enough the entire chapter
also gets plus one to hit whenever
they're stationary
they grim resolve massively amping up
the firepower of stationary units
or even melee units when the opponent
charges them currently the dark angels
are very strong indeed
arguably the strongest space marine
chapter at the moment and certainly a
challenging force to best on the
battlefield
moving on we come to the red-clad angels
of death the blood angels
the sons of sanguinius are angelic
tragic heroes of warhammer 40k
perpetually haunted by their visions of
the dying primark slain by the hand of
the warmaster himself during the horus
heresy
these savage echoes can awaken a
friendship bloodlust in the noble blood
angels
and they are afflicted by the twin
floors of the red thirst and the black
rage
which can lead to friendship bouts of
bloodlust and a slow descend into
madness
the blood angels hail from their
homeworld of bar and have long been
bitter enemies of the tyranids of high
fleet leviathan
recently leading a desperate defense
against the boggs with the help of all
their successor chapters combined
a chapter master is the ancient
commander dante who has been made lord
regent of the imperium nihilist
charged with protecting the imperial
subject is now far from the emperor's
reach due to the sacred tricks
maladictum
like the dark angels the blood angels
also have an extensive miniature range
they have many unique characters of
their own a lot of which are born aloft
on jump packs
testimony to the wings of sanguinius and
blood angel's love of flight
they can feel the brutal death company
who've descended into madness and seek
only a noble death in combat
and the exemplary sanguine regard with
their winged jump packs and golden armor
they also have unique furioso pattern
combat dreadnought and the close range
firepower of the bar predator
so again a relatively lucky in the
amount of kits that they get compared
with other chapters
gameplay-wise the blood angels are
brutal hard-hitting assault force
getting the incredibly helpful combo of
plus one to charge
and then plus one to wound when they get
there there's a big emphasis on powerful
and hard-hitting jump pack units
charging into combat and cutting the
enemy to ribbons
power wise i'd say they're currently
quite strong maybe a little bit over
reliant on their own chapter tactic and
the sanguinary guard
a lot of their stratagems and unique
options aren't desperately stand
out but the combination of these units
and rules alone certainly keeps them in
the running
if you want to play as bloodthirsty
fallen berserker angels and the blood
angels might be for you
next up we come to the space wolves the
nordic and viking inspired space marine
chapter
with an extreme fixation on wolves and
all things lupine
space wolves have the canis helix which
makes them unusually savage
elongates their incisors and if left
unchecked can potentially lead for the
space walls to descend into savage wolf
and
uncontrollable werewolf-like space
marines the space wolves are organized
into great companies
each led by wolf lords who carve out
their own storage saga and the chapter
has a bit of rivalry with the sorcerers
of the thousand suns
following them being dispatched by the
emperor to burn the home world of
prospero down
during the horus heresy again the space
wars are very well supported
they perhaps have the most unique
characters out of any of the chapters
available such as their emphasis on
heroes carving out sagas
they've got a couple of shock assault
units in the thunder wolf cavalry
space rings riding giant wolves and the
savage wolfen
some unique vehicles with beyond the
foul handed murderfang and some other
unique dreadnoughts and flyers
and their famed wolf guard terminators
and their own unique trooper choices
in the grey hunters and the impetuous
blood claws in game not to dissimilarly
from the blood angels
the space wars hit very very hard in
combat though without the plus one to
charge they maybe are a little bit
tougher to get there
they have lots of powerful upgrades that
can make their heroes hit a lot harder
and their chapter tactics give them a
plus one to hit in combat and an
interesting heroic intervention mechanic
where the space walls will charge into
combat if any enemies get too close
power wise again they are quite strong
an army of tough savage melee units do
well in ninth but maybe not quite on top
tier part like the dark angels
in any case if you like the idea of
biking or nordic themed space marines
including ones that literally ride
wolves into battle and perhaps the space
wolves might be for you
next up we come to the xenos hunting
special forces of the death watch
this elite force of space marines is
unusually combined from many different
chapters
under the specialist alien hunters of
the inquisition drawing together bands
of skilled warriors
as they are needed for a given mission
and specialising in hyper-elite kill
teams
teleporting into battle and employing
the exact tactics needed to crush the
machinations of the enemies of the
emperor
in battle the death watch make war in
black power armor with a silver left
shoulder pad bearing the litany
xenomortis
and their right shoulder pad denoting
the chapter that they hail from
proudly displaying the heraldry of their
parent chapter they have a fair amount
of their own unique miniatures
they have watch masters armed with
guardian spears captain artemis
their highly flexible and customizable
kill team kit and a unique flyer in the
corvus black star
there's also a kit of monopoles
miniatures called kill team cassius
which has some really nice flavourful
death watch miniatures really embodying
the different flavors of the chapters
that they're drawn from
gameplay wise they're a bit more wide in
scope now they've got access to the
entire space marine armory
previously they were just limited to a
few kill teams and things their general
focus is infantry focused tactics and
close range firepower
and it can build mixed multi-specialist
kill teams combining unusual
combinations such as jump packs bikes
and regular power armor marines
all into the same squad their core game
mechanics are using things like special
issue ammunition where they can select
the rounder that they're going to put
into their boulters before they fire it
mission tactics to mess with the order
of their doctrines and to give them a
damage buff against certain battlefield
roles and they have a host of xenos
specific stratagems where they can be
particularly good at killing things like
eldar orcs or necrons
despite all this and quite a number of
interesting relics and warlord traits
they do still seem to be one of the
weakest base range chapters out of the
lot
their special issue ammo was quite toned
down in the new codex
and their unique trips just don't seem
to be enough to sell them compared with
other chapters
they still have very few big tournament
performances in the whole of 9th edition
still though they can still make a
strong army if built around correctly
and if you like the idea of teleporting
strike squads with all sorts of special
fancy gear
then the death watch might be something
to look into
diverging from codex space ruins now we
come to the grey knights
again the grey knights are kind of a
special forces chapter though where the
death watch haunts xenos and aliens
the grey knights are dedicated to
rooting out chaos and specifically
demons
the grey knights are a shadowy
organization each member an
incorruptible psycho
augmented by the emperor's own gene sees
and burying powerful force weapons and
storm bolters into battle to better
banish the demons back into the warp
they're guided by the foresight of their
prognosticals to show up whenever demon
incursions happen
and are merciless in their pursuit of
the tint of chaos even the suspicion
that a planet's populace might have been
contaminated
could lead to them destroying the
population of the entire world in terms
of unique miniatures
a fair few of their options are
represented by their flexible stride
squad kits
who can also be fielded as purgation
squads and purifiers
they have their own unique terminators
the nexus is the nemesis dreadnought
and a small collection of special
characters including supreme grandmaster
caldor drago
captain stern castell and crow and
grandmaster of oldest
it's rumored that they'll be getting an
update to castellan crowe in an upcoming
box set where they'll be fighting the
thousand sons
gameplay-wise the grey knights really
are a hyper-elite space marine chapter
combining some fairly devastating
close-range anti-infantry fire with
those storm bolters and strong melee
with those multi-damaged force weapons
they carry almost to a man they can get
these squads into position with teleport
strikes
augment them with all manner of psychic
powers and they have several specific
benefits against demons
including helping to smite them off the
table with their tights at the warp
currently the grey knights aren't doing
too strongly and will have a 40k
they were doing okay towards the end of
eighth edition but tonight they're
somewhat outcompeted by armies like
custodies
and they certainly weren't helped by
having their smart nerfs at the start of
the addition
things could certainly change around for
them quite a lot though their new codex
is out soon and i'm sure that it will
give them a powerful buff
of course you don't have to stick with
one of these main codex chapters you can
either make your own or paint the space
ruins along the lines of one of the many
many successor chapters that are present
in the law
there are far too many successor
chapters to name but here are a few of
the more notable ones
the flesh terrors are blood angels
successors hailing from cretaceous
and led by the famed gabriel seth they
have their own unique section in the
blood angels codex
getting some unique relics war gear and
options the red scorpions were a chapter
made famous by forge world their lineage
is unknown but they made a great name
for themselves during the bataab war
countering the mach nations of hiron
blackheart the chapters renowned for its
fanatical purity
holding themselves to far higher
standards than even the imperial
inquisition and refusing to serve
alongside
any they considered tainters they have a
few of their own unique character models
and rules available in the imperial
armour compendium
the blood ravens are again a chapter of
unknown lineage but there is a heretical
rumor that they may have been descended
from
jean seas they do seem to have an
affinity with quite a lot of circus
amongst their ranks
and they do have a curious habit of
borrowing other chapters relics and war
gear and then not giving them back
the blood ravens were particularly made
famous by the dawn of war computer game
franchise
and there's even a very snazzy forge
world model for gabriel angelos
their chapter master finally the raptors
are led by liars issedon
and they're a dara ravenguard successor
chapter with an unusually pragmatic and
fatalist outlook compared with other
space marine chapters they employ
camouflage and guile where possible
and look down on chapters that flaunt
their heraldry seeing them as needlessly
proud
and more focused on showing off and
serving the emperor
in game there are rules for successor
chapters within the space marine codex
they have a slightly unusual system
where you pick any two traits from a
list
and that's how you make your chapter
tactic and then they use most of the
other rules from a parent chapter
so say you could have a successor
chapter with the whirlwind of rage and
hungry for battle traits
and then state that they're a successor
of the white scars legion just for the
most part
the main chapters do tend to be a bit
stronger than the successor chapter
traits but there are a few exceptions
raven guards pair very well with combat
boss they're able to get some scary
melee units very close indeed and
sometimes going for a trade combo like
stealthy for a bit of cover even in the
open
and master artisans for a little bit of
extra damage increase might be
preferable if you're trying to field a
space ring chapter in a way that doesn't
really make good use of their chapter
tactic
you do lose a few options for this
obviously your standard chapter tactic
but also any special characters that
hail from the chapter and you have
poorer access to the higher tier of
relics within each supplement book there
are some trade-offs but sometimes it
could be a good way to go tactically
in addition there's a few chapters that
got white dwarf releases
storage chapters such as the silver
templars from the warhammer conquest
magazines
the cursed exorcists who have a little
bit too much demonic possession going on
to be trusted by most of the other
chapters
and the emperor's spears rather nautical
and poseidon s chapter
made famous by the novel spear of the
emperor these all have set successor
chapter traits they have their own
parent chapter that they must hail from
and then get a few extra bits of kit
such as unique mortal traits relics and
stratagems
finally there are plenty of successor
chapters from forge world the minotaurs
red scorpions and carcaridons being some
of the most notable
these have suggested chapter traits and
pairings in the forge world imperial
armor compendium
but there's nothing actually rules as
written that say you have to use these
if you want to use something else
all of these have a few unique character
data sheets from the imperial armor
compendium and one of the main draws to
field them is being able to field those
options
so anyway i hope you've enjoyed a brief
tour through the space marine chapters
in warhammer 40k
please feel free to let me know which
ones are your favorite and why down in
the comments below
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a massive thank you for listening and
i'll hope to see you guys
next time