Advice needed for choosing Space Marine chapter! Help me!

Mutant Modifier

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Hey.

I'm thinking about painting an army of Space Marines for WH40k, ninth edition. But which chapter should I choose?
Actual color scheme or lore of the chapter might not be too important here, because I think I can play around with the successor chapter mechanix. And in the end I might even have a go and just paint some pink Ultramarines.

BUT the thing(s) I'm mostly looking for and need help with are the rules of different chapters (from someone who knows about them), and how do they differ from each other. I'm especially interested in unusual organizational mechanix when selecting an army for a game.
So for example simple things like: the Black Templars having squads that can include Neophytes (?) among the regular marines, and Blood Angels Librarian Dreadnought as a HQ choice. And I know that some of the chapters (like Blood Angels and Space Wolves) are kind of close combat oriented, but how are these (or other such) things reflected in their rules?

I don't know that much about the loyalist marines. So if YOU do, advice would be very much appreciated!
 

Punktaku

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Space Wolves! Because! VIKINGS!!! In Space! How can you not love Vikings in space?!?

(although in a few earlier editions, they were seen as OP and only played by beardy guys. But they’re Vikings! In space! And I have a beard.)
 

Sundown Dreamer

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Imperial Fists! - If someone have some love for Necromunda, of course, only Space Marines of the Imperial Fists! In the great crusade they stopped the Xenos over Araenus Prime, whose surface was completely destroyed and burned and the planet covered with dust and ashes. Araenus Prime was then renamed Necromunda. Since then, the Imperial Fists have been recruiting from there and have a recruiting office on Necromunda.

But otherwise I cannot serve with knowledge and details of the rules. Unfortunately I overlooked on the right side that your post it is category Warhammer 40,000, otherwise I would not have reacted at all.
 
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CaptainDangerous

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I can’t help on the rules side, but If I were to start one it would be Space Wolves with a yak twist....Space Yaks!
I would volunteer my service as a sergeant (or whatever marines have these days!?)
“Squad Dangerous ready for action!”

p.s.
Two yaks that may be able to help however:
@pressure @MordianBlue
I beseech thee wise yaks, which chapter to choose!?
 
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almic85

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I’m not sure how much about 9th Ed you actually know in terms of how forces are built and how the new space marines chapter tactics work, but the short answer is with the current way to build “battle forged” armies you can build armies with whatever type of troops you want.

All chapters have access to the core 98 data sheets in the main space marine codex, with the main difference between them being the different chapter tactics, warlord traits, relics, and stratagems that are then Chapter specific.

As you noted as well some chapters have extra data sheets.
Space Wolves have an extra 29 data sheets in the new codex supplement, though some of those are just replacing the normal squads with wolfy names others are new units or special characters.
Blood Angels have an extra 18 in the new codex supplement. These are mostly new units and some special characters.
The other four primary chapters are still using the 8th Ed supplements, which mostly just give them extra special characters.

As for weird org charts the black Templar’s have a Crusader squad that takes the place of their tactical squads and is basically a mix of tactical marines and scouts together.

Deathwatch are another weird org chart where they have mixed squads of whatever type of marine you want to put in it. So you can have jump packs, terminators and different flavours of Primaris all in the same unit.

The short of it is buy the new space marine codex and have a read as it has rules to run any chapter you want in it.

If you like close combat armies try out blood angels, space wolves or even white scars.

If you like all rounders try out ultramarines or salamanders.

If you like shooty try out iron hands or even raven guard

If you like lots of bikes try out white scars.

If you like tech priests and vehicles try out iron hands.
 

Mutant Modifier

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Thanks @almic85 !

That mixed squad system of the Deathwatch seems very interesting, and is exactly the type of thing I was looking for here now.

Just went to the FLGS to buy the general SM codex. And of course they didn't have it on the shelf. Oh booger.
 

pressure

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I was going to say, if you want to go crazy and different, I’d say deathwatch as well.
Otherwise I like raven gaurd for doing janky things on the table
 
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Mutant Modifier

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Thank @pressure !

So I went to the FLGS last week and got a copy of Codex Space Marines. Nice!

Was very close to buying the Death Watch book as well. Now, after some flicking through the SM Codex I'm glad I didn't. The DW can't take any regular Tactical/Assault/Devastator Marines among a few other things I consider basic and almost "must have" from the perspective of what miniatures I've got laying around. But this restriction made me realize that those are the actual units I definitely want to include in the army. Just add in some types of Veterans, Terminators, loads of characters, a few Bikers, Scouts, Dreads, Rhinos and maybe a Land Raider. And the few new Primaris chaps from the Dark Imperium boxed set I haven't yet converted into Chaos. So mostly an old school SM army.

In the Codex I found just the kind of organizational thing I was hoping for. If I remember the unit names/types and the structure correctly, it goes something like this: by taking a Captain I can include a unit of Company Veterans without using up a slot for them. And by taking them I can then take some low level support characters, again with no army organization slot being used. Sure, they're basically just the ingredients for a command squad, but I really liked this type of method when picking up an army.

Also the Masters of the Chapter mechanic to upgrade characters looks super fun!

I was however a bit dissappointed with most of the Stratagems (only a couple of interesting ones available for the miniatures and army I have in mind). And I couldn't yet come up with a selection of (successor) Chapter Tactics that would work best with them.
 

almic85

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Thank @pressure !

So I went to the FLGS last week and got a copy of Codex Space Marines. Nice!

Was very close to buying the Death Watch book as well. Now, after some flicking through the SM Codex I'm glad I didn't. The DW can't take any regular Tactical/Assault/Devastator Marines among a few other things I consider basic and almost "must have" from the perspective of what miniatures I've got laying around. But this restriction made me realize that those are the actual units I definitely want to include in the army. Just add in some types of Veterans, Terminators, loads of characters, a few Bikers, Scouts, Dreads, Rhinos and maybe a Land Raider. And the few new Primaris chaps from the Dark Imperium boxed set I haven't yet converted into Chaos. So mostly an old school SM army.

In the Codex I found just the kind of organizational thing I was hoping for. If I remember the unit names/types and the structure correctly, it goes something like this: by taking a Captain I can include a unit of Company Veterans without using up a slot for them. And by taking them I can then take some low level support characters, again with no army organization slot being used. Sure, they're basically just the ingredients for a command squad, but I really liked this type of method when picking up an army.

Also the Masters of the Chapter mechanic to upgrade characters looks super fun!

I was however a bit dissappointed with most of the Stratagems (only a couple of interesting ones available for the miniatures and army I have in mind). And I couldn't yet come up with a selection of (successor) Chapter Tactics that would work best with them.

Also it’s worth picking up the latest white dwarf as it has the updated chapter approved points costs for every army in a neat little book.
 
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Juve
May 17, 2021
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My votes are for Salamanders or Blood Angels.

Salamanders are truly heroic - they save civilians and are humanitarian (as Genenhanced Transhuman Deathmonks can be) Plus they like burning things and smashing them with hammers.

Blood Angels - also pretty heroic, get some unique units, are highly mobile, but also have decent armor options (baal predator)

-flesh tearers successor - basically extra angry blood angels without the heroism, more cannibalism.

-Lamenters successor - really unlucky blood angels. Can be fluffy if you suck at dice rolling. Yellow is fun to paint! They cry a lot at how unlucky their are and cause sisters of battle to cry as well. Their chapter symbol is a love heart. <3

The rest:

Space Puppies... er wolves - break all the rules and get all the mary sue bonuses - vikings in space with wolf swords on their wolf marines with added wolf grenades strapped to their armor of the wolf. Did I mention they live wolves? Hugely melee orientated but also have long fangs which are uber devastators and get great characters to boot.

Dark Angels - have a terrible secret (they're half traitor), get access to different wings so you can have an army of terminators or fast attack and it's fluffy. Also lean into plasma a lot it seems. If you like hoods, plasma, robes, terminators , depression, speed and interrogation these are your dudes

Imperial Fists - masochistic builders. They die hard and like bolters.

-Crimson Fists successor - As above but they hate Orks, like powerfists and killing Orcs.

White Scars - mongoools in spaaaaace. Hate dark eldar, like bikes and breaking the speed limit. Don't like dreadnoughts either. Difficult to paint white and red.

-mantis warriors successor - fast moving but more infantry and jump pack focused. More stealthly, like a ... mantis. Ignore the CS Goto books. On a repentance crusade for being naughty.

Raven Guard - ninja stealth marines. Do you like infiltration, broodynesss and stealthy along with crows and silenced bolters??? Used to be brokenly OP not just normal level of OP. Get cover bonuses / hard to hit, focus on infiltrating and marksmanship.

- Raptors successor - Reasonable marines, use camouflage and stuff. Really good at shooting.

Iron Hands - grumpy robot marines. They cut off their hand to replace it with a ROBOT hand. They like tanks and techmarines and terminators and most things starting with 'T'. Really tough. Have a unique 'clan' chapter arrangement. Also black and silver.

-sons of medusa successor - as above but bright green and white because nothign says 'rolling wave of armor' like LIME GREEN

Ultramarines - just don't. They have the most subchapters (that they can steal from to remain at full strength) and a whole empire in the ultramar system. Good at everything and have the option of fielding Big Bobby G the primarch. They also have loads of characters and some special honor guard models.

-successor chapters; basically all the same!

--Non First Founding--

Exorcists - red marines that work with the inquisition. They get possessed and then unpossessed so they resist daemons

Minotaurs - super angry marines that are used by the lords of terra to totally anhillate anything.
 
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Outside of aesthetics and special units, this really depends on what kind of play style you want to go with, and if you also want to double-dip into Horus Heresy*.

Right off the bat, Ultramarines are the Jacks of all Trades, Masters of None. They are pretty much the default space marine legion/chapter if you're looking to ease your way into how Space Marines as a faction operate. Even if you don't want to play a 1st-Founding chapter, the Ultramarines are practically the template for most Space Marine chapters, since their primarch, Roboute Guilliman, wrote the Codex Astartes that the vast majority of chapters follow. As a side note, I'd like to amusingly point out how nonsensical it is for the Ultramarines to have their own supplement to the SM Codex. It's like giving the most generic Chaos Space Marine legion their own codex separate from, well, Chaos Space Marines (*cough*cough* Codex Black Legion). Fortunately, Ultramarines have more to distinguish themselves from the other legions in Horus Heresy than they do in vanilla 40k, whatnot with embodying a Greco-Roman legionnaire aesthetic and a play style that emphasizes a combined arms approach.

Imperial Fists are masters of the bolter and siege warfare in both 40k and Horus Heresy, and their rules reflect this. They are also one of a few loyalist legions that maintain very close ties between its successor chapters (which include Black Templars and Crimson Fists).

Dark Angels are another legion that maintains close ties between its successor chapters. A proud and knightly bunch, Dark Angels are quite baroque in their equipment choices, including a preference for plasma weapons. This is paired post-Heresy with a secret that they do not want the rest of the Imperium to know about.

Blood Angels can best be described as angelic vampires. Another proud legion with close ties between its successors, the Blood Angels' martial prowess comes with a tragic flaw involving the death of their primarch Sanguinius at the end of the Heresy - tortured by psychic echoes of the traumatic event, Blood Angels can become subject to a suicidally berserk condition known as the Black Rage. Mechanically, Blood Angels prefer to engage in jumppack-assisted assaults with close range firepower support.

Raven Guard are your sneaky legion/chapter, being well-suited for ambush tactics and assassinations. As such, they don't rely a lot on ground vehicles or heavier forms of power armour in general. This is true of both 40k and Horus Heresy, and are just as comfortable infiltrating onto the battlefield as they are descending upon it with jump pack or drop pod.

White Scars are hit-and-run specialists who predominantly make extensive use of bikes, as befitting of their Mongol theme. They can even take bike squads as troops choices in Horus Heresy. If you like to play a game of manouver warfare, these are the probably the best marines you can do that with.

Iron Hands are a very mechanized bunch. They like their bionics, their dreadnoughts, and their vehicles, and have a penchant for being more interested in blasting their targets away rather than engaging them in melee. As an added bonus, you can use the generic terminator kits from Vanilla 40k for their legion-specific Gorgon Terminator unit in Horus Heresy.

Space Wolves are pretty much your Space Werewolf Vikings in theme and playstyle. They do just as well as a raiding force as they do as a dedicated assault army.

Salamanders are a legion/chapter I hold dear to my heart, as the first space marine army I built and painted for tournament play in Horus Heresy (at least 3500pts worth of Vulkan's Sons reside in my collection). As masters of fire and the forge, Salamanders are mechanically all about mastercrafted weapons and close range firepower, especially with flamer and melta weapons. I've found that they benefit a lot from being played as a mechanized army, as you need to be able to close the distance quickly and Salamanders aren't known for their running skills. This can be further expanded on in Horus Heresy, where rhinos can take pintle-mounted multimeltas, and a Salamanders-specific rite of war (Covenant of Fire) makes all melta weapons in your army count as mastercrafted. For added silliness, Covenant of Fire also grants all Salamanders vehicles in the army a 5+ FNP against flamer, volkite, plasma, and melta(!) weapons (including melta bombs), along with granting the entire army (vehicles included) the Move Through Cover special rule - difficult terrain becomes a mere speed bump, and dangerous terrain ceases to exist for the army (effectively making dozer blades a waste of points).

--

*A word of warning when double-dipping into Horus Heresy: If you intend on going that route and making the army as cross-compatible as possible (as I did with my Salamanders and will also be doing with an upcoming Night Lords army), I highly advise against taking anything from the Primaris range. Not only is it ten millennia removed from the events of the Horus Heresy, but, unless you're making a concerted effort to convert regular primaris marines (i.e. Intercessors or Hellblasters) into true-scale firstborn marines in Mk IV power armour, you're better off saving your money by buying the Mk III and Mk IV kits instead (or Mk VI "beakies" if you're playing Raven Guard). This is especially important to remember since a 2500pt army in Horus Heresy can easily reach parity to 3000pts worth of equivalent units and wargear in 9e 40k, if not more, and not just in the Forge World price tag on the resin parts and models.
 
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