Special Rules
The Lost Librarius
Black Templars aren't allowed, Librarians. Flavourful rule.
And They Shall Know No Fear
Re-roll failed Morale tests. A solid rule for an elite army.
HQ
Marneus Calgar
2 extra Command Points if he is your Warlord and he halves the damage he suffers. A solid character, but as in the story he is over-shadowed by Gulliman.
Chief Librarian Tigurius
Master of Prescience and Hood of Hellfire make Tiggy amazing support for an Ultramarine army.
Chaplain Cassius
I'm not a fan, he doesn't seem worth the points over a regular Chaplain.
Captain Sicarius
Good for spearheading an assault, but a little expensive over a regular Captain.
Sergeant Chronus
He gives a tank 2+ Ballistic Skill and the ability to regain a Wound a turn. Well worth the 35 points.
Sergeant Telion
I'd rather take a squad of Scouts with Sniper Rifles. Pass.
Captain Lysander
The Fist of Dorn is a solid weapon in close combat. You just have to get him there.
Pedro Kantor
Extra attacks for the Marines around him is solid.
High Marshal Hellbrecht
Gives nearby Marines +1 Strength, which can make a difference in the Fight Phase.
The Emperor's Champion
Fairly good at attempting to assassinate enemy characters, but you have to get him there.
Chaplain Grimaldus
Again, not convinced by a named Chaplain.
Cenobyte Servitors
Pass. These are also an Elites choice, but I've put them here with Grimaldus.
Kor'sarro Khan
He's lost his bike. That makes him unremarkable.
Vulkan He'stan
Really good when accompanied by Aggressors.
Kayvaan Shrike
Re-rolls charges, hits and wounds. He is quite a potent assault unit.
Captain in Terminator Armour
A good source of re-roll 1s that can come in from Reserve.
Captain in Cataphracti Armour
You don't need to pay the extra points for this guy over regular Terminator Armour.
Captain
Re-roll 1s when you don't need the deep strike. Unless you want to skimp on points and give him a Jump Pack.
Captain on Bike
Re-roll ones for mounted armies. Also has 6 Boltgun shots at 12".
Primaris Captain
An extra wound, an extra attack and a better gun. Worth the upgrade over the regular Captain if you can afford the points.
Captain in Gravis Armour
An extra Toughness over the Primaris Captain. He is very expensive though.
Librarian
Psychic support, these guys are the standard against which other Psykers are judged. Give them a Jump Pack to Deep Strike if you can.
Primaris Librarian
Unless you are looking giving your regular Librarian a Jump Pack, this guy is worth the upgrade for the extra Wound and Attack.
Librarian in Terminator Armour
There is a lot of repetition in these comments - Psychic support you can Deep Strike.
Chaplain in Terminator Armour
Use Deep Strike to get Litanies of Hate where you want.
Chaplain
A cheaper option for Litanies of Hate. Again, Jump Pack to get this where you want it to be when you need it there.
Primaris Chaplain
The Absolver Bolt Pistol is interesting. Otherwise, like all the Primaris characters, it's just a regular one with extra Wounds and Attacks.
Techmarine
Essential if you are taking important vehicles. Having an extra D3 Wounds a turn can make some stuff hard to kill.
Lieutenants
It's well worth taking 2 of these as a unit and giving them Jump Packs to get the re-roll 1s to Wound bubble where you need it.
Primaris Lieutenants
Again, see every Primaris character review.
Troops
Tactical Squad
Much maligned online, these guys are your bread and butter. Much like the Librarian, these guys are the standard you judge other army's Troops against. Not as bad as people say, they are exactly average.
Intercessor Squad
Superior Boltguns and an extra Wound. They cost more though which pulls you away from wanting to take them as your Troop choices. Their Boltgun choices are interesting though.
Scout Squad
Infiltrate to block areas off with these guys. My preference is for Sniper Rifles to threaten minor characters, but your mileage may vary.
Crusader Squad
If you are playing Black Templars and you take Tactical Squads instead of these, you are playing wrong. I would also swap their Boltguns for Chainswords for a large melee unit.
Elites
Primaris Ancient
The Banner is really good for shooting armies. I suspect that melee armies require this guy getting too close to be useful.
Chapter Ancient
Take everything I just said, but remove a Wound and an Attack.
Chapter Champion
The rest of your Characters are good enough in close combat, so I don't see what this guy is for.
Honour Guard
These can protect your other Characters, but I don't think you want to be spending these points for this job.
Company Ancient
For when you want your Ancient to have a pistol instead of a sword.
Apothecary
This guy can either heal a Character or return a dead guy to a squad. Worth it if you can squeeze one in.
Company Champion
See the Chapter Champion for my opinion.
Company Veterans
Pass. Everything this wants to do, something else does better.
Servitors
It's nice that these are still around. Still, pass.
Primaris Apothecary
You've read my opinion elsewhere.
Reiver Squad
Shock Grenades are interesting but really short-ranged. Give these guys Combat Knives and they make decent assault troops.
Aggressor Squad
They appear to be slow, but with Assault weapons allow them to Advance and still shoot while ignoring the usual penalty. Then once they are in place they shoot twice if they don't move. These guys are really good.
Terminator Squad
I really like Terminators. They allow me to Deep Strike some decent shooting to clear out Infantry.
Terminator Assault Squad
I also like these. If they fail the Charge, it takes your opponent effort to shift them yet they can't be ignored.
Cataphractii Terminator Squad
Like regular Terminators, but with a 4+ Invulnerable save and can be equipped either for shooting or close combat.
Tartaros Terminator Squad
Similar to Cataphractii, but sacrificing the enhanced Save for more Move.
Vanguard Veteran Squad
They have an extra attack, but I think I would rather save points and take regular Assault Squads.
Sternguard Veteran Squad
I like the Special Issue Boltguns, but feel these are now overshadowed by Intercessors.
Dreadnought
Dreadnoughts are in an odd place at the moment. They have fewer wounds than other vehicles of similar Toughness, so they tend to die to enemy anti-tank guns. On the other hand, they are capable of the assault. This is the standard chassis, and so is the one you judge the rest against.
Ironclad Dreadnought
Toughness 8 makes this more survivable, but it's weapon options aren't great. I'd leave it built for close combat and go vehicle hunting.
Venerable Dreadnought
Better Ballistic Skill and Weapon Skill, plus a feel-no-pain. Worth the extra points.
Contemptor Dreadnought
This has an Invulnerable save, but the enhanced stats are a trap, it has enough Wounds that it has a degradation chart so you will find those stats evaporating quickly.
Redemptor Dreadnought
13 Wounds and a lot of guns. This is expensive, but expect it to kill things if your opponent doesn't deal with it.
Centurion Assault Squad
Unless you are really worried about enemy Fortifications, avoid.
Fast Attack
Bike Squad
I'd replace their Pistols with Swords, they make mobile Bolter platforms and can use their speed to flank the opponent.
Assault Squad
Always give them Jump Packs, they are your fast moving close combat unit.
Land Speeders
Mobile, but too fragile. Pass.
Attack Bike Squad
Like the Land Speeders, but with fewer Wounds. Still no.
Scout Bike Squad
Small squads with Astartes Grenade Launchers make good, cheap, mobile firepower.
Inceptor Squad
These guys are really good shooting support. They can be tailored for infantry or heavier targets too.
Heavy Support
Devastator Squad
Choose a job, choose a weapon and give this squad four of it. A great choice for four Lascannons if you want cheap anti-tank.
Centurion Devastator Squad
Grav-cannon plus Centurion Missile Launcher makes a mess of heavy infantry and light vehicles.
Hellblaster Squad
A good source of decent ranged fire, with your choice of Plasma weapon.
Thunderfire Cannon
Not a bad price for a decent artillery weapon, I quite like it.
Hunter
It wants to shoot down Flyers, but I think 1 shot isn't enough.
Stalker
A better anti-Flyer tank. If you want that though, you need to take multiples.
Whirlwind
Its weapon options are higher Strength, but I think it's overshadowed by the Thunderfire Cannon.
Predator
For when you want four lascannons on a platform more survivable than five Marines. Remember your Techmarine.
Vindicator
Other stuff does this job better. If this sort of tank is what you want, you might be better off playing Astra Militarum.
Land Raider
If you want a transport, Rhinos are cheaper. If you want it for Terminators, they can deep strike. If you want the Lascannons, you can take Predators and Devastators. If you want a tank that can do it all, you've paid a lot of points for a single target.
Land Raider Crusader
Similarly too expensive.
Land Raider Redeemer
Too expensive and its main weapons are too short-ranged.
Dedicated Transport
Rhino
The standard for transport vehicles, I often see people forget it can self-repair.
Razorback
Swaps the self-repair and some of the transport capacity for guns.
Drop Pod
A lot of people don't like the cost, but it allows you to hide a unit you couldn't normally hide in Reserve.
Land Speeder Storm
It's okay but as I'd rather be infiltrating my Scouts, they don't need a transport.
Repulsor
Has the same problem as the Land Raider, but more guns.
Flyer
Stormhawk Interceptor
I'd take Icarus Stormcannon and Skyhammer Missiles and make a mess of stuff with the Fly keyword.
Stormraven Gunship
It's a little more survivable than a Land Raider and can carry Dreadnoughts. Great for delivering a core force of close combat guys and mech.
Stormtalon Gunship
This has great Ballistic Skill for a mobile weapons platform, especially if you hover.
Lord of War
Roboute Guilliman
Not only is he really good on his own, but his aura buffs make him such a force multiplier for the rest of your army. Also, as Warlord he gives you 3 extra Command Points. This is why the FAQ keeps raising his points.
Chapter Tactics
Unlike many armies that have come out since these abilities only affect the Infantry and Dreadnoughts. They are all really good though. Yes, even the Imperial Fists.
Stratagems
Stand-out Stratagems
- Killshot
- Born in the Saddle
- Abhor the Witch
- Hellfire Shells
- Machine Empathy
- Flamecraft
- Auspex Scan
- Flakk Missile
The obvious choice is Ultramarines only, which actually gives you a little more freedom in trait choice.
Chapter Relics
Stand-out Relics
- Standard of the Emperor Ascendant
- Teeth of Terra
- Tome of Malcador
- Raven's Fury
- The Sanctic Halo
The Librarius discipline features the often game-deciding Null Zone. The rest of the powers are marginal, although casting Might of Heroes on Guilliman is always fun.