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different chapters

593 views 9 replies 9 participants last post by  BLADERUNNER 
#1 ·
hey guys,
i am new to the world of 40k and am thinking about starting a space marine army. i was wondering about the difference between the chapters. i know that they dont all have the same fighting style and was wondering if someone could tell me the differences between them (i.e. spacewolves, salamanders, ultramarines, dark angels, crimson fists..etc.) it doesnt need to be long and detailed, just a few brief points would help alot.

i was leaning towards choosing a space wolves, ultramarines, or crimson fists army.

thanks in advance!
 
#2 ·
space wolves i dont really know much about except that they look awesome.
Ultramarines re the basic SM chapter wat you see in the codex is wat you get.
the crimson fists hate orks and lose a couple of unit selctions coz of chapter traits
and salmanders are cool coz theyre green and hold theyre ground well also they dont like fast stuuf like landspeeders ande bikes
its not much but i hope it helps :D
 
#3 ·
ya, capt mito is right.

the iron hands are mechanical and like bionics.
dark angels are secretive.
Xenomarines are the best(chapter of my devising)
imperial fists are yellow
salamanders like to burn stuff(melta weapons and such)
ultras are cool, but the first ever, and way too open to new kids.
 
#5 ·
Ultamarines - the chapter by which all others are judged
Salamanders- like close range fire fights and flame/melta weapons (volcanic homeworld)
Blood Angels - Close combate maniacs like to kill their enemies hand to hand suffer from black rage and sometimes red thirst.
Darkangels- shooty army lots of plasma weapons hunt their fallen brothers
Imperial fists - also shooty famous for their terminators
Raven gaurd - assault squads
Blood ravens - lots of libratians
White scars - fast army lots of bikes and mounted squads
Thats all that comes to mind at this ungodly hour.
 
#7 ·
6 powerfist, ha!
that are 2 units of Space Wolves.
seriously dude,
you are just to go with an army you like:
1. which you think looks cool.
2. you like the style off.
seriously, there are a million topics just like this,
there IS a search button you know.
 
#8 ·
Here's a brief summary of some of the named chapters:-

Ultramarines
These guys are as standard as any chapter there is, nothing sets them apart from any other 'codex' chapter.

Dark angels
These guys are primrily shooty, they have access to lots of plasma weapons because they are one of the first chapters. Their first and second companies have different organisation than other codex chapters.

The first company is known as the deathwing and is made up excluisvely of terminators. Their second company are known as the ravenwing, all these guys ride bikes or landspeeders.

Blood angels
These guys are mainly assault based, they get the death company, basically some marines who are hell bent on killing. Every unit in the army has the risk of runnig straight after the enemy in game, they get a few abilities they make them nasty in hand-to hand.

Black templars
Possibly the most assaulty army there is. Practically everything they have can be geared to hand-to-hand combat. They have little heavy support when compared to other space marine chapters.

Space wolves
These guys are very assault based, they generally get a lot of attacks and have a few abilities. They can be made into a shooty force but you miss out on their awesome commanders.

White scars
These guys are very skilled bike riders. Most of their chapter is based around lightning raids on bikes. Naturally they need to be geared to close combat, but they can have fairly nasty shooty lists.

Raven guard
These guys focus on infiltrating and assault, they like to get close and then strike with maximum force, generally assaulty but can easily be shooty as well.

Imperial fists
These guys are as codex as the Ultrmarines, though they do specialise in sieges a bit more.

Thats a summary of the main chapters, if you wish to know more just ask, i'm sure anyone (including myself) will be willing to help.
 
#9 ·
my new marine army

is my own chapter it has the cleanse and purify and take the fight to them and the major draw back is flesh over steel

so yeah every thing in the army has bolt pistol close combat weapon
there is no armour just footman
ok my hq consists of a force commmander with a power fist,iron halo,artificer armour terminator honours master crafted weapon frag grenades he is worth 177

then i have a chaplain master of sanctity with thunder hammer,terminator honours,frag grenades,atificer armour he is worth 166

troops
squad of 9 marines 2 with melta guns the other 7 marines have bolt pistol close combat wewapon
1 veteran sargeant with power weapon bolt pistol that squad is 200

squad of 9 marines 2 plasma guns 7 marines have bolt pistol close combat weapon
1 veteran sargeant power fist bolt pistol that squad is 205

squad of 9 marines 2 flamers 7 bolt pistol close combat weapon
1 veteran sargeant power fist that squad is 196

squad of 9 marines 2 flamers 7 bolt pistol close combat weapon
1 veteran sargeant power weapon bolt pistol that squad is 191

heavy support
devastator squad of 8 marines 3 lascannons 1 plasma cannon the rest of squad has bolters
that squad is 250

devastator squad of 7 marines 4 missle launchers the rest have bolters
that squad is 185

devastator squad of 7 marines 4 heavy bolters the rest have bolters
that squad is 165


the army final total is 1745 i done that amount of points cause thats at least the points for almost every tournament so please tell emwhat you think
 
#10 ·
Black templars get a unique selection of troops such as sword brethren and lots of
cool rules to increase stats or change outcomes of die rolls,

Not to mention...... They can select any amount of land raider crusaiders since thats
where the crusaders were developed.
 
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