57 here---
I know this is going to be a little old by now, but you know what? I'm still going to talk about the three different Marine Codices, their strengths, weaknesses, fluff and what not. Why? because I have been thinking on a lot on the subject lately and I think that this can help people at least make a choice as to what marine they want to play, because to state the obvious they all have their own different style and play methods. So, without further delay, let's start with the classic Marines.
Regular Marines(AKA Ultramarines)
It's really hard today to walk into a GW store and not see just a lot of regular marine boxes on the shelves, because the Marines(AKA Ultramarines) are the favorites of GW. Let's be honest, when the new marine codex hit, we found it to be pretty good. Why? Because it was the first codex for fifth ed, and as said before the favorite of GW, it was made to be really good in fifth ed, and it is.
Strengths.
Let's start with some obvious stuff, the Marines can be good at almost any style of play. You want a fast biker/rhino army? You can do that. You want an anti-armor/heavy infantry army? You can do that. Or just an all around specialized army, again you can do that. Tactically Marines are very flexible, since you can give them two special weapons, either a special weapon(a Flamer, Melta, or Plasma Gun) or a heavy weapon(a Heavy Bolter, Missile Launcher, Multi-Melta, or Lascannon). Since a ten man Squad can break into two five man squads, each squad can get either of those weapons, and/or the squad Sargent.
All squads have something called "Chapter Tactics" where at any time any squad who is called upon a morale check can choose to pass or fail, and with "And They Shall Know No Fear"(which means they automatically pass regroup tests regardless or normal restrictions) means they are generally pretty good at staying alive in combat.
Marines also have a wide variety of special characters, each does something different to the entire army, depending on the character. Vulkan He'Stan makes Flamers, Meltas and Thunder Hammers better. Pedro Kantor makes the entire army stubborn and makes Sternguard scoring units for the purposes of objective games. So on and so forth.
Weaknesses.
Good at everything means obvious weaknesses. A shooty army will be torn up in assault, easy pray for close combat armies. Close Combat Armies will be shot to death by shooter armies, such as Guard. Just because you can do anything doesn't mean you are good at everything.
Pricy. In fifth ed, boots on the ground means more better army. Space Marines and the characters that do good stuff for the army aren't cheap, so it's more than likely that you'll only get about 50 models on the ground, and chances are that unless those are used correctly that won't win any matches.
Overall.
Good Army list for beginners and a good army for experienced players. The most crucial part about marines in balancing point cost and what the army does.
Space Wolves.
The army which I and my friends have dubbed "Space Vikings." Space wolves don't follow the same tactics and organization as the regular Marines, but are no less successful on the tabletop and battle field. Space wolves are more of a close quarters army, but are flexible army none-the-less.
Strengths.
Close combat. Wolves are made and designed for close quarters combat. Sure they have regular marines that are similar to the regular codex, but they have equipment to make them ok at shooting but better at assaults. Almost all infantry units, save for one, are geared for close combat. And considering they have "Counter Attack" and "And They Shall Know No Fear" in assaults they are generally able to survive longer.
The amount of close combat units available to the wolves is impressive, from regular Grey Hunters to Blood Claws, from Thunderwolf Cavalry to Wolf Guard. The thing that makes Wolves good at being shot at and assaulted is that they can take either or. They are an army that can lose a flank and win. And a lot of the time they can be dirt cheap, a ten man squad of grey hunters cannot take a heavy weapon, but can take two special weapons, you pay for the first one and take the second one free.
As for special characters and HQ choices, the Space Wolves have the "Hero Hammer" method, since they can take up to four HQs. Two can stuff for the army, while the others are pretty beastly in combat. As usual, all characters of Space Wolves are made for close combat.
Weaknesses.
Space Wolves are for the more experienced players. Putting the right unit where and using it correctly, if not done so, that unit or the army not used correctly will easily fall apart. The wolves can be used by a new player but not to the extent of a more experienced player. It's also widely known that Wolves are a close combat army, so unless they have transports they will get shot to death.
Another problem comes with the "Hero Hammer" method, it's a few good models in return for fewer troops. As said before, boots on the ground count for more than a few good ones. It doesn't matter how good a few models can be, level enough low AP, high strength weapons at them and they will go down easy. Another problem is again cost. These few models are good, yeah, but are generally expensive.
Overall.
Space Wolves are good for a more experienced player who knows who to give what, and who to assault what.
Blood Angels.
The newest Marine codex on the block, Blood Angels are really the doomed heroes of the Space Marines, seeing they carry a curse with them that makes them both insane yet really hard to kill. As I once put it to another player, "The Space wolves are like an axe of sorts, brutal and powerful. The Blood Angels are like a rapier, fast and precise." As lame as that sounds, it's actually kind of true.
Strengths.
Blood Angels are truly elite. They're fast and precise in close combat, and have the chance to be better at it. Blood Angels are fast, assault marines are troops, and their rhinos and razorbacks are fast tanks. Blood Angels also have a nice choice of elites, ranging from librarian Dreadnoughts to priests that give "Feel No Pain" and "Fearless." Easily enough said the Blood angels elite choices are meant to be taken, because they form the backbone of most army lists for Blood Angels, because that's what makes them unique.
Weaknesses.
Once more it comes to cost. Since most Blood Angels players will be tempted to take as many as Elites as possible. But these Elites will cost a lot, so the army will have few boots, going back to that once again. Sure your army will be really good at what it does, but it will roughly be about 25 to thirty models at 1850.
Another problem is using Blood Angels. Like Eldar, you have to know how to use Blood Angels where to put them and so on. I said that Space Wolves could lose a flank and still probably win. If the Blood Angels lose and flank, then the entire army will fall apart. Blood Angels are an army that needs to get the upperhand and keep it.
Overall.
Blood Angels need really to be put into the hands of one who knows how to use them to have them be really good.
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