Personally I like bigger matches of
Grimdark Future, with 3000pts being a good number to start. It allows fielding multiple squads or a few basic squads and some more specialized units or even tanks. These Battle Brothers lists are very much designed to evoke the play style and flair of certain Space Marine chapters.
Salamanders: Fiery Purge
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| Salamanders Aggressors. |
The Salamanders are (in)famous for two things: being cruelly underrated for a long time and an obsession with pyromania. While it isn't the be all end all of their tactics, Salamanders definitely love big scary guns that emit a lot of heat and/or radiation. The Chapter is also well known for its master-crafted weapons.
Captain [1] (170pts)
Plasma Pistol and Energy Hammer
Advanced Tactics
Prime Lieutenant [1] x2 (300pts)
Pistol and Energy Sword
Precision Shots
Battle Brothers [5] x3 (675pts)
1x Pistol and Energy Sword
1x Fusion Rifle
Support Brothers [5] x3 (1020pts)
3x Heavy Flamethrower
2x Missile Launcher
Aggro Squad [3] x2 (750pts)
Fist-Flamethrowers
Grenade Launchers
Tactics: This list is built on fiery weapons and said big, scary weapons. By themselves, Flame-based weapons suffer from a lack of range and serious armor-piercing. Fortunately, this list pack not one but
three heroes with the ability to either slightly increase range (both shooting and charge range) or boost shooting Armor Piercing values. Note that Heroes can join Aggro Squad and give provide them with said special abilities. Said Aggro squads are the main vanguard of the attack, pushing ahead into enemies both at range and in melee. Battle Brothers and Support Brothers provide additional fire support in their own way: the lieutenant of the Battle Brothers is decent in melee and they have anti-tank weaponry in the form of Fusion Rifles (Meltaguns) while the Support Brothers have powerful anti-infantry options with a dash of anti-tank via the alternate fire mode of Missile Launchers.
Raven (Van)Guard Primaris
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| Raven Guard Eliminator. |
The Vanguard Primaris Space Marines are an expansion upon a role once filled by Scouts in original 40k and by Seeker and Reconnaissance Squads of 30k/the Horus Heresy. There is a lot to dislike about Primaris Space Marines, sure but there is no denying these tricked out covert and special ops marines make every Raven Guard player giddy with excitement.
Prime Captain [1] (115pts)
Heavy Carbine
Camo Cloak
Raider Squad [5] x2 (570pts)
1x Heavy Chainsaw
Grapnels and Orbital Deployment
Infiltration Squad [5] x3 (720pts)
Elimination Squad [3] x3 (615pts)
Pathfinders [5] x4 (980pts)
1x Missile Launcher
Stealth Cloaks
Tactics: Most of this list except the Raider Squads make use of the Stealth mechanic (-1 to be hit) and even then, the Raiders have Strider and Ambush making them ignore terrain and allows to be deep striked into enemy lines. Elimination Squads are snipers and will stay out of enemy range to slowly pick them all one by one while the Infiltration Squads will form the bulk of troops, scouting ahead and engaging the enemy at short range. Supporting the Primaris units are Pathfinders (Scouts) with the anti-vehicle and anti-infantry weaponry.
Imperial Fists: Relentless Fusillade
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| Imperial Fist Primaris Captain. |
Generally speaking, the sons of Dorn are associated with siege warfare and they are indeed quite good at this. A less-known aspect of the Imperial Fists, however, is their excellence in the mastery of basic weapons such as Bolters. While the Ultramarines are unfortunately generally held to be the gold standard of greatness for Astartes, few can match the stubborn discipline of the Imperial Fists. Both their 30k traits and 40k traits and stratagem show great skill, discipline and focus with ranged weaponry which this list will focus on since these lists are not built for specific missions, rending the siege aspect a bit pointless.
Prime Captain [1] (130pts)
Fist-Pistol and Energy Fist
Battle Rites
Aggro Squad [3] x2 (730pts)
Grenade Launchers
Support Brothers A [5] x3 (750pts)
1x Laser Cannon
Support Brothers B [5] x2 (700pts)
5x Heavy Machineguns
Attack APC [1] x2 (570pts)
Twin Heavy Machinegun
Tactics: This list has a lot of 'dakka' and exist to mow down enemies at range. Support Brothers A function much like the normal Battle Brothers but with Relentless (reroll 6 to gain another chance to land another hit). They also have a single Laser Cannon to snipe down enemy vehicles which, when combined with a good roll of Relentless, hurts like hell. The Support Brothers B meanwhile are pure anti-infantry, with a truckload of attacks with their Heavy Machineguns (Heavy Bolters). The Attack APC have a similar role and play a double role of being both tanks and transports. Aggro Squad have a role similar to the Salamanders list but use different weapons and when combined with the Prime Captain's bonus to melee can basically clobber enemies to death.
Iron Hands: Clan Avernii Veterans
Detachment: Custodian Brothers
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| Iron Hand Veterans. |
This list use a previously mentioned idea of using Custodian Brothers (aka Custodes) not for their special units and special rules but, rather, for the ability to upgrade Battle Brothers with the Regeneration trait. This enable these marines to become much tougher and harder to kill and who better to represent such a list as the cybernetically-rebuilt Veterans of the 1st company of the Iron Hands: Clan Avernii.
Captain [1] (245pts)
Assault Rifle Attachment: Fusion Rifle
Veteran Infantry
Advanced Tactics
+Regeneration
Veteran Battle Brothers [5] x3 (1065pts)
1x Assault Rifle Attachment: Fusion Rifle
1x Missile Launcher
Veteran Infantry
+Regeneration
Heavy Exo-Suits [3] x1 (865pts)
3x Upgraded with Missile Launchers
+Regeneration
Attack Walker [1] x1 (585pts)
Twin Heavy Flamethrower
Hunter Missiles
+Regeneration
Drop Pod (215pts)
Tactics: This list is a small, but powerful elitist list (even by Battle Brothers standards). These base units are stronger and harder to kill than most other infantry and each squad (plus the Captain) has a backup Fusion Rifle attachment (Combi-Melta) to dispatch tanks and monsters. The Heavy Exo Suits (Centurions) and Attack Walker (Dreadnought) have powerful, multi-dice weapons to wipe our weak infantry that could easily outnumber the isolated marines. Finally the Drop Pod exist to just slam into the board, unload whatever was deemed necessary into enemy ranks and just keep piling damage while outliving most things.