hello welcome back to planet 40k today is the space marine day and we're going to be looking
in the tactics for the secondary objectives that within the chapter approved section of the
space marine codex now there's three secondary objectives within this codex and very simply
in order to use them the requirements are that the warlord must have the adapters to start his
keyword which i'm pretty sure he will do and you can select one of these secondary objectives if
you're playing an eternal war mission so these secondary objectives are located on page 113
of the codex now of course in the chapter supplement books they're going to each have their
own unique secondary objectives to use and you can actually use one from the space marine codex
and one from the supplement then take one from the actual grand tournament 2021 book where all
the generic secondaries are located so let's begin with the first one which is codex warfare now this
is a persian enemy secondary which cannot be taken with other genetic secondary such as assassination
because you can only take one purge the enemy secondary so if you do take this one it's an end
game objectives and you score victory points by doing the following things so there's three bullet
points here the first one is to score one victory point at the end of the battle to a maximum of
five for each enemy unit that was destroyed as a result of an attack made by a heavy or grenade
weapon by an adapter to start his unit while in the devastated doctrine the second one is to score
one victory point again maximum of five if you destroy a unit with rapid fire or assault weapons
in the tactical doctrine and then the third one is to score a victory point to a maximum of five
if you're using a pistol or melee weapon in the assault doctrine so i'm going to say this
right from the off this one is a really bad option to take if you're going to use this one
and i'll explain to you why first of all there must be at least 15 enemy units just to maximize
this secondary because each bullet point has a maximum of five victory points so that's going
to mean you need to kill 15 enemy units so in smaller games that's not even gonna be a thing
if you're playing a thousand points for example don't expect 15 enemy units within the battle
in the larger games perhaps but not the smaller ones the second point is you must kill at least
five units per each doctrine ie five and the devastator doctrine because they're all
maximized at five so you can't score say three in the devastated doctrine but make up for it in the
tactical doctrine because they're all capped at five to each bullet point so that means you have
to score five in every single bullet point and then the third one which is probably the most
difficult of all of them is you must use the correct weapon profile for each stage of the
secondary i.e in the devastated doctrine you've got to use the heavy weapons so this is going to
require an extremely balanced list that's going to massively hinder your chapter playstyle in several
ways for example if you're playing blood angels do you want to be pumping a third of your points into
heavy weapons and another third into rapid-fire weapons when they're predominantly a melee-based
chapter that's where you want to be putting all your points into all the melee based units whether
it's assault intercessors or blade guard veterans assault terminators for example do you really want
to be taking some devastators or some eradicators maybe you do have a few in there but in order to
actually maximize that individual bullet point you're gonna need to get rid of five units and
then likewise if you're playing ultramarines or ravenwing from the dark angels perhaps you don't
want to be investing too heavily in the assault weapons because they're both ranged chapters
and not only that it's very easy to miss scoring points when you have term restrictions in place
your opponent will also know this and likely use whatever they can to deny unit kills with
stratagems and whatnot but if you were to take this and you did go for that balance list maybe
that's your play style anyway you're gonna need to ensure that you're taking off five
units in each given combat doctrine so in terms of the devastated doctrine for example that's
only gonna be term one and as soon as turn two happens you literally cannot score any
more points within that bullet point now the second and third bullet points are a little bit
more flexible because you can have the tactical doctrine as turns two and even turn three and
the assault doctrine can be turned four and turn five so you've got two actual turns to score the
other two bullet points but the one that really hinders is the devastated doctrine in particular
you've only got that single turn and if you've not got the range with your actual heavy weapons
it's going to be very difficult to actually kill units because of how far they're going to be
when they're deployed and again your opponent is going to know this so they're going to deploy very
defensively just for turn one just so that you can't score the five points there now there are
certain ways to manipulate the actual doctrines within the game for example adaptive strategy
which is a strategy for two command points as long as your wall is on the battlefield done
in the command phase you select a core unit and for that particular unit all the doctrines will
be active for that battle round but personally i think that's too much of a command point sink
i would never really take this one there's much better options in terms of the generic secondaries
and even if you do want to take the purge the enemy kind of secondary there's assassination
as well which is probably a bit easier now the second one is a battlefield supremacy secondary
which is called shock tactics so you're scoring three victory points at the end of the battle
round if you control one or more objective markers that were controlled by your opponent at the start
of the battle round and then your objective to start his unit has to of course stay in range of
the objective marker so you can't be taking this with engaging all front or behind enemy lines
or stranglehold because they're all battlefield supremacy secondaries and you can only take one
of them so this one does also have a few issues it's not as bad as the codex warfare secondary but
we'll go through some of the issues that you're going to find with this secondary so the first one
is turn one most of the objective is going to be unscorable especially if you're going first a lot
of the time your opponent is not going to be sat on the objective because you can't score in the
first battle round for your primaries so there's absolutely no need to be on them especially if
they see you having this secondary as your secondary objective but then further to add
to that you're going to be out of range for most of the stuff you're not going to be able to move
and take over an objective that your opponent has then even if you go in second you're not going to
be taking objectives within the enemy deployment zone as deep strikes and what not happen in turn
two so you're gonna completely miss turn one with your victory points there and then it's very easy
just to take your eyes off the primaries as you need your enemy unit there to score so if you're
actually sitting on an objective scoring a primary then you're not screwing your secondaries so you
can be caught in two minds here whether you want to be assassinated objectives or let your opponent
take the objectives and then you take it back from them to score shock tactics then the final point i
put here you need to do this in every battle round in order to max score it because you're getting
three per turn and with five turns of course that's 15 points and as already mentioned in turn
one you're not likely to be scoring the point at all so you've already dropped three points there
but the actual main issue in fact there's better options within the battlefield supremacy options
within the grand tournament 2021 book now engaging all front is quite a firm favorite with a lot of
players it's so much more easier to get the points likewise with behind enemy lines and stranglehold
as well it's far more easy to get points and is to do with shock tactics now if you were to take
shock tactics let's talk about the tactics what would you actually do in order to maximize the
points for this secondary for me you're going to need a drop pod because if your opponent
has made the mistake of setting an objective in terms of their deployment and maybe they haven't
screened it off that well you can use a drop pod and they can be used in term one because of their
drop pod assault rule and they can be bringing a unit in turn one now it will be nine inches away
but again depending on where they've actually deployed you could actually sneak the objective
just by deploying the drop pod in and disembarking your guys but you can also make the charge move if
you needed to but it will be a nine inch charge which isn't of course that straightforward but if
you were to succeed with all the above then you want to be doing it with a troop option
because they're going to have the troop objective secured ability so i'm thinking about tactical
marines in particular they are troops they've got objectives secured so you can very easily steal
an objective of course once you've actually made the charge move or you just got very lucky with
the disembarkation and found yourself three inches away from an objective that your opponent has
another way to do it but not so much for turn one is for the rest of the game you could be
using more of a forward thinking unit from the troop section such as your assault intercessors
again they've got the objective secured ability so they should very easily be able to steal an
objective from your opponents and they're going to be want to be getting into melee anyway to trim
the numbers of the opposing units guys so that you're going to be holding the objectives there
but other than that i'm probably not going to be taking this one either i'd rather take engage in
all fronts now we're on to the third one which is a no mercy no respite secondary so it can't
be paired with no prisoners or grind them down or to the last now straight off the bat i'm going to
tell you this one isn't too bad it's called oaths of movement so there's three ways of scoring with
oaths of movement the first one is score a victory point if any character vehicle or monster was
destroyed by an adept at the starters unit during the battle round the second which is overvonner
scored one victory point at the end of the battle round so long as no debt to estar's units fell
back or failed a morale test during that battle round and off of duty which has scored two victory
points at the end of the battle round if an adept is a starters unit is wholly within six inches of
the center of the battlefield so there's some key strengths when taking this secondary the
first one is you can score up to four points in every battle round and that's right from turn
one you can be doing that whether it's popping a vehicle getting to the center of the board and
simply just not falling back that's probably the easiest one to do especially as a marine
player there's loads of ways to not fall back and there's even the actual generic stratagem
insane bravery for two command points which will also pass a morale test so that one should be
very easy to score in particular in fact if you maximize the points and scored four points in
every battle round you're going to be getting 20 points now of course it's capped at 15 but it's
gonna leave you an entire five points as room for error so if you fail to pop a character a vehicle
or a monster in one or two turns it's okay you've only dropped two points out of 20 you can still
get the maximum of 15 without a problem then the last bullet point i put here is very strong for
chapters that like to castle up in a location in the center of the battlefield because the key part
of the secondary is oath of duty for scoring two victory points by being wholly within six inches
of the center of the battlefield now it doesn't actually require to be holding the objective it
just simply says to be holy within six inches of the battlefield you're probably likely going to
be holding the objective if there is an objective in the center there may not even be one it's just
the center of the board after all but if there is a primary objective there even better that's
a straight five points just for your primaries now one of the best ways to actually take this very
early is to be using infiltrators or in cursors or any of the units that got the concealed positions
ability now i like infiltrators personally because of that 12 inch deny range for deep striking units
coming in from turn two onwards but they're also troops so they will gain the objective secured
ability again if there is an objective in the center there may not be if there is they're going
to be holding that very firmly as their troops but you can be deploying these guys straight in from
the deployment section of the battle so from term one onwards you're gonna be there and all they've
got to do is stick around and then from turn two onwards the rest of your army can very easily
follow up whether it's on foot or they're in vehicles and whatnot to support this infiltrator
unit so as long as you're holding this part of the battlefield for the remainder of the game just
that alone will score you 10 points then if you're not falling back or failing morale you can easily
score another five there and then the characters vehicles and monsters that's just a bonus to me
just be a little bit careful for units that can fall back and shoot or fall back and charge for
example ultramarines with their codex discipline they're eligible to fall back and still shoot that
will be classed as falling back so the overvolume bullet point you'll actually have failed that one
so you won't be scoring that point if you do so now there's other chapters of course like white
scars for example they can also fall back and do things just be a bit mindful that this will mess
up one of those bullet points and going back to the very first point maybe there's not that many
characters maybe there's no vehicles no monsters it doesn't matter too much if as long as you're
scoring the oath of honor and the oath of duties parts of this secondary you should still be able
to maximize no problem now in terms of the actual secondaries here that we spoke about today i would
never be using the codex warfare very difficult very restricted it's going to will and truly screw
up your battle plans no matter what chapter you play it's not going to work out even if you had
the most balanced list in the world it's still going to be very difficult and very easy for
your opponent to deny if you were doing that the second one shocked tactics i probably wouldn't do
it is more doable than the codex warfare because there's lots of decent troops within the space
marine factions again it's also chapter dependent if you're playing deathwing for example and you've
got objective secure terminators this can become very easy to do but that term one in particular
is a bit of a hindrance you've only really got the option of a drop pod unless you're a very
very fast chapter that can steal points right from turn one but then you're relying on your opponent
to actually have units sat on their objectives in the first place then the final one that we spoke
about today oaths of movement if i was to take any of these i'll definitely be taking that one
it just seems like easy points to me and there's lots of different ways to play it and even if
you drop points you can still maximize it quite comfortably that's the three secondaries from
the space marine codex do you guys use any of these secondaries let me know your tactics and
how you're scoring each one of these secondary objectives and what chapter you play just for
reference as well before finishing up with the video i just wanted to get the shout out the day
dealt with today which is going to ben hayden for his comment relating to the captain on the bike
review we did recently he's just starting a white scar successor chapter so this video has
been really helpful he says thank you very much for the comment ben keep them coming in let me
know how you get on with your white scar successor chapter so guys that's the video today remember to
like comment and subscribe on your exits thank you all for watching and i'll see you next time
you