In Warhammer 40K, there are 12 space marine chapters that you can play as, each with their own unique figures and playstyles. If you want to play to win, then you’ll want to know about the strongest chapters in 10th Edition right now.
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All playable space marine chapters in Warhammer 40K ranked
I have analyzed and viewed discussions surrounding each of these space marine chapters in Warhammer 40K to rank them all accordingly. This list goes from best to worst, starting with the more competitive chapters to the ones that people will only really choose because they look cool.
Remember that winning battles isn’t the only reason to play Warhammer 40K, so don’t let this list dictate your choice when wanting to build a new space marine army. The “rule of cool” is definitely important to ensure you don’t get bored of a chapter whilst making them.
With that being said, let’s jump into the strongest Warhammer 40K space marine chapters and the weakest.
Space Wolves
Starting with one of the best space marine chapters in Warhammer 40K right now, may I present the Space Wolves.
Not only do they look incredibly cool and are essentially space vikings, they consistently have a competitive win percentage. They are incredibly powerful and adept at charging and melee. The Space Wolves benefit from the biggest range of unique units, with some marines riding giant wolves into battle.
With so much choice when building up your army, you’ll be able to come prepared for any combat encounter, as long as your response is to charge, rip, and tear your way through their ranks.
Space marines are hardy enough, but being able to charge into combat to hack up squishier foes while being able to blast regular devastating space marine armaments into stronger targets is what makes the Space Wolves as formidable as the are.
The Space Wolves are also one of the best factions to paint, considering their diversity and interesting color scheme.
If you’re at a loss for which space marine chapter to make, you can’t go wrong with the Space Wolves.
Grey Knights
The Grey Knights are a more mystical chapter of space marines that work with the Inquisition to hunt down demons and heresy. Despite their trickier playstyle, the Grey Knights are proving to be a fantastic force in Warhammer 40K 10th Edition.
They can utilise their psyker powers to teleport around the battlefield, being able to surprise and take on their foes. Their magical abilities are a huge asset that, when used correctly, can turn the tides of battle. It may not be wise to pick the Grey Knights when starting out as you’ll want some experience and familiarity with the systems.
A smaller army size allows you to mobilise your army earlier to press the advantage, however, this comes at a cost of staying power should your opponent be skilled enough to DPS you out of the game. Stay vigilant and mobile, and you’ll be able to win most of your games.
If you’re up for the task, you’ll be able to utilise the strengths of the Grey Knights to emaciate your enemies.
Deathwatch
The Deathwatch are an incredibly powerful and versatile chapter that, like the Grey Knights, aren’t a standard chapter. Composed from the elite soldiers from other chapters, the Deathwatch are made from the best of the best.
They are a diverse team that plays very distinctly from other space marine chapters. As their lore backs up, these guys are effective at killing xenos. This does, however, provide limits. As when you’re against xenos or non-xenos options, a portion of your stratagems will become useless.
This isn’t too big a set-back, however, Dreadnaughts and veteran soldiers that make up the ranks are efficient in all manner of killing.
Unlike other chapters, the Deathwatch can use Combat Doctrines in any order they wish, allowing for liberating flexibility and responsiveness that other chapters can’t afford.
The Deathwatch are a versatile and veteran chapter, so it’s no wonder they’re so high on this list.
Ultramarines
You’ll either love the space marines because they’re awesome or you’ll hate them because they’re popular. However, it turns out that the Ultramarines are a mixed bag (albeit it a powerful one) when it comes to tabletop play.
Ultramarines are the ultimate generalists that are prepared for everything any enemy could throw at them. This comes at the cost of specialization, however. Where some chapters are good at specific things which make them great counters for some enemies, the Ultramarines can’t push hard in any one specific combat direction.
Although they aren’t the most powerful or the fastest, their lack of specialization means lack of a weakness. This also extends to combat-focused enemies, as they can fall back, shoot, and can even charge back into melee.
The Ultramarines are always ready to fight, and they have very little weakness for an enemy to exploit them out of a match.
Salamanders
Salamanders are the enigmatically altruistic space marines that are no less lethal on the field. With their buff to flamers, the Salamanders prove incredibly fun to play on the tabletop and they have good defensive capabilities to make up for the lack of ranged shooting.
Naturally, you’ll need to plan accordingly if you are to field an army of Salamanders, however, with the right strategies you’ll be able to rip your enemies to shreds at medium range. They are also ideal generalists, although not as general as the Ultramarines. This makes them capable in most combat situations.
The Salamanders may not make for the most powerful space marines, but they have incredible potential when played right. Against certain match-ups, their lack of long range fire power will catch up with them, however.
Black Templars
The Black Templars are one of my favorite chapters in the game, and are one of the most powerful chapters to field. Thanks to their zealous and crusader-y attitudes, the Black Templars prove to be a quick and punishing chapter that can charge the heretics and smash them to pieces.
A melee focused chapter, the Black Templars are able to perform very well in close-quarters combat, although that can become a liability in certain combat situations. Especially as they aren’t the most specialized force to stay shooting at their enemies.
Also, this chapter is incredibly untrusting of psykers, which means they can’t field them. This isn’t a huge setback, as the Black Templars are more than happy to make up for the lack of psykers with their pure willpower.
Dark Angels
The Dark Angels are a strong space marine chapter that has fallen on hard times in 10th Edition. But that doesn’t mean they aren’t powerful if played accordingly.
This chapter has a great array of unique units to play with, although note that they won’t be carrying your army. You’ll need the support from the myriad other Dark Angel units for the most effectiveness. It seems that this chapter can excel in any field of combat, so long as they do it together.
It doesn’t help that the Dark Angel roster is rather elite-heavy, meaning you’ll need to be careful with how you play your special troops as there won’t be a lot of cannon fodder to protect them.
The Dark Angels are awesome, just pay heed to their slight letdowns and you’ll be able to dominate with them.
Iron Hands
The Iron Hands used to be a meta force, but now they’re reduced simply to a “very viable” space marine chapter in Warhammer 40K.
These powerhouses are very formidable in combat, with great buffs to defense and their vehicles, allowing for their offense to be even sweeter. Which also is something they’re very good at.
The only thing the Iron Hands fall back on is that they rely on the first turn, thanks to the Devastator Doctrine, to be as incredibly effective as it can be. Without spending command points, lots of the abilities will be wasted.
Without the Devastator Doctrine, however, the Iron Hands make for powerful adversaries.
Imperial Fists
The Imperial Fists make for incredible walls of fire that will stop almost anything in their tracks. However, they also have some downsides that stop them from being even more powerful.
These stalwart living defenses do perform exceptionally well against vehicles and buildings – but the only thing is – buildings are scarcely used in Warhammer 40K. And even if they are, any other chapter will be just as capable of taking them down.
Also, they share a book with the Crimson Fists, dramatically reducing their options. The Devastator Doctrine also makes their first turn incredibly important, which could ruin things if it doesn’t perform very well.
Despite those gripes, the Imperial Fists are naturally very resilient and can outlast many opponents.
Raven Guard
The Raven Guard are good candidates for harassing your opponent and getting in their grill, but they don’t have much else going for them.
They are a capable bunch, but with no stand-out features and competitive edge, at least when compared to the chapters higher on this list. Do note that they have some great stratagems, but you’ll need more than that to score higher on this list.
White Scars
The White Scars are the token fast ones in the Adeptus Astartes. With huge emphasis on their fast vehicles and melee combat, you’ve got yourself the barbaric Mongol Empire in space.
The White Scars are brutal in close-quarters combat, with doctrines to help them get there quicker. Even without their vehicles, they’re able to advance and charge, making them a threat to any unsupported enemy units.
The one thing that holds the White Scars from being placed higher is their lack of shooting and resilience support, making them a little more fragile than other chapters. Sure, you hit hard and fast, but when you’re relying on that for victory, it can be exploited.
Blood Angels
The Blood Angels aren’t a bad chapter by any means, it’s just that they don’t have too much going for them in terms of strategic versatility. No matter how you build your army, your tactics will revolve mostly around running in as fast as you can and engaging in bloody melee.
This will work fine against most opponents, but if they have experience, they can hard-counter you pretty quickly with the right strategies, especially if they knew who they’re facing ahead of time.
Blood Angels do have a lot of powerful and unique characters, but they’re a little one-dimensional.
Crimson Fists
There isn’t much to say about the poor Crimson Fists. Although they’re decent at throwing out lots of shots, this doesn’t make them stand out more than any other chapter’s strengths.
The anti-horde nature of the Crimson Fists may make sense, but it doesn’t compare to the other chapters in Warhammer 40K. Sharing a book with the Imperial Fists, they have fewer traits and relics to use (although they have more stratagems than the Imperial Fists). They also have no unique figures.
The first turn for the Crimson Fists is incredibly important thanks to their Devastator Doctrine, like the Imperial Fists, which is more of a curse than a blessing. This liability will screw you over more than help you.
There are much stronger chapters out there than the Crimson Fists, I’m afraid.
With the knowledge of all the space marine chapters and how strong they are in Warhammer 40K 10th Edition, you can now build an army to rival all other foes.
Published: Jun 29, 2024 09:12 am