Skip to content
FREE SHIPPING ON ORDERS $200+
FREE SHIPPING ON ORDERS $200+

Country

tistaminis

Top 5 Units Every Space Marines Player Should Own

Top 5 Units Every Space Marines Player Should Own

Building a Space Marines collection that feels good in every mission—no matter your Chapter—starts with a handful of evergreen workhorses. The five units below are edition‑agnostic staples that retain value across balance updates because they solve universal problems: scoring, durability, lane control, and flexible threat projection. Whether you collect Ultramarines, Blood Angels, Dark Angels, Space Wolves, or a custom successor, these choices form a resilient core for casual nights, leagues, and events.

The List (Overview)

  • Intercessors – Core Troops and objective control.
  • Terminators – The anvil that won’t move.
  • Redemptor Dreadnought – Mid‑board bully and all‑rounder.
  • Ballistus Dreadnought – Long‑range anti‑tank that anchors lanes.
  • Inceptors – Vertical pressure and surgical clean‑up.

1) Intercessors – The Backbone of Almost Every List

Why own them: Space Marines win on primary points as much as kills. Intercessors give you durable Objective Control, screens against deep‑strike tricks, and the volume fire to punish light infantry. They also scale with Chapter rules, stratagems, and leaders.

  • Roles: home‑objective guards, midfield holders, action runners, counter‑charge screens.
  • Loadouts:
    • Bolt rifles – balanced range and AP; great default.
    • Auto bolt rifles – mobility‑friendly rate of fire for advancing and clearing chaff.
    • Stalker bolt rifles – fewer shots, more punch for holding lanes from cover.
  • Synergies: Lieutenants for wound re‑rolls, Captains/Chaplain auras for accuracy and morale, Apothecaries for sustain.
  • Play pattern: Deploy in layers. One squad protects home, one pushes mid, a third flexes to screen or trade.

2) Terminators – Your Immovable Anvil

Why own them: New‑tooling Terminators bring bulk, storm bolter volume, and melee finishers that keep them relevant across metas. They are exceptional at planting on a central objective and refusing to leave.

  • Weapon options: Power fists/chainfists for cracking armor; assault cannon for sustained fire; heavy flamer for dense terrain; cyclone launcher for mixed threats.
  • Resilience: Strong save profile + invulnerable save; love cover and defensive stratagems.
  • Delivery: March up as the “center post,” teleport for a tempo spike, or ride in a transport depending on the mission.
  • Play pattern: Take the middle, clear contesting bodies, then pivot 90° to blunt enemy pushes.

3) Redemptor Dreadnought – Mid‑Board Bully & Swiss‑Army Knife

Why own it: The Redemptor is the most flexible of the marine walkers—credible shooting at range, a nasty overwatch, and a melee profile that cleans up. It’s the piece you park on a lane and dare your opponent to cross.

  • Primary guns: Heavy onslaught gatling cannon for infantry scything; macro plasma for tougher targets (manage heat and positioning).
  • Secondary suite: Onslaught + fragstorm/icarus give dependable chip; a flamer option is great in dense boards.
  • Synergies: Techmarine heals and ranged buffs; Captains improve hit reliability on “must‑die” turns.
  • Play pattern: Advance into cover, crossfire with infantry, and counter‑charge anything that tags your line.

4) Ballistus Dreadnought – Long‑Range Anti‑Tank You Can Trust

Why own it: Twin lascannon + dedicated missile system = straightforward lane control. The Ballistus forces hard choices at deployment: either your opponent hides their armor (ceding space) or risks your alpha lane.

  • Loadout: It’s purpose‑built—twin lascannon for hard targets and a missile rack with anti‑tank or anti‑infantry modes.
  • Positioning: Take a firing lane with long sight lines; a small angle change each turn often opens pivotal shots without exposing flanks.
  • Synergies: Techmarine for sustained accuracy and repairs; Eradicators/Predators as parallel threats so the opponent can’t focus it down.
  • Play pattern: Delete the best enemy gun platform first; protect with screens; trade up every turn.

5) Inceptors – Vertical Pressure & Cleanup

Why own them: Mobility wins games. Inceptors deep‑strike to finish crippled units, pressure backfields, and swing secondaries. Their threat forces opponents to leave screens or concede rear objectives.

  • Weapon choices:
    • Assault bolters – high‑volume into infantry and light vehicles; great for clearing objective campers.
    • Plasma exterminators – fewer shots but higher ceiling into elites/monsters (risk‑managed with re‑rolls and buffs).
  • Delivery: Deep strike into safe pockets, or start on board behind obscuring terrain and pounce on turns two/three.
  • Play pattern: Trade up on the turn you arrive, then hop again or screen a flank your opponent abandoned.

How They Fit Together (Synergy Map)

  • Board control spine: Terminators + Intercessors occupy the mid and home; Redemptor patrols the approach.
  • Fire support lattice: Ballistus picks the premier armor target each turn; Redemptor suppresses whatever tries to cross.
  • Tempo spike: Inceptors arrive when the opponent’s screens thin; pair their drop with a Redemptor push and Terminator pivot.
  • Leaders & support: A Captain/Lieutenant pair pushes hit/wound consistency; a Techmarine keeps your dreads online; an Apothecary sustains your Intercessor mid‑block.

Two Sample Cores (No Points Needed)

1000‑Point “First Lance” (Concept)

  • Captain (or Lieutenant) to lead your gunline
  • Intercessors ×2 (one home, one mid)
  • Terminators (anvil in the center)
  • Redemptor Dreadnought (frontline bully)
  • Inceptors (reserve) or Ballistus (if your meta is vehicle‑heavy)

Plan: Occupy center with Terminators, threaten a lane with the Redemptor, and use Inceptors to punish over‑extensions or snatch a side objective.

2000‑Point “Anchor & Talons” (Concept)

  • Captain + Lieutenant (auras + re‑rolls)
  • Intercessors ×3 (home, mid, flex)
  • Terminators (anchor)
  • Redemptor + Ballistus (paired dreadnought threats)
  • Inceptors (reserve)
  • One flex slot (Eradicators, Gladiator Lancer, or Desolation Marines) to match your local meta

Plan: Establish a crossfire. Ballistus deletes armor; Redemptor punishes pushes; Inceptors force the enemy to respect their backfield while your Troops quietly score.


Buying Smart (Why these five age well)

  • Cross‑Chapter utility: Works with any Chapter tactic or detachment style—from gun‑centric to melee‑leaning lists.
  • Low obsolescence: These kits remain relevant across seasons because they do foundational jobs (OC, anvil, anchor, tempo).
  • Magnetizing wins: Redemptor arms and Terminator heavies magnetize easily; future‑proof your options and save money.
  • Hobby payoff: Clean panels for edge highlights, readable silhouettes for tabletop photography, and great canvases for Chapter heraldry.

Hobby & Paint Tips (Fast, Readable, Photogenic)

  • Prime & zenithal: Black → light neutral from above for instant volumes; edge highlights pop with minimal effort.
  • Chapter cohesion: Keep spot colors (lenses, purity seals, hazard stripes) consistent across all five units.
  • Weathering restraint: A little sponge chipping on knees/edges + dust pigments on the feet sells realism without muddying your scheme.
  • Basing: Hazard stripes, rubble, or deck plating unify the army visually; Terminator base rims make the anvil unit stand out.

Honourable Mentions (Swap based on meta)

  • Eradicators: Melta specialists for extreme anti‑tank.
  • Gladiator Lancer: Long‑range spear if you prefer a tank over the Ballistus.
  • Bladeguard Veterans: Superb counter‑charge unit to sit near your Intercessor block.
  • Desolation Marines: Indirect/high‑volume fire support in gunline metas.
  • Scouts / Infiltrators: Early board control and deep‑strike denial.

Image Suggestions

  • Hero banner: Terminators holding a central ruin with a Redemptor looming and Intercessors on objectives.
  • Loadout grid: Redemptor (plasma vs gatling), Ballistus (lascannon + missiles), Inceptors (bolter vs plasma).
  • Synergy diagram: Simple arrows showing Ballistus lane, Redemptor push, Terminator anchor, Inceptor drop, Intercessor screens.

Link to Shop

Build, expand, or trade up your Space Marines with our curated collections:


FAQs – Space Marines Staples (tap + to expand)

Yes. Games are won by holding ground. Intercessors provide durable OC, screens, and reliable shooting—jobs elites aren’t cost‑efficient at doing alone.

Buy a Redemptor first for flexibility (shooting + melee). Add a Ballistus next if your local meta has heavy armor or you want effortless lane control.

Not mandatory, but highly recommended. The ability to appear where needed and remove wounded units on demand wins tight games.

A Captain for accuracy and a Techmarine for dreadnought support cover most lists. Add a Lieutenant for wound re‑rolls if you lean on Intercessor shooting.

They’re slower than jump units, but teleport options, transports, and smart staging solve most pace issues—and their staying power makes every inch count.

Yes. A leader, one squad of Intercessors, a Redemptor, and either Inceptors or Terminators is a strong low‑model‑count start that scales smoothly.

The same core applies. Swap Inceptors to plasma for elite picks, keep Terminators as the mid‑board anvil, and use your Chapter’s melee units as the hammer.

Previous article Top 10 Weird War Units in Konflikt ’47 (Walkers, Tesla, Shrieker Rounds)