Codex Space Marine Basic Overview for Beginners
Based on 6th Ed rules and 5th Ed Codex
Know thy self, know thy enemy. A thousand battles, a thousand victories. - Sun Tzu
Knowing is half the battle. - G.I. Joe (believe it or not)
While there is a lot of guidance for SM out there, I thought of writing one for those in the local scene. My objective here is to help beginners and to remind old players (age wise) like me of the units in the Space Marine codex. I picked up my first few games at Wolf’s Game Shop (cum Wolf’s bachelor pad) several years back. To date, I’m still not an expert and I’m just a mid level player. Do forgive any oversight or errors. If there are any, please PM me.
The unit breakdown will have a general description / basic facts, an IMHO section which are my thoughts on the unit, a Basic Load Out to get started with the unit and a Basic Synergy which are combos you can try the unit out with other units. However, do note that some of the units contribute to the army as a whole and does not have any specific unit to unit synergy. Also these are simply suggestions and combos which are by no means going to guarantee you a win on their own.
All things being equal, the better general is one who is able to maximise his or her army’s strengths while exploiting their opponent’s weaknesses. I’ve inserted some general tactics here and there but the best way to find out is to practise. Practise makes perfect. It also helps you to complete the second part of Sun Tzu’s wise words... knowing your enemy...
I will not cover special characters or FW units but I guess this is simply a start... Seniors in the forum, please feel free to add...
HQ
Chapter Master
- Is a captain with 1 orbital bombardment shot
- Leader of your chapter... whichever you choose
- Is supported by a Sqd of Honour Guard
> IMHO:
The use of a CM is subjective. Would you pay extra for a single shot orbital bombardment? Also the support retinue is pricey and while they have veteran stats, they do not have invul. saves. The banner is cool but with low body count, volume of fire will take them down... Also, there’s no FNP for them.
> Basic Load Out:
Dunno. Have not seen a CM or Honour Guards in play before except Kantor and Calgar... but then again, these two are special characters so they do not count.
Captain
- If W40k was RPG, the Captain would be the fighter of the lot
- Has lots of optional gears to take
- Is supported by a Comd Sqd
> IMHO:
The Captain is the central HQ of most SM armies. With WS 6 and BS 5, he is good. He may not be the best melee fighter in the game but if you kit him out, he could get very nasty in CC. His retinue is a specialist unit that could be kitted out for either CC or shooting. They cannot do both but they can do one fairly well.
> Basic Load Out:
Captain = [PF, AA, SS] / [RB, AA, SS, Bike] / [PF, AA, SS, Bike]
Comd Sqd = [Meltagun x4, DP] / [Plasmagun x4, DP] / [Plasmagun x2, Meltagun x2, PF x2, Bikes]
> Basic Synergies
Captain + Chaplain & Assault Termis = Death Star Unit (LR / SR optional but highly recommended)
Captain + Comd Sqd on bikes = Mobile Disruption Unit
Comd Sqd + DP = Suicide Unit
Librarian
- The Battle Mage in RPG, the HQ swiss knife in W40k... He is a support HQ cum pseudo leader
- Limited gear and no free Invul Saves
- Has some new fancy psychic powers / spells but the standard codex ones are just as good
> IMHO:
The Libby is a fun HQ. I say it so because this HQ provides you with a lot of options. He cannot compare with the Captain in war gear but the variety of psychic powers / spells mean he can support any of your units out there in battle. Kit out properly, he can stand up to a fight though that is still not advisable.
> Basic Load Out:
Librarian = [FW, BP] / [Force Axe, SS, Termi Armour]
> Basic Synergies
Librarian + Comd Sqd in DP = Suicide Unit (Do this right and you can melta a vehicle and then toast its occupants)
Librarian + Sternguard Sqd in DP = Massive Suicide Unit (go figure how many you can kill)
Librarian + Tac Termi Sqd / Sternguard Sqd / Tac Sqd = Mobile Mid Range Fire Support Unit
Chaplain
- The support fighter... RPG wise, a Cleric although he’s got no healing spells
- Cheap war gear... Free invul save, Free Power Maul, PF at only 10pts
- The multiplier for all assault units
> IMHO:
Like the lore / story goes, Chaplains are straight forward people. See enemy, charge enemy. Not much thinking required in how to use this HQ. The simplicity of this guy makes it easy for Newbies to grasp. Furthermore, he is cheap. Only down part is that, there is little else for him to do besides charging. Every turn he does not charge is a waste of him in the HQ slot. Oh and he needs to finish off his target in the first two rounds of CC to be effective. Tied down in CC, he would be wasted.
> Basic Load Out:
Chaplain = [Crozius, BP] / [Crozius, BP, Jump Pack]
> Basic Synergies
Chaplain + Assault Termies = Death Star Unit (LR / SR optional, Deep Strike optional)
Chaplain + Assault Sqd = Quick Response Unit (Depending on load out, your target would either be solo units or low armour / low initiative / low toughness hordes or transports)
Chaplain + Assault Sqd + LR = Quick Response Unit 2 (tactic is same as the above)
Master of the Forge
- The alchemist... no, he does not do potions but he does have a huge gun
- Helps to make any Dreadnought into heavy support (6 dreads in an army? No problem)
- The long range support HQ
> IMHO:
Like most scientists, you hardly see him in the battlefield. Really... His use is limited to long range support. While he could pack 2 PF attack with a TL plasma pistol, a flamer and 2+ armour, he can’t deal with overwhelming numbers. What is more is that he is a loner and people seldom pair up with him. He has his uses (doubling the number of dreadnoughts in game) but do not count on him being social as you will see who he interacts with below...
> Basic Load Out:
MOTF = [Power Axe, BP, Full Servo Harness] / [Power Axe, BP, Servo Arm]
> Basic Synergies
MOTF + LR = Rolling Stone Unit (the vehicle that will “never” get immo or have a weapon destroyed)
MOTF + SR = Rolling Stone Unit 2 (same as above)
MOTF + Servitors = Mini Dev Sqd Unit
MOTF + Dreads = Trouble Shooter
Troops
Scouts
- Not a boy but not yet a man... Boy wonder.
- Cheap unit for piling on the number of boots on the battle field
- The point gap fillers for your army
> IMHO:
Scouts are full of potential but a potential yet to be realised. At the moment they have 3 major roles, sniping, alpha striking or objective sitters. How you deploy and play will determine how successful they are. They can work on their own but for the sake of exploring direct synergies, I’ve included my thoughts below.
> Basic Load Out:
Scout Sqd = [Sniper Rifles, ML, Camo Cloak] / [Sniper Rifles, HB, Camo Cloak] / [Combi-melta, Meltabomb, Bolters]
> Basic Synergies
Scout Sqd + LS Storm = Alpha Strike Unit (max out on melta load out, can DP / Outflank / Scout)
Scout Sqd + LS Storm = Irritant Fly Unit (max out on bolters, can DP / Outflank / Scout)
Tactical Sqd
- The grunts... the work horses...
- The above average troop of W40k
- The multi-purpose troop unit
> IMHO:
Like it or not these guys are your bread and butter. They are small in number (max 10 per sqd) but they are one of the most flexible scoring units in the game. They emphasize on mid range shooting but can well tie up enemies for a turn or two in CC. They are a Jack of all trades and best of all, they get to maximise Combat Tactics and ATSKNF. This allows them to auto break from sticky situations when a morale test is required and to auto regroup after. LEARN THIS WELL! It can safe your game.
> Basic Load Out:
Tac Sqd = [Sgt. CS&BP, Flamer, ML] / [Sgt. L.Claws&C.Melta, Mg, LasC] / too many possibilities
> Basic Synergies
Tac Sqd + DP = Picket Line Unit (stalling enemies for your main thrust / shooting)
Tac Sqd + Razorback = Small Threat Unit (fairly cheap and packs a punch of its own if left alone; spamming this could make your army into a MSU type army)
Dedicated Transports
Rhino
- Your humble war chariot a.k.a. the metal bawkses
- Cheapest vehicle in your codex that comes with a transport capacity
- Your mobile bunker
> IMHO:
They are basic units used to shield your infantry or other vehicles from enemy fire or assault. Expect them to get destroyed in most games. They are normally targeted for First Blood secondary objectives. Depending on your army type and your play style, they could be great LOS blockers or transporters. Oh and remember to use that Repair special ability whenever they get immobilised.
> Basic Load Out:
Rhino = As it is / [+extra SB]
> Basic Synergies
None other than fulfilling their roles as transports or LOS blockers.
Razorback
- Your mobile gun turret... just move and shoot
- One of the cheapest way to get a heavy weapon from your codex
- A serious threat to your enemies when you bring >2
> IMHO:
Expect them to get destroyed in most games like the Rhino. They will also be targeted for First Blood secondary objectives. They have less transport capacity but comes with a standard heavy weapon. That is the major difference. It is also the best way to spam heavy weapons and to increase the number of threats against anyone. The variety of load outs mean you cannot go wrong with this unit.
> Basic Load Out:
Razorback = [TL HB] / [TL LasC] / [TL Pg, LasC] / [TL AsC]
> Basic Synergies
Refer to Tac Sqd troop synergy
Drop Pod
- Instant delivery vehicle... only one movement per game when it comes in play that is
- Fastest vehicle that will get your infantry to enemy lines
- Works best in odd numbers
> IMHO:
The drop pod is a one trick pony. It will deliver its cargo wherever you choose. And my, what a variety of passengers it could ferry. The weapons are mediocre but the locator beacon equipment makes this a very handy unit for additional support to lock in and arrive via deep strike. If you have a locator beacon on it, expect this to be destroyed as soon as possible by your opponent assuming that you have more reserves or teleporting units coming in.
> Basic Load Out:
Drop Pod = As it is / [SB, Locator beacon] / [Deathwind Launcher]
> Basic Synergies
None other than fulfilling their roles as point specific delivery vehicle. It does work well with other DP to overwhelm the enemy with targets.
Elites
Sternguard Sqd
- The swiss knife of the Space Marine army, a weapon for every threat
- Inferior clones of Chuck Norris in W40k... the real one is still MIA, waiting for Rhana Dandra.
- Always take the combi-weapon option
> IMHO:
The squad with the shootiest guns. Has several ammo options to take on different targets coupled with combi-weapon attachments. Their squad is capped at 10 man but can depending on how you arm them they can unleash up to 10 melta / 10 flamer / 20 plasma / 20 2+ poisoned / 20 AP3 / 20 ignore cover / 20 15inch shots. There is no target on land that they cannot take down. This can also be one of the most expensive unit in the game... the amount of combi-weapons you need to have.
> Basic Load Out:
Sternguard = Attach a combi-weapon to everyone tailored to the type of target you want to shoot
> Basic Synergies
Sternguard + DP = Double Suicide Unit (if you take 10 man that is)
Sternguard + Razorback = Multipurpose Response Unit (for assault or shooting support)
Sternguard + SR = Fast Multipurpose Response Unit (for assault or shooting support)
Tac Termis
- Walking wall of armour with 24 inch shooting bubble
- The bane of armies with few low AP weapons or low number of shots
- Overpowered unit in small games
> IMHO:
They will munch infantry and due to the amount of fire power, they could challenge a mob of 30 Ork boys with 5 guys. Just make sure you take the Cyclone ML and keep the distance, only charging in when the Orks are less than 50%. They will also carve any vehicle they come across with their chainfist. This unit is a general use 2+ Sv unit that will grab some attention. Keep in mind though that they are still not Chuck Norris... will die to massed shooting and AP2 weaponry.
> Basic Load Out:
Tac Termi = As it is / [Sgt. PW&SB, Cyclone ML, Chainfist x2]
> Basic Synergies
None other than moving up, shooting up infantry and charging vehicles. Since they are shooting, they would want to be outside their transports, so LR and SR are not necessary.
Assault Termies
- The crème of SM assault capabilities
- The danger beacon to your opponent’s eyes
- Most of them have one idol in life... MC Hammer
> IMHO:
They smash almost anything they charge and can take the punishment returned. Nothing is too big for them to destroy so long as they are on the ground. While mostly fielded in minimum numbers, the raw hitting power they have is awesome. The difference between them and the Tac Termis is that they cannot shoot and they cannot deal with hordes. They can only take on quality of hits not quantity of hits.
> Basic Load Out:
Assault Termis = [3 TH&SS, 2 LC] / [5 TH&SS]
> Basic Synergies
Assault Termis + LR = Death Star Unit
Assault Termies + SR = Flying Death Star Unit
Dreadnought
- I-AM-RETURNED
- The unit that is about equal to a Cbt Sqd of marines
- Another flexible and customisable unit
> IMHO:
The ordinary walker unit for Space Marines. They are cheap with the standard weapons and can function in several roles. They can alpha strike and go for the kill or simply sit back and shoot. Some prefer mid field but that is a challenging one to do. So far, this mechanical brother of the space marines function best alone but would require cover fire when possible.
> Basic Load Out:
Dread = [TL AC x2 (Rfileman)] / [MM, DCCW, HF] / [TL LasC, ML] / [TL LasC, DCCW, SB]
> Basic Synergies
Dread + DP = Suicide Unit (toast that vehicle / infantry and hope to live till the next turn)
Ironclad Dreadnought
- Rocky after augmentation and near death experience
- I sometimes wonder if Ironclads are wannabe Chaplains
- The go to unit when you need something like Termis but cheaper and can shoot
> IMHO:
Honestly with two DCCW, I am sure they look like boxers in punching gloves. Yes, they cannot replace Termis directly but this guy can take on hordes if you kit him out with say two Heavy Flammers. This guy has other tactics to employ as well but I will leave that fun part to you to learn. He is mostly a CC dude so please focus on CC and how to get him to CC. Save the pts for others. He is a solo player but that is fine since he should be occupied with your opponent’s units up close.
> Basic Load Out:
Ironclad Dread = [DCCW, CF, HF x2, Assault Launchers] / [DCCW, CF, HF, Mg, Assault Launchers]
> Basic Synergies
Dread + SR = Flying Mini Death Star Unit (make use of the assault vehicle rule, shoot and charge!)
Venerable Dreadnought
- The dude on life support... unless GW changes the rules for him
- A more skilful shooter and fighter but weaker on the armour
- A point sink unit
> IMHO:
I cannot think of a good way to field him. He can take on the role of a Dread but the normal Dread does the same things cheaper than him. With a fair number of weapons twin linked, the need for higher BS is lowered. A lone unit as well...
> Basic Load Out:
Same as Dread
> Basic Synergies
Same as Dread
Techmarine
- The apprentice of MOTF
- Cheapest elite unit you can field
- A could have been when you view the TFC later
> IMHO:
Another loner unit unless of course you take servitors and keep him company. Barring the special ability to make dreads heavy support and the huge gun, he does the same thing as the MOTF.
> Basic Load Out:
Same as MOTF
> Basic Synergies
Same as MOTF
Fast Attack
Assault Sqd
- The jumping jack... bounces here and there
- The CC version of Tac Sqd
- Now if only these guys have Hit & Run... GW!!!
> IMHO:
I personally have 2 5-man sqd of these guys. They are nice minis even the idea of them, marines descending on their prey from the sky is so cool (They can deep strike yarr). Prob is while they move faster than basic marines, they are (1) mostly not scoring units (2) they have limited shootiness (3) still same stats like a Tac Sqd and (4) they cannot carry heavy weapons and are limited to plasma pistols and flamers...Nonetheless, they will kill solo units (vehicles/walkers/MC) and weak troops.
> Basic Load Out:
Assault Sqd = [Sgt. CS&BP, Flamer x2] / [Sgt. PW&PP, Mb, PP x2]
> Basic Synergies
Assault Sqd + LR = Crowd Control Unit
Assault Sqd + Rhino = Disruption Unit (The rhino’s free if you forgo the jump packs)
Vanguard Sqd
- Assault Marines who can’t get enough of CC apply here...
- If Sternguards have guns, these guys have blades to gut your enemies in more than one way
- Likewise, if only they have Hit & Run... GW!!!
> IMHO:
Firstly these guys are expensive. You have to buy jump packs for them individually and you do not get a free rhino. What these guys can do is that they can deep strike and charge on the turn they land. With 6th Ed rules you will have a threat bubble of 12 inches wherever you land (best if you land near a locator beacon... see synergies below). Arm them well and whoever they charge will die. Their main targets are similar to that of the Assault Sqd.
> Basic Load Out:
Vanguard Sqd = [Mixed power weapons]
> Basic Synergies
Vanguard Sqd + Scout Bike Sqd = Mini Death Star Unit (turbo boost your scout bikes first yarr)
Bike Sqd
- Want to get +1 Toughness and improve your shooting? Grab a bike
- Naturally fast response unit that can fill the battlefield with a lot of lead
- Armoured Harley Davidsons of the future
> IMHO:
They have their strengths but keep in mind that bikes cannot grab objectives higher than the 1st floor of a ruin. Kit them out with plasmas or melta and you can go tank / 2+ armour / MC hunting. Used skilfully, they can cause endless headaches for your opponent. They can shoot something down or tie up another target. You start with 3 guys in a squad but I would suggest at least 5. The attack bike is good but only if you are taking meltas all around.
> Basic Load Out:
Bike Sqd = [Pg x2] / [Mg x2] / [Mg x2, MM Attack Bike]
> Basic Synergies
Bike Sqd + Captain on bike = Picket Line Unit
Attack Bike Sqd
- +1 T & TL Bolters not good enough? Get the attack bike for +1 W and a heavy weapon
- The You-called-for-back-up unit
- Speedy gun turret
> IMHO:
For what they do, they are cheap. I know of at least one player that fielded a full squad with TL bolters and HB only. It was a real pain for his opponent due to the amount of shots it does per turn and yet remain small enough of a threat to be improperly addressed. Despite being one of the most inflexible unit (can take either HB or MM only), it is one of the hardest unit to shoot down in one turn. If you have them, have fun scooting around.
> Basic Load Out:
Atk Bike Sqd = As it is / [MM x3] / [MM x1, HB x2]
> Basic Synergies
Atk Bike Sqd + LS Tornado Sqd = Bolter Storm Unit (Possible 3 TL bolters, 6 HB and 3 AsC shots / turn)
Scout Bike Sqd
- The little brother trying out bikes for the first time... no wheel stabiliser included
- The epitome of speed and stealth
- The hunting dog
> IMHO:
The guys here are scouts on bike. They shoot more accurately thanks to the TL bolters. More importantly, they have a chance to take 2 critical items, the grenade launcher and the locator beacon. One will rip GEQs to bits while the other will make sure that you get to send your deep strikers into the battlefield accurately. Just have the scout bikes turbo boost towards the intended target of the deep strickers. It is a good idea to have at least 5 guys as well for this sqd.
> Basic Load Out:
Scout Bike Sqd = As it is / [AGL x3] / [Sgt. C.Melta, Locator Beacon, AGL x3]
> Basic Synergies
Scout Bike Sqd + Libby + Termi Sqd = Precision Strike Unit
Scout Bike Sqd + DP (contents may vary) = Precision Alpha Strike Unit
Landspeeder
- Space Marine glass cannon
- Now you see it, no you don’t unit... literally
- The crème rapid response unit
> IMHO:
My favourite unit of the codex. It has paper thin armour but it is one of the most efficient unit of the entire army. You can max 3 of them in a squadron. They move fast. They shoot a hell lot. They come in several variants. What is not to like? To maximise on this unit, you have to be very sure what you want them to do... close range fire support, mid range or long range. Your squad size depends on your engagement distance.
> Basic Load Out:
LS = [HB, Typhoon ML] / [HF, MM] / [HB, AsC] / [MM x2]
> Basic Synergies
Refer to Atk Bike... other than that, they are good on their own. The question is how you would apply them.
Landspeeder Storm
- The only scout specific transport that skims and is fast
- It is a rare game unit near extinction
- Now if only they were dedicated transports... GW!!!
> IMHO:
Same price as the landspeeder but with lowered BS and increased transport space. It is an interesting unit to have for those who employ Scouts but due to this LS taking a slot on the FOC, it makes it hard for SM players to justify. It is still good but not a necessary unit, at least for now.
> Basic Load Out:
LS = As it is / [MM]
> Basic Synergies
Refer to Scouts
Storm Talon
- Cheap Air Escort / Anti Air
- If you ever remember R-Type, these guys look like them
- Hops like a butterfly and stings like a bee
> IMHO:
For its base cost, this is one of the cheapest flyer in the game. They are slightly tougher than a landspeeder but limited with 2 HP. They can pop others in as much as they can get popped themselves. To use this guy well, one needs to use it like a LS kitted out for mid to long range fire. If it stays still, it dies so if you seriously have no choice but to exit the field, then just exit and come back later. Unlike LS which can squad up, you might want to consider bringing a pair of these birds.
> Basic Load Out:
LS = [TL AsC, SH ML] / TL AsC, TL LasC]
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here.
Heavy Support
Devastator Sqd
- Your friendly neighbourhood fire support
- If you need lots of heavy weapons in one squad, this if for you.
- These guys need to have a point cost update... GW!!!
> IMHO:
Inspired by the Long Fangs of Space Wolf, here is your “long fang”. No it cannot split fire but here, GW allows you to take the squad up to 10 man. What are the extras for? Well to simply take the bullet meant for your heavy weapon marines. They are ok in a way but can get pricy. It is also the best unit to spam missile launchers, i.e. take 10 man and combat sqd them with 2 ML per sqd.
> Basic Load Out:
Dev Sqd = [ML x4] / [MM x2, ML x2] / [LasCx2, ML x2]
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here.
Thunderfire Cannon
- For those who love KFC, here’s TFC... the Space Marine variant
- Your only artillery unit that serves not 1 but 4 cans of whoop-ass... in 3 flavours.
- Best way to get a Techmarine’s service for cheap...
> IMHO:
One of my staples. For a very low cost, you get a T7 cannon with W2 and 3+ armour. Oh and how can I forget the 2+ armour techie with full servo harness that gives you +1 cover save on 1 selected ruin of your choice. This is the bane of hoard and T3 armies plus anything that clumps up together... deep strikers I’m on the lookout for you. The gun’s not that strong and it will die if targeted often enough. Still it will keep your opponents occupied.
> Basic Load Out:
There is no options here.
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here.
Predator
- Aliens hate this guy... must be the name...
- Multi-role support tank
- The unit most magnetised in the game
> IMHO:
All armies have a basic tank. For Space Marines, this is your basic tank. In line with Space Marine doctrine of high customisation, the Predator is a tank you do not want to super glue the weapons to their mounts. Your base point is slightly more than half of a hundred but it can easily balloon up. Best load out? Go for the middle ground and take a mix of cheap and expensive weapons. Load up according to what heavy weapons your army needs.
> Basic Load Out:
Predator = [AC, LasC x2] / [AC, HB x2] / [TL LasC, HN x2]
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here.
Whirlwind
- Pickaboo... the I-see-you unit, even if it does not have LOS
- An alternate to TFC for AOE shooting
- If only they can shoot flyers... what, those missiles just to scarecrow flyers away only?
> IMHO:
Can’t get enough of AOE weapons? Well this is your only alternative. And it comes with barrage special rule. You cannot really customise this unit but it is good as it is. All you have to do is park it somewhere out of LOS and hammer away your opponent’s ground units. Yea, it does not have high strength or low AP shots but it does give you a pie plate to place around. Those with low toughness and low armour will cry when they see this... since one of your shots ignore cover as well.
> Basic Load Out:
Whirlwind = As it is
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here.
Vindicator
- Pie plate server... because it is good for your health
- The tank with the strongest gun S10.
- Deadly mid range tank
> IMHO:
If Predators are meant to sit back and shoot (most of the time) then the Vindicator is your forward moving, forward shooting tank. Boasting similar armour like a Predator, it would take a few high strength shots to take it down. Unlike the Predator though, this unit is a lot easier to load up. If you are pushing this guy forward, do support him on the sides. It only has 1 main gun and if it goes, there goes the tank’s effectiveness.
> Basic Load Out:
Vindicator = As it is / [SC, SB x2]
> Basic Synergies
These guys are solo units. There is little unit to unit synergy here. However for support, having it flanked by loaded Rhinos or Razorbacks always do well.
Land Raider
- MBT of the Space Marines... occasionally the bas sekolah
- Thickest armour with split fire technology
- Your army’s pseudo cornerstone... and occasionally the first thing to die
> IMHO:
Woah... it is big. That was my first reaction when my gf (now wife) first bought me a Land Raider. It was overwhelming for me back then cause I only had my AOBR marines and a cbt sqd from the paint set. Well, it is still a force to be reckoned. Opponents normally try to destroy it ASAP or they just avoid it as best as they can. One thing is for sure, do not get demoralised when it does go boom. Yes, it happens but if by taking fire it allows your other units to do their job, it could be worth it.
> Basic Load Out:
Land Raider = 3 variants are available, choose according to play style and / or army list... think before you buy this baby
> Basic Synergies
Mentioned earlier already check above
Storm Raven
- The flying LR... or so it seems when it first came out for the Blood Angels
- Thickest flyer armour with split fire technology
- Aside from being able to shoot a lot, it has an assault ramp for your charging units
> IMHO:
Now do not get cocky because you have this guy. Much like the land raider, it can die easily. With Tau now having a new codex, SR should not be overestimated. Fly in, shoot... drop your cargo the next turn and either move and shoot or fly off and come back for an attack run. AV12 is nothing grand. Vector strikes can harm you and so can a variety of weapons with skyfire. Only proceed to hover mode when you have no other choice or all of the opponent’s high strength stuffs are dead.
> Basic Load Out:
Storm Raven = [TL MM, TL Las C, SS Missiles] / [Typhoon ML, TL PC, Hurricane Bolters, SS Missiles]
> Basic Synergies
Mentioned earlier already check above