What are the Space Marines?
Ask someone to picture Warhammer 40,000 and they will picture a Space Marine. Two metres of gene-forged soldier in powered ceramite, bolter raised, scowling at something heretical. The Adeptus Astartes are the Imperium's hammer: a few thousand transhuman warriors, scattered across a galaxy of trillions, dropped wherever the situation has gone from bad to apocalyptic. They are also the most popular army in Warhammer 40,000 11th Edition, and for good reason — they are forgiving to learn, glorious to paint, and there is a chapter out there to match almost any taste.
The Core Fantasy
Space Marines are the elite-infantry army. You will never outnumber anyone. Every model you put on the table is expensive, durable, and expected to earn its keep — this is a force where losing three models genuinely hurts, and where three models can genuinely win you the game.
Expect:
- Small, high-quality armies where every unit has a job
- Tough infantry that survives fire other armies would evaporate under
- Characters who lead from the front rather than hiding at the back
- Deep-striking drop pods, gunships and jump troops for sudden, rude arrivals
- The broadest model range in the entire hobby, by a mile

How They Play on the Tabletop
Marines are a mid-board army with a toolbox. You advance, you hold the middle, and you use superior individual quality to win the fights that matter. Where a horde army drowns you in bodies and a specialist army does one thing brilliantly, Space Marines do nearly everything competently and let you decide which lever to pull.
What you will love:
- Forgiving: tough models mean one bad decision rarely loses you the game outright
- Flexible: shooty, choppy, fast or armoured — the range supports all of it
- Small model count: fewer models to buy, build and paint before you can play
- Well supported: more kits, more rules, more painting tutorials than anything else
What can bite you:
- You are always outnumbered, and objectives are won by bodies standing on them
- No cheap chaff — every screening unit you field is a premium unit doing a cheap job
- Being decent at everything means a focused army can out-specialise you
- Choice paralysis: the range is enormous, and it is very easy to buy scattergun
Pick Your Chapter
This is the question that trips up every new marine player, so let us settle it. There are roughly a thousand chapters, each about a thousand warriors strong, and they split into two camps that matter for your wallet and your rulebook.
Codex chapters follow the Codex Astartes and share the same core rules. Pick one for the colours and the character, paint accordingly, and play the standard Space Marines army:
- Ultramarines — the textbook. Disciplined, tactical, the default for a reason. Full write-up in our Ultramarines army analysis.
- Imperial Fists — siege specialists who do not move and do not break. See the Imperial Fists army analysis.
- Salamanders — flamers, craftsmanship and an actual moral compass. See the Salamanders army analysis.
- Raven Guard — stealth and the first strike. See the Raven Guard army analysis.
- Iron Hands — cold logic, heavy armour, flesh optional. See the Iron Hands army analysis.
- White Scars — speed, bikes and hit-and-run. See the White Scars army analysis.
Or invent your own chapter entirely. Nobody will stop you, the rules are identical, and a successor chapter of your own design is one of the great joys of this hobby.
Divergent chapters have drifted far enough from the Codex to get their own units, characters and rules. These are not a paint scheme — they are a different army with a different feel:
- Dark Angels — secrets, Deathwing Terminators and Ravenwing bikes. See the Dark Angels army analysis.
- Blood Angels — noble, gothic, and one bad day away from a rampage. See the Blood Angels army analysis.
- Space Wolves — Viking marines with wolves, and yes, more wolves. See the Space Wolves army analysis.
- Black Templars — zealots who close the distance and do not negotiate. See the Black Templars army analysis.
Two more wear power armour but field as armies of their own: the alien-hunting Deathwatch and the daemon-slaying Grey Knights. Both are brilliant. Neither is the place to start.
Genuinely torn? Our Which 40K Faction Are You quiz will pick a chapter for you in about two minutes, and it is rather good at it.
Key Unit Roles (What You Will Commonly Need)
Ignore the datasheet mountain. Think in jobs:
1) The Backbone (troops that hold ground)
Your basic power-armoured squads. Unglamorous, reliable, and the reason you are still on objectives in turn four. Every list wants two or three, and new players almost always bring too few.
2) The Hammer (heavy hitters)
Terminators, elite melee squads, a dreadnought or a tank. One unit whose entire job is deleting the thing wrecking your afternoon. Expensive, obvious, absolutely necessary.
3) The Specialists (characters and support)
Captains, Lieutenants, Apothecaries, Librarians. Marines are a buff-led army — the right character standing with the right squad is the difference between a unit that trades and a unit that wins. Pick for the buff, not just the sculpt. All right, mostly for the buff.
4) The Fast Stuff (pressure and objectives)
Bikes, jump troops, transports, deep strikers. Marines have no cheap bodies to throw at far objectives, so speed is how you cover the board instead. Skip this and you will win every firefight and still lose on points.
Getting Started the Smart Way
The Space Marine range is the biggest in the hobby, which makes it the easiest to waste money on. Build a working army first, then indulge.
Step 1: Choose your chapter before you buy anything
- Codex chapter or divergent? It changes which kits are worth owning, and it is a miserable discovery to make after the third box.
Step 2: Buy troops, then buy troops again
- Two or three basic squads. They are the least exciting purchase you will make and the one that most improves your win rate.
Step 3: Add one character and one hammer
- A leader whose buff you understand, and one unit that frightens people. That is a real army, not a display case.
Step 4: Solve your mobility problem
- A transport or a fast unit. Marines that cannot reach the objective are just very well-armoured spectators.
Cover those four and you can play proper games while you decide what you actually enjoy. New to the brushes? Our build-and-paint guide covers the basics, and power armour is genuinely one of the friendliest surfaces to learn on.
Common Beginner Mistakes (Avoid These)
- Buying characters first. They are the best models in the range and the worst way to start an army. You cannot field seven Captains. Well, you can, and it will go badly.
- Too few troops. Marines lose games by having nothing left standing on objectives, not by losing fights.
- Standing still and shooting. Your guns are good, not good enough to ignore the mission. Move up.
- Mixing chapter kits without a plan. Divergent chapter units do not slot neatly into a Codex list — check before you buy.
- Painting the whole army before playing a game. Build three squads, get them on a table, then decide how much blue you have signed up for.
Who Space Marines are For
Choose Space Marines if you want the classic 40k experience — a small, tough, flexible army that is forgiving to learn, quick to paint to a decent standard, and backed by more kits and support than any other faction. Give them a miss if you want to be the underdog, if you like drowning opponents in bodies, or if you would rather play something nobody at your club has already collected twice. Marines reward a plan and a bit of restraint; they punish magpies with very deep pockets.
Further reading: get to know the lore and the chapters in our beginner's guide to Warhammer 40k Space Marines, or weigh up the alternatives in our Warhammer 40k factions guide.
Start your Space Marines collection
Ready to bring Space Marines to your tabletop? Shop the Space Marines range at Loaded Dice for miniatures, box sets and everything you need to build your army.
