What are space marine chapter tactics like? I don't have the space marine book and for some reason the people at my club never seem to use them.
Without going into too much detail, if I remember correctly:
Ultra Marines - Fall back and still get to shoot, but at -1. +1 Ld.
Imperial Fists - Ignore cover saves. Re-roll Wounds vs. buildings.
White Scars - Go fast (+2" to advance). Fall back and still charge.
Salamanders - Once per turn, re-roll one hit/wound/ per unit.
Raven Guard - Enemies -1 to hit if they are 12" away.
Iron Hands - 6+ FNP.
Black Templars - Re-roll failed charges.