HomeHome  FAQFAQ  SearchSearch  RegisterRegister  Log inLog in  
 

Space Marines under the new 'dex

View previous topic View next topic Go down 
AuthorMessage
Marc
Fantasy Moderator



Joined : 20 Aug 2007
Posts : 1762
Location : Milford

PostSubject: Space Marines under the new 'dex   Fri Nov 28, 2008 2:59 pm

So its been out several weeks now and I'm sure all you players have had time to digest and playtest... so whatch think? How has the Emperor's finest performed on the field? Any "must haves" or "never bother" units? Also, are current BA or DA players abandoning their own rules?

..just looking for that Hive Photoshop replacement still Laughing

JMarv needs the work you see..
_________________
2nd place is the 1st loser

40k : Tau [0-0-2] Draw versus Chad's CSMs
WFB : Empire [5-2-0] Dave introduced me to Druchii Assassins
Back to top Go down
methoderik
Neophyte



Joined : 14 May 2008
Posts : 56
Location : Loveland

PostSubject: Re: Space Marines under the new 'dex   Sun Nov 30, 2008 6:01 pm

They seem to be doing very well.

60pt speeders with 2 36" range Heavy bolters... yes please.

The Khan dude or who ever twin links flamers and meltas is total cheese, but really that is just jealousy talking.

I think at first everyone snubbed the Hellfire cannon, but I can see 3 of those being a total pain in the but.

Combat squad Devastator and Tactical Razorback armies are a nightmare.

Land Raider Spam.

These I have played against. And most are justing getting into their books.

It is a great codex.
Back to top Go down
Chethrok_Bloodfist
Neophyte



Joined : 12 Jul 2008
Posts : 119
Location : The deepest pits of Hell ...

PostSubject: Re: Space Marines under the new 'dex   Sun Nov 30, 2008 8:27 pm

Here's my take on what's going to see more play under the new codex:

In:

- Special Characters. Some are better than others, but all are very attractive options. As an Ultramarines player, I'm especially psyched to try out Marneus Calgar, who has finally taken his rightful place as the biggest BAMF in the Imperium. Despite his rock-hard stats, it's his God of War (whole army can choose to pass/fail Morale checks) rule that really makes him worth the 250pts.

- Combat Squads. Under the previous Codex, I wouldn't leave home without an eight-man strong Devastator squad. With the new Codex, I'm going to up the squad to full strength and split into combat squads. I can't begin to describe how useful this rule is.

- Land Raiders. The new Power of the Machine Spirit rules mean that a Land Raider can always fire a weapon, even if it moves 12". This means that Land Raiders can fulfill their assault transport role without giving up 250pts. worth of firepower to do it. This also turns out to be the only redeeming quality of the Redeemer (pun intended), which would otherwise have a much harder time finding infantry to burn.

- Librarians. For 100 points, you get a Ld10 psyker with the choice of any two psychic powers. While their slightly lowered stats prevent them from becoming top-tier close combat monsters like in previous editions, they're now much more affordable in a utility role, especially with the wide variety of new, useful powers now available (Force Dome and the deep strike one in particular).

- Mechanized Infantry. Rhinos are cheaper, and Razorbacks are now less useless. Combine that with the previously mentioned Land Raiders as well as plastic Drop Pods and you have yourself a recipe for lots of mobility. GW seems to be promoting the idea of mech inf. a lot in White Dwarf as of late (see: December issue, Tale of Four Gamers - almost every infantry unit in each army has a transport). I would never accuse GW of trying to sell more product by emphasizing a $30 transport for every infantry unit - that's for the conspiracy theorists. I'm just pointing it out. Besides, mechanized infantry is supposed to be better anyways.

- Scout Bikers. Fast and cheap (20pts)? Check. Rapid fire grenade launchers? Check. A teleport homer that works on all deep strikers, not just Termies? Check. Booby traps? Check. These guys are tactical linchpins.

Out:

- Scouts. They actually have the Scout rule now, and they're definitely more versatile, aaand a full squad is cheaper now ... but I'm still not sure if it's worth the downgraded BS of 3. Sniper rifles took an especially big hit (4+ to hit ... it was a 2+ not so many months ago).

- Extra Armor. The recent trend of upping Extra Armor from 5 to 15 pts continues. My assault cannon Dreadnought with extra armor just went from 110pts to 130pts ... I think I'll pass on the extra armor now, thanks. On the plus side, most vehicles are slightly cheaper now, so if you forgo the extra armor you'll save a few points.

- Terminator Assault Cannons. First, they knocked the Rending special rule down a peg. Then, they made cyclone missile launchers Heavy 2 instead of Heavy 1. This combination means that assault cannons are no longer the default choice for every Terminator squad, ever. They're more on par with the Cyclone now.
_________________
Games I play:

40K (SM, IG)
(W/L/D)

Ultramarines: 5/0/3 (Laid the smack down on some cheesy Blood Angels)
86th Ultramar Imperial Guard: 2/0/1 (Pulled a lucky draw against aforementioned cheesy Blood Angels)

Roleplaying Personality: Equal parts storyteller and tactician, with a dash of min/maxing thrown in.
Back to top Go down
Marc
Fantasy Moderator



Joined : 20 Aug 2007
Posts : 1762
Location : Milford

PostSubject: Re: Space Marines under the new 'dex   Mon Dec 01, 2008 2:43 am

Thanks for the feedback guys Very Happy
_________________
2nd place is the 1st loser

40k : Tau [0-0-2] Draw versus Chad's CSMs
WFB : Empire [5-2-0] Dave introduced me to Druchii Assassins
Back to top Go down

Space Marines under the new 'dex

View previous topic View next topic Back to top 
Page 1 of 1

Permissions of this forum:You cannot reply to topics in this forum
CAG :: Warhammer 40k :: 40k General Discussion-