<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Small changes to the SM codex"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Small changes to the SM codex"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ Hi folks. I've been playing with the new Space Marines codex for a while now, and I've come up with a few minor changes that might make some of the under-utilised options a little more attractive for competitive play. I'll state right now that I think the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex is very good as it is, and I've really got no idea how "fluffy" the changes are, or if they're really needed, but I think they'd be fun to use.<br /> <br /> 1. Assault Marines can now take Meltaguns for 15 points each, under the same model constraints as Flamers/Plasma Pistols. In todays land of Mech this would turn Assault Marines into fantastic transport killers, where they could Melta the transports then assault the squishy contents. 15 points reflects that fact that Meltaguns are always 5 points more expensive than Flamers. I feel they are balanced because they have a high opportunity cost; they take up precious Fast Attacks slots usually dedicated to <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> Land Speeders or <span class="glossaryitem" onmouseover='gp(330);'>MM</span> Attack Bikes, and are also slower and more susceptible to small arms fire. I could see them being used as cheap 'melta suicide squads', similar to the min/maxed <span class="glossaryitem" onmouseover='gp(465);'>IST</span> squads that <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can already take.<br /> <br /> 2. Command Squads can now be taken as an individual <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, and do not require a Captain to unlock them. Similar to a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> or a Wolf Guard Battle Leader, this would give <span class="glossaryitem" onmouseover='gp(119);'>SM</span> players a decent <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice to use in smaller games, where paying 100 points for a single model can be a real disadvantage. Fluff-wise, it also doesn't make sense that a Captain/Librarian/Chaplain would be leading <i>every</i> assault; making the Command Squad a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice is a nice compromise to reflect this. <br /> <br /> 3. Vanguard Veterans now have a special rule that lets them re-roll the scatter dice when deep striking. We all know the problems this unit have, I feel this special rule would greatly encourage their use and would actually reflect Heroic Interventions high cost. <br /> <br /> That's it, what do you all think?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1417965.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1417965.page</link>
				<pubDate><![CDATA[Thu, 18 Mar 2010 05:56:14]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
			</item>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ I think that Tactical Squads should be like this:<br /> If the Squad numbers 5 or more, they can take an assault weapon. If they number 10, they can also take a heavy weapon.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1418438.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1418438.page</link>
				<pubDate><![CDATA[Thu, 18 Mar 2010 12:32:12]]> GMT</pubDate>
				<author><![CDATA[ JSK-Fox]]></author>
			</item>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ <blockquote><div><cite>JSK-Fox wrote:</cite>I think that Tactical Squads should be like this:<br /> If the Squad numbers 5 or more, they can take an assault weapon. If they number 10, they can also take a heavy weapon.</div></blockquote><br /> <br /> I would love that. It would make my list MUCH more deadly. (3 dual autocannon dreads, 3 Autocannon/H. Bolter preds, 6x 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in Las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> razorbacks, librarian on bike & fill in the rest with as many H bolter / typhoon missile speeders as I can)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1418575.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1418575.page</link>
				<pubDate><![CDATA[Thu, 18 Mar 2010 13:44:41]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
			</item>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ Yah let's buff the uber transport army into an uber transport army that rapes other uber transport armies! YEAH! WOOOOT!<br /> <br /> /sarcasm]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1419881.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1419881.page</link>
				<pubDate><![CDATA[Thu, 18 Mar 2010 23:16:45]]> GMT</pubDate>
				<author><![CDATA[ IggyEssEmManlyMan]]></author>
			</item>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ I'll agree with you one the <span class="glossaryitem" onmouseover='gp(732);'>CS</span>, but assault marines with multimeltas? thats what you have bike squads for <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1419911.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1419911.page</link>
				<pubDate><![CDATA[Thu, 18 Mar 2010 23:30:49]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
			</item>
			<item>
				<title>Small changes to the SM codex</title>
				<description><![CDATA[ Agreed with the Tactical Squad idea. <span class="glossaryitem" onmouseover='gp(124);'>SW</span>/<span class="glossaryitem" onmouseover='gp(25);'>DA</span>/<span class="glossaryitem" onmouseover='gp(22);'>CSM</span> get special weapons at 5 men, it seems reasonable that Space Marines should also get them.<br /> <br /> <blockquote><div><cite>Captain Solon wrote:</cite>I'll agree with you one the <span class="glossaryitem" onmouseover='gp(732);'>CS</span>, but assault marines with multimeltas? thats what you have bike squads for <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">.<br /> </div></blockquote><br /> What's your reasoning behind this? They perform a similar role, but so do lot's of other units. <span class="glossaryitem" onmouseover='gp(330);'>MM</span> Speeders perform a similar role as <span class="glossaryitem" onmouseover='gp(330);'>MM</span> Attack Bikes, does that mean <span class="glossaryitem" onmouseover='gp(330);'>MM</span> Attack Bikes should be removed from the codex? Thunderfire Cannons perform a similar role as a Whirlwind, does that mean Whirlwinds should be removed from the codex? Options are what makes a codex powerful.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1421749.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/284708/1421749.page</link>
				<pubDate><![CDATA[Fri, 19 Mar 2010 17:25:03]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
			</item>
	</channel>
</rss>