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Proof that space marine codex is the worst. @ 2017/11/06 20:13:53


Post by: Xenomancers


Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.

uhh what?

-Only raven guard can use the infiltrate just before the beginning of the game stratagem.
-Any Eldar craft-world can use the webway portal.

Then we have Chapter tactics rule which only affects infantry bikers and dreads - Not our tanks...which are actually the only thing that is competitive in our codex. Which is also sad. Every other army? Unlimitted access to their army traits. The only thing the marines have is Guilliman. Is chapter approved going to fix all this?



Proof that space marine codex is the worst. @ 2017/11/06 20:15:10


Post by: Kaiyanwang


Worst compared to what?
What DG or GK have of comparable?


Proof that space marine codex is the worst. @ 2017/11/06 20:19:17


Post by: Galef


I still think it's pretty well balanced when you consider how expensive some of the Eldar choices are still.
The "intercept" stratagem is a bit odd though, I'll give you that. If fits thematically, but the Marine one really should only be 1CP.

Also, let me adjust this statement for you:
-ANY, up to half your army of Raven Guard can use the infiltrate just before the beginning of the game stratagem.
-Up to 2 max Eldar craft-world units can use the webway portal

As for "Chapter Tactics" only applying to Infantry and Dreads: Keep in mind that all the CWE traits (except Alaitoc) are very specific and not all that great for the whole army
We have 1 good "all purpose" trait and 4 "meh" ones that you have to build your army to use. Marines have what? 7 and at least 3-4 really good ones.

-


Proof that space marine codex is the worst. @ 2017/11/06 20:23:00


Post by: Xenomancers


 Kaiyanwang wrote:
Worst compared to what?
What DG or GK have of comparable?

Gk codex is terrible. It's strategmes are very good in comparison to the marine book though. In comparison I know greyknights can deep strike any 1 unit plus most their army can deep strike anyways. Some are just rehashes from the space marine book though. DG I don't know much about. AdMech/AM/Eldar I have very familiar with and their strategems just blow space marines out of the water with army wide access to their army trait.


Proof that space marine codex is the worst. @ 2017/11/06 20:23:05


Post by: daedalus


I'm still going to disagree with the SM codex being the worst. GK is hands down.

That being said, I'm going to agree that there's a noteworthy gap in capabilities between those two stratagems though, and for the same price.


Proof that space marine codex is the worst. @ 2017/11/06 20:24:38


Post by: Xenomancers


 Galef wrote:
I still think it's pretty well balanced when you consider how expensive some of the Eldar choices are still.
The "intercept" stratagem is a bit odd though

Also, let me point fix this statement for you:
-ANY raven guard can use the infiltrate just before the beginning of the game stratagem.
-Up to 2 max Eldar craft-world units can use the webway portal

As for "Chapter Tactics" only applying to Infantry and Dreads: Keep in mind that all the CWE traits (except Alaitoc) are very specific and not all that great

-

Well Ulthwe for example might not be that great but it's better than the iron hands because it applies to vehicals and artillery as well.


Automatically Appended Next Post:
 daedalus wrote:
I'm still going to disagree with the SM codex being the worst. GK is hands down.

That being said, I'm going to agree that there's a noteworthy gap in capabilities between those two stratagems though, and for the same price.

To be fair greyknights are just space marines with a different army trait. They get some new units and lose a lot of units. I still rank them higher than space marines as long as you don't bring guilliman to the table. For example my greyknights are 2-0 against my friends salamanders. They don't feel underpowered against marines - just everything else.


Proof that space marine codex is the worst. @ 2017/11/06 20:29:02


Post by: Kanluwen


 Galef wrote:
I still think it's pretty well balanced when you consider how expensive some of the Eldar choices are still.

Also, let me point fix this statement for you:
-ANY raven guard can use the infiltrate just before the beginning of the game stratagem.
-Up to 2 max Eldar craft-world units can use the webway portal

Clarification:
Raven Guard one applies strictly to keyword "INFANTRY" units. So while it might allow more than 2 units at a time, it doesn't apply to Bikers or anything else.


Proof that space marine codex is the worst. @ 2017/11/06 21:06:07


Post by: deviantduck


I don't think SM players can make any claims until every army has a codex. Then, as soon as that happens, it'll be SM's turn to get a new one.


Proof that space marine codex is the worst. @ 2017/11/06 21:16:26


Post by: Unit1126PLL


Yep, SM codex confirmed worst.

I expect them to immediately never win a tournament again forever until this travesty of a codex is replaced.

Furthermore, if I ever lose to an SM army in a casual game, I will hang my head in shame, such is the horrible, awful, complete failure that is the SM codex. In fact, I will pity my opponent even as he tables me for having such a god-awful codex.

If only Space Marines could be like the Sisters of Battle and have a /good/ army for once, that is well-updated and has its own stratagems, new model line to go with 8th, and awesome <Order> tactics for the six major orders, as well as regular releases and a nice unit variety.

Guess someone's gotta be bottom dog though.


Proof that space marine codex is the worst. @ 2017/11/06 21:20:53


Post by: BaconCatBug


My hypothesis is that the SM Codex was intentionally made bland and underpowered, because people will buy Marines regardless of rules, while making all other factions seem stronger by comparison, thus driving up sales of non-Marines.


Proof that space marine codex is the worst. @ 2017/11/06 21:23:04


Post by: davou


I'm not sure the word proof was exactly right here


Proof that space marine codex is the worst. @ 2017/11/06 21:23:07


Post by: Eldarain


Guilliman and his Assault Cannons seem pretty respectable to me.


Proof that space marine codex is the worst. @ 2017/11/06 21:23:41


Post by: Martel732


 Eldarain wrote:
Guilliman and his Assault Cannons seem pretty respectable to me.


Every codex release makes it less viable, imo. I've constructed a couple of lists that can smoke it with no special characters by just packing in many, many lascannons.


Proof that space marine codex is the worst. @ 2017/11/06 21:30:48


Post by: Insectum7


Martel732 wrote:
 Eldarain wrote:
Guilliman and his Assault Cannons seem pretty respectable to me.


Every codex release makes it less viable, imo. I've constructed a couple of lists that can smoke it with no special characters by just packing in many, many lascannons.

So you can beat a tournament winning list with other units from the same book. So it's an awful codex?

I'm wondering how many unit choices the other books have vs. the Space Marine book, which has so many that it splits them out into FOC sections for point values.


Proof that space marine codex is the worst. @ 2017/11/06 21:31:50


Post by: Alpharius


Martel732 wrote:
 Eldarain wrote:
Guilliman and his Assault Cannons seem pretty respectable to me.


Every codex release makes it less viable, imo. I've constructed a couple of lists that can smoke it with no special characters by just packing in many, many lascannons.


Please share these lists - thanks!


Proof that space marine codex is the worst. @ 2017/11/06 21:32:19


Post by: Martel732


If BA can do it, I suspect IG can do it 5 X better.


Proof that space marine codex is the worst. @ 2017/11/06 21:35:09


Post by: Talizvar


Well, if they get rid of Guilliman, Devestator squads, as well as StormRavens, AC Razorbacks and Destructor Predators.

Grey Knights are hands-down a problem in comparative power levels with the released Codex's so far.

Those wallowing in the land of Index are feeling the pinch, so I would not get too upset yet.

I am wanting to look at the Eldar codex a bit closer to see where they wound up in the scheme of things after being one of the top lists for a while.


Proof that space marine codex is the worst. @ 2017/11/06 21:35:22


Post by: Xenomancers


 Eldarain wrote:
Guilliman and his Assault Cannons seem pretty respectable to me.

I made a special note on guilliman in the original post. He is wildly better than everything in there and barely makes a competitive army with what he has to buff. I repeat again the question that no one can ever answer. What would be the result if we put Guilliman in the AM codex and he buffed AM catachans like he buffs ultra marines?


Proof that space marine codex is the worst. @ 2017/11/06 21:35:40


Post by: Martel732


 Alpharius wrote:
Martel732 wrote:
 Eldarain wrote:
Guilliman and his Assault Cannons seem pretty respectable to me.


Every codex release makes it less viable, imo. I've constructed a couple of lists that can smoke it with no special characters by just packing in many, many lascannons.


Please share these lists - thanks!


One has

Captain
Primaris Lieutenant
3 X autolas preds
4 X tac squads w/ lascannon, power weapon
2 X tac squads w/ grav cannon, power weapon
3 X twin las razorbacks
Stormraven, lascannons, typhoon, hurricanes.

Pretty sure this can beat the girlyman list. It loses to lots of other things, though, especially -1 to hit lists. This list was built to fight IG lists, by the way. It just happens to do well vs that Rowboat list, too.

There's probably 20 different ways to do what this list does with IG that's better, though.


Proof that space marine codex is the worst. @ 2017/11/06 21:37:40


Post by: Darsath


 Talizvar wrote:
Well, if they get rid of Guilliman, Devestator squads, as well as StormRavens, AC Razorbacks and Destructor Predators.

Grey Knights are hands-down a problem in comparative power levels with the released Codex's so far.

Those wallowing in the land of Index are feeling the pinch, so I would not get too upset yet.

I am wanting to look at the Eldar codex a bit closer to see where they wound up in the scheme of things after being one of the top lists for a while.


I'm not a huge fan of "must include" types of units within codexes. I would prefer if the power was a lot more evened out in the Marine book. Ontop of units though, some of the chapter tactics are pretty... naff.


Proof that space marine codex is the worst. @ 2017/11/06 21:37:48


Post by: Xenomancers


 Talizvar wrote:
Well, if they get rid of Guilliman, Devestator squads, as well as StormRavens, AC Razorbacks and Destructor Predators.

Grey Knights are hands-down a problem in comparative power levels with the released Codex's so far.

Those wallowing in the land of Index are feeling the pinch, so I would not get too upset yet.

I am wanting to look at the Eldar codex a bit closer to see where they wound up in the scheme of things after being one of the top lists for a while.

They are in the top again. Comparable power level to AM - though not in a brute force way. They have the tools to win games though.

Also Guilliman is the only unit you need to remove from codex space marines to make it completely nonviable competitively.


Proof that space marine codex is the worst. @ 2017/11/06 21:40:51


Post by: Talizvar


 Xenomancers wrote:
Also Guilliman is the only unit you need to remove from codex space marines to make it completely nonviable competitively.
Hence the angst of a SM player that has everything VERY Black Templar.
The temptation to be drawn to the "blue-side" is great with that one model.


Proof that space marine codex is the worst. @ 2017/11/06 21:50:04


Post by: Galef


 Xenomancers wrote:
 Galef wrote:
I still think it's pretty well balanced when you consider how expensive some of the Eldar choices are still.
The "intercept" stratagem is a bit odd though

Also, let me point fix this statement for you:
-ANY raven guard can use the infiltrate just before the beginning of the game stratagem.
-Up to 2 max Eldar craft-world units can use the webway portal

As for "Chapter Tactics" only applying to Infantry and Dreads: Keep in mind that all the CWE traits (except Alaitoc) are very specific and not all that great

-

Well Ulthwe for example might not be that great but it's better than the iron hands because it applies to vehicals and artillery as well.

True, but almost all Eldar vehicles have access to Spirit Stones, which give a 6+FNP that the Ulthwe trait cannot combine with. Unless they have FAQ's it, I believe Iron hands Venerable Dreads have a 3+/6+++/6+++

 Kanluwen wrote:
Clarification:
Raven Guard one applies strictly to keyword "INFANTRY" units. So while it might allow more than 2 units at a time, it doesn't apply to Bikers or anything else.

The Webway stratagem also only applies to Infantry, soooo....
Of course, we also have the Cloudstrike stratagem that works on vehicles, but you cannot use both stratagems in the same game.

My overall point is that Marines and Eldar are different and have different things, as they should. Marines may have a worse A, but Eldar have a worse B, just as Marines have the best X, while Eldar have the best Y.

-


Proof that space marine codex is the worst. @ 2017/11/06 21:50:23


Post by: Vaktathi


It's hard to take too many complaints about Space Marines seriously. That said, there is some disconnect in the way some things are applied inconsistently across books, such as traits applying to tanks and whatnot. Whether that was intentional or not, who knows, but it also doesnt appear to be crippling for SM's either. If anything id expect Eldar to get nerfed on some of those counts (particularly the fire prism stratagem seeing as how nearly every Eldar army list is autoincluding two).

Lets also take a second and acknowledge that comparing anything to Eldad is always something of a losing battle. They always seem to have powerful buff/faction abilities, exceptions and gimmicks. They are, by far, the single best treated faction in the history of this game, with respect to rules and power at least (not so much models).

But the Marines seem to be doing ok overall, certainly better than GK's and most index lists.


Proof that space marine codex is the worst. @ 2017/11/06 21:51:17


Post by: Martel732


I really like the way Drukhari play compared to marines right now.


Proof that space marine codex is the worst. @ 2017/11/06 21:56:07


Post by: Xenomancers


The point i was making is that marines can't deep strike a vehicle with a stratagem - and only raven guard can use special infiltration on an infantry unit.

Any Eldar faction can deep strike any vehicle they want (I think they can do 2 for 3 command points). As well as any 1 or 2 infantry/biker. There is a lot more disparity in the codex too. This isn't just a case of this army does this better but that one does this thing better


Automatically Appended Next Post:
Martel732 wrote:
I really like the way Drukhari play compared to marines right now.
They are much better than marines. A few stratagems, army traits, and points adjustments and they are at AM level.


Proof that space marine codex is the worst. @ 2017/11/06 21:59:06


Post by: Darsath


 Xenomancers wrote:
The point i was making is that marines can't deep strike a vehicle with a stratagem - and only raven guard can use special infiltration on an infantry unit.

Any Eldar faction can deep strike any vehicle they want (I think they can do 2 for 3 command points). As well as any 1 or 2 infantry/biker. There is a lot more disparity in the codex too. This isn't just a case of this army does this better but that one does this thing better


You could always run some IG technically. It's a really lame solution, and the ally rules need some serious work, but you could do it and hope Chapter Approved has some small changes. In the meantime, at least your army is still in the top 20% of armies right now. So at least there's that.


Proof that space marine codex is the worst. @ 2017/11/06 21:59:58


Post by: Martel732


I think he's projecting into the future a bit here. The Tyranid codex sounds completely superior to marines and the Eldar codex already is.

Also, I know what the likely BA tactic is, and it's 100% worthless, so put BA down next to GK.


Proof that space marine codex is the worst. @ 2017/11/06 22:00:45


Post by: Xenomancers


 Vaktathi wrote:
It's hard to take too many complaints about Space Marines seriously. That said, there is some disconnect in the way some things are applied inconsistently across books, such as traits applying to tanks and whatnot. Whether that was intentional or not, who knows, but it also doesnt appear to be crippling for SM's either. If anything id expect Eldar to get nerfed on some of those counts (particularly the fire prism stratagem seeing as how nearly every Eldar army list is autoincluding two).

Lets also take a second and acknowledge that comparing anything to Eldad is always something of a losing battle. They always seem to have powerful buff/faction abilities, exceptions and gimmicks. They are, by far, the single best treated faction in the history of this game, with respect to rules and power at least (not so much models).

But the Marines seem to be doing ok overall, certainly better than GK's and most index lists.

Because of guilliman - if he actually the primarch of the catachans - they would literally win every game automatically in 1 turn.


Automatically Appended Next Post:
Martel732 wrote:
I think he's projecting into the future a bit here. The Tyranid codex sounds completely superior to marines and the Eldar codex already is.
yeah I am - already know what the tyranid codex has.

You know those guilliman razorbacks that everyone is so hot on? Meet Dakka fex. It does more damage than a guilliman razorback without even being buffed by anything. because it has twice the shots at the same strength.


Automatically Appended Next Post:
Martel732 wrote:
I think he's projecting into the future a bit here. The Tyranid codex sounds completely superior to marines and the Eldar codex already is.

Also, I know what the likely BA tactic is, and it's 100% worthless, so put BA down next to GK.

Because you are space marine - you will have crap rules. That much is a given. However - it appears we are in power creep mode. You might just get lucky!


Proof that space marine codex is the worst. @ 2017/11/06 22:10:00


Post by: Marmatag


FYI Guilliman lists didn't crack the top 5 in the last major tournament in socal. It was won by AM, followed by a couple chaos lists.


Proof that space marine codex is the worst. @ 2017/11/06 22:13:04


Post by: Xenomancers


 Marmatag wrote:
FYI Guilliman lists didn't crack the top 5 in the last major tournament in socal. It was won by AM, followed by a couple chaos lists.
Do we have results? can you link?


Proof that space marine codex is the worst. @ 2017/11/06 22:13:46


Post by: Martel732


Pretty sure the list I liked would do the trick with NO chapter tactics.


Proof that space marine codex is the worst. @ 2017/11/06 22:21:30


Post by: Darsath


Martel732 wrote:
Pretty sure the list I liked would do the trick with NO chapter tactics.

Probably. Although, I think that a regular space marine list would be much better at it.


Proof that space marine codex is the worst. @ 2017/11/06 22:30:35


Post by: Martel732


Well, yes. But that was known.


Proof that space marine codex is the worst. @ 2017/11/06 22:33:54


Post by: Blacksails


Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


Proof that space marine codex is the worst. @ 2017/11/06 22:34:26


Post by: Martel732


 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


Proof that space marine codex is the worst. @ 2017/11/06 22:39:49


Post by: Darsath


Martel732 wrote:
 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


That's certainly hyperbole. They're almost certainly better than most armies without codexes, and almost strictly better than non-codex marines.


Proof that space marine codex is the worst. @ 2017/11/06 22:41:12


Post by: Martel732


Darsath wrote:
Martel732 wrote:
 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


That's certainly hyperbole. They're almost certainly better than most armies without codexes, and almost strictly better than non-codex marines.


I said END UP. As in, after all codices are released. There are already a couple of index lists better than them, I think.


Proof that space marine codex is the worst. @ 2017/11/06 22:43:19


Post by: Dionysodorus


I don't think the SM codex is particularly strong aside from Guilliman and maybe Salamanders, and it's very weird that they don't get Chapter Tactics on things like Predators at least, but I don't really see that the stratagem comparison is very useful. You can potentially have a huge number of CP to spend on Marine stratagems, whereas Eldar are going to really struggle to exceed 12 and will more typically have 8-10. Even an Autarch warlord only provides an effective +20% CP (and he has to be on the battlefield when you use the stratagem). Meanwhile any list with Guilliman starts at 6 CP and goes from there, and gets +50% effective CP through the UM trait. Or you can bring a Guard detachment, and they have an easy time filling even Brigades. A Guard Brigade and a Marine Battalion have 15 CP to spend, and with a UM warlord you expect to be able to spend more than 21 CP (or you just use the similar Guard warlord trait, and the Guard relic that gains CP).

This sort of thing really screws over pure GK. Pure GK have a very hard time generating CP, but of course you can't just give them great stratagems because a GK Patrol and a Guard Brigade would have access to them. We actually do end up seeing GKs in some highly competitive lists, but generally only with support that incidentally generates a lot of CP.

Meanwhile Craftworld warlord traits and relics are some of the worst we've seen. This isn't a huge deal now but it's going to be yet another annoying incentive to soup when other Eldar codices have much better ones and you want to have a Harlequin warlord for your mainly-Craftworld army.


Proof that space marine codex is the worst. @ 2017/11/06 22:49:05


Post by: HuskyWarhammer


Martel732 wrote:
Darsath wrote:
Martel732 wrote:
 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


That's certainly hyperbole. They're almost certainly better than most armies without codexes, and almost strictly better than non-codex marines.


I said END UP. As in, after all codices are released. There are already a couple of index lists better than them, I think.


Shouldn't you have said, "Will end up" then? I certainly also read this as meaning currently.


Proof that space marine codex is the worst. @ 2017/11/06 22:49:45


Post by: Darsath


Martel732 wrote:
Darsath wrote:
Martel732 wrote:
 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


That's certainly hyperbole. They're almost certainly better than most armies without codexes, and almost strictly better than non-codex marines.


I said END UP. As in, after all codices are released. There are already a couple of index lists better than them, I think.


I'm not sure how you're predicting the power level of, say, the Tau codex when it would be released. Or the Blood Angels codex, since they might get the Grey Knights or Ad Mech treatment. Really, as it stands, Marines are currently a powerful army, but 40k is likely to have some serious power creep issues. But I can't be sure of the content of any codex until we actually get something to work off of (like Chapter Approved hopefully).


Proof that space marine codex is the worst. @ 2017/11/06 22:51:38


Post by: TwinPoleTheory


I'll argue that the CSM codex is worse, but only shades of gray worse than the SM codex.

CSM have cultists and a couple decent Daemon Engines. Ok, the Lord of Skulls is amazing, but certainly not worth the rest of the codex being subpar. My lieutenant takes up an entire HQ selection and doesn't work for ranged.
SM have a whole slew of Primaris Marines, a new tank, and an am amazing Lieutenant HQ selection, for which my jealousy knows no bounds. Screw you corpse emperor.

Please shut up about tournament winning CSM smite spam lists that use precisely *zero* actual models from the CSM codex, except maybe cultists (I lied, there's one that uses 3 minned out squads of Berzerkers, praise the Ruinous Powers in their wisdom). "But, but, the Malefic lord...!" Is not a CSM unit, is universally acknowledged as stupid and underpriced, and quite frankly, is one of the only things renegades has going for it these days. Please ride a different hobby horse, chapter approved will deal with it.

SM/CSM got hosed by new edition early release codex syndrome again.

It's very simple, every other army that is not marines gets to apply their army traits to their whole army.

SM/CSM suddenly become morons who forget all their training the moment the put on a seatbelt. Imperial Fist techmarines can't figure out how to properly target a Thunderfire Cannon according the chapter doctrine, Alpha Legion marines forgot how to use camo netting over the course of 10,000 years of constant warfare. Do I really need to detail the entirety of this idiocy?

The list goes on.


Proof that space marine codex is the worst. @ 2017/11/06 22:51:43


Post by: Perth


As for the SoCal Open, I believe the top 8 were 2 Imperium (mostly IG based), 4 Chaos of varying builds, and 2 Ynarri. A single SM player managed to get 16th with the standard Bobby G Razor spam list.

This is what I remember off-hand from the Chapter Tactics podcast.

I think marines have a stronger codex overall than Grey Knights, Death Guard, or AdMech. However, GK has actually seen some decent placement as allies to IG lists for DS infantry and help against Magnus and Morty.

What I really dislike about the marine codex is that to have basically any tournament shot what-so-ever, a special character is required that locks your Chapter Tactic. When you remove Bobby G and look for non Ultramarines lists, you can hardly find any doing even remotely well. I think the best I can recall is Reece taking Raptors (Forge World) and going 4-2, although I can't remember what tournament and that might have even just been practice games.

To the above poster vs CSM, the codexes are almost carbon copies of each other, but there are a few swings in either direction.

SM pluses: Razorbacks, Stormravens, Bobby G

CSM pluses: Oblits, Legion Cultists, Berserkers, Noise Marines, Warptime, Easy access to two Daemon Primarchs (I know they're not in the codex, but they work as great allies that fill their own detachments, where as Marines can technically ally IG, just there is no reason to stop and not just run 2000 of IG.)


Proof that space marine codex is the worst. @ 2017/11/06 22:52:42


Post by: Martel732


CSM have viable screening units. Marines do not.


Proof that space marine codex is the worst. @ 2017/11/06 22:58:45


Post by: Galas


 TwinPoleTheory wrote:
I'll argue that the CSM codex is worse, but only shades of gray worse than the SM codex.

CSM have cultists and a couple decent Daemon Engines. Ok, the Lord of Skulls is amazing, but certainly not worth the rest of the codex being subpar. My lieutenant takes up an entire HQ selection and doesn't work for ranged.
SM have a whole slew of Primaris Marines, a new tank, and an am amazing Lieutenant HQ selection, for which my jealousy knows no bounds. Screw you corpse emperor.

Please shut up about tournament winning CSM smite spam lists that use precisely *zero* actual models from the CSM codex, except maybe cultists (I lied, there's one that uses 3 minned out squads of Berzerkers, praise the Ruinous Powers in their wisdom). "But, but, the Malefic lord...!" Is not a CSM unit, is universally acknowledged as stupid and underpriced, and quite frankly, is one of the only things renegades has going for it these days. Please ride a different hobby horse, chapter approved will deal with it.

SM/CSM got hosed by new edition early release codex syndrome again.

It's very simple, every other army that is not marines gets to apply their army traits to their whole army.

SM/CSM suddenly become morons who forget all their training the moment the put on a seatbelt. Imperial Fist techmarines can't figure out how to properly target a Thunderfire Cannon according the chapter doctrine, Alpha Legion marines forgot how to use camo netting over the course of 10,000 years of constant warfare. Do I really need to detail the entirety of this idiocy?

The list goes on.

I'm sorry but this couldn't be more wrong. Alpha Legion Berzerkers are OP, Obliterators are OP, Flyng Daemon Princes with Talons are very strong, and many other units of CSM are pretty good. Ignoring a small amout that are mediocre or just bad (Normal Chaos Space Marines , Forgefiend, etc...) the Codex is actually pretty balanced.
And the Primaris units are all from mediocre to bad. Only Hellblasters are any usefull, competitively speaking, and nobody takes primaris Liutenauts when you can take the normal ones.

But I agree. Chapter and Legion tactics should apply to all the <Chapter> <Legion> units. It doesn't makes any sense now that the rest have all of their units receiving this bonuses.


Proof that space marine codex is the worst. @ 2017/11/06 22:59:05


Post by: BrianDavion


thing is Gulliman can be a very powerful buff unit for ANY IoM army. we're lucky IMHO that AM players haven't clued in that they can use Gulliman pretty effectivly too


Proof that space marine codex is the worst. @ 2017/11/06 23:02:12


Post by: Perth


BrianDavion wrote:
thing is Gulliman can be a very powerful buff unit for ANY IoM army. we're lucky IMHO that AM players haven't clued in that they can use Gulliman pretty effectivly too


That's not a secret, it's been tried and determined that it's better to just bring more guard.


Proof that space marine codex is the worst. @ 2017/11/06 23:16:04


Post by: Marmatag


 Perth wrote:
BrianDavion wrote:
thing is Gulliman can be a very powerful buff unit for ANY IoM army. we're lucky IMHO that AM players haven't clued in that they can use Gulliman pretty effectivly too


That's not a secret, it's been tried and determined that it's better to just bring more guard.


This, the amount of mortar heavy weapons teams, taurox primes, and scions/elysians you can shoehorn into a list is obscene.



Proof that space marine codex is the worst. @ 2017/11/06 23:19:21


Post by: admironheart


Forwarned is good with Dark Reapers.....If you have Dark Reapers in your army.....if you have a Farseer HQ in your army and if you placed that 100 point unit near the Dark Reapers.

the Eldar player has to plan to limit their battleplan around the 2 CP stratagem. With 6 to 12 CP average army....is that always wise?

Really depends on the list and the players tactics but it is limiting. Is it as limiting as the Auspexs or the Mordian or the Necrons?


Proof that space marine codex is the worst. @ 2017/11/06 23:25:33


Post by: daedalus


For as common as deep strike is nowadays, it's kinda good with anything.


Proof that space marine codex is the worst. @ 2017/11/07 00:18:16


Post by: TwinPoleTheory


 Galas wrote:

I'm sorry but this couldn't be more wrong. Alpha Legion Berzerkers are OP, Obliterators are OP, Flyng Daemon Princes with Talons are very strong, and many other units of CSM are pretty good. Ignoring a small amout that are mediocre or just bad (Normal Chaos Space Marines , Forgefiend, etc...) the Codex is actually pretty balanced.
And the Primaris units are all from mediocre to bad. Only Hellblasters are any usefull, competitively speaking, and nobody takes primaris Liutenauts when you can take the normal ones.

But I agree. Chapter and Legion tactics should apply to all the <Chapter> <Legion> units. It doesn't makes any sense now that the rest have all of their units receiving this bonuses.


Well at least we agree on the bottom line, the rest is largely subjective and colored by individual experience, mine is below. However, my point about tournament lists remains, the "Chaos Codex" lists that are winning have no significant number of CSM units in them, I saw one on BoK that had about 15 Berzerkers in it, that's it, the rest use Horrors, Malefic Lords, and scrub troops.

I agree that Berzerkers are good (they might be the only cult troop outside of a pure DG list that's worth a damn), I have owned 60+ fully painted Berzerkers for almost 20 years now, and while the Alpha Legion ones are quite good, I would argue that the delivery methodology is all you have to nail down in order to make them very effective. Having played them several times, OP is not what I would call them, they are very good, like most melee units it's very easy for them to get left out in the open and gunned down this edition. Making them last more than a turn is the trick.

Slaaneshi Obliterators where you burn 2CP a turn to make them really pump out firepower is impressive, for as long as it lasts. The variability of their weaponry can make them less than impressive at times. I suppose when I want a Lascannon I just want a Lascannon, I am old-fashioned in that regard I guess. Again, I wouldn't call them OP by any means though, they briefly made me sad in a game or two, then I shot them and I stopped being sad.

The flying DP is ok, I haven't felt any particular need to include this unit, even in my most whackadoodle theory lists. It's just too expensive for what it does unless you're going to build an entire support structure around it, and honestly, the support structure is garbage and better filled with cheaper units. I guess my point is, for the points, I'd rather have a Chaos Lord and a Sorcerer with jump packs and still pay less points than I did for the DP. Now, the bare bones DP, positioned in such a way as to provide bonuses to Horrors and CSM troops, maybe. Too expensive unless he's going to be working for his money in multiple phases, and that means getting him up and into melee, most definitely not by himself, which is where the associated garbage comes into play.

My point about Lieutenants wasn't Primaris vs Non-Primaris (I just want the buff, Primaris can take a hike), it was the fact that they are exponentially better than CSM Exalted Champions (works for ranged and melee, 2/1 in an HQ slot). As for the previous argument that CSM have cultists as screens, I would argue that 1 Patrol detachment of AM nets you a Commissar and as many Conscripts as you want, for pretty much the same price. I'll call that a wash, especially since my choices for improving Cultist morale involve either Abaddon ( ) or a Dark Apostle on babysitting duty.



Proof that space marine codex is the worst. @ 2017/11/07 00:54:22


Post by: sennacherib


This post is rediculouse.

NO other army has as much variety available as imperials. They have fliers, transports, scouts, deepstriking transports, snipers, assassins, etc.

Quit complaining and compare your army to bids, Orks or ANY other army.


Proof that space marine codex is the worst. @ 2017/11/07 01:00:27


Post by: clownshoes


Oh, this is priceless.

How many people are stuck with an index? While you literally got a massive faction expansion. New models all over the place.

Chapter approved coming out, which is speculative evidence they are going to adjust the game balance as it matures.

Meanwhile ork players are trying to figure out the difference between a shoota and a club, thanks eldar for making this joke possible. Because seriously going pewpew with a twig in hand has been working for decades. Now the soft skin pointy ears are making them look like fools. All while working with some models so old they make the emperor look like a spring chicken.



Proof that space marine codex is the worst. @ 2017/11/07 01:13:42


Post by: MarsNZ


SM dex not the auto-win you wanted? No need to cry, your next big release is probably only 6 months away.


Proof that space marine codex is the worst. @ 2017/11/07 01:23:35


Post by: Elbows


It's definitely weak in appearance compared to just about everything else since.

I still think we'll be seeing a second wave of Primaris kits in 2018, and perhaps eventually a Primaris codex (which will put the coffin lid on proper Space Marines).


Proof that space marine codex is the worst. @ 2017/11/07 02:00:30


Post by: Neophyte2012


Darsath wrote:
Martel732 wrote:
 Blacksails wrote:
Well, the OP also claimed that the Marine codex was the single worst codex of 7th edition, so I wager this thread is definitely going to unbiased and full of open minds willing to change their opinion.

That said, GK and Ad Mech I think are worse off than Marines, based on tourney results anyways.


I agree. But I think marines end up in the bottom 33% easily in 8th.


That's certainly hyperbole. They're almost certainly better than most armies without codexes, and almost strictly better than non-codex marines.


Talk to Tau whi can bring Stormsurge and Commander spam


Proof that space marine codex is the worst. @ 2017/11/07 02:10:42


Post by: Girthquake


Have the salamanders got any better or worse with the codex.....looking for a small side army to run and have always been intrigued by them


Proof that space marine codex is the worst. @ 2017/11/07 02:37:42


Post by: Hollow


Xenomancers... Plucking a single unit, choice, character, rule etc out from a Codex in isolation and comparing it to a single choice from another codex in isolation is not "proof" of anything (other than the fact you have a massive chip on your shoulder.)

Balance does not mean that all factions are the same. It means that a list can be built from one codex and countered by another codex, then the list from the original codex can then be countered by another list and so on.

If you don't like it. Leave. Do something else. You aren't owed anything from this.


Proof that space marine codex is the worst. @ 2017/11/07 02:57:50


Post by: the_scotsman


Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.

Never mind that they just got their whole model range updated for the second time in a decade while most other factions use fourth Ed and older sculpts. Never mind that Forgeworld exists to create them models. That they got, as usual, the first codex and have two more upcoming. And furthermore that they've had several of the dominant meta lists in the still emerging 8th meta.

If space Marines don't have THE best version of EVERY rule at ALL TIMES, you will hear about how utterly unfair it is and how everything needs to stop until the Marines are buffed and made the best again.


Proof that space marine codex is the worst. @ 2017/11/07 02:59:08


Post by: Arachnofiend


the_scotsman wrote:
Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.

Never mind that they just got their whole model range updated for the second time in a decade while most other factions use fourth Ed and older sculpts. Never mind that Forgeworld exists to create them models. That they got, as usual, the first codex and have two more upcoming. And furthermore that they've had several of the dominant meta lists in the still emerging 8th meta.

If space Marines don't have THE best version of EVERY rule at ALL TIMES, you will hear about how utterly unfair it is and how everything needs to stop until the Marines are buffed and made the best again.

As a point of curiosity, is your username the_scotsman because of your fondness for fallacious arguments?


Proof that space marine codex is the worst. @ 2017/11/07 03:00:39


Post by: Lance845


Is most eldar shooting on a 3+ or 4+?

Because most armys out there have their rank and file hitting on a 4+ normally. Which means the OP statment that space marines are not hitting anything on their -1 is nonsense.

If eldar are normally bs 4+ then the stratagem being the same cost without the penalty makes a lot of sense. For the same price you get the same chance to hit.

12" range is odd..... But why would anyone have a deepstrike unit they are not placing as close as possible?


Proof that space marine codex is the worst. @ 2017/11/07 03:07:22


Post by: MechaEmperor7000


the_scotsman wrote:
Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.

Never mind that they just got their whole model range updated for the second time in a decade while most other factions use fourth Ed and older sculpts. Never mind that Forgeworld exists to create them models. That they got, as usual, the first codex and have two more upcoming. And furthermore that they've had several of the dominant meta lists in the still emerging 8th meta.

If space Marines don't have THE best version of EVERY rule at ALL TIMES, you will hear about how utterly unfair it is and how everything needs to stop until the Marines are buffed and made the best again.


You forgot that they also need all the options to be the best ever too. Having just two hilariously OP builds obviously means there's room for improvement.


Proof that space marine codex is the worst. @ 2017/11/07 03:20:32


Post by: Neophyte2012


I now could just hoping that my Space Wolf get some traits later this year like the +1 Str on the charge or the Blood Claws get to fight twice, etc, or sone stratagem gives advance and charge........


Proof that space marine codex is the worst. @ 2017/11/07 03:20:34


Post by: Insectum7


Girthquake wrote:
Have the salamanders got any better or worse with the codex.....looking for a small side army to run and have always been intrigued by them


Their chapter tactics are really good, quite a worthwhile set of rules, imo. It favors smaller units of infantry, but thats how many people take their squads anyways.

Can't say about their Vulkan He'stan though.


Proof that space marine codex is the worst. @ 2017/11/07 03:20:38


Post by: kombatwombat


MarsNZ wrote:SM dex not the auto-win you wanted? No need to cry, your next big release is probably only 6 months away.


Yikes dude, show me on the doll where the Space Marine player touched you. A faction can have a constant avalanche of new units, but if none of them are competitive, it’s still valid to opine that the faction’s Codex is weak in a competitive environment.

More to the point, if you’re not using Guilliman the Marine Codex isn’t very competitive. I’ll give the GK that theirs is worse since they essentially lose a lot of options and don’t gain many. They are, however, oddly effective against other Codex Space Marine armies due to Smite-spam. Other than that though, I think all Codexes so far are stronger than vanilla Marines.

TwinPoleTheory wrote:
 Galas wrote:

My point about Lieutenants wasn't Primaris vs Non-Primaris (I just want the buff, Primaris can take a hike), it was the fact that they are exponentially better than CSM Exalted Champions (works for ranged and melee, 2/1 in an HQ slot). As for the previous argument that CSM have cultists as screens, I would argue that 1 Patrol detachment of AM nets you a Commissar and as many Conscripts as you want, for pretty much the same price. I'll call that a wash, especially since my choices for improving Cultist morale involve either Abaddon ( ) or a Dark Apostle on babysitting duty.



I disagree with you wholeheartedly on the Lieutenant. I would commit bloody murder to swap the Liuetenant’s buff for the Champion’s. The Champion allows rerolls of *all* rolls. Do you realise how powerful that is? Yes, it can’t be applied to shooting units, but on assault units the Champion’s buff will typically be three times as powerful as the Lieutenant’s (re-rolling 1, 2 and 3 on a 4+ to-wound vs re-rolling just 1s). It has the potential to be as much as five times as powerful (an edge case of rerolling sixes to wound, but still true) and at the very worst (rerolling 2s, which is vanishingly rare for most units) it’s still equal. Combine a Champion with a Dark Apostle and you will reroll *literally every single failed attack dice*. Put that on 20 berserkers in a Spartan and... I can’t think of anything that would survive. Titans maybe. The Lieutenant is a weaker buff applied more broadly; personally I’d prefer the much stronger buff that I can build around being narrowly focused.

Also, “Imperium can ally in Conscripts, so Cultists are a wash” isn’t fair. We’re comparing Codex to Codex; if you can bring in units from a stronger Codex to fill the gaps, you might as well go whole hog and just play with the stronger Codex (IG).


Proof that space marine codex is the worst. @ 2017/11/07 03:55:36


Post by: Slayer-Fan123


the_scotsman wrote:
Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.

Never mind that they just got their whole model range updated for the second time in a decade while most other factions use fourth Ed and older sculpts. Never mind that Forgeworld exists to create them models. That they got, as usual, the first codex and have two more upcoming. And furthermore that they've had several of the dominant meta lists in the still emerging 8th meta.

If space Marines don't have THE best version of EVERY rule at ALL TIMES, you will hear about how utterly unfair it is and how everything needs to stop until the Marines are buffed and made the best again.

I'm telling you as an AdMech player and Necron player they have it bad. I just GOT a codex too.


Proof that space marine codex is the worst. @ 2017/11/07 03:57:58


Post by: Melissia


Well, I guess since the "worst" codex in the game is still winning tournaments on a reasonable rate, the game must be fairly balanced [/s]


Proof that space marine codex is the worst. @ 2017/11/07 04:14:03


Post by: Frankenberry


Don't worry everyone, once the Blood Angels codex comes out no one will ever talk about the SM codex being the worst - BA has held that spot for at LEAST two editions now.


Proof that space marine codex is the worst. @ 2017/11/07 04:29:02


Post by: IllumiNini


 Frankenberry wrote:
Don't worry everyone, once the Blood Angels codex comes out no one will ever talk about the SM codex being the worst - BA has held that spot for at LEAST two editions now.


The fact that it's being called the worst at all is a load of crap.

the_scotsman wrote:
Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.


Only the sore losers among us SM players are like this in my experience. It is also my experience that the better non-SM Codeces such as the Xenos races are, the better the games are. Of course nobody needs to be as powerful as the Demi-Companies of 7th Ed. Space Marines or as overpowered as late-7th Edition Tau, but still.


Proof that space marine codex is the worst. @ 2017/11/07 04:32:26


Post by: Frankenberry


 IllumiNini wrote:
 Frankenberry wrote:
Don't worry everyone, once the Blood Angels codex comes out no one will ever talk about the SM codex being the worst - BA has held that spot for at LEAST two editions now.


The fact that it's being called the worst at all is a load of crap.

the_scotsman wrote:
Space Marine players: vocally whiny whenever their list isn't both the first, AND the best, rules available.


Only the sore losers among us SM players are like this in my experience. It is also my experience that the better non-SM Codeces such as the Xenos races are, the better the games are. Of course nobody needs to be as powerful as the Demi-Companies of 7th Ed. Space Marines or as overpowered as late-7th Edition Tau, but still.


Do you actually play BA?


Proof that space marine codex is the worst. @ 2017/11/07 04:34:10


Post by: IllumiNini


 Frankenberry wrote:
Do you actually play BA?


Let me rephrase - I meant to say that the the SM Codex (not the BA Codex) being the worst codex is a load of crap.


Proof that space marine codex is the worst. @ 2017/11/07 05:44:58


Post by: Neophyte2012


I think what nails the marine codex is, now everyone is getting Obsec back, but who gets the objective between the two Obsec units depends on the number of model. Given that marine is naturally low model count and how weak T4 Sv3+ models are, they cannot even play around the mission well.


Proof that space marine codex is the worst. @ 2017/11/07 06:08:14


Post by: Slayer-Fan123


I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


Proof that space marine codex is the worst. @ 2017/11/07 06:12:45


Post by: kombatwombat


Ruminations while eating my lunch: this edition massively favours hordes over elite armies. Space Marine infantry of any stripe are non-competitive owing to lacking durability in an era of save modifiers, Smite Spam, and no efficient anti-horde weaponry. But Codex Space Marines still features in a lot of competitive lists essentially as a vehicle for Guilliman to work with more dangerous Imperial books.

My proposition? Give every single Space Marine infantry/biker/non-vehicle the +1 A and +1 W that Primaris Space Marines get. Make no points increase to any of them (unless they prove to be suddenly dominant in which case increment up the points by minimal amounts, but given the performance of Primaris competitively I’d wager they wouldn’t).

This makes Marines twice as durable against the currently very efficient massed small-arms fire, halves their current over-susceptibility to Mortal Wounds/Smite Spam, and gives them a little more punch in close combat without making them into monsters (Tactical Marines would double in combat prowess from poor to... slightly less poor, while dedicated melee Marines with multiple attacks see a smaller percentage increase). And yet it offers them no protection against multi-damage anti-heavy-infantry weapons like autocannons that are actually designed to kill them.

You would need to give Primaris a little extra something to make them worthwhile - personally I’d just give them a points drop into line with the rest of the newly-upgraded marines and only differentiate by weapon loadout, but if GW wants them to still be super-special, maybe an extra point of movement and an additional attack to simulate their upgrades?

And then nerf-nuke Guilliman’s points cost from orbit. Keep him just as powerful, but make him so expensive that his inclusion for an army is purely for narrative or the fun of fielding a Primarch. Like an all-Dreadnought or all-Terminator army, a fun and powerful option, but not something that will see the light of day at the top tables of tournaments.

Suddenly the people who play non-Guilliman Space Marines don’t have to complain about their Codex being underpowered to people who have just come off the back of a tournament where every player has ‘Space Marines’ in the form of Guilliman. Win-win.


Proof that space marine codex is the worst. @ 2017/11/07 06:34:36


Post by: koooaei


 Xenomancers wrote:
as long as you don't bring guilliman to the table


Eldar strategem is no better than marine one as long as you don't use it.

It's just odd that you purposefully and knowingly exclude the OP part of your codex out of equasion.


Proof that space marine codex is the worst. @ 2017/11/07 07:22:40


Post by: tneva82


 koooaei wrote:
 Xenomancers wrote:
as long as you don't bring guilliman to the table


Eldar strategem is no better than marine one as long as you don't use it.

It's just odd that you purposefully and knowingly exclude the OP part of your codex out of equasion.


But shows it's not really codex: Space marines but codex: Guilliman. How well non-Guillimann armies do? Salamanders? White scars? Iron hands?


Proof that space marine codex is the worst. @ 2017/11/07 07:26:55


Post by: 123ply


This guy gets one stratagem, compares it to one other stratagem, then submits it as "proof" SM have tge worst codex.
On another note, Militarium Tempestus have the exact same stratagem as that Space Marines one except it ontly costs one CP. That can be justified because it only works on scions and taurox primes, but still.


Proof that space marine codex is the worst. @ 2017/11/07 07:47:52


Post by: Amishprn86


WTF... Eldar should be better at DSing than SM, different armies have different tricks...

"Hey look my army that not specialized in this 1 rule has it worth than this other army that specializes in that 1 rule, i think i got screwed over, let me QQ".

Yes Gman out shines everything in the book, but its still very solid I honestly am only mad about SM-WS, they screwed them over IMO, melee bikers that have 3 guns each and only.... 1 melee weapon per unit... OK yeah let me get right on that.


Proof that space marine codex is the worst. @ 2017/11/07 07:50:09


Post by: Vaktathi


 Amishprn86 wrote:
WTF... Eldar should be better at DSing than SM, different armies have different tricks...
Hrm, deep striking armies are a pretty deep schtick with Space Marines, the whole "drop pod assault" thing and teleporting terminators and whatnot is all pretty iconic Space Marine deep-strikey stuff.


Proof that space marine codex is the worst. @ 2017/11/07 08:10:05


Post by: tneva82


 Vaktathi wrote:
 Amishprn86 wrote:
WTF... Eldar should be better at DSing than SM, different armies have different tricks...
Hrm, deep striking armies are a pretty deep schtick with Space Marines, the whole "drop pod assault" thing and teleporting terminators and whatnot is all pretty iconic Space Marine deep-strikey stuff.


True that. From fluff point of view marines would be mostly doing shock attacks by waves of drop pods and thunderhawks. Ground war is realm of IG.

As broken as gladius was that's the most fluff-correct marine composition ever...


Proof that space marine codex is the worst. @ 2017/11/07 08:10:20


Post by: BoomWolf


 Vaktathi wrote:
 Amishprn86 wrote:
WTF... Eldar should be better at DSing than SM, different armies have different tricks...
Hrm, deep striking armies are a pretty deep schtick with Space Marines, the whole "drop pod assault" thing and teleporting terminators and whatnot is all pretty iconic Space Marine deep-strikey stuff.


Though you still have drop pods.
And terminators.


The stratagem just lets you "deep strike" things you really shouldn't, like sternguard without a pod.


Proof that space marine codex is the worst. @ 2017/11/07 08:17:43


Post by: IllumiNini


123ply wrote:
This guy gets one stratagem, compares it to one other stratagem, then submits it as "proof" SM have the worst codex.


such logic, much quality argument haha

 Xenomancers wrote:
-Only raven guard can use the infiltrate just before the beginning of the game stratagem.
-Any Eldar craft-world can use the webway portal.


From a Vanilla Marines standpoint, that makes a lot of sense. Why would let along should any other Chapter (assuming they're not Raven Guard or a Successor Chapter thereof) have access to this? It's like saying Ultramarines should Ignore Cover when shooting because Imperial Fists can.

 Xenomancers wrote:
Then we have Chapter tactics rule which only affects infantry bikers and dreads - Not our tanks...which are actually the only thing that is competitive in our codex. Which is also sad. Every other army? Unlimitted access to their army traits. The only thing the marines have is Guilliman. Is chapter approved going to fix all this?


There are strategems which only target Infantry or another specific type of unit, but the Chapter Tactics themselves apply to all unit types (since all models and units from tanks to bikes to infantry and all the rest of them) have either the '< Chapter >' keyword or a specific Chapter named in their key words, meaning all units in the codex benefit from Chapter Tactics. So.... You got this fundamentally wrong.


Proof that space marine codex is the worst. @ 2017/11/07 08:21:59


Post by: ryzouken


 IllumiNini wrote:
There are strategems which only target Infantry or another specific type of unit, but the Chapter Tactics themselves apply to all unit types (since all models and units from tanks to bikes to infantry and all the rest of them) have either the '< Chapter >' keyword or a specific Chapter named in their key words, meaning all units in the codex benefit from Chapter Tactics. So.... You got this fundamentally wrong.

Page 195 of the Space Marine Codex 8th Edition, 4th line after the Chapter Tactics header (1st non italicized line): If your army is Battle-forged, all Infantry, Biker and Dreadnought units in a Space Marines Detachment gain a Chapter Tactic...

So actually, you got this fundamentally wrong.


Proof that space marine codex is the worst. @ 2017/11/07 08:52:42


Post by: Dovis


 Kaiyanwang wrote:
Worst compared to what?
What DG or GK have of comparable?


Are you joking?

DG is the BEST codex by far

1) Walking dead - strategem that basically gives you free points, lots of them, use cloud of flies on you Pox Walkers and have their starting number of 10 grow to a 100 in a few turns you will take to reach your opponent.

Up close with strategems and psychic powers they can hit on 2+ and wound Leeman Russes on 3+ (2+ if you have a Mortarion).

2) Mortarion + Deathshroud

3) 20 Plague Marines + cloud of flies to get close + Biologus Putrifier, then followed by 20D6 grenade attacks that do mortal wounds on a 5+ with rerolls since it's a plague weapon, can kill a Titan in 1 go

4) Demon Princes, best of them, jacked up with spells and relics and paired with their brothers from Chaos Demons index can wreck anything


A Detachment of cheap strategem points and a detachment of Death Guard is the most game breaking combo. You can have +9CP with under 650 points from renegade heretics, leaving plenty for your killy DG



Now Marine codex compared to that is utter garbage, nothing even comes close and guardsmen, which in any other case seem OP, in case they're vs DG, they actually end up increasing your points by the end game



Proof that space marine codex is the worst. @ 2017/11/07 08:56:17


Post by: Amishprn86


tneva82 wrote:
 Vaktathi wrote:
 Amishprn86 wrote:
WTF... Eldar should be better at DSing than SM, different armies have different tricks...
Hrm, deep striking armies are a pretty deep schtick with Space Marines, the whole "drop pod assault" thing and teleporting terminators and whatnot is all pretty iconic Space Marine deep-strikey stuff.


True that. From fluff point of view marines would be mostly doing shock attacks by waves of drop pods and thunderhawks. Ground war is realm of IG.

As broken as gladius was that's the most fluff-correct marine composition ever...



There is a difference in types of DSing tho I didnt mean to say SM isnt a DS heavy army, i meant it in "alternative DS methods" like WWP's or Warp Jumps etc..., If DE gets a 3 CP WWP to place on the table for infinite DS use, who Eldar players be mad? Maybe but they shouldnt b.c it fits DE play style/Fluff.

Eldar is better at Warping than SM, so the CP for them should be a bit better, as DE should be the best.


Proof that space marine codex is the worst. @ 2017/11/07 09:12:38


Post by: Dovis


 Melissia wrote:
Well, I guess since the "worst" codex in the game is still winning tournaments on a reasonable rate, the game must be fairly balanced [/s]


Cause of Gulliman, that's basically it, Ultramarines with their Primarch, other than that marines are the least competitive codex (of course we're not speaking of Grey Knights, they don't exist and so are even worse)


Proof that space marine codex is the worst. @ 2017/11/07 10:27:05


Post by: Eligius


Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


Proof that space marine codex is the worst. @ 2017/11/07 10:37:59


Post by: CREEEEEEEEED


 IllumiNini wrote:

There are strategems which only target Infantry or another specific type of unit, but the Chapter Tactics themselves apply to all unit types (since all models and units from tanks to bikes to infantry and all the rest of them) have either the '< Chapter >' keyword or a specific Chapter named in their key words, meaning all units in the codex benefit from Chapter Tactics. So.... You got this fundamentally wrong.


Go back and read your codex again. Chapter tactics apply to infantry and dreads only. You got this fundamentally wrong.


Proof that space marine codex is the worst. @ 2017/11/07 10:40:37


Post by: Rolsheen


We've had I think six codexes released so far and the Space Marine one isn't even the worst out of them, It's a bit unreasonable to be making definitive statements like that based on selective data.


Proof that space marine codex is the worst. @ 2017/11/07 10:59:05


Post by: tneva82


Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


Proof that space marine codex is the worst. @ 2017/11/07 11:04:25


Post by: Eligius


tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.


Proof that space marine codex is the worst. @ 2017/11/07 11:51:05


Post by: Dovis


Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Proof that space marine codex is the worst. @ 2017/11/07 12:33:29


Post by: Blackie


With only a few codex out?

Let's wait for 10-12 more codexes to say if the SM one is the worst. I bet they will remain top 3 even in this edition, maybe top 4 if chaos is allowed to bring FW malefic lords.

I really doubt that deathguard, grey knights and tyranids are better than SM.


Proof that space marine codex is the worst. @ 2017/11/07 12:54:16


Post by: Eligius


 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.

What SM do have are Scouts. 3 units of 5 Scouts cost 165 points and instead of numbers you can use their Infiltration rule to create a pretty big Deep Strike null zone with some clever deployment so you have less reason to fear an Alpha Strike on turn one.

This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Proof that space marine codex is the worst. @ 2017/11/07 13:05:46


Post by: Dovis


Eligius wrote:
 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.

What SM do have are Scouts. 3 units of 5 Scouts cost 165 points and instead of numbers you can use their Infiltration rule to create a pretty big Deep Strike null zone with some clever deployment so you have less reason to fear an Alpha Strike on turn one.

This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Void how, here is your errors in judgement:

1) you assumed deepstrike was necessary for anything and that denying the locations would somehow save you

> With a Chaos list you'd simply have troop choices strenching from one table end to the other and marching forward, no deepstrike for you, while none is necessary for them

2) Marines don't have powerful characters to do the heavy hitting, meaning you must invest in transports, so that your heavy hitters don't get wiped on turn 1 if you don't get to go 1st

> With Chaos, you can do the heavy hitting with any unit, due to strategems and spells, even a basic unit like Pox Walkers, can very effectively wound marine vehicles on 3+ and hit on 2+

3) After 2 turns of your shooting Chaos will have more points than they started with due to strategems and on turn 3 they will charge, table wide and table you by turn 4, turn 5 if you're very lcuky


Proof that space marine codex is the worst. @ 2017/11/07 13:12:14


Post by: RogueApiary


Eligius wrote:
 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.



What? You DO have access to cheap screens. One detachment slot and 200 points gets you FORTY ld 7 objsec bodies with orders AND 3 CP. Just because you choose not to use the tools doesn't mean they aren't there. If you want to play a fluffy mono faction army, thats fine, but if you're serious about being competitive, don't hamstring yourself with artificial restrictions. Play the game to its rules at that point and take advantage of the IMPERIUM key word to its fullest.


Proof that space marine codex is the worst. @ 2017/11/07 13:15:28


Post by: Kaiyanwang


 Dovis wrote:
 Kaiyanwang wrote:
Worst compared to what?
What DG or GK have of comparable?


Are you joking?

DG is the BEST codex by far


Is beyond the point. My criticism was " you cannot compare a codex to ONE faction and say is the worst".
AdMech players jumped in too, in addition to GK ones. I just picked up 2 factions.
Also, your points about DG are fine but you are over-selling it. Is a fine, awesome faction that I love but you still need soup to be on top, and then maybe.


Proof that space marine codex is the worst. @ 2017/11/07 13:26:37


Post by: Darsath


RogueApiary wrote:
Eligius wrote:
 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.



What? You DO have access to cheap screens. One detachment slot and 200 points gets you FORTY ld 7 objsec bodies with orders AND 3 CP. Just because you choose not to use the tools doesn't mean they aren't there. If you want to play a fluffy mono faction army, thats fine, but if you're serious about being competitive, don't hamstring yourself with artificial restrictions. Play the game to its rules at that point and take advantage of the IMPERIUM key word to its fullest.

This really is the crutch of GW's ally system, and why I really do hate it. Since they are making the Imperium all one mega-faction, they can't have any substantial strengths individually over other factions. If they did, it would make the Imperium a mega-faction with every major strength and none of the weaknesses. What this means is that armies like Marines or Ad Mech are designed around running other Imperium armies for competitive, and others like Grey Knights are only designed as a small allied detachment. If they would get rid of this ally system, they could make these armies individually more pronounced and more expressive, promoting their unique strengths without offering it to every other released imperium army, as well as offering some sort of weakness that would exist (say like 'lack of chaff' in marines/GK, lack of elite infantry for IG).


Proof that space marine codex is the worst. @ 2017/11/07 13:39:24


Post by: Dovis


RogueApiary wrote:
Eligius wrote:
 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.



What? You DO have access to cheap screens. One detachment slot and 200 points gets you FORTY ld 7 objsec bodies with orders AND 3 CP. Just because you choose not to use the tools doesn't mean they aren't there. If you want to play a fluffy mono faction army, thats fine, but if you're serious about being competitive, don't hamstring yourself with artificial restrictions. Play the game to its rules at that point and take advantage of the IMPERIUM key word to its fullest.


Exactly, you have to replace marines with IG, the more replacing you do - the stronger the list gets, that is exactly he point, Marines are weak for their points, very few units in their roster are worth the point cost


Proof that space marine codex is the worst. @ 2017/11/07 13:48:23


Post by: Melissia


There's no evidence to suggest that marines need replacing to make stronger. Marines without guard are damn strong.


Proof that space marine codex is the worst. @ 2017/11/07 13:52:35


Post by: Neophyte2012


Eligius wrote:
 Dovis wrote:
Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.



Tht's exactly what it means.

You can reliably go with CSM /Renegades + DG or Imperial Guard, which are above the rest by a noticeable margin

There are certain things that are a pre-requisite for a good list:

(1) Choice of cheap screening units to absorb alpha strikes

(2) Hard hitting units

(3) Utility options (to get stuff in place to do what you want them to do), comes in the form of psychics, strategems and mobile units/transports


SM doesn't have (1) and that's pretty much why they will not be a top tier list in 8th, they are above average in (2) and mediocre in (3). Gulliman raises (2) to such a height that it can compensate for the lack of (1) and having mediocre (3)

If you're talking competitive, you have to assume the skill gap between players isn't that high and when it isn't that high - the tools they bring do the talking and that's exactly what we see in tournaments.



Regarding point 1:

Space marines don't have access to big units with cheap bodies like Cultists, Conscripts or Pox Walkers to absorb an Alpha strike through sheer attrition: They're just not that kind of army and something you'll need to accept when making a SM tourny list.

What SM do have are Scouts. 3 units of 5 Scouts cost 165 points and instead of numbers you can use their Infiltration rule to create a pretty big Deep Strike null zone with some clever deployment so you have less reason to fear an Alpha Strike on turn one.

This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Scouts are really squishy for their points. While they can prevent 1st turn deepstrike, they are easily killed by just about anything decent in the game. Basically, if Marine don't get 1st turn, the screen will not exist when Turn 2 comes when enemy deepstrike unit comes in and cannot stop the "move twice" fly units to jump over them (such as Flyrant (especially those supported by Swarmlord) or Daemon Princes) and / or fast moving assault units like Genestealers. By then the Razorbacks will be tied in combat and drag down under either the weight of attacks (Genestealers) or high quality of attacks (Flyrant / Daemon Princes), at minimum, it is gonna be silenced from Turn 2 onwards. That is what even Guiliman cannot stop, since it cannot fix the problem of how squishy marines on foot are in current edition environment for their overcosted points.


Proof that space marine codex is the worst. @ 2017/11/07 14:31:44


Post by: Unit1126PLL


Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.

EDIT:

And the Annihilator doesn't even come out that badly. The Leman Russ Annihilator with Grinding Advance (its direct competitor) gets 5 BS4+ Lascannon shots, while the Pred gets 4 BS3+ lascannon shots. The only regimental doctrines that help the Leman Russ Annihilator are 1) Cadian (if it never moves) which is essentially the same as having it near a Captain or having Chronus, 2) Tallarn, so the think can fire it's 5th lascannon shot at 4+ even if it moves, instead of 5+. 3) Steel Legion (I guess?) that lets it ignore AP -1 on weapons that have that (meh), 4) Valhallan, who essentially keep it hitting on a 4+ when it should be a 5+ and a 5+ when it should be a 6+ (Since the Pred never drops below 5+ without being dead, this makes them about even) and 5) Mordian, so that it can overwatch on a 5+ if you bought another vehicle to go with it. woo.


Proof that space marine codex is the worst. @ 2017/11/07 14:38:13


Post by: Melissia


The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


Proof that space marine codex is the worst. @ 2017/11/07 14:43:13


Post by: Unit1126PLL


 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.


Proof that space marine codex is the worst. @ 2017/11/07 14:47:00


Post by: Xenomancers


 Lance845 wrote:
Is most eldar shooting on a 3+ or 4+?

Because most armys out there have their rank and file hitting on a 4+ normally. Which means the OP statment that space marines are not hitting anything on their -1 is nonsense.

If eldar are normally bs 4+ then the stratagem being the same cost without the penalty makes a lot of sense. For the same price you get the same chance to hit.

12" range is odd..... But why would anyone have a deepstrike unit they are not placing as close as possible?

Eldar don't have a single 4+ to hit unit in their army. Everything is BS 3+. These strategems are the same cost. The aim do to the same thing. One has a -1 to hit disadvantage and only allowed to use 12" range. To defend this is pretty absurd - it's a clear proof of gross imbalance. The other has 0 restrictions other than the unit you select has to be within 6" of a farseer. Which is going to be in possition to support your best shooting units anyways.


Automatically Appended Next Post:
 Blackie wrote:
With only a few codex out?

Let's wait for 10-12 more codexes to say if the SM one is the worst. I bet they will remain top 3 even in this edition, maybe top 4 if chaos is allowed to bring FW malefic lords.

I really doubt that deathguard, grey knights and tyranids are better than SM.

They are all better. Unless it's ultra marines with guilliman in which case only the tyranids are going to be better.


Automatically Appended Next Post:
 BoomWolf wrote:
 Vaktathi wrote:
 Amishprn86 wrote:
WTF... Eldar should be better at DSing than SM, different armies have different tricks...
Hrm, deep striking armies are a pretty deep schtick with Space Marines, the whole "drop pod assault" thing and teleporting terminators and whatnot is all pretty iconic Space Marine deep-strikey stuff.


Though you still have drop pods.
And terminators.


The stratagem just lets you "deep strike" things you really shouldn't, like sternguard without a pod.

Ahh yes...the 87 point drop pods that can only deep strike an infantry unit with a max capacity of 10. While other units deep strike for free...or can pay 1 command point to deep strike...this codex is terrible.


Proof that space marine codex is the worst. @ 2017/11/07 14:55:25


Post by: Unit1126PLL


Ah, yes, the old "directly-comparable things are different between codices and therefore they are imbalanced" argument.

Because nowhere in the history of gaming have there been two directly comparable options in two completely different situations and one was better.

Like wtf, why does a wizard get more spell slots than my fighter. The number of spell-slots is directly comparable but I get less! So unfair, much imbalance.


Proof that space marine codex is the worst. @ 2017/11/07 14:58:02


Post by: Xenomancers


Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.
What are you even saying? If you can't win with space marines without guilliman you are a bad player? No...it's actually quite the opposite. If you can't win with space marines without guilliman - that's pretty much the expected result from any player.


Proof that space marine codex is the worst. @ 2017/11/07 15:01:00


Post by: Vaktathi


 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!


Proof that space marine codex is the worst. @ 2017/11/07 15:04:46


Post by: Xenomancers


 Unit1126PLL wrote:
Ah, yes, the old "directly-comparable things are different between codices and therefore they are imbalanced" argument.

Because nowhere in the history of gaming have there been two directly comparable options in two completely different situations and one was better.

Like wtf, why does a wizard get more spell slots than my fighter. The number of spell-slots is directly comparable but I get less! So unfair, much imbalance.

I don't think dungeons and dragons is even supposed to be balanced. In this case though your fighter would have a higher strength characteristic which allows him to wield more powerful weapons or something like that. There would be a balancing factor or an attempt at one in the least. Anyways...I don't know RPG's. Here is a clear example of 2 strategems that do exactly the same thing - except one has 2 restrictions (to the point it becomes worthless) and the other essentially has no restriction(to the point that deep striking anything against this army is just giving away a unit) - is there a balancing factor here? Are marines so wildly better than eldar that eldar need their stratagems to be twice as good to beat them?


Proof that space marine codex is the worst. @ 2017/11/07 15:05:52


Post by: Blacksails


Its pretty easy to claim marines are the worst when we ignore all tournament results and make some baseless emotional, hyperbolic arguments not grounded in reality.

Its probably easier to just play the victim and ignore all the lists that have made it to the top tables without G-man.


Proof that space marine codex is the worst. @ 2017/11/07 15:06:25


Post by: Xenomancers


 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.


Proof that space marine codex is the worst. @ 2017/11/07 15:14:16


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
Ah, yes, the old "directly-comparable things are different between codices and therefore they are imbalanced" argument.

Because nowhere in the history of gaming have there been two directly comparable options in two completely different situations and one was better.

Like wtf, why does a wizard get more spell slots than my fighter. The number of spell-slots is directly comparable but I get less! So unfair, much imbalance.

I don't think dungeons and dragons is even supposed to be balanced. In this case though your fighter would have a higher strength characteristic which allows him to wield more powerful weapons or something like that. There would be a balancing factor or an attempt at one in the least. Anyways...I don't know RPG's. Here is a clear example of 2 strategems that do exactly the same thing - except one has 2 restrictions (to the point it becomes worthless) and the other essentially has no restriction(to the point that deep striking anything against this army is just giving away a unit) - is there a balancing factor here? Are marines so wildly better than eldar that eldar need their stratagems to be twice as good to beat them?


Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?

And your hyperbole is showing: one stratagem being better does not make "their stratagems twice as good." It makes one stratagem better, that's all we can say.

Yes, I concede that the Eldar anti-DS shooting stratagem is better than the Space Marine one.

I do not concede the point that we can somehow draw wholesale conclusions about the balance of the game from that singular fact.


Proof that space marine codex is the worst. @ 2017/11/07 15:15:56


Post by: Mr Morden


 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.

uhh what?

-Only raven guard can use the infiltrate just before the beginning of the game stratagem.
-Any Eldar craft-world can use the webway portal.

Then we have Chapter tactics rule which only affects infantry bikers and dreads - Not our tanks...which are actually the only thing that is competitive in our codex. Which is also sad. Every other army? Unlimitted access to their army traits. The only thing the marines have is Guilliman. Is chapter approved going to fix all this?



Some armies are still without Codexes - given that almost every codex so far has been some variety of Marines it is to be hoped that Chapter Approved does not waste even more time buffing the already codex blessed who already have their widespread points drops, free artefacts, unique stratagems, Chapter tactics etc etc.

Leave Chapter Approved to those who are still languishing in the land of the Index and might be still waiting 3, 6 months or even longer (never) for an actual dex.

On you specifics: If the tanks are in your own words "Competitive" well then they don't need further boosts do they?


Proof that space marine codex is the worst. @ 2017/11/07 15:18:48


Post by: Unit1126PLL


 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage


Proof that space marine codex is the worst. @ 2017/11/07 15:23:06


Post by: Grand.Master.Raziel


Marine players get criticized for playing soup list.

Then, when Marine players point out they don't have cheap screening units like Cultists, they get criticized for not playing soup lists.


Proof that space marine codex is the worst. @ 2017/11/07 15:23:07


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
Ah, yes, the old "directly-comparable things are different between codices and therefore they are imbalanced" argument.

Because nowhere in the history of gaming have there been two directly comparable options in two completely different situations and one was better.

Like wtf, why does a wizard get more spell slots than my fighter. The number of spell-slots is directly comparable but I get less! So unfair, much imbalance.

I don't think dungeons and dragons is even supposed to be balanced. In this case though your fighter would have a higher strength characteristic which allows him to wield more powerful weapons or something like that. There would be a balancing factor or an attempt at one in the least. Anyways...I don't know RPG's. Here is a clear example of 2 strategems that do exactly the same thing - except one has 2 restrictions (to the point it becomes worthless) and the other essentially has no restriction(to the point that deep striking anything against this army is just giving away a unit) - is there a balancing factor here? Are marines so wildly better than eldar that eldar need their stratagems to be twice as good to beat them?


Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?

And your hyperbole is showing: one stratagem being better does not make "their stratagems twice as good." It makes one stratagem better, that's all we can say.

Yes, I concede that the Eldar anti-DS shooting stratagem is better than the Space Marine one.

I do not concede the point that we can somehow draw wholesale conclusions about the balance of the game from that singular fact.

The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?


Automatically Appended Next Post:
 Mr Morden wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.

uhh what?

-Only raven guard can use the infiltrate just before the beginning of the game stratagem.
-Any Eldar craft-world can use the webway portal.

Then we have Chapter tactics rule which only affects infantry bikers and dreads - Not our tanks...which are actually the only thing that is competitive in our codex. Which is also sad. Every other army? Unlimitted access to their army traits. The only thing the marines have is Guilliman. Is chapter approved going to fix all this?



Some armies are still without Codexes - given that almost every codex so far has been some variety of Marines it is to be hoped that Chapter Approved does not waste even more time buffing the already codex blessed who already have their widespread points drops, free artefacts, unique stratagems, Chapter tactics etc etc.

Leave Chapter Approved to those who are still languishing in the land of the Index and might be still waiting 3, 6 months or even longer (never) for an actual dex.

On you specifics: If the tanks are in your own words "Competitive" well then they don't need further boosts do they?

You should take comfort in the fact that your codex is probably already written and it's going to be better than the space marine codex when it comes out.


Proof that space marine codex is the worst. @ 2017/11/07 15:26:13


Post by: Unit1126PLL


 Xenomancers wrote:
The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?


Here's some food for thought:

The Eldar one, well, it's one use, and you just have to accept you're going to get shot by it. Doesn't affect my thinking at all. It's unavoidable, so may as well just bite the bullet.

The Space Marine one: you may think it's worthless and not use it at all! But if you do, then I might be in big trouble. So maybe I'll deep strike outside of 12", and then be outside of that crucial rapid-fire plasma range or completely out of meltagun range. Or maybe I can just take the losses - heck, it may be easier to just target a different unit entirely that can't kill me as well - ah crap, that unit is screened. Well, bugger.

Ta-da! The Space Marine one actually affects the opponents planning and psychology more than the eldar one. It can have a meaningful effect on the opponent's thinking and decision loop without costing any CP at all!

Not that I'd expect anyone that thinks mathhammer is the One True God to understand how important it is to affect the opponents planning and psychology...


Proof that space marine codex is the worst. @ 2017/11/07 15:28:14


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage

You know the battle cannon is 2d6 str 8 shots right? I can tell that math is wrong just by looking at the results. Here - I will help you.
The battle cannon averages close to 3 las cannons against a non optimal target. t8 is exceedingly rare. Vs t7 the results become laughable. that a 28 point weapon produces MORE damage than 75 points of las cannons against a rhino.


Proof that space marine codex is the worst. @ 2017/11/07 15:29:55


Post by: Eligius


 Xenomancers wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.
What are you even saying? If you can't win with space marines without guilliman you are a bad player? No...it's actually quite the opposite. If you can't win with space marines without guilliman - that's pretty much the expected result from any player.


No, I'm saying that claiming Roboute is a defacto auto-include your SM army for tournaments is pure hyperbole.


Proof that space marine codex is the worst. @ 2017/11/07 15:30:30


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage

You know the battle cannon is 2d6 str 8 shots right? I can tell that math is wrong just by looking at the results. Here - I will help you.


You know that the 2d6 shots is incorporated in the cost of the platform and not the weapon, right? Because the platform has the special rule?

Or did you think that Malcador's battlecannon should go up in price because the Leman Russ can shoot it twice?


Proof that space marine codex is the worst. @ 2017/11/07 15:31:34


Post by: Vaktathi


 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.
With double firing against T7 or lower targets? Sure. A supercharged Executioner plasma cannon is even better against those targets however and is the same cost.


Proof that space marine codex is the worst. @ 2017/11/07 15:32:32


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage

You know the battle cannon is 2d6 str 8 shots right? I can tell that math is wrong just by looking at the results. Here - I will help you.


You know that the 2d6 shots is incorporated in the cost of the platform and not the weapon, right? Because the platform has the special rule?

Or did you think that Malcador's battlecannon should go up in price because the Leman Russ can shoot it twice?

Ofc it's cost should have gone up for shooting twice?


Proof that space marine codex is the worst. @ 2017/11/07 15:34:50


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage

You know the battle cannon is 2d6 str 8 shots right? I can tell that math is wrong just by looking at the results. Here - I will help you.


You know that the 2d6 shots is incorporated in the cost of the platform and not the weapon, right? Because the platform has the special rule?

Or did you think that Malcador's battlecannon should go up in price because the Leman Russ can shoot it twice?

Ofc it's cost should have gone up for shooting twice?




The special rule that lets it fire twice is on the Leman Russ, not the Battlecannon. The Leman Russ has a separate points cost, that presumably includes that special rule on it because the battlecannon can be taken by other units that do not fire twice. The battlecannon that can shoot twice (i.e. Rapid Fire Battle Cannon on the Knight) costs 100 points.

Why is this hard?


Proof that space marine codex is the worst. @ 2017/11/07 15:39:14


Post by: Vaktathi


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Vaktathi wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
I'm more annoyed that, on top of vehicles not getting Chapter Tactics (though that would be silly on Ultramarines vehicles), is apparently even Tyranids are getting a Grinding Advance rule on the Tyrannofex. It wouldn't have killed GW to throw Chaos Marines and Loyalist Scum a bone to Predators.


It's worth noting that the Destructor model of predator (the autocannon one) already kind of got it, with the 2d3 rather than 2 shots. They doubled, on average, it's number of shots.

It was part of the reason the battlecannon was so bad on the Russ - the Predator's gun had 1 lower strength and AP but a higher number of hits. Compared to how they were earlier editions, and the LRBT came out the loser.

It's just the Annihilator that misses out really.
It is also important to take note here that even without Grinding Advance, a heavy support Predator Annihilator is a way better tank/monster hunter and is putting out far more damage on average than any Heavy Support Russ variant even with double firing, unless we're talking a hideously expensive stationary russ with Multimelta sponsons at close range. Even with double-firing, the Russ tanks seem to largely be merely "Ok" rather than "amazing" for the most part. Though the Fire Prism now seems to be an autotake x2 in almost every Eldar list looking at the army list forum

Also, talking Autocannon variants, the Predator Destructor went from 2 shots to 2D3 (average 4, max 6), the Leman Russ Exterminator went from a 4 shot Twin Linked Autocannon to...a 4 shot autocannon, it was one of the only units in the game not to get its twin linked rate of fire doubled in its native profile in the Index or Codex in the transition from 7E to 8E. It's weapon has worse range, AP and S than a Battlecannon...and lower average and lower max damage against most kinds of targets...and somehow is more expensive than a battlecannon. Thanks GW!
A battlecannon costs about the same as a lascannon and is as effective as 3 of them on a russ.



Effective against what targets:

Against another Russ (Assuming BS 4+):
3 Lascannons: 2.91 damage
Battlecannon: 1.16 damage

You know the battle cannon is 2d6 str 8 shots right? I can tell that math is wrong just by looking at the results. Here - I will help you.


You know that the 2d6 shots is incorporated in the cost of the platform and not the weapon, right? Because the platform has the special rule?

Or did you think that Malcador's battlecannon should go up in price because the Leman Russ can shoot it twice?

Ofc it's cost should have gone up for shooting twice?
The weapon didn't change, a Battlecannon is the same weapon on a Defiler as it is on a Russ, same as a Demolisher cannon on a Russ or Vindicator. The platform it's being put on got a rule allowing it to double fire, not the gun itself. GW has decided to keep weapons profiles largely the same across all armies.

It's the Russ platform that got the double-firing rule, applied to any turret weapon regardless of what it is. It got that rule because, quite frankly, Russ tanks were dramatically underwhelming without it given what they cost in the Index, and they can only do that if they don't take advantage of the greatly expanded movement they've been given in 8E too.


Proof that space marine codex is the worst. @ 2017/11/07 15:43:13


Post by: Mr Morden


You should take comfort in the fact that your codex is probably already written and it's going to be better than the space marine codex when it comes out.


But they are not out. They are not going to be out for months - if they all even get Codexes.

My Dark Eldar don't have cool artefacts like my Marines, My Sisters don't have cool Order tactics like my Marines, my Tau don't have special stratagems like my Marines, My Orks don't have points drops across the board like my Marines

How long have Marines had all theses bonuses?? but I forget - that's all fine - we should wait and it will all be fine - but obviously Marines need action now to make them better?

None of these armies have a whole new range of units and vehicles - like oh yeah Marines - one of these armies doesn't have plastic models....but that's fine cos look Marines.

We might get something in Chapter Approved, but not if its cluttered up with yet more Marine stuff.

GW are adjusting stuff as they go along so its possible some things may yet change - they have adjusted Guard recently and likely there will be some adjustments to Eldar and then Nids when they come out.

Ofc it's cost should have gone up for shooting twice?
Remind me which marine units got points increases when they got better in the Codex? In fact remind which Marine units got any kind of increase? Presumably this was rebalancing ? So the same is true of every other Codex?


Proof that space marine codex is the worst. @ 2017/11/07 15:44:38


Post by: Xenomancers


Russ was not really underperfoming. It just wasn't playing because of manticores and basilisks being OP as gak.


Proof that space marine codex is the worst. @ 2017/11/07 15:45:55


Post by: Dionysodorus


 Unit1126PLL wrote:

The special rule that lets it fire twice is on the Leman Russ, not the Battlecannon. The Leman Russ has a separate points cost, that presumably includes that special rule on it because the battlecannon can be taken by other units that do not fire twice. The battlecannons that can shoot twice (i.e. Rapid Fire Battle Cannon on the Knight) costs 100 points.

Why is this hard?

I mean, it's pretty silly to talk like the platform and its weapons are separable. You can't figure out the appropriate cost of the full package except by considering the full package. "Grinding Advance" would be almost worthless if Russes were choosing between lasguns and bolt pistols for their turret weapon. It also makes absolutely no sense to try to compare weapon costs for weapons that have no overlap in terms of other weapons that can be taken instead. Like, obviously it's meaningless that a Shadowsword's volcano cannon is free. That doesn't reflect the balance team's judgment that it is weaker than a 2 point storm bolter. The RFBC is priced what it is because they wanted to keep the Knight chassis at (about?) the same price, with their cost differences due to their weapons, and so the RFBC needs to be priced as if competing directly with much less desirable options like the reaper chainsword. If you wanted to let Russes choose between lasguns and battle cannons for their turret weapon, you would have to significantly increase the price of their battle cannon (and lower the price of the platform) in order for players to have any reason at all to take the lasgun. As-is the model can get away with being expensive relative to its main gun because all of the main guns are comparably powerful.


Proof that space marine codex is the worst. @ 2017/11/07 15:47:40


Post by: Xenomancers


 Mr Morden wrote:
You should take comfort in the fact that your codex is probably already written and it's going to be better than the space marine codex when it comes out.


But they are not out. They are not going to be out for months - if they all even get Codexes.

My Dark Eldar don't have cool artefacts like my Marines, My Sisters don't have cool Order tactics like my Marines, my Tau don't have special stratagems like my Marines, My Orks don't have points drops across the board like my Marines

How long have Marines had all theses bonuses?? but I forget - that's all fine - we should wait and it will all be fine - but obviously Marines need action now to make them better?

None of these armies have a whole new range of units and vehicles - like oh yeah Marines - one of these armies doesn't have plastic models....but that's fine cos look Marines.

We might get something in Chapter Approved, but not if its cluttered up with yet more Marine stuff.

GW are adjusting stuff as they go along so its possible some things may yet change - they have adjusted Guard recently and likely there will be some adjustments to Eldar and then Nids when they come out.

Ofc it's cost should have gone up for shooting twice?
Remind me which marine units got points increases when they got better in the Codex? In fact remind which Marine units got any kind of increase? Presumably this was rebalancing ? So the same is true of every other Codex?

You've got the crap end of of the stick for all your armies. I think we will have tau soon at least. I can sympathize with that. I'd rather be you though with my favorite army being complete trash except when I play with this giant gorillia that makes my stuff twice as good. Then people complain when I use him.


Proof that space marine codex is the worst. @ 2017/11/07 15:48:47


Post by: Tristanleo


 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.


Proof that space marine codex is the worst. @ 2017/11/07 15:51:41


Post by: Xenomancers


 Mr Morden wrote:
You should take comfort in the fact that your codex is probably already written and it's going to be better than the space marine codex when it comes out.


But they are not out. They are not going to be out for months - if they all even get Codexes.

My Dark Eldar don't have cool artefacts like my Marines, My Sisters don't have cool Order tactics like my Marines, my Tau don't have special stratagems like my Marines, My Orks don't have points drops across the board like my Marines

How long have Marines had all theses bonuses?? but I forget - that's all fine - we should wait and it will all be fine - but obviously Marines need action now to make them better?

None of these armies have a whole new range of units and vehicles - like oh yeah Marines - one of these armies doesn't have plastic models....but that's fine cos look Marines.

We might get something in Chapter Approved, but not if its cluttered up with yet more Marine stuff.

GW are adjusting stuff as they go along so its possible some things may yet change - they have adjusted Guard recently and likely there will be some adjustments to Eldar and then Nids when they come out.

Ofc it's cost should have gone up for shooting twice?
Remind me which marine units got points increases when they got better in the Codex? In fact remind which Marine units got any kind of increase? Presumably this was rebalancing ? So the same is true of every other Codex?

Some stuff got cheaper. As far as I know not a single unit got better and cheaper at the same time. Many AM units got this. Devastator centurions got more expensive whilst already being extremely over-costed.


Proof that space marine codex is the worst. @ 2017/11/07 15:52:05


Post by: Unit1126PLL


Dionysodorus wrote:
 Unit1126PLL wrote:

The special rule that lets it fire twice is on the Leman Russ, not the Battlecannon. The Leman Russ has a separate points cost, that presumably includes that special rule on it because the battlecannon can be taken by other units that do not fire twice. The battlecannons that can shoot twice (i.e. Rapid Fire Battle Cannon on the Knight) costs 100 points.

Why is this hard?

I mean, it's pretty silly to talk like the platform and its weapons are separable. You can't figure out the appropriate cost of the full package except by considering the full package. "Grinding Advance" would be almost worthless if Russes were choosing between lasguns and bolt pistols for their turret weapon. It also makes absolutely no sense to try to compare weapon costs for weapons that have no overlap in terms of other weapons that can be taken instead. Like, obviously it's meaningless that a Shadowsword's volcano cannon is free. That doesn't reflect the balance team's judgment that it is weaker than a 2 point storm bolter. The RFBC is priced what it is because they wanted to keep the Knight chassis at (about?) the same price, with their cost differences due to their weapons, and so the RFBC needs to be priced as if competing directly with much less desirable options like the reaper chainsword. If you wanted to let Russes choose between lasguns and battle cannons for their turret weapon, you would have to significantly increase the price of their battle cannon (and lower the price of the platform) in order for players to have any reason at all to take the lasgun. As-is the model can get away with being expensive relative to its main gun because all of the main guns are comparably powerful.


So how would you handle a situation where a tank, like the Malcador, could take a Battlecannon, and so could your theoretical Russ.

Would the cost of the Malcador platform go down consummately with the Russ's, and the Battlecannon would be hugely expensive, making the 5-heavy-bolter Malcador variant ridiculously cheap?


Proof that space marine codex is the worst. @ 2017/11/07 15:52:59


Post by: Xenomancers


Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.

Why would an eldar player not bring a farseer?


Proof that space marine codex is the worst. @ 2017/11/07 15:55:43


Post by: Unit1126PLL


 Xenomancers wrote:
Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.

Why would an eldar player not bring a farseer?


Maybe because they don't want it leashed to within 6" of their dark reapers like a dog?


Proof that space marine codex is the worst. @ 2017/11/07 15:58:46


Post by: Audustum


Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.


Just wanted to highlight that I think the Space Marine one can only be used on Infantry AND gives a -1 to Hit.

That said, I'm siding with the folks in the beginning who said Grey Knights have the worst. Did you know the Codex made our Terminators more expensive? Terminators.


Proof that space marine codex is the worst. @ 2017/11/07 15:59:08


Post by: Breng77


 Xenomancers wrote:
 Unit1126PLL wrote:
Ah, yes, the old "directly-comparable things are different between codices and therefore they are imbalanced" argument.

Because nowhere in the history of gaming have there been two directly comparable options in two completely different situations and one was better.

Like wtf, why does a wizard get more spell slots than my fighter. The number of spell-slots is directly comparable but I get less! So unfair, much imbalance.

I don't think dungeons and dragons is even supposed to be balanced. In this case though your fighter would have a higher strength characteristic which allows him to wield more powerful weapons or something like that. There would be a balancing factor or an attempt at one in the least. Anyways...I don't know RPG's. Here is a clear example of 2 strategems that do exactly the same thing - except one has 2 restrictions (to the point it becomes worthless) and the other essentially has no restriction(to the point that deep striking anything against this army is just giving away a unit) - is there a balancing factor here? Are marines so wildly better than eldar that eldar need their stratagems to be twice as good to beat them?


So requiring a farseer and being within 6" of said farseer aren't restricitons? Both deter deepstrike, and in order for the eldar one to be good you need to build specifically to use it unlike the marine version. The marine version is far from useless, it just isn't something you would build around.

Look at it this way, if I don't bring a farseer my opponent can deepstrike all they want. If I don't bring an ultra long range unit to go with that farseer it doesn't do much. You are looking at OMG imagine that with a 10 strong group of Dark Reapers!!! But now you are sinking 25% of your points into said unit for a stratagem that may only sometimes be useful.

The eldar one has the potential to be stronger, but is not always usable, the marine one is more flexible.


Proof that space marine codex is the worst. @ 2017/11/07 15:59:55


Post by: Xenomancers


No problem - put it on a jetbike and it can move 20 inches every turn. It's spells also have good range. Plus nothing forces you to use the stratagem. Not including a farseer in your army is a pretty dumb idea though. They are are the staple eldar HQ.


Proof that space marine codex is the worst. @ 2017/11/07 16:00:37


Post by: Breng77


 Xenomancers wrote:
Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.

Why would an eldar player not bring a farseer?


because they are not the auto-take HQ they used to be? As for not using the stratagem sure, you don't have to, neither do marines, but theirs makes the opponent think quite a bit more.


Proof that space marine codex is the worst. @ 2017/11/07 16:01:21


Post by: Unit1126PLL


 Xenomancers wrote:
No problem - put it on a jetbike and it can move 20 inches every turn. It's spells also have good range. Plus nothing forces you to use the stratagem. Not including a farseer in your army is a pretty dumb idea though. They are are the staple eldar HQ.


Put it on a jetbike and have it masturbate by your Dark Reapers for 3 turns until your opponent is required to bring in their deep-strikers? Yeah, make it even more expensive and have it miss have the game with its 18" range psychic powers. Good plan.

Also, "you aren't forced to use the stratagem" isn't really a good defense.


Proof that space marine codex is the worst. @ 2017/11/07 16:02:53


Post by: the_scotsman



The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".



"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?

No better unit in the game. Not a single better unit. You know that theoretically you could have a superheavy use this stratagem, right? Or a whole unit of double-firing dakkastelans? I'm not saying Dark Reapers aren't a powerful unit, they absolutely are, but come on. If you want people to take what you say seriously, avoid this kind of stupid hyperbole.


Proof that space marine codex is the worst. @ 2017/11/07 16:03:03


Post by: Breng77


Also of not Marines were the first codex, it is not improbable that they will get buffs in chapter approved.


Proof that space marine codex is the worst. @ 2017/11/07 16:03:21


Post by: Xenomancers


Audustum wrote:
Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.


Just wanted to highlight that I think the Space Marine one can only be used on Infantry AND gives a -1 to Hit.

That said, I'm siding with the folks in the beginning who said Grey Knights have the worst. Did you know the Codex made our Terminators more expensive? Terminators.

Greyknights are not actually as bad as marines. Also - as an allied force greyknights bring some really good stuff to the table - no one would allie a marine force for any reason - it would just make your army worse. It's okay though - we can ignore how bad the marine codex is because the greyknights codex is also bad.


Proof that space marine codex is the worst. @ 2017/11/07 16:04:52


Post by: Breng77


LOL...no one would ally in a marine force..yeah ok. No one runs RG, no one runs storm ravens.


Proof that space marine codex is the worst. @ 2017/11/07 16:06:30


Post by: Blacksails


 Xenomancers wrote:

Greyknights are not actually as bad as marines.


Blood of Kittens 8th edition tournament results compendium.

Marines: 12 results in the Top 3.
GK: 1 result that came 2nd.

At least try and have some sort of logical argument when you claim nonsense like this.


Proof that space marine codex is the worst. @ 2017/11/07 16:07:13


Post by: Xenomancers


the_scotsman wrote:

The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".



"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?

No better unit in the game. Not a single better unit. You know that theoretically you could have a superheavy use this stratagem, right? Or a whole unit of double-firing dakkastelans? I'm not saying Dark Reapers aren't a powerful unit, they absolutely are, but come on. If you want people to take what you say seriously, avoid this kind of stupid hyperbole.


10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Proof that space marine codex is the worst. @ 2017/11/07 16:08:55


Post by: TwinPoleTheory


 Mr Morden wrote:


Some armies are still without Codexes - given that almost every codex so far has been some variety of Marines it is to be hoped that Chapter Approved does not waste even more time buffing the already codex blessed who already have their widespread points drops, free artefacts, unique stratagems, Chapter tactics etc etc.

Leave Chapter Approved to those who are still languishing in the land of the Index and might be still waiting 3, 6 months or even longer (never) for an actual dex.

On you specifics: If the tanks are in your own words "Competitive" well then they don't need further boosts do they?


I want one page in Chapter Approved, to cover all the SM/CSM Legions and Chapters. I want it to provide Legion and Chapter traits to the rest of the army in some regard. Most of them can be flat out added to the other units in the army without issue, in a couple cases they would have to be tweaked to be applicable to vehicles, that's it. Index lists can have the entire rest of the book as far as I'm concerned. Apparently we're going to get some vehicle customization rules also, I'm sure nothing broken will come of that.

I don't really have a problem with the Eldar having a better anti-DS stratagem, it's fluffy, they have the oracular powers of the Farseers, rock on.

The fact that marines forget everything they learned in basic training the moment they strap on a seatbelt is dumb.

Anyhow, it seems this is devolving into tangent fest when people are arguing Predator vs LRBT, I think I saw one Predator at SCO, maybe, that should really tell you all you need to know. Then again, I have a low opinion of the Predator within the context of SM/CSM armies, transport > tank imho in this edition.


Proof that space marine codex is the worst. @ 2017/11/07 16:09:26


Post by: Unit1126PLL


 Xenomancers wrote:
the_scotsman wrote:

The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".



"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?

No better unit in the game. Not a single better unit. You know that theoretically you could have a superheavy use this stratagem, right? Or a whole unit of double-firing dakkastelans? I'm not saying Dark Reapers aren't a powerful unit, they absolutely are, but come on. If you want people to take what you say seriously, avoid this kind of stupid hyperbole.


10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Baneblade with max sponsons.


Proof that space marine codex is the worst. @ 2017/11/07 16:14:54


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
the_scotsman wrote:

The eldar one is infinitely better in so far as no player with knowledge of marine stratagems would deep strike next to a big shooting unit. They will just deep strike farther away or deep strike withing 12 inches of a unit that can't hurt them much but out of 12 inch from anything that can hurt them. The eldar one has 0 counterplay - except coming in out of line of site which often means doing 0 damage that turn.

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".



"Wait so you're saying that the strength of one character / army list may in fact exist independently of two statistics taken completely out of context?"
are you saying that the eldar can't use the strategem as well as the marines could? And so the marines strategem was double nerfed to prevent them from abusing it. When in fact - there is no better unit in the game to use this strategem on other than a unit of dark reapers?

No better unit in the game. Not a single better unit. You know that theoretically you could have a superheavy use this stratagem, right? Or a whole unit of double-firing dakkastelans? I'm not saying Dark Reapers aren't a powerful unit, they absolutely are, but come on. If you want people to take what you say seriously, avoid this kind of stupid hyperbole.


10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Baneblade with max sponsons.

Cool - just start listing off 500+ point lords of war please.


Automatically Appended Next Post:
 Unit1126PLL wrote:
 Xenomancers wrote:
No problem - put it on a jetbike and it can move 20 inches every turn. It's spells also have good range. Plus nothing forces you to use the stratagem. Not including a farseer in your army is a pretty dumb idea though. They are are the staple eldar HQ.


Put it on a jetbike and have it masturbate by your Dark Reapers for 3 turns until your opponent is required to bring in their deep-strikers? Yeah, make it even more expensive and have it miss have the game with its 18" range psychic powers. Good plan.

Also, "you aren't forced to use the stratagem" isn't really a good defense.

This is 8th edition...the game is over in 2 turns...what are we talking about 3 turns?


Proof that space marine codex is the worst. @ 2017/11/07 16:18:41


Post by: daedalus


 Unit1126PLL wrote:
The Eldar one, well, it's one use, and you just have to accept you're going to get shot by it. Doesn't affect my thinking at all. It's unavoidable, so may as well just bite the bullet.

The frustration with it is, in my original comment about it, it can nuke an entire GMDK before it even hits the table. I would think that would be an understandably difficult thing to have to accept. The general impression I'm getting is that you need to bring an extra 300 points worth of dreadknight in order to have one land on the table.

Combined with the general lack of terrain on most tournament tables? Has that gotten better? I'm not one to defend the "Space Marines are the worst" theory, but I really do think this one is kind of a problem. It's better than Coteaz was back in the day, and people screamed about him being "gamebreaking".


The Space Marine one: you may think it's worthless and not use it at all! But if you do, then I might be in big trouble. So maybe I'll deep strike outside of 12", and then be outside of that crucial rapid-fire plasma range or completely out of meltagun range. Or maybe I can just take the losses - heck, it may be easier to just target a different unit entirely that can't kill me as well - ah crap, that unit is screened. Well, bugger.

Ta-da! The Space Marine one actually affects the opponents planning and psychology more than the eldar one. It can have a meaningful effect on the opponent's thinking and decision loop without costing any CP at all!

IIRC, a squad of 10 tac marines using this has a 63% chance of killing 2-4 T3 4+ units. The SM one hurts some things, and someone could let that get in their head, but at the end of the day I'm struggling to think of a situation you could actually wipe out an entire unit with literally zero recourse. Maybe devastators with plasma cannons or something.

This isn't really affecting psychology at the table, but the eldar one affect psychology before the game even starts.


Proof that space marine codex is the worst. @ 2017/11/07 16:30:27


Post by: Darsath


I think that the core of Xenomancer's argument is pretty accurate to be fair. Power Creep is a serious and very real problem for the balance of the game, and many codices have been balancing power around certain units and characters to make the armies competitive (such as Gulliman with marines, Celestine with sisters, Mortarion for Deathguard etc).

The whole design behind the codices, in fact, is entirely power creeping them in to line with the previous codices. This has been concerning me for a while. None of my armies have codices out yet, but I was hoping that having a codex wouldn't make your army so much more powerful than other non-codex armies.


Proof that space marine codex is the worst. @ 2017/11/07 16:39:07


Post by: daedalus


the_scotsman wrote:

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".


It's hard to take "just focus fire" seriously when one is a character, either can fairly trivially have a -2 to hit, and, unless I'm misunderstanding, can get at least a -3 if they really need to. Invisibility is back, you know.

Your deep-strike chicken idea is pretty awesome though. Could definitely backfire pretty hard though. One of the things I've always understood about the game, especially in the context of GK is "don't come in piecemeal."


Proof that space marine codex is the worst. @ 2017/11/07 16:45:40


Post by: Slayer-Fan123


 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Proof that space marine codex is the worst. @ 2017/11/07 16:49:57


Post by: strepp


Darsath wrote:
I think that the core of Xenomancer's argument is pretty accurate to be fair. Power Creep is a serious and very real problem for the balance of the game, and many codices have been balancing power around certain units and characters to make the armies competitive (such as Gulliman with marines, Celestine with sisters, Mortarion for Deathguard etc).

The whole design behind the codices, in fact, is entirely power creeping them in to line with the previous codices. This has been concerning me for a while. None of my armies have codices out yet, but I was hoping that having a codex wouldn't make your army so much more powerful than other non-codex armies.


Keep in mind that the SM and Craftworlds codices, despite being released months apart, were likely written at the same time, making this less an issue of power creep and more likely the game developers trying to give variation without gimping the toolbox of one army - which is what many players have been asking for for years.


Proof that space marine codex is the worst. @ 2017/11/07 16:53:38


Post by: Xenomancers


strepp wrote:
Darsath wrote:
I think that the core of Xenomancer's argument is pretty accurate to be fair. Power Creep is a serious and very real problem for the balance of the game, and many codices have been balancing power around certain units and characters to make the armies competitive (such as Gulliman with marines, Celestine with sisters, Mortarion for Deathguard etc).

The whole design behind the codices, in fact, is entirely power creeping them in to line with the previous codices. This has been concerning me for a while. None of my armies have codices out yet, but I was hoping that having a codex wouldn't make your army so much more powerful than other non-codex armies.


Keep in mind that the SM and Craftworlds codices, despite being released months apart, were likely written at the same time, making this less an issue of power creep and more likely the game developers trying to give variation without gimping the toolbox of one army - which is what many players have been asking for for years.

I agree they were probably written at the same time. Most codex probably are already written. (They'd just have to be in order to be put through the printing process.) This doesn't mean that there isn't power creep. They easily could have made some armies more powerful and release them in order of power regardless of when they were written.


Proof that space marine codex is the worst. @ 2017/11/07 16:55:59


Post by: Darsath


strepp wrote:
Darsath wrote:
I think that the core of Xenomancer's argument is pretty accurate to be fair. Power Creep is a serious and very real problem for the balance of the game, and many codices have been balancing power around certain units and characters to make the armies competitive (such as Gulliman with marines, Celestine with sisters, Mortarion for Deathguard etc).

The whole design behind the codices, in fact, is entirely power creeping them in to line with the previous codices. This has been concerning me for a while. None of my armies have codices out yet, but I was hoping that having a codex wouldn't make your army so much more powerful than other non-codex armies.


Keep in mind that the SM and Craftworlds codices, despite being released months apart, were likely written at the same time, making this less an issue of power creep and more likely the game developers trying to give variation without gimping the toolbox of one army - which is what many players have been asking for for years.

If anything, this makes the disparity in power levels of codices (GKs vs Choas or IG) even more questionable to be honest.


Proof that space marine codex is the worst. @ 2017/11/07 17:00:29


Post by: Audustum


 Xenomancers wrote:
Audustum wrote:
Tristanleo wrote:
 Xenomancers wrote:
Lets take a look at these stratagems.

-Eldar have a new one called forewarned 2CP. Allows a unit within 6" of a farseer to get a free turn of shooting against any enemy unit that deep strike that turn. Unlimited range, no negatives to hit.
Think 10 man dark reapers....
-Space marine have auspex scanner 2 CP. Allows a space marine unit to shoot at a unit entering from reserves at -1 to hit if they are within 12 inches. So -1 to hit and extremely short range...the enemy has to willing drop within range of a super unit that still wont be able to hit them with -1 to hit. for the same cost.



With regards to the stratagem, I think a vital discussion part of it has been sorely missed out... (It may have been covered, I've only checked the first page and a half before the thread seemed to wander)

Eldar can only do it within 6 inches of a Farseer, No Farseer, no Stratagem.

Space marines applies for any space marine unit that may be within 12" of the unit that just came in, which means that you are within any rapid fire ranges you may have.

It's more balanced than people make out in my opinion because whilst Eldar get the better stick because they don't suffer penalties, they have a very short leash to play with.
Space marines get the smaller stick in terms of benefits, but ANY unit can do it without a leash attached, so spread your guys liberally across your field and dare your opponent to come close to that hell blaster unit or your intercessors for some rapid fire berating.


Just wanted to highlight that I think the Space Marine one can only be used on Infantry AND gives a -1 to Hit.

That said, I'm siding with the folks in the beginning who said Grey Knights have the worst. Did you know the Codex made our Terminators more expensive? Terminators.

Greyknights are not actually as bad as marines. Also - as an allied force greyknights bring some really good stuff to the table - no one would allie a marine force for any reason - it would just make your army worse. It's okay though - we can ignore how bad the marine codex is because the greyknights codex is also bad.


Some others already addressed this but allying in a certain Blue Primarch plus your heavy dakka platform of choice is extremely common, much more so than GK. GK's are just a tag along to some AM lists.


Proof that space marine codex is the worst. @ 2017/11/07 17:02:54


Post by: daedalus


 Xenomancers wrote:

I agree they were probably written at the same time. Most codex probably are already written. (They'd just have to be in order to be put through the printing process.) This doesn't mean that there isn't power creep. They easily could have made some armies more powerful and release them in order of power regardless of when they were written.


Which is weird, because logistically, I would expect that would have to be the case based upon printing run tunaround and all of that, but I feel like there feels like there was a fundamental change in design philosophy between the initial release and the ones that came after. Without comment on whether that's good or bad for any particular set of books, they feel like they weren't written by the same people or written at the same time, and maybe both.


Proof that space marine codex is the worst. @ 2017/11/07 17:03:25


Post by: Xenomancers


360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Proof that space marine codex is the worst. @ 2017/11/07 17:05:07


Post by: Unit1126PLL


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Because it's the one most directly comparable to a Predator Annhilator.

What, are you upset that predators don't get battle cannons? You know codices have different options and that's a good thing, right?


Automatically Appended Next Post:
 Xenomancers wrote:
360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Your consistent comparisons of apples and oranges is not doing you any favors.

Unless you're going to somehow argue the Cadians get re-roll ones while moving, just like Guilliman has (they don't).

But sure, conveniently ignoring data that does not support your viewpoint is, I suppose, consistent with the anti-intellectual bent that some sects of modern American culture has. Fortunately, some of us don't outright ignore data when it doesn't support our narrative; I only pray that GW also uses data when balancing its books, instead of listening to folks like you.


Proof that space marine codex is the worst. @ 2017/11/07 17:08:13


Post by: Xenomancers


 daedalus wrote:
 Xenomancers wrote:

I agree they were probably written at the same time. Most codex probably are already written. (They'd just have to be in order to be put through the printing process.) This doesn't mean that there isn't power creep. They easily could have made some armies more powerful and release them in order of power regardless of when they were written.


Which is weird, because logistically, I would expect that would have to be the case based upon printing run tunaround and all of that, but I feel like there feels like there was a fundamental change in design philosophy between the initial release and the ones that came after. Without comment on whether that's good or bad for any particular set of books, they feel like they weren't written by the same people or written at the same time, and maybe both.

Well there is a clear power shift once AM was released. We started seeing things like...this gun shoots twice now and this is a rehashed stratagem but its better.


Proof that space marine codex is the worst. @ 2017/11/07 17:09:43


Post by: Unit1126PLL


 Xenomancers wrote:
 daedalus wrote:
 Xenomancers wrote:

I agree they were probably written at the same time. Most codex probably are already written. (They'd just have to be in order to be put through the printing process.) This doesn't mean that there isn't power creep. They easily could have made some armies more powerful and release them in order of power regardless of when they were written.


Which is weird, because logistically, I would expect that would have to be the case based upon printing run tunaround and all of that, but I feel like there feels like there was a fundamental change in design philosophy between the initial release and the ones that came after. Without comment on whether that's good or bad for any particular set of books, they feel like they weren't written by the same people or written at the same time, and maybe both.

Well there is a clear power shift once AM was released. We started seeing things like...this gun shoots twice now and this is a rehashed stratagem but its better.


I feel like you constantly confuse the words better and different. I guarantee you if Marines got the Eldar stratagem and Eldar got the Marine stratagem, you'd be upset that yours ties your HQs down to the heavy shooting units instead of being forwards "where they belong" while the Eldar can just use theirs on anyone "without restriction" or some-such other completely mistaken bullgak.


Proof that space marine codex is the worst. @ 2017/11/07 17:10:08


Post by: Martel732


If you guys think vanilla is bad, just wait until C:BA tries to force meqs to get into CC with like 12 models on the table, LOL.


Proof that space marine codex is the worst. @ 2017/11/07 17:11:53


Post by: Dionysodorus


While many of the codices were probably already more-or-less done when 8th launched, it's been long enough that newer codices are probably now incorporating feedback from the community. Like, the new Guard codex builds in the one command squad per officer rule that got FAQ'd early on. Grinding Advance (and the similar Fire Prism rule) seem like quick patch jobs in response to everyone noticing that Russes and Prisms were terrible.

The Marine, GK, Chaos, Death Guard, and probably AdMech codices were likely in basically their final form before 8th launched. These have only minor changes relative to the index (excepting DG, obviously), presumably due to playtesting that occurred pre-launch. Marines didn't really change (though they did get a lot of new Primaris stuff). Chaos got almost nothing except for better Obliterators. GKs got nerfed Terminators (lol). The AdMech codex is kind of bizarre in what it changes, which is relatively little, and really says to me that it's not based on any sort of community feedback.

But then the Guard codex has some really well-aimed changes that seem very responsive to what people were saying in the first month or so of 8th. Scion plasma and Conscripts were nerfed. Russes and Baneblades were buffed significantly. The stuff that they didn't hit is stuff that people weren't really talking about early on (like Smite spam). They seem to have quickly decided that the Conscript nerf was insufficient (which would make sense if they were basing this on what people were saying right after 8th, since it wasn't as obvious how dominant Conscripts would be).

The Eldar codex looks something like the Guard codex insofar as it's a very extensive set of price changes. Again I think there's a lot of reason to think that this is responsive to what people were saying early on. Dire Avengers, Rangers, Falcons, and Fire Prisms immediately jumped out at people as absolutely terrible units. It was less clear at the time how bad Windriders were, and they got a relatively modest buff. One really weird change is the Hemlock buff, but remember that early in 8th lots of people were (for some reason) pretty down on most non-Stormraven flyers. In the early Eldar tactics threads lots of people were overlooking the flyers entirely.

The good news for Marines is that they came out long enough ago that the Chapter Approved in December will likely have some good changes for them. Eldar and 'Nids should probably be a little worried about being stuck with what they've got for a year.


Proof that space marine codex is the worst. @ 2017/11/07 17:15:07


Post by: Xenomancers


 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Because it's the one most directly comparable to a Predator Annhilator.

What, are you upset that predators don't get battle cannons? You know codices have different options and that's a good thing, right?


Automatically Appended Next Post:
 Xenomancers wrote:
360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Your consistent comparisons of apples and oranges is not doing you any favors.

Unless you're going to somehow argue the Cadians get re-roll ones while moving, just like Guilliman has (they don't).

But sure, conveniently ignoring data that does not support your viewpoint is, I suppose, consistent with the anti-intellectual bent that some sects of modern American culture has. Fortunately, some of us don't outright ignore data when it doesn't support our narrative; I only pray that GW also uses data when balancing its books, instead of listening to folks like you.

I wan't presented data. I was presented an anecdote. From which I have a pretty good idea where it came from - being the first few tournaments results released and a few net lists that had guillimen and conscripts cheesing out with character dreads from forge world. Those are outclassed now by codexes with strategems. Guilliman does not show up in winning AM lists in any setting now.


Proof that space marine codex is the worst. @ 2017/11/07 17:17:26


Post by: Bharring


I do think the CWE strat is a little better. But come on.

1) A 10-man Dark Reaper squad, on average dice, does not 1-round even a 10-man Tac squad (2x(2x3)(2x3)(2/3), worse in cover).
2) A 10-man reaper squad is a lot of points. Save your DS for a turn and shoot them (with boltguns, even). Or don't deepstrike. Or LOS. You can't ignore terrain/deployment like you usually could.
3) DSing freely is very scary for a CWE list. Getting your Tacs within doubletap range of a Dev squad and then shooting with no counterplay lets you do some damage. Getting your Tacs in doubletap range of Reapers or Fragons or Banshees does a *lot* more damage.

The CWE strat is still better. But that doesn't mean the book is better across the board.

As for traits, it is nicer to have it affect most of the army. But it's inaccurate to say the whole army. The majority of our Special Characters - our only Captain-level combat characters - can never get a Trait. Ever. Or a Warlord trait. Not even the core rules Warlord traits. I like it this way (Asurmen and Jain Zar don't belong to any Craftworld), but to say it affects everything is wrong. Still, better than RG in that vehicles and such are more common than Phoenix Lords.

The Infiltrate discussion is weird. Some points:
- You *cannot* DS both Infantry and Vehicles in the same game via strats. It is very, very clear on that. One or the other. You can pay 3 CP to do 2 Infantry or 2 Vehicles, but that's it. 2 units. For 3CP you get 3 for RG/Alpha Legion. And you don't stop there.
- RG/Alpha Legion Infiltrate is very different from Deep Strike. People disagree about which is better (actual infiltrate would probably be OP in Craftworlder hands - Fragons, ScytheGuard, Banshees, Specters and more would do so much more with that than Deep Strike).

I don't see how the CWE strats are worse than RG/Alpha Legion. Do you really want to Infiltrate/Deep Strike a Predator? Maybe a Rhino or Razorback. Maybe.

And those are only the chery-picked options where CWE is supposedly so obviously above SM. Consider these:

1) Lascannons and Brightlances. Lance vs S9, and 48" vs 36" on mostly Relentless platforms. Decent tradeoff. Until it lost Lance and Relentless. But kept S8 and 36".
2) Assault Cannons vs SL or SC
3) Gilly
4) Quad-las Pred vs BL Falcon
5) Storm Guardians

The CWE book seems overtooned. But to cherrypick two things as "Obviously OP", and to get the facts about them so wrong, doesn't help anything. See above for "proof" the other way (CWE may be more powerful than SM - just showing that there are examples in both directions).

Despite the problems, some things seem fair. Dread vs Wraithlord. Rhino vs Serpent. DA vs Tacs are close (should pay 10 pts for the Exarch, imo). ASM vs Scorpions. EML vs SM ML. Hopefully we get more of that, moving forward.


Proof that space marine codex is the worst. @ 2017/11/07 17:18:51


Post by: the_scotsman


 daedalus wrote:
the_scotsman wrote:

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".


It's hard to take "just focus fire" seriously when one is a character, either can fairly trivially have a -2 to hit, and, unless I'm misunderstanding, can get at least a -3 if they really need to. Invisibility is back, you know.

Your deep-strike chicken idea is pretty awesome though. Could definitely backfire pretty hard though. One of the things I've always understood about the game, especially in the context of GK is "don't come in piecemeal."


So if you're setting their craftworld to Alaitoc (ignoring the fact that Dark Reapers are always going to be Ynnari), giving them a dedicated warlock for Conceal, spending 2CP for Lightning Fast Reflexes, and another 2CP to trigger Forewarned, can I say that I'm just going to run White Scars, Saint Celestine or whoever else and just turn 1 charge them from downtown?

This is rapidly devolving into the mythical "Bullgryn 2++" situation where you bring 200+ point celestine, spend a CP, cast two psychic powers, play on a tuesday, be in cover, and you have an invincible unkillable abusive OP unit!!!!one!

Also, what unit could possibly have more firepower than 10 Reaper Launcher Reapers hitting on 3s with 20 S5 AP-2 2 damage shots or 10 S8 AP-2 D3 shots plus a Farseer, for 370 points?

I dunno, how about Pask in a punisher? 49 shots at BS2+.
3 Dakkastelans? 54 shots at BS3+.
A stormraven? A Land Raider? Most units of that point value purely focused on long-range shooting are going to put out a heavy amount of firepower. They're one unit. If you're not on a table where you can't either A, land your stuff out of their sight, or B, they are exposed enough that you can get in and focus them down, then I don't know what to tell you other than that you've probably earned the loss of a unit.


Proof that space marine codex is the worst. @ 2017/11/07 17:19:31


Post by: Bharring


Also, for Grinding Advance:
1) Only the Fire Prism gets the similar rule
2) That similar rule doesn't remove the -1 to hit

So it's the better half of Grinding Advance. But still not as good. And only on one option.


Proof that space marine codex is the worst. @ 2017/11/07 17:22:19


Post by: Xenomancers


Bharring wrote:
I do think the CWE strat is a little better. But come on.

1) A 10-man Dark Reaper squad, on average dice, does not 1-round even a 10-man Tac squad (2x(2x3)(2x3)(2/3), worse in cover).
2) A 10-man reaper squad is a lot of points. Save your DS for a turn and shoot them (with boltguns, even). Or don't deepstrike. Or LOS. You can't ignore terrain/deployment like you usually could.
3) DSing freely is very scary for a CWE list. Getting your Tacs within doubletap range of a Dev squad and then shooting with no counterplay lets you do some damage. Getting your Tacs in doubletap range of Reapers or Fragons or Banshees does a *lot* more damage.

The CWE strat is still better. But that doesn't mean the book is better across the board.

As for traits, it is nicer to have it affect most of the army. But it's inaccurate to say the whole army. The majority of our Special Characters - our only Captain-level combat characters - can never get a Trait. Ever. Or a Warlord trait. Not even the core rules Warlord traits. I like it this way (Asurmen and Jain Zar don't belong to any Craftworld), but to say it affects everything is wrong. Still, better than RG in that vehicles and such are more common than Phoenix Lords.

The Infiltrate discussion is weird. Some points:
- You *cannot* DS both Infantry and Vehicles in the same game via strats. It is very, very clear on that. One or the other. You can pay 3 CP to do 2 Infantry or 2 Vehicles, but that's it. 2 units. For 3CP you get 3 for RG/Alpha Legion. And you don't stop there.
- RG/Alpha Legion Infiltrate is very different from Deep Strike. People disagree about which is better (actual infiltrate would probably be OP in Craftworlder hands - Fragons, ScytheGuard, Banshees, Specters and more would do so much more with that than Deep Strike).

I don't see how the CWE strats are worse than RG/Alpha Legion. Do you really want to Infiltrate/Deep Strike a Predator? Maybe a Rhino or Razorback. Maybe.

And those are only the chery-picked options where CWE is supposedly so obviously above SM. Consider these:

1) Lascannons and Brightlances. Lance vs S9, and 48" vs 36" on mostly Relentless platforms. Decent tradeoff. Until it lost Lance and Relentless. But kept S8 and 36".
2) Assault Cannons vs SL or SC
3) Gilly
4) Quad-las Pred vs BL Falcon
5) Storm Guardians

The CWE book seems overtooned. But to cherrypick two things as "Obviously OP", and to get the facts about them so wrong, doesn't help anything. See above for "proof" the other way (CWE may be more powerful than SM - just showing that there are examples in both directions).

Despite the problems, some things seem fair. Dread vs Wraithlord. Rhino vs Serpent. DA vs Tacs are close (should pay 10 pts for the Exarch, imo). ASM vs Scorpions. EML vs SM ML. Hopefully we get more of that, moving forward.

The majority of a Reaper squads damage comes from it's multi damage weapons. It 1 rounds a grandmaster dreadknight. It 1 rounds a flying hive tyrant. It 1 rounds a summoned daemon.


Proof that space marine codex is the worst. @ 2017/11/07 17:24:22


Post by: Bharring


Lightning Fast Reflexes are only for models with Fly. Dark Reapers can't Fly.

The Hemlock was sidegraded. Conceal was a large part of what made it OP. Now Conceal targets an infantry/biker unit, instead of an aura that affects the caster and infantry/bikers. Also, Hemlocks can't cast it (or any other buffs) now. Still probably too good, but it wasn't just a buff.


Proof that space marine codex is the worst. @ 2017/11/07 17:25:29


Post by: Dionysodorus


Bharring wrote:
Lightning Fast Reflexes are only for models with Fly. Dark Reapers can't Fly.

It also works on Infantry, so it ends up hitting pretty much everything that was worth taking in the first place.


Proof that space marine codex is the worst. @ 2017/11/07 17:26:40


Post by: Bharring


Odd, my 5 Reapers failed to kill an Ork tank last night. It can 1-round things, sure. But then Asurmen can do 30 wounds to a Warhound Titan. If you roll perfectly. A Dev squad or Combi Sternies or such could 1-round those targets too, potentially.


Proof that space marine codex is the worst. @ 2017/11/07 17:27:56


Post by: Xenomancers


the_scotsman wrote:
 daedalus wrote:
the_scotsman wrote:

Or focusing fire on a threatening unit standing right next to a farseer and killing them before dropping down. Or killing the farseer before dropping down. Or maybe having multiple units deep striking, and holding onto the one that you know your opponent is going to want to shoot, and then just opting not to drop the juicy unit at the end of all your other drops - Forewarning has to be used IMMEDIATELY after a unit drops down after all, if your opponent opts not to shoot the drop pod because he's waiting for the unit of Terminators, and instead of dropping the terminators you declare a shooting attack or psychic test, then it's no longer "Immediately after a unit deep strikes" and he can't retroactively go back and shoot the drop pod. Or, as you said, dropping somewhere out of LOS of the firing unit. I like that you have the same mentality of most video game players when you use the phrase "literally zero counterplay" - that if there isn't a large, red, glowing button labeled "OBVIOUS WEAKNESS" that you can slap to stop a counter from working, then there is LITERALLY nothing you can do against it. Sometimes the counterplay is "don't be in a situation where your opponent can trigger the stratagem".


It's hard to take "just focus fire" seriously when one is a character, either can fairly trivially have a -2 to hit, and, unless I'm misunderstanding, can get at least a -3 if they really need to. Invisibility is back, you know.

Your deep-strike chicken idea is pretty awesome though. Could definitely backfire pretty hard though. One of the things I've always understood about the game, especially in the context of GK is "don't come in piecemeal."


So if you're setting their craftworld to Alaitoc (ignoring the fact that Dark Reapers are always going to be Ynnari), giving them a dedicated warlock for Conceal, spending 2CP for Lightning Fast Reflexes, and another 2CP to trigger Forewarned, can I say that I'm just going to run White Scars, Saint Celestine or whoever else and just turn 1 charge them from downtown?

This is rapidly devolving into the mythical "Bullgryn 2++" situation where you bring 200+ point celestine, spend a CP, cast two psychic powers, play on a tuesday, be in cover, and you have an invincible unkillable abusive OP unit!!!!one!

Also, what unit could possibly have more firepower than 10 Reaper Launcher Reapers hitting on 3s with 20 S5 AP-2 2 damage shots or 10 S8 AP-2 D3 shots plus a Farseer, for 370 points?

I dunno, how about Pask in a punisher? 49 shots at BS2+.
3 Dakkastelans? 54 shots at BS3+.
A stormraven? A Land Raider? Most units of that point value purely focused on long-range shooting are going to put out a heavy amount of firepower. They're one unit. If you're not on a table where you can't either A, land your stuff out of their sight, or B, they are exposed enough that you can get in and focus them down, then I don't know what to tell you other than that you've probably earned the loss of a unit.

I see you have gone beyond defending the stratagem as being much better than the other versions of it in the game and gone on to just kill the dark reapers - which are in cover - most likely have -1 to hit and if they went first will most likely have fortune on them as well - if that is the clear target they much go for. They can get get a warlock to cast protect on them too. For 1+ saves in cover. Yeah...shoot bolters at them.


Automatically Appended Next Post:
Bharring wrote:
Odd, my 5 Reapers failed to kill an Ork tank last night. It can 1-round things, sure. But then Asurmen can do 30 wounds to a Warhound Titan. If you roll perfectly. A Dev squad or Combi Sternies or such could 1-round those targets too, potentially.

Keep calm and do math.


Proof that space marine codex is the worst. @ 2017/11/07 17:30:02


Post by: Insectum7


 Xenomancers wrote:

10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Hellblasters
Centurions loaded out
Sternguard with Combi-plasma within 12"
Obliterators rolling average

Note how 3 of those units are in the Marine codex. C'mon man, you're not even trying.


Proof that space marine codex is the worst. @ 2017/11/07 17:34:15


Post by: Bharring


I did the math for a 10-man Tac squad. Granted, Tacs are quite durable. So is the problem that SM don't have anything as durable as Tacs?

Or is it that that 10-man Reaper squad puts out more dakka than anything SM could field? So perhaps SM should get access to Sternies? Centurions? Hellblasters?


Proof that space marine codex is the worst. @ 2017/11/07 17:35:40


Post by: the_scotsman


No, it is better than the marine stratagem you listed.

You know what else?

The Iron Hands chapter tactic is a better version of the Graia Forgeworld Dogma. Does that make Marines OP? Does that make Iron Hands good? No, it just makes this one thing better than this other similar thing.

The Raven Guard chapter is better than the Alaitoc Craftworld, because they have the same Tactic but the Raven Guard stratagem is good and the Alaitoc Stratagem is hot trash. Therefore marines are OP, and Eldar are the worst codex? Is that how this works?

oh gosh, as it turns out, if I strip away all context from rules and compare two tiny elements of two different factions in context, then try to make the claim that one WHOLE FACTION is better than the other because of that single comparison, I am just wrong!

How bout that!

In this whole post, nobody has contested the assertion you seem to be defending, that this one thing is obviously better than this other thing.

They're contesting the straight up bonkers conclusions you've made based on that comparison, namely:

1) There is no single unit in the game with more firepower than 10-man dark reapers
2) This one comparison is PROOF that Codex Space Marines is the worst codex
3) There is literally zero counterplay to this stratagem available if you may be in a situation where your opponent could make use of it


Proof that space marine codex is the worst. @ 2017/11/07 17:38:15


Post by: Slayer-Fan123


How is the Iron Hands one better than Graia?


Proof that space marine codex is the worst. @ 2017/11/07 17:39:08


Post by: the_scotsman


Slayer-Fan123 wrote:
How is the Iron Hands one better than Graia?


It works on every wound, while Graia only works on the last wound before the model dies.



Proof that space marine codex is the worst. @ 2017/11/07 17:40:19


Post by: Slayer-Fan123


 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Because it's the one most directly comparable to a Predator Annhilator.

What, are you upset that predators don't get battle cannons? You know codices have different options and that's a good thing, right?


Automatically Appended Next Post:
 Xenomancers wrote:
360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Your consistent comparisons of apples and oranges is not doing you any favors.

Unless you're going to somehow argue the Cadians get re-roll ones while moving, just like Guilliman has (they don't).

But sure, conveniently ignoring data that does not support your viewpoint is, I suppose, consistent with the anti-intellectual bent that some sects of modern American culture has. Fortunately, some of us don't outright ignore data when it doesn't support our narrative; I only pray that GW also uses data when balancing its books, instead of listening to folks like you.

Are you purposely being obtuse or did the point fly right over your head? Lemme bullet point it for ya.
1. Annihilator is a lamer pattern of Russ.
2. Predator, with a similar loadout, is similarly lame.
3. You say it's fine for both of them.

I'm not asking for the fething Battle Cannon. I'm asking for a Predator that's good to run with my Iron Warriors lists.


Automatically Appended Next Post:
the_scotsman wrote:
Slayer-Fan123 wrote:
How is the Iron Hands one better than Graia?


It works on every wound, while Graia only works on the last wound before the model dies.


And it helps with Morale losses. That's more even than anything.


Proof that space marine codex is the worst. @ 2017/11/07 17:44:02


Post by: Xenomancers


 Insectum7 wrote:
 Xenomancers wrote:

10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Hellblasters
Centurions loaded out
Sternguard with Combi-plasma within 12"
Obliterators rolling average

Note how 3 of those units are in the Marine codex. C'mon man, you're not even trying.

Helblasters have less firepower and they cost more and in order to have reasonable firepower have to risk killing themselves.
Centurions loaded out are like 140 points a peice. - you would auto lose the game for taking the unit
guess i wont deep strike withing 12 inches of sterngaurd or hellblasters for that matter
oblits are max units of 3 - they wouldn't benefit much plus can't cover as much area with 24 inch range.


Proof that space marine codex is the worst. @ 2017/11/07 17:47:14


Post by: the_scotsman


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Because it's the one most directly comparable to a Predator Annhilator.

What, are you upset that predators don't get battle cannons? You know codices have different options and that's a good thing, right?


Automatically Appended Next Post:
 Xenomancers wrote:
360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Your consistent comparisons of apples and oranges is not doing you any favors.

Unless you're going to somehow argue the Cadians get re-roll ones while moving, just like Guilliman has (they don't).

But sure, conveniently ignoring data that does not support your viewpoint is, I suppose, consistent with the anti-intellectual bent that some sects of modern American culture has. Fortunately, some of us don't outright ignore data when it doesn't support our narrative; I only pray that GW also uses data when balancing its books, instead of listening to folks like you.

Are you purposely being obtuse or did the point fly right over your head? Lemme bullet point it for ya.
1. Annihilator is a lamer pattern of Russ.
2. Predator, with a similar loadout, is similarly lame.
3. You say it's fine for both of them.

I'm not asking for the fething Battle Cannon. I'm asking for a Predator that's good to run with my Iron Warriors lists.


Automatically Appended Next Post:
the_scotsman wrote:
Slayer-Fan123 wrote:
How is the Iron Hands one better than Graia?


It works on every wound, while Graia only works on the last wound before the model dies.


And it helps with Morale losses. That's more even than anything.


It...really isn't. Admech only has 4 units total with only one wound. For every other unit, this 6++ save only applies on half their wounds or less. Also, it comes with a drawback for some reason - kill any characters and the whole army can't fall back anymore.

I love pedantic objections as much as the next guy, but how about a different example so you can try again, but maybe with a response to the actual argument presented: Iyanden and Valhalla. Iyanden is a straight up upgrade over the Valhalla trait - same for vehicles, better for infantry. Does that make Guard the single worst codex?

The key here is that it doesn't actually matter if the conclusion is wrong or right: Your reasoning is such that you can't even get to the point of being right. If your argument is "9/11 was an inside job, and the space aliens put mind control drugs in the drinking water, therefore the sky is blue" you are wrong, even if the sky is in fact blue.


Proof that space marine codex is the worst. @ 2017/11/07 17:48:19


Post by: Xenomancers


Somone just told me to take devestator centurions. I am shocked.


Proof that space marine codex is the worst. @ 2017/11/07 17:51:28


Post by: daedalus


the_scotsman wrote:

So if you're setting their craftworld to Alaitoc (ignoring the fact that Dark Reapers are always going to be Ynnari), giving them a dedicated warlock for Conceal, spending 2CP for Lightning Fast Reflexes, and another 2CP to trigger Forewarned, can I say that I'm just going to run White Scars, Saint Celestine or whoever else and just turn 1 charge them from downtown?

Alaitoc is probably one of the best craftworlds unless the -1's stacking gets faq'd, and then it's probably one of the worst, i just watched a game where the dark reapers weren't Ynnari, the warlock doesn't have to be dedicated, just within range when it seems like it's a good idea, and it's not like you're just not going to have a warlock, with the rest being reactive options. It's not an difficult setup to have, and it's still effective even if you're missing parts of it.

Meanwhile the imperial setup requires everything to be set up in list building for all of that.

This is rapidly devolving into the mythical "Bullgryn 2++" situation where you bring 200+ point celestine, spend a CP, cast two psychic powers, play on a tuesday, be in cover, and you have an invincible unkillable abusive OP unit!!!!one!

I'm not sure what all went into that combo, but I believe this one is significantly more useful. And from the sounds of it, vastly less contrived.

Also, what unit could possibly have more firepower than 10 Reaper Launcher Reapers hitting on 3s with 20 S5 AP-2 2 damage shots or 10 S8 AP-2 D3 shots plus a Farseer, for 370 points?

I dunno, how about Pask in a punisher? 49 shots at BS2+.
3 Dakkastelans? 54 shots at BS3+.
A stormraven? A Land Raider? Most units of that point value purely focused on long-range shooting are going to put out a heavy amount of firepower. They're one unit. If you're not on a table where you can't either A, land your stuff out of their sight, or B, they are exposed enough that you can get in and focus them down, then I don't know what to tell you other than that you've probably earned the loss of a unit.


And you know what? I'm 100% okay with that. I've been saying that pure GK and SM players have been playing the game fundamentally wrong by only playing with one fraction of Codex: Imperium. I can totally accept that and live with the ramifications of that. I'm just saying that if that's the solution, then I don't want to hear any more whining about the solution..


Proof that space marine codex is the worst. @ 2017/11/07 17:51:41


Post by: Vaktathi


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?
The Annihilator is actually probably one of the better variants, particularly for tank hunting, especially against T8 targets. Against a T8 3+sv tank target, the FW Annihilator is putting out 4.86 wounds for 192pts, a las Vanq is outputting....2.83 for 167pts (3.45 wounds against a T7 target), a Quadlas Predator is doing 5.2 wounds against T7 and T8 targets for 190pts.



Proof that space marine codex is the worst. @ 2017/11/07 17:56:44


Post by: Unit1126PLL


Yes, the Annihilator is a lame tank pattern, in it's Malcador variety, Leman Russ variety, and Predator variety.

If only (renegades and heretics) there was a way for your (renegades and heretics) iron warriors (renegades and heretics) to use Leman (renegades and heretics) Russ tanks (renegades and heretics).


Proof that space marine codex is the worst. @ 2017/11/07 17:58:01


Post by: Marmatag


 Xenomancers wrote:
Somone just told me to take devestator centurions. I am shocked.


These guys were only good in 7th because you could pair them with a lead blocker, and deep strike with pods. Both of these things are gone.

Who knew people would easily destroy 2 wound models with no invuln?


Proof that space marine codex is the worst. @ 2017/11/07 18:26:31


Post by: Slayer-Fan123


 Unit1126PLL wrote:
Yes, the Annihilator is a lame tank pattern, in it's Malcador variety, Leman Russ variety, and Predator variety.

If only (renegades and heretics) there was a way for your (renegades and heretics) iron warriors (renegades and heretics) to use Leman (renegades and heretics) Russ tanks (renegades and heretics).

I don't want a Russ. I want a Predator.

If you're telling people the solution is to ally, you don't get the fundamental issues with internal and external balance.
Allies are supposed to be a supplement, not a crutch. Do you understand?


Automatically Appended Next Post:
 Marmatag wrote:
 Xenomancers wrote:
Somone just told me to take devestator centurions. I am shocked.


These guys were only good in 7th because you could pair them with a lead blocker, and deep strike with pods. Both of these things are gone.

Who knew people would easily destroy 2 wound models with no invuln?

3 wounds, but they're 85 points without any gear I think so if you can't kill that you have issues.


Automatically Appended Next Post:
 Vaktathi wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?
The Annihilator is actually probably one of the better variants, particularly for tank hunting, especially against T8 targets. Against a T8 3+sv tank target, the FW Annihilator is putting out 4.86 wounds for 192pts, a las Vanq is outputting....2.83 for 167pts (3.45 wounds against a T7 target), a Quadlas Predator is doing 5.2 wounds against T7 and T8 targets for 190pts.


There's nothing T8 being ran that anyone should fear in the first place. It's a niche that doesn't get used.


Automatically Appended Next Post:
the_scotsman wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?


Because it's the one most directly comparable to a Predator Annhilator.

What, are you upset that predators don't get battle cannons? You know codices have different options and that's a good thing, right?


Automatically Appended Next Post:
 Xenomancers wrote:
360 points for a reroll 1's bubble when you can have reroll 1's for free from cadians trait....is not worth it. Guilliman is only worth it with an ultra marines army.


Your consistent comparisons of apples and oranges is not doing you any favors.

Unless you're going to somehow argue the Cadians get re-roll ones while moving, just like Guilliman has (they don't).

But sure, conveniently ignoring data that does not support your viewpoint is, I suppose, consistent with the anti-intellectual bent that some sects of modern American culture has. Fortunately, some of us don't outright ignore data when it doesn't support our narrative; I only pray that GW also uses data when balancing its books, instead of listening to folks like you.

Are you purposely being obtuse or did the point fly right over your head? Lemme bullet point it for ya.
1. Annihilator is a lamer pattern of Russ.
2. Predator, with a similar loadout, is similarly lame.
3. You say it's fine for both of them.

I'm not asking for the fething Battle Cannon. I'm asking for a Predator that's good to run with my Iron Warriors lists.


Automatically Appended Next Post:
the_scotsman wrote:
Slayer-Fan123 wrote:
How is the Iron Hands one better than Graia?


It works on every wound, while Graia only works on the last wound before the model dies.


And it helps with Morale losses. That's more even than anything.


It...really isn't. Admech only has 4 units total with only one wound. For every other unit, this 6++ save only applies on half their wounds or less. Also, it comes with a drawback for some reason - kill any characters and the whole army can't fall back anymore.

I love pedantic objections as much as the next guy, but how about a different example so you can try again, but maybe with a response to the actual argument presented: Iyanden and Valhalla. Iyanden is a straight up upgrade over the Valhalla trait - same for vehicles, better for infantry. Does that make Guard the single worst codex?

The key here is that it doesn't actually matter if the conclusion is wrong or right: Your reasoning is such that you can't even get to the point of being right. If your argument is "9/11 was an inside job, and the space aliens put mind control drugs in the drinking water, therefore the sky is blue" you are wrong, even if the sky is in fact blue.

Seeing as they need those 1 wound units for screening and grabbing CP, yeah that's pretty good. Dragoons only get you so far.

Also I'm not saying that the Marine codex is the worst one, but it's definitely near GK and AdMech as we are slowly discovering.


Proof that space marine codex is the worst. @ 2017/11/07 18:34:01


Post by: Unit1126PLL


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Yes, the Annihilator is a lame tank pattern, in it's Malcador variety, Leman Russ variety, and Predator variety.

If only (renegades and heretics) there was a way for your (renegades and heretics) iron warriors (renegades and heretics) to use Leman (renegades and heretics) Russ tanks (renegades and heretics).

I don't want a Russ. I want a Predator.

If you're telling people the solution is to ally, you don't get the fundamental issues with internal and external balance.
Allies are supposed to be a supplement, not a crutch. Do you understand?


Yeah, I understand.

From my point of view, predators are adequate tanks. If you don't want Leman Russes, what do you want? The Predator is not and never has been as good of a tank as a Leman Russ, so if you want a tank as good as a Leman Russ, then you can't (and never have been able to) use a Predator.

That's a deliberate design choice based in the fluff.

In the vaunted 3.5e Chaos codex, Iron Warriors could take Basilisks - not because "allying was a crutch" but because as the siege specialist Space Marines they needed artillery on par with the Imperial Guard. So they got the Imperial Guard's artillery. It's not hard.


Proof that space marine codex is the worst. @ 2017/11/07 18:41:30


Post by: Vaktathi


Slayer-Fan123 wrote:



There's nothing T8 being ran that anyone should fear in the first place. It's a niche that doesn't get used.
Other Russ tanks, Land Raiders, LoW's like Knights and Shadowswords, etc.

Even without the T8 niche, focusing mainly on T7 units, the LR Annihilator is actually still generally by far the best performing tank hunter Russ, and the Pred Annihilator is notably better than every other equivalent tank short of the absurd doubleshotting reroll everything twin fire prism combo that now appears to be mandatory in every Eldar list



Proof that space marine codex is the worst. @ 2017/11/07 18:42:50


Post by: tneva82


 Eligius wrote:
tneva82 wrote:
Eligius wrote:
Frankly, if you absolutely need a crutch like Roboute in order to get a decent result with a SM army in a tournament I fear the fault doesn't lie with the codex: I think it's more reasonable to assume that you're not as good at 40k and SM armies as you'd like to believe.


So from that we assume that nobody in the world is good at 40k and plays SM...Hmmmm....


I said nothing of that sort in my post.

Just because a codex can't reliably win tournaments doesn't mean that it's a bad codex: In most cases it's the best player that goes home with the first price.


So the good players just "feel like taking Guillimann for fun" despite not needing it? NOT related at all that it's pretty much competive build marines can have.

You indicated marines don't need Guillimann so if you don't win without it you are bad player. On this logic there should be good players without Guillimann on tournament top standings(not neccessarily even win but on say top 10) but there isn't. Therefore either all marine players suck or Guillimann IS essential for any competive marine player. Or good SM players all take Guillimann "just for fun" despite top tournament lists not really being known for being "just for fun" element lists but minmaxed to death lists.

There's saying "where there is smoke there is fire". There's precious few if any marine lists without Guillimann that gets to top spots. That's very clear sign of smoke so about that fire....


Proof that space marine codex is the worst. @ 2017/11/07 18:45:13


Post by: ZebioLizard2


 Blacksails wrote:
 Xenomancers wrote:

Greyknights are not actually as bad as marines.


Blood of Kittens 8th edition tournament results compendium.

Marines: 12 results in the Top 3.
GK: 1 result that came 2nd.

At least try and have some sort of logical argument when you claim nonsense like this.


I'm going to bring attention to this one because it ignores entirely what was brought in those lists without actually bringing any actual tournament info to the bar.

There's a major difference between a pure SM list and one that's just Guilliman + few tanks and the rest soup.


Proof that space marine codex is the worst. @ 2017/11/07 18:45:19


Post by: tneva82


 Eligius wrote:
This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Prove it. Show those teeming hordes of top ranking marine lists without Guillimann. I'm waiting. Not holding breath while doing it though.


Proof that space marine codex is the worst. @ 2017/11/07 18:48:02


Post by: Slayer-Fan123


 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Yes, the Annihilator is a lame tank pattern, in it's Malcador variety, Leman Russ variety, and Predator variety.

If only (renegades and heretics) there was a way for your (renegades and heretics) iron warriors (renegades and heretics) to use Leman (renegades and heretics) Russ tanks (renegades and heretics).

I don't want a Russ. I want a Predator.

If you're telling people the solution is to ally, you don't get the fundamental issues with internal and external balance.
Allies are supposed to be a supplement, not a crutch. Do you understand?


Yeah, I understand.

From my point of view, predators are adequate tanks. If you don't want Leman Russes, what do you want? The Predator is not and never has been as good of a tank as a Leman Russ, so if you want a tank as good as a Leman Russ, then you can't (and never have been able to) use a Predator.

That's a deliberate design choice based in the fluff.

In the vaunted 3.5e Chaos codex, Iron Warriors could take Basilisks - not because "allying was a crutch" but because as the siege specialist Space Marines they needed artillery on par with the Imperial Guard. So they got the Imperial Guard's artillery. It's not hard.

It's relatively a simple understanding of what I want if you had been paying attention at all.
1. Predators get Grinding Advance.
2. Predators get Chapter Tactics.

Everyone else is getting Grinding Advance on their main battle tanks (or for the Tyranids case the Tyrannofex which is their equivalent), and there's no reason my Iron Warriors Predator doesn't ignore cover like the rest of the army.

Not to mention that the 3.5 Chaos Codex is a terrible equivalent and you know it. That's literally a way to represent having any artillery as the Chaos codex had none.
A better equivalent is that the ever-loved 6th edition codex had nothing for Iron Warriors. They wanted good artillery and were told to ally in Renegades. Literally the whole codex could do that. Hence why you ended up with Nurgle Marines everywhere but painted as Iron Warriors because the codex was lazy.


Automatically Appended Next Post:
 Vaktathi wrote:
Slayer-Fan123 wrote:



There's nothing T8 being ran that anyone should fear in the first place. It's a niche that doesn't get used.
Other Russ tanks, Land Raiders, LoW's like Knights and Shadowswords, etc.

Even without the T8 niche, focusing mainly on T7 units, the LR Annihilator is actually still generally by far the best performing tank hunter Russ, and the Pred Annihilator is notably better than every other equivalent tank short of the absurd doubleshotting reroll everything twin fire prism combo that now appears to be mandatory in every Eldar list


Nobody is using Imperial Knights and Land Raiders.


Proof that space marine codex is the worst. @ 2017/11/07 18:52:28


Post by: Unit1126PLL


1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.


Proof that space marine codex is the worst. @ 2017/11/07 19:01:58


Post by: Bharring


The argument keeps shifting. Centurions weren't brought up as a competitive alternative to Dark Reapers. They were brought up to respond to the claim that Reapers have the best firepower in a single unit *in the game*. Of course they have other drawbacks. So do reapers. So does (almost) everything. That wasn't the question.

I don't think anyone's arguing that Reapers aren't good. IMO they really didn't need the price drop. People are arguing about outlandish claims, and then you're reframing those arguments into your preferred strawmen.

A couple posts have shown that the same arguments you make could be applied the other way. So A > B and B < A. That's a very valid rhetorical method. Others were pointing out some factual inaccuracies in statements made here (some by you, some by others).

There's been no real solid evidence that SM are (one of the) worst books in the game. There has been some evidence that some options CWE have are better than SM in some ways. Reapers in particular are really good too. But the same arguments could be used to show that SM are better than CWE in some ways. Gilleman and Lascannons are good too.


Proof that space marine codex is the worst. @ 2017/11/07 19:02:42


Post by: Xenomancers


 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It's not as good. It can't move and shoot without penalty - it's not t8 - it has less wounds. It gets an army trait which can give you reroll 1's or stop you from degrading. These are all things that matter a great deal for balance. While I think a 6 las predator is somewhat absurd - the russ main gun shooting twice is equally absurd so why stop there.


Automatically Appended Next Post:
Bharring wrote:
The argument keeps shifting. Centurions weren't brought up as a competitive alternative to Dark Reapers. They were brought up to respond to the claim that Reapers have the best firepower in a single unit *in the game*. Of course they have other drawbacks. So do reapers. So does (almost) everything. That wasn't the question.

I don't think anyone's arguing that Reapers aren't good. IMO they really didn't need the price drop. People are arguing about outlandish claims, and then you're reframing those arguments into your preferred strawmen.

A couple posts have shown that the same arguments you make could be applied the other way. So A > B and B < A. That's a very valid rhetorical method. Others were pointing out some factual inaccuracies in statements made here (some by you, some by others).

There's been no real solid evidence that SM are (one of the) worst books in the game. There has been some evidence that some options CWE have are better than SM in some ways. Reapers in particular are really good too. But the same arguments could be used to show that SM are better than CWE in some ways. Gilleman and Lascannons are good too.

I asked what units have the firepower of a 10 man dark reaper. Nothing even remotely within the price range can be demonstrated. When I asked that question I ment viable units ofc. Not the most ridicules a ount of guns you can get on a single unit without regards to viability or cost. The best example given was actually a bane blade (or varient) as with this eldar strategem would basically make it so no army could every deep strike on you - because of the weapons they can feild and their ranges.


Proof that space marine codex is the worst. @ 2017/11/07 19:07:23


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It's not as good. It can't move and shoot without penalty - it's not t8 - it has less wounds. It gets an army trait which can give you reroll 1's or stop you from degrading. These are all things that matter a great deal for balance. While I think a 6 las predator is somewhat absurd - the russ main gun shooting twice is equally absurd so why stop there.


Automatically Appended Next Post:
Bharring wrote:
The argument keeps shifting. Centurions weren't brought up as a competitive alternative to Dark Reapers. They were brought up to respond to the claim that Reapers have the best firepower in a single unit *in the game*. Of course they have other drawbacks. So do reapers. So does (almost) everything. That wasn't the question.

I don't think anyone's arguing that Reapers aren't good. IMO they really didn't need the price drop. People are arguing about outlandish claims, and then you're reframing those arguments into your preferred strawmen.

A couple posts have shown that the same arguments you make could be applied the other way. So A > B and B < A. That's a very valid rhetorical method. Others were pointing out some factual inaccuracies in statements made here (some by you, some by others).

There's been no real solid evidence that SM are (one of the) worst books in the game. There has been some evidence that some options CWE have are better than SM in some ways. Reapers in particular are really good too. But the same arguments could be used to show that SM are better than CWE in some ways. Gilleman and Lascannons are good too.

I asked what units have the firepower of a 10 man dark reaper. Nothing even remotely within the price range can be demonstrated. When I asked that question I ment viable units ofc. Not the most ridicules a ount of guns you can get on a single unit without regards to viability or cost. The best example given was actually a bane blade (or varient) as with this eldar strategem would basically make it so no army could every deep strike on you - because of the weapons they can feild and their ranges.


Did you see the part where I agree with you?

Of course the Predator is not as good. It's not supposed to be. It never has been, and never should be. The Predator is a worse tank than the Leman Russ, in fluff, and rules, and that's okay because armies have strengths and weaknesses and are different. The IG strengths are their Main Battle Tanks, and the Space Marine's isn't.


Proof that space marine codex is the worst. @ 2017/11/07 19:08:11


Post by: bananathug


I think the relative weakness of the SM codex is a huge flashing light that more Primarchs are in the works.

Ultras are just too good with Gullyman and hot trash without him. I think SM and to a lesser extent CSM are going to be primarch dependent armies. They would be way over powered with these new tools if they dex were balanced without them so the codexes are tuned to run with these OP beasts and are going to be under-tuned until these center piece models are released.

Until they are enjoy facing my black templ...really dirty Ultras with rowboat.

The over-representation of SM armies in the tops of tournies is due to timing (IMHO). We had the first codex and dominated the handful of tournies until the rest of you guys get your books (outside of chaos soup). Now it is more likely to see Imperial soup instead of rowboat + and as more dexes come out I think we will see SM fall even further until we get more O.P. cash grab ugly models (Primarchs)


Proof that space marine codex is the worst. @ 2017/11/07 19:16:23


Post by: the_scotsman


 Xenomancers wrote:
 Unit1126PLL wrote:


Automatically Appended Next Post:
Bharring wrote:
The argument keeps shifting. Centurions weren't brought up as a competitive alternative to Dark Reapers. They were brought up to respond to the claim that Reapers have the best firepower in a single unit *in the game*. Of course they have other drawbacks. So do reapers. So does (almost) everything. That wasn't the question.

I don't think anyone's arguing that Reapers aren't good. IMO they really didn't need the price drop. People are arguing about outlandish claims, and then you're reframing those arguments into your preferred strawmen.

A couple posts have shown that the same arguments you make could be applied the other way. So A > B and B < A. That's a very valid rhetorical method. Others were pointing out some factual inaccuracies in statements made here (some by you, some by others).

There's been no real solid evidence that SM are (one of the) worst books in the game. There has been some evidence that some options CWE have are better than SM in some ways. Reapers in particular are really good too. But the same arguments could be used to show that SM are better than CWE in some ways. Gilleman and Lascannons are good too.

I asked what units have the firepower of a 10 man dark reaper. Nothing even remotely within the price range can be demonstrated. When I asked that question I ment viable units ofc. Not the most ridicules a ount of guns you can get on a single unit without regards to viability or cost. The best example given was actually a bane blade (or varient) as with this eldar strategem would basically make it so no army could every deep strike on you - because of the weapons they can feild and their ranges.


Except that I gave you several examples of that, which you ignored. And again, you've migrated the old goalposts. Your statement was, literally "There is no unit with more firepower in the game." And now we're just limiting that to units which are (i presume) judged by YOU to be "viable".

3 Dakkastelans - same price range, similar range, comparable ballistic skill, better durability, much better firepower against many different unit types and comparable firepower against others, access to a better buffer (Cawl as opposed to just the reroll 1s of an Autarch or the 1-unit buff of Guide)

Pask Punisher - again, similar price band, less range, better BS, but far, far more effective against hordes, the competitive boogeyman du jour.


Proof that space marine codex is the worst. @ 2017/11/07 19:18:39


Post by: Bharring


The 'viable units' was lost in your hyperbole. You do realize, no matter how many Reapers and Farseers they bring, they can kill 1 unit that turn? Perhaps try approaching a DS-Deathstar-Killer with MSU? Spend less than 300+ points on one unit? DS more than one thing?

There should be counterplay to DS. Most armies can do reasonably-durable chaffe. There are complaints that Tacs aren't durable enough for it. CWE has it even worse for chaffe (DAs have half the durability for 1 less ppm, Guardians are Guardsmen for 8ppm). Further, most SM options aren't as boned by DS as most CWE options. Drop a naked Tac squad next to Devs w/o the stratagem, and you'll do a little damage. Drop a naked Tac squad next to Reapers, Fragons, Guardians, or DAs, and you'll do a lot of damage. And Tacs aren't exactly a major DS threat.

It's starting to sound more and more like you're upset that CWE was given a meaningful counterplay to DS. There are still ways to DS on them even with it, but it's not as free as it was. Why shouldn't they have counterplay to DS?

SM can do things CWE can't, and CWE can do things that SM can't. It's an asymetric game. If they gave a rule that let IG squads deepstrike within 7", it wouldn't be nearly as powerful as if they gave a rule that let CWE squads deepstrike within 7". A Powersword does more on an SM than it does on a Storm Guardian. Different options have different values for different armies.


Proof that space marine codex is the worst. @ 2017/11/07 19:19:04


Post by: Blacksails


 ZebioLizard2 wrote:
 Blacksails wrote:
 Xenomancers wrote:

Greyknights are not actually as bad as marines.


Blood of Kittens 8th edition tournament results compendium.

Marines: 12 results in the Top 3.
GK: 1 result that came 2nd.

At least try and have some sort of logical argument when you claim nonsense like this.


I'm going to bring attention to this one because it ignores entirely what was brought in those lists without actually bringing any actual tournament info to the bar.

There's a major difference between a pure SM list and one that's just Guilliman + few tanks and the rest soup.


It doesn't ignore anything. Just about anything winning tournaments these days is a soup of some kind. Its the nature of the rampant ally abuse GW has allowed with their free form army construction rules. Even most of the top IG lists are a soup to shore up their weaknesses. That said, of the 12 marine lists on that site, a full 5 are nearly 100% pure (one or two assassins show up), and the GK couldn't break the top tables without having a list that 75% not GK.

Which, if you look at the point I was making, shows that GK is in a far worse state than the marine codex which has cracked the top tables regularly on their own, and more consistently with higher percentage of their own codex making up the list.


Proof that space marine codex is the worst. @ 2017/11/07 19:20:57


Post by: Vaktathi


Slayer-Fan123 wrote:

It's relatively a simple understanding of what I want if you had been paying attention at all.
1. Predators get Grinding Advance.
2. Predators get Chapter Tactics.
At which point your Quadlas Predator Annihilator is going to be averaging 7.77 wounds a turn on anything T8 or below with a 3+sv, which, for 190pts, is 35% more efficient at killing tanks per point invested than a stationary special character Pask in a double firing Las Vanquisher, and 32pts less in absolute terms to boot. Such a Predator would be doubling the wound output of a basic HS Las vanquisher per point invested while costing only 23pts more, while a 140pt naked Quadlas predator will match the already "best in class" current 190pt Quadlas pred. You'd be matching the damage output of a quad brace of BS3+ meltaguns at half range from from across the board.

Thats probably why they didnt get Grinding Advance.

(And I say that as someone with 4 lascannon predators for my Iron Warriors)


Nobody is using Imperial Knights and Land Raiders.
Yup, nobody anywhere takes those, they ceased existing entirely with 7E

Which is besides the point either way, which was that the quadlas Predator, regardless of T8 or T7 target, is the best performing tank hunter already, short of the double firing reroll everything Fire Prism combo, and even then its only slightly worse and doesnt require 2 tanks and a CP.





Proof that space marine codex is the worst. @ 2017/11/07 19:24:02


Post by: Bharring


Also, what about the Falcon? Hammerhead? Necrons? Orkz? (nids we'll see soon)


Proof that space marine codex is the worst. @ 2017/11/07 19:29:34


Post by: the_scotsman


Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.


Proof that space marine codex is the worst. @ 2017/11/07 19:33:48


Post by: Galef


the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-


Proof that space marine codex is the worst. @ 2017/11/07 19:40:43


Post by: Xenomancers


 Galef wrote:
the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-

This is a free round of shooting with the forewarned strategem - any buffs you can give them were duplicated in your actual shooting phase. Basically - this would be the best use of the buffs anyways. Like...I'm not going to a take a 10 man dark reaper without at least reroll 1's buff ether or I will probably guide them turn 1 if i am going first. Calculating a game situation without applying buffs is just foolish.


Proof that space marine codex is the worst. @ 2017/11/07 19:41:41


Post by: Slayer-Fan123


 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total. I also have points left there for a HK Missile, so that'll potentially make the damage greater. What the math is on that I don't know because I don't know the HK states off the top of my head. Either way, that's not including any regimental bonuses for offensive power (you'd probably just do Cadian for the Annihilator and Catachan for the Battle Cannon, correct?)

Why is the Annihilator being touted as the gold standard?


Proof that space marine codex is the worst. @ 2017/11/07 19:43:34


Post by: strepp


 Galef wrote:
the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-

Not to mention the new Flyrant can drop 12.1" away from your reapers with farseer and unload enough dakka to wipe both reapers and farseer off the board.

Edit: My bad, thought the CW strat had a range of 12" - please disregard what I have to say


Proof that space marine codex is the worst. @ 2017/11/07 19:44:56


Post by: Slayer-Fan123


 Vaktathi wrote:
Slayer-Fan123 wrote:

It's relatively a simple understanding of what I want if you had been paying attention at all.
1. Predators get Grinding Advance.
2. Predators get Chapter Tactics.
At which point your Quadlas Predator Annihilator is going to be averaging 7.77 wounds a turn on anything T8 or below with a 3+sv, which, for 190pts, is 35% more efficient at killing tanks per point invested than a stationary special character Pask in a double firing Las Vanquisher, and 32pts less in absolute terms to boot. Such a Predator would be doubling the wound output of a basic HS Las vanquisher per point invested while costing only 23pts more, while a 140pt naked Quadlas predator will match the already "best in class" current 190pt Quadlas pred. You'd be matching the damage output of a quad brace of BS3+ meltaguns at half range from from across the board.

Thats probably why they didnt get Grinding Advance.

(And I say that as someone with 4 lascannon predators for my Iron Warriors)


Nobody is using Imperial Knights and Land Raiders.
Yup, nobody anywhere takes those, they ceased existing entirely with 7E

Which is besides the point either way, which was that the quadlas Predator, regardless of T8 or T7 target, is the best performing tank hunter already, short of the double firing reroll everything Fire Prism combo, and even then its only slightly worse and doesnt require 2 tanks and a CP.




Already sorta covered this, but you're being intellectually dishonest by talking about the Vanquisher. That's easily the worst one for even the dedicated Anti-Tank job.


Proof that space marine codex is the worst. @ 2017/11/07 19:47:37


Post by: Xenomancers


the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Hummm...so they only need to roll a little about average or you roll a little below average and you lose a 300 point unit for 2 command points....you also didn't factor reroll 1's buff which they are sure to have.


Automatically Appended Next Post:
strepp wrote:
 Galef wrote:
the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-

Not to mention the new Flyrant can drop 12.1" away from your reapers with farseer and unload enough dakka to wipe both reapers and farseer off the board.

The stratagem takes place instantly - There is a good chance that you are dead or shooting back at 5+ (I think his BS degrades not sure)


Proof that space marine codex is the worst. @ 2017/11/07 19:54:05


Post by: the_scotsman


 Xenomancers wrote:
 Galef wrote:
the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-

This is a free round of shooting with the forewarned strategem - any buffs you can give them were duplicated in your actual shooting phase. Basically - this would be the best use of the buffs anyways. Like...I'm not going to a take a 10 man dark reaper without at least reroll 1's buff ether or I will probably guide them turn 1 if i am going first. Calculating a game situation without applying buffs is just foolish.


Boy, I just can't wait for the next three pages of you making a hyperbolic claim, being shown to be wrong, and ignoring the proof in favor of a post-hoc rationalization.

With maximum buffs up on the reapers, you have devoted 3 psychic powers (Guide, Fortune, and Conceal, the odds of getting all three off being 28%, divide that in two if you decide to factor in the fact that you have to go first to make it happen at all), 4CP for Lightning Reaction and Forewarned, positioned in cover, outside of 12" of all enemy units, with perfect line of sight to the entire board, and your opponent decides to be a complete doofus and instead of starting his GMNDK or Flyrant on the board, he deep strikes it directly in front of you to use the stratagem.

You deal 8.8 wounds on average. STILL not enough to reliably one-round the unit as you claimed.

The "no counterplay" gameplay situation you're describing requires dedication of a huge amount of resources (over half the CPs that the average Eldar army tends to have) and requires three successful psychic power casts, and it requires your opponent to make a blatantly stupid decision to deep strike their incredibly expensive unit who happens to be exactly the kind of unit Reapers want to attack without the possibility of putting him outside the line of sight of the reapers.


Proof that space marine codex is the worst. @ 2017/11/07 19:54:47


Post by: Unit1126PLL


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total. I also have points left there for a HK Missile, so that'll potentially make the damage greater. What the math is on that I don't know because I don't know the HK states off the top of my head. Either way, that's not including any regimental bonuses for offensive power (you'd probably just do Cadian for the Annihilator and Catachan for the Battle Cannon, correct?)

Why is the Annihilator being touted as the gold standard?


Your math for the battlecannon is wrong.

Battlecannon Russ w/ Lascannon:
- Battlecannon: Shoots twice (7 shots avg). Hits 3.5 times. Wounds 1.75 times. Gets through the save with 1.16 wounds, doing 2.3 damage.
- Lascannon: Shoots once (1 shot). Hits .5 times. Wounds .33 times. Gets through the save with .28 wounds, doing .97 damage.

Total: 3.2 damage

Annihilator Russ w/ Heavy Bolter:
- Twin Lascannon: Shoots twice (4 shots). Hits 2 times. Wounds 1.33 times. Gets through the save with 1.11 wounds, doing 3.89 damage.
- Heavy Bolter: Shoots once (3 shots). Hits 1.5 times. Wounds .5 times. Gets through the save with .25 wounds, doing .25 damage.

Total: 4.14 damage

EDIT:
Just for completeness:

- Hunter-Killer Missle: Shoots once (1 shot). Hits .5 times. Wounds .25 times. Gets through the save with .17 wounds, doing .583 wounds, bringing the Battlecannon Russ up to a total of 3.78 damage, still less than the Annihilator.


Proof that space marine codex is the worst. @ 2017/11/07 19:57:54


Post by: the_scotsman


Oh no, you could lose a 300 point unit for 2CPs!

....To a unit that costs 400+ points between the reapers, the farseer, and the warlock you used to buff them. 500 if you have them in range of an autarch. 600 if you gave them a Wave Serpent for turn 1 insurance which many lists do.

Yeah, fine with that.




Proof that space marine codex is the worst. @ 2017/11/07 20:03:44


Post by: Xenomancers


the_scotsman wrote:
 Xenomancers wrote:
 Galef wrote:
the_scotsman wrote:
Also, FWIW...your claim about what the Reapers can "one round" is also false.

I remember you mentioned Flying Hive Tyrants and GMNDKs.

for both, the reapers do 6.6 wounds on average. If you drop them down and let them trigger the stratagem, they don't one-round them, they deal a little over half their health.
Exactly. And assuming you are buffing up those Reapers, you are actually spending 2-3 times the cost of a Flyrant or GMDK because of all the Characters need to buff those 10 Reapers

Reapers are good, but let's not pretend they are an auto-win choice.

-

This is a free round of shooting with the forewarned strategem - any buffs you can give them were duplicated in your actual shooting phase. Basically - this would be the best use of the buffs anyways. Like...I'm not going to a take a 10 man dark reaper without at least reroll 1's buff ether or I will probably guide them turn 1 if i am going first. Calculating a game situation without applying buffs is just foolish.


Boy, I just can't wait for the next three pages of you making a hyperbolic claim, being shown to be wrong, and ignoring the proof in favor of a post-hoc rationalization.

With maximum buffs up on the reapers, you have devoted 3 psychic powers (Guide, Fortune, and Conceal, the odds of getting all three off being 28%, divide that in two if you decide to factor in the fact that you have to go first to make it happen at all), 4CP for Lightning Reaction and Forewarned, positioned in cover, outside of 12" of all enemy units, with perfect line of sight to the entire board, and your opponent decides to be a complete doofus and instead of starting his GMNDK or Flyrant on the board, he deep strikes it directly in front of you to use the stratagem.

You deal 8.8 wounds on average. STILL not enough to reliably one-round the unit as you claimed.

The "no counterplay" gameplay situation you're describing requires dedication of a huge amount of resources (over half the CPs that the average Eldar army tends to have) and requires three successful psychic power casts, and it requires your opponent to make a blatantly stupid decision to deep strike their incredibly expensive unit who happens to be exactly the kind of unit Reapers want to attack without the possibility of putting him outside the line of sight of the reapers.

This is much more realistic with the grand master dreadknight - because he has to deepstrike to be useful.


Proof that space marine codex is the worst. @ 2017/11/07 20:06:20


Post by: Xenomancers


the_scotsman wrote:
Oh no, you could lose a 300 point unit for 2CPs!

....To a unit that costs 400+ points between the reapers, the farseer, and the warlock you used to buff them. 500 if you have them in range of an autarch. 600 if you gave them a Wave Serpent for turn 1 insurance which many lists do.

Yeah, fine with that.



Those are all units you are taking anyways - it does not make the play less efficient - it makes it more efficient.


Automatically Appended Next Post:
 Eligius wrote:
tneva82 wrote:
 Eligius wrote:
This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Prove it. Show those teeming hordes of top ranking marine lists without Guillimann. I'm waiting. Not holding breath while doing it though.


http://bloodofkittens.com/wp-content/uploads/2017/07/Anthony-Chew-1st-Overall-Caledonian-Revolution-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Lochrest-TH-3rd-Overall-Rampager-GT-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Steven-Heitmeyer-3rd-Overall-Slobberknocker-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/3rd-Overall-Mikael-Ek-Westeros-V-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/06/Tim-Travers-1st-Overall-Boise-Cup-GT-2017.pdf

Satisfied?

You do realize that 4/5 of these list automatically lose the game turn 1 now? and the one list that came in 3rd with 3 scout squads 3 devestator squads is just a fluke right?


Automatically Appended Next Post:
the_scotsman wrote:
Oh no, you could lose a 300 point unit for 2CPs!

....To a unit that costs 400+ points between the reapers, the farseer, and the warlock you used to buff them. 500 if you have them in range of an autarch. 600 if you gave them a Wave Serpent for turn 1 insurance which many lists do.

Yeah, fine with that.


You are forgetting to add the part where you lost it to a free round of shooting. 2 command points for your best unit removed...possibly the best use of command points ive ever seen. More on topic - the marine strategem could never do this can costs the same...seems to me like you are saying the marine stratagem SHOULD NOT be limited to 12" and be at -1.


Proof that space marine codex is the worst. @ 2017/11/07 20:12:16


Post by: Martel732


Xeno,

I think you're going to need more data to support this claim. I personally think GK are hands down worse than marines atm. But if the trends hold true, marines will make top tables less and less as more non-power armor codices drop.

I think there's a lot of energy being spent needlessly in this thread.


Proof that space marine codex is the worst. @ 2017/11/07 20:13:40


Post by: Vaktathi


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total.


An Annihilator with a hull HB, at BS4+, should be averaging 4.14 wounds. A Battlecannon Russ, averaging seven (on 2d6)S8 AP-2 shots with an average of 2 damage each (on D3), with a Lascannon, is averaging 3.27 wounds against that target.


Why is the Annihilator being touted as the gold standard?
Because when it comes to tank hunting, lascannons are really good.

Again, a 190pt quadlas pred is averaging 5.185 wounds on a T6/T7/T8 3+sv tank, a 192pt Grinding Advance Lascannon Russ Annihilator is averaging 4.86 wounds. In a pitched fight, whoever fires first is going to win. The difference in T is irrelevant, as is the Russ tanks extra wound (11 vs 12 isnt huge and the 7% extra damage output of the Predator will cover that) and their cost is basically identical. Thats the best tank hunter the Guard has that isnt a superheavy, and it needs Grindind advance to merely make it on par with the Predator.


Slayer-Fan123 wrote:
 Vaktathi wrote:
Slayer-Fan123 wrote:

It's relatively a simple understanding of what I want if you had been paying attention at all.
1. Predators get Grinding Advance.
2. Predators get Chapter Tactics.
At which point your Quadlas Predator Annihilator is going to be averaging 7.77 wounds a turn on anything T8 or below with a 3+sv, which, for 190pts, is 35% more efficient at killing tanks per point invested than a stationary special character Pask in a double firing Las Vanquisher, and 32pts less in absolute terms to boot. Such a Predator would be doubling the wound output of a basic HS Las vanquisher per point invested while costing only 23pts more, while a 140pt naked Quadlas predator will match the already "best in class" current 190pt Quadlas pred. You'd be matching the damage output of a quad brace of BS3+ meltaguns at half range from from across the board.

Thats probably why they didnt get Grinding Advance.

(And I say that as someone with 4 lascannon predators for my Iron Warriors)


Nobody is using Imperial Knights and Land Raiders.
Yup, nobody anywhere takes those, they ceased existing entirely with 7E

Which is besides the point either way, which was that the quadlas Predator, regardless of T8 or T7 target, is the best performing tank hunter already, short of the double firing reroll everything Fire Prism combo, and even then its only slightly worse and doesnt require 2 tanks and a CP.




Already sorta covered this, but you're being intellectually dishonest by talking about the Vanquisher. That's easily the worst one for even the dedicated Anti-Tank job.
well, you keep evading literally every point I try and make my picking out one tiny point and trivializing it. Yeah, the Vanquisher isnt great, but it is the codex dedicated tank hunter, and even with the much bemoaned and borderline broken IG tank commander thats hitting on rerollable 2's and sporting a supplementary Lascannon and is ablr to knock out another Russ in two turns on average, is not matching the firepower of your proposed Predator.

Ive shown through multiple posts that the Quadlas Predator is already really good, is on par with a Grinding Advance Annihilator Russ and dramatically superior to any other Russ variant on a monster/tank huntong role, and regardless of whether the target is T7 or T8 or Battlecannon/Vanquisher Cannon, and without needing Grinding Advance to do it.

Adding Grinding Advance to the Predator would make it an absurdly hideous tank hunter that would dramatically outperform any other equivalent HS tank.


Proof that space marine codex is the worst. @ 2017/11/07 20:14:55


Post by: Xenomancers


Martel732 wrote:
Xeno,

I think you're going to need more data to support this claim. I personally think GK are hands down worse than marines atm. But if the trends hold true, marines will make top tables less and less as more non-power armor codices drop.

I think there's a lot of energy being spent needlessly in this thread.

Greyknights are next worse. Grandmaster dreadknights are really good units and can be spammed. With an AM ally - it's incredibly potent. I have conceeded that greyknights are both really bad. They are 1 and 2. Makes no difference to me. It's no excuse for the gross imbalance of yet another edition of 40k.


Proof that space marine codex is the worst. @ 2017/11/07 20:15:01


Post by: Slayer-Fan123


 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total. I also have points left there for a HK Missile, so that'll potentially make the damage greater. What the math is on that I don't know because I don't know the HK states off the top of my head. Either way, that's not including any regimental bonuses for offensive power (you'd probably just do Cadian for the Annihilator and Catachan for the Battle Cannon, correct?)

Why is the Annihilator being touted as the gold standard?


Your math for the battlecannon is wrong.

Battlecannon Russ w/ Lascannon:
- Battlecannon: Shoots twice (7 shots avg). Hits 3.5 times. Wounds 1.75 times. Gets through the save with 1.16 wounds, doing 2.3 damage.
- Lascannon: Shoots once (1 shot). Hits .5 times. Wounds .33 times. Gets through the save with .28 wounds, doing .97 damage.

Total: 3.2 damage

Annihilator Russ w/ Heavy Bolter:
- Twin Lascannon: Shoots twice (4 shots). Hits 2 times. Wounds 1.33 times. Gets through the save with 1.11 wounds, doing 3.89 damage.
- Heavy Bolter: Shoots once (3 shots). Hits 1.5 times. Wounds .5 times. Gets through the save with .25 wounds, doing .25 damage.

Total: 4.14 damage

EDIT:
Just for completeness:

- Hunter-Killer Missle: Shoots once (1 shot). Hits .5 times. Wounds .25 times. Gets through the save with .17 wounds, doing .583 wounds, bringing the Battlecannon Russ up to a total of 3.78 damage, still less than the Annihilator.

My bad. The calculator messed up super heavily when I added the Lascannon.
That said, we weren't adding Regiment bonuses. Doing everything one at a time instead of all at once, I'm getting 4.8 with a Cadian bonus, and 4 with the Catachan bonus.
It's barely any better vs T8, and that goes to 5 with T7. I'm still gonna call BS on it being the premier tank hunting Russ.


Proof that space marine codex is the worst. @ 2017/11/07 20:18:01


Post by: Martel732


There are too many posters who hate marine players for this exercise to be worthwhile. There are also too many posters that don't play against good screens on a consistent basis. There is the "don't want it to be true crowd" and the "just don't get it and never will crowd", and between the two of them, this thread is destined for failure.

The truth is that marines have rarely ever been easy mode in 40K. They are usually a terrible starter army, because of their unforgiving nature. GW pimps them as the starter army, and relies on the marine opponents having an equally poor grasp of the game to make the marines a viable choice.


Proof that space marine codex is the worst. @ 2017/11/07 20:18:46


Post by: Slayer-Fan123


 Eligius wrote:
tneva82 wrote:
 Eligius wrote:
This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Prove it. Show those teeming hordes of top ranking marine lists without Guillimann. I'm waiting. Not holding breath while doing it though.


http://bloodofkittens.com/wp-content/uploads/2017/07/Anthony-Chew-1st-Overall-Caledonian-Revolution-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Lochrest-TH-3rd-Overall-Rampager-GT-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Steven-Heitmeyer-3rd-Overall-Slobberknocker-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/3rd-Overall-Mikael-Ek-Westeros-V-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/06/Tim-Travers-1st-Overall-Boise-Cup-GT-2017.pdf

Satisfied?

That's not a horde of lists, and one of those I'm pretty sure (the last BA one) is from the VERY first tournament really done without the Flier errata.


Proof that space marine codex is the worst. @ 2017/11/07 20:22:56


Post by: Unit1126PLL


Slayer-Fan123 wrote:
My bad. The calculator messed up super heavily when I added the Lascannon.
That said, we weren't adding Regiment bonuses. Doing everything one at a time instead of all at once, I'm getting 4.8 with a Cadian bonus, and 4 with the Catachan bonus.
It's barely any better vs T8, and that goes to 5 with T7. I'm still gonna call BS on it being the premier tank hunting Russ.


I'll do the Math with Cadians for both, just for illustration:
vs T8/3+
Cadian Battle Tank:
- Battlecannon: 2.722
- Lascannon: 1.134
- Hunter Killer Missile: 0.681

Total: 4.537

Cadian Annihilator:
- Twin Lascannon: 4.537 (hah)
- Heavy Bolter: 0.292

Total: 4.829

The Annihilator is still better.


Proof that space marine codex is the worst. @ 2017/11/07 20:23:35


Post by: Leo_the_Rat


 Xenomancers wrote:
Greyknights are next worse. Grandmaster dreadknights are really good units and can be spammed. With an AM ally - it's incredibly potent. I have conceeded that greyknights are both really bad. They are 1 and 2. Makes no difference to me. It's no excuse for the gross imbalance of yet another edition of 40k.


Aren't you the one saying that you should just consider a codex as a stand alone army? If GKs are tied with SM only with the aid of AM allies then it's pretty clear that by themselves they are the worst.


Proof that space marine codex is the worst. @ 2017/11/07 20:24:26


Post by: Xenomancers


Martel732 wrote:
There are too many posters who hate marine players for this exercise to be worthwhile. There are also too many posters that don't play against good screens on a consistent basis. There is the "don't want it to be true crowd" and the "just don't get it and never will crowd", and between the two of them, this thread is destined for failure.

The truth is that marines have rarely ever been easy mode in 40K. They are usually a terrible starter army, because of their unforgiving nature. GW pimps them as the starter army, and relies on the marine opponents having an equally poor grasp of the game to make the marines a viable choice.

Why do they hate marines though - they are cool to me.


Proof that space marine codex is the worst. @ 2017/11/07 20:25:59


Post by: Martel732


I said marine players.


Proof that space marine codex is the worst. @ 2017/11/07 20:31:17


Post by: Unit1126PLL


Slayer-Fan123, I'm not sure what you want from me. You're welcome to claim that the Annihilator is a bad tank-hunting Russ variant but in truth it's 1) not, and 2) it's directly comparable to the Predator Annihilator.

Vaktathi has also shown you some excellent math, proving that the Predator Annihilator outperforms both, and illustrating why it doesn't have Grinding Advance.

I'm not sure what more you want, but at this point you seem like you're just salty about Predators not being better than Russes. I'm sorry, but they're not supposed to be. That's just... how it is. Guard have always been the army for treadheads.

I've literally given you numbers to work on - we can calculate it fifteen different ways, with Regimental Doctrines, with cover, without cover, with Grinding Advance, without Grinding Advance, against Baneblades or Land Raiders, but the Annihilator hunts tanks better than the barebones Russ. It's just a fact.

And the Predator Annihilator, in its current iteration and without Grinding Advance, is better still.

I have no idea what more you're asking for. I simply don't.


Proof that space marine codex is the worst. @ 2017/11/07 20:32:05


Post by: Eligius


Slayer-Fan123 wrote:
 Eligius wrote:
tneva82 wrote:
 Eligius wrote:
This makes your point 1 void and I stand by my point that Roboute, while powerfull, isn't required in a SM tournament list.


Prove it. Show those teeming hordes of top ranking marine lists without Guillimann. I'm waiting. Not holding breath while doing it though.


http://bloodofkittens.com/wp-content/uploads/2017/07/Anthony-Chew-1st-Overall-Caledonian-Revolution-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Lochrest-TH-3rd-Overall-Rampager-GT-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/Steven-Heitmeyer-3rd-Overall-Slobberknocker-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/09/3rd-Overall-Mikael-Ek-Westeros-V-2017.pdf

http://bloodofkittens.com/wp-content/uploads/2017/06/Tim-Travers-1st-Overall-Boise-Cup-GT-2017.pdf

Satisfied?

That's not a horde of lists, and one of those I'm pretty sure (the last BA one) is from the VERY first tournament really done without the Flier errata.


I never claimed that a horde of non-Roboute SM army lists inhabit the top 3 of 40k tournaments. I just said that a SM list doesn't need Roboute to do well at a tournament which i've now proven.

I'm not responsible for other poster's hyperbolic replies to my posts.


Proof that space marine codex is the worst. @ 2017/11/07 20:33:10


Post by: Kap'n Krump


Have you heard of this thing called orks? Look them up and get back to me on 'the worst'.


Proof that space marine codex is the worst. @ 2017/11/07 20:39:37


Post by: the_scotsman


I don't hate marine players, I hate crappy, unsupported arguments. I can't help who makes those arguments extremely frequently - spoiler alert, the playerbase the most used to having things their way and getting extra attention is going to be the most vocal when it comes to wanting more. Most of the other factions' complaints are for things that the marines already have and have had for a long time - chapter tactics, up to date models, a new unit that fills this or that category like Admech transports or a Dark Eldar unit that can deal with flyers.

8th ed is a still developing tournament meta. Two of the "big dog" lists that have come through since that development began were primarily focused around vanilla Space Marines, as well as a couple oddballs/flukes. One of those big dog lists, as you mentioned, resulted in a rebalance of the game to remove it from the meta.

Does that mean we have evidence that marines are the best codex? no. Does it mean they're the worst? Also no.

The entire focus of this thread has been "Another army can do a similar thing my army does, but theirs is better in more situations!" I don't care what army you play, that's the height of petulant.


Proof that space marine codex is the worst. @ 2017/11/07 20:45:13


Post by: Martel732


I agree that there is a lack of hard evidence at this particular time. At the very least, we have a small sample size.

I will predict that non-Rowboat lists become more and more rare as time goes on, and that seems like a red flag if it comes true.


Proof that space marine codex is the worst. @ 2017/11/07 21:01:13


Post by: Bharring


One-rounding most of those 300+ point options you bring up with that 600pt combo is quite a bit more than 'rolling a little better than average'. Average dice apparently brings them down to half, and that's 10 or 20 shots (depending on shot type) each rolling 3 times (hit/wound/save) discounting rerolls and FnP. Rule of large numbers starts adjusting the spread. Devation further from the center - especially all the way up to double - over 30 or 60 dice rolls is very unlikely.

Even if it did, how is it make SM worse than Orkz (/Tau/DE/Necrons/whatever)?

As for the claim that there's never a place for the SM variant, I think that's just foolish. What happens if Fire Dragons or Wraithguard WWP within 9" of a Sternie or Command or Dev squad?

Honestly, if I dropped in a 5man and the opponent used 2 command points to wipe it, that's a trade. That's counterplay.

The CWE one is still better, but maybe if you used more sub-300pt units, it wouldn't seem so OP?


Proof that space marine codex is the worst. @ 2017/11/07 21:04:11


Post by: D6Damager


 Kap'n Krump wrote:
Have you heard of this thing called orks? Look them up and get back to me on 'the worst'.


Orks do not have their codex yet. There's still hope for them.


Proof that space marine codex is the worst. @ 2017/11/07 21:22:28


Post by: Daedalus81


 BaconCatBug wrote:
My hypothesis is that the SM Codex was intentionally made bland and underpowered, because people will buy Marines regardless of rules, while making all other factions seem stronger by comparison, thus driving up sales of non-Marines.


I bet if i went into people's comment histories i'd see tons of "GW makes everything for SM better, because they are the poster child and sell the best".

Pick a lane, folks.


Proof that space marine codex is the worst. @ 2017/11/07 21:24:03


Post by: Martel732


The nuclear dumpster fire of primaris disproves that for sure.


Proof that space marine codex is the worst. @ 2017/11/07 21:27:20


Post by: Vaktathi


Martel732 wrote:
The nuclear dumpster fire of primaris disproves that for sure.
everything related to the Primaris marines was a dumpster fire. A stupid concept executed in a stupid manner with stupid rules and an even more stupid name


Proof that space marine codex is the worst. @ 2017/11/07 21:58:34


Post by: MechaEmperor7000


Eh, credit where it is due. the models are very kickass and "Primaris Marine" isn't that bad of a name, at least not compared to "Aelf" or "Duardin", which sounds like someone sneezed on the autocorrect.


Proof that space marine codex is the worst. @ 2017/11/07 22:07:03


Post by: Galef


 MechaEmperor7000 wrote:
Eh, credit where it is due. the models are very kickass and "Primaris Marine" isn't that bad of a name, at least not compared to "Aelf" or "Duardin", which sounds like someone sneezed on the autocorrect.

And the rules are pretty cool too. 2 wound Marines with 30" AP -1 bolters? Yes please.


Proof that space marine codex is the worst. @ 2017/11/07 22:21:25


Post by: Insectum7


 Xenomancers wrote:
 Insectum7 wrote:
 Xenomancers wrote:

10 man squad with all with reaper-launchers...what unit in this game actually has more firepower than that?


Hellblasters
Centurions loaded out
Sternguard with Combi-plasma within 12"
Obliterators rolling average

Note how 3 of those units are in the Marine codex. C'mon man, you're not even trying.


Helblasters have less firepower and they cost more and in order to have reasonable firepower have to risk killing themselves. - Less firepower against what? Against MEQ/TEQ they far outpace Reapers. They also have different weapon options, unlike Reapers.
Centurions loaded out are like 140 points a peice. - you would auto lose the game for taking the unit - "What unit in this game has more firepower" your rules, not mine.
guess i wont deep strike withing 12 inches of sterngaurd or hellblasters for that matter - again packs waaayy more firepower against some units.
oblits are max units of 3 - they wouldn't benefit much plus can't cover as much area with 24 inch range. - 12 shots vs. 10, can Deep Strike without stratagem and double-fire with Stratagem


Heck, Grav-Devastators give a unit of 10 Reapers a run for their money vs. MEQ/ TEQ targets.

To re-iterate the movement of goal posts because it's funny.

"What unit has more firepower?"
"What unit has more firepower that isn't a superheavy"
"What unit has more firepower that isn't a superheavy and isn't more expensive"
"What unit has more firepower that isn't a superheavy, isn't more expensive, and 'firepower' is measured only against tanks (I guess?)"
"What unit has more firepower that isn't a superheavy, isn't more expensive, has 'firepower' being measured against tanks (I guess?), and has the same or better range."
"What unit has more firepower that isn't a superheavy, isn't more expensive, has 'firepower' being measured against tanks (I guess?), and has the same or better range. Oh, and include buffs."

Whatever, man.

Martel732 wrote:

I think there's a lot of energy being spent needlessly in this thread.

It is not often that I agree with Martel. But when I do...


Proof that space marine codex is the worst. @ 2017/11/07 22:28:23


Post by: Hoodwink


They funny thing is, everyone keeps saying Grey Knights are the worst codex yet they are arguably one of the strongest against the biggest metas right now which are daemon and smite spam lists. They just happen to be under par against everything else.


Proof that space marine codex is the worst. @ 2017/11/07 22:28:57


Post by: Marmatag


 Galef wrote:
 MechaEmperor7000 wrote:
Eh, credit where it is due. the models are very kickass and "Primaris Marine" isn't that bad of a name, at least not compared to "Aelf" or "Duardin", which sounds like someone sneezed on the autocorrect.

And the rules are pretty cool too. 2 wound Marines with 30" AP -1 bolters? Yes please.


lolwut, foot slogging garbage marines that fire 5-10 shots of strength 4 weaponry that does 1 damage.

If these guys were good, Necron Warriors would be good.


Proof that space marine codex is the worst. @ 2017/11/07 23:42:36


Post by: Nightlord1987


Let me edit my post and say just 1 thing. Ynnari.

They get to do out of sequence actions without having to waste any CPs.

Soul burst really should have required a 2+ roll to activate at the very least. Incredibly frustrating to have to NOT kill units or else get shot/assaulted/retreated every time.


Proof that space marine codex is the worst. @ 2017/11/08 00:22:22


Post by: Ordana


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total. I also have points left there for a HK Missile, so that'll potentially make the damage greater. What the math is on that I don't know because I don't know the HK states off the top of my head. Either way, that's not including any regimental bonuses for offensive power (you'd probably just do Cadian for the Annihilator and Catachan for the Battle Cannon, correct?)

Why is the Annihilator being touted as the gold standard?


Your math for the battlecannon is wrong.

Battlecannon Russ w/ Lascannon:
- Battlecannon: Shoots twice (7 shots avg). Hits 3.5 times. Wounds 1.75 times. Gets through the save with 1.16 wounds, doing 2.3 damage.
- Lascannon: Shoots once (1 shot). Hits .5 times. Wounds .33 times. Gets through the save with .28 wounds, doing .97 damage.

Total: 3.2 damage

Annihilator Russ w/ Heavy Bolter:
- Twin Lascannon: Shoots twice (4 shots). Hits 2 times. Wounds 1.33 times. Gets through the save with 1.11 wounds, doing 3.89 damage.
- Heavy Bolter: Shoots once (3 shots). Hits 1.5 times. Wounds .5 times. Gets through the save with .25 wounds, doing .25 damage.

Total: 4.14 damage

EDIT:
Just for completeness:

- Hunter-Killer Missle: Shoots once (1 shot). Hits .5 times. Wounds .25 times. Gets through the save with .17 wounds, doing .583 wounds, bringing the Battlecannon Russ up to a total of 3.78 damage, still less than the Annihilator.

My bad. The calculator messed up super heavily when I added the Lascannon.
That said, we weren't adding Regiment bonuses. Doing everything one at a time instead of all at once, I'm getting 4.8 with a Cadian bonus, and 4 with the Catachan bonus.
It's barely any better vs T8, and that goes to 5 with T7. I'm still gonna call BS on it being the premier tank hunting Russ.

The logical step upon calling it 'not the best Russ at tank hunting' is to show which loadout is better.

Please provide your data or we will keep assuming that the Vanquisher is the premier tank hunting Russ.


Proof that space marine codex is the worst. @ 2017/11/08 01:37:49


Post by: Melissia


[mods, please delete]


Proof that space marine codex is the worst. @ 2017/11/08 01:43:34


Post by: Slayer-Fan123


 Galef wrote:
 MechaEmperor7000 wrote:
Eh, credit where it is due. the models are very kickass and "Primaris Marine" isn't that bad of a name, at least not compared to "Aelf" or "Duardin", which sounds like someone sneezed on the autocorrect.

And the rules are pretty cool too. 2 wound Marines with 30" AP -1 bolters? Yes please.

Intercessors are everything Tactical Marines should be. I've ordered those sexy Mk3 Boarding Shield Marines from FW as my stand-ins, with a couple of Combi-Bolters to help represent the Aux Grenade function.


Automatically Appended Next Post:
Ordana wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
1) But, as Vaktathi has shown, Predators don't need Grinding Advance to be good. The Predator Annihilator is as good a tank hunter as the best Leman Russ tank hunter, including Grinding Advance.

2) They don't have them. I'm sorry, but they don't. They seem fine without it - I've certainly seen more than zero Predators in lists - but they don't. I don't know what to tell you. I didn't make the decision, write the codex, or the like. They don't have it.

Why are you comparing a Predator to a Russ anyways? You make it sound like you want the Predator to be as good as a Russ.

It isn't really the best Tank Hunting Russ. The Annihilator with a Heavy Bolter (180 points) is getting 5.3 damage on a t8 vehicle with a 3+. Against the same kind of vehicle, a Battle Cannon Russ with a Lascannon (slightly cheaper) is getting 7 wounds total. I also have points left there for a HK Missile, so that'll potentially make the damage greater. What the math is on that I don't know because I don't know the HK states off the top of my head. Either way, that's not including any regimental bonuses for offensive power (you'd probably just do Cadian for the Annihilator and Catachan for the Battle Cannon, correct?)

Why is the Annihilator being touted as the gold standard?


Your math for the battlecannon is wrong.

Battlecannon Russ w/ Lascannon:
- Battlecannon: Shoots twice (7 shots avg). Hits 3.5 times. Wounds 1.75 times. Gets through the save with 1.16 wounds, doing 2.3 damage.
- Lascannon: Shoots once (1 shot). Hits .5 times. Wounds .33 times. Gets through the save with .28 wounds, doing .97 damage.

Total: 3.2 damage

Annihilator Russ w/ Heavy Bolter:
- Twin Lascannon: Shoots twice (4 shots). Hits 2 times. Wounds 1.33 times. Gets through the save with 1.11 wounds, doing 3.89 damage.
- Heavy Bolter: Shoots once (3 shots). Hits 1.5 times. Wounds .5 times. Gets through the save with .25 wounds, doing .25 damage.

Total: 4.14 damage

EDIT:
Just for completeness:

- Hunter-Killer Missle: Shoots once (1 shot). Hits .5 times. Wounds .25 times. Gets through the save with .17 wounds, doing .583 wounds, bringing the Battlecannon Russ up to a total of 3.78 damage, still less than the Annihilator.

My bad. The calculator messed up super heavily when I added the Lascannon.
That said, we weren't adding Regiment bonuses. Doing everything one at a time instead of all at once, I'm getting 4.8 with a Cadian bonus, and 4 with the Catachan bonus.
It's barely any better vs T8, and that goes to 5 with T7. I'm still gonna call BS on it being the premier tank hunting Russ.

The logical step upon calling it 'not the best Russ at tank hunting' is to show which loadout is better.

Please provide your data or we will keep assuming that the Vanquisher is the premier tank hunting Russ.

I did provide the data. Like, right there. I understand my math was like crazy off the first time but I admitted it.

However, nobody should be defending the Vanquisher. That's hot garbage right there. 2 S8 shots? No thanks. It needs additional AP (probably AP-4) and some sorta minimum damage rule.


Proof that space marine codex is the worst. @ 2017/11/08 04:17:50


Post by: Crimson Devil


 Melissia wrote:
[mods, please delete]


...this whole thread.


Proof that space marine codex is the worst. @ 2017/11/08 07:12:02


Post by: koooaei




Ork shootas are assault 2 and marine bolters are rapid fire 1 - that proves marines are the worst codex ever. GW pls buff!!1



Proof that space marine codex is the worst. @ 2017/11/08 07:54:59


Post by: Scott-S6


 Vaktathi wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
 Melissia wrote:
The a quadlas annihilator is a reasonably durable platform for its points, and still perfectly usable. Compared to a lascannon dev squad, it takes more damage before its damage average is lowered (and its average is lowered, not its maximum damage; even damaged it's helped more by a nearby captain than a half-strength dev squad), but misses out on the dev squad's fifth shot on turn one.


I completely agree. That's what I was just looking at: Even without Grinding Advance, the quadlas predator is about on par with the Leman Russ Annihilator; it misses out on one Lascannon shot but has a higher BS, faster movement (both in the absolute sense and in the "doesn't have to move half speed to actually do anything" sense), and is cheaper.

The Annihilator is one of the worst Russes! Why is being on par with that a good comparison?
The Annihilator is actually probably one of the better variants, particularly for tank hunting, especially against T8 targets. Against a T8 3+sv tank target, the FW Annihilator is putting out 4.86 wounds for 192pts, a las Vanq is outputting....2.83 for 167pts (3.45 wounds against a T7 target), a Quadlas Predator is doing 5.2 wounds against T7 and T8 targets for 190pts.


Its better than the very worst russ? It must be great then!


Proof that space marine codex is the worst. @ 2017/11/08 09:15:37


Post by: AaronWilson


Reads 9 pages, sees no proof.

Didn't marines just win the first GT?

Carries on with life.


Proof that space marine codex is the worst. @ 2017/11/08 11:54:20


Post by: Tyel


If Marines suck, and you think thy have sucked since 2nd edition, why have you played them for twenty years? Go buy some Guard. Or Eldar. Or any faction you think is overpowered.


Proof that space marine codex is the worst. @ 2017/11/08 14:00:49


Post by: Kaiyanwang


 koooaei wrote:


Ork shootas are assault 2 and marine bolters are rapid fire 1 - that proves marines are the worst codex ever. GW pls buff!!1



Better nerf Orks, I'd say.
I hope the new codex will make things right.


Proof that space marine codex is the worst. @ 2017/11/08 14:09:04


Post by: Bharring


If Ynnari and Alaitoc, you're doing it wrong. Not as in bad, but as in not game-legal.

Reapers were nasty in Ynnari list and decent/good in CWE lists. They got buffed, so now they're nasty in CWE lists, and still even better in Ynnari lists. Didn't need that.

Although the rules allowing Ynnari units to use CWE stratagems is BS (it does require a CWE detatchement somewhere in your army, but that's not too difficult).

The new book means CWE-Craftworld isn't strictly inferior to CWE-Ynnari. Certainly overtuned. (No, this thread still doesn't prove SM are the worst book in the game.)


Proof that space marine codex is the worst. @ 2017/11/08 14:15:42


Post by: Martel732


Yes, GK exist, and the other loyalist power armor lists are going to exist. So this thread will never be accurate in fact, only partially in spirit.


Proof that space marine codex is the worst. @ 2017/11/08 14:16:25


Post by: Xenomancers


From the concensus of this thread. Space marines aren't the worst - greyknights are the worst. No one seems to want to argue that space marines aren't the second worst. Yet. As a player of both armies GK and Ultramarines. I can confirm through my own accounts that GK are a much more skillfull army and can reward you when well played. Ultramarines without guilliman are just inferior to everything in the game and with guilliman can really only win if they go first. I just won a game last night going second with my GK Against a Ynnari harliquens list that would have pulverized my ultras. Gk aren't going to go deep into a tournament because the second they run into a parking lot of wave serpants or imperial guard they will fall - but they are pretty good against everything else.


Proof that space marine codex is the worst. @ 2017/11/08 14:17:26


Post by: Martel732


GK autolose to screens. That's a terrible, terrible flaw in 8th. Just ask my BA.


Proof that space marine codex is the worst. @ 2017/11/08 14:28:04


Post by: Unit1126PLL


Martel732 wrote:
GK Monobuild short-range firepower and close-combat armies autolose to screens. That's a terrible, terrible flaw neat design feature that discourages two types of monobuilds in 8th. Just ask my BA.


FTFY.


Proof that space marine codex is the worst. @ 2017/11/08 14:30:46


Post by: Martel732


If you have nothing useful to add, please just put me on ignore. Autolose is NOT the way to discourage "monobuilds". GK and BA have no viable options vs screens. If you think that's okay, please put me on ignore and never reply again.


Proof that space marine codex is the worst. @ 2017/11/08 14:32:48


Post by: ZebioLizard2


Martel732 wrote:
GK autolose to screens. That's a terrible, terrible flaw in 8th. Just ask my BA.
We don't really need to ask when you give that info so readily every other post.

But yeah, GK need some buffs that's for sure.


Proof that space marine codex is the worst. @ 2017/11/08 14:32:54


Post by: Unit1126PLL


Martel732 wrote:
If you have nothing useful to add, please just put me on ignore. Autolose is NOT the way to discourage "monobuilds". GK and BA have no viable options vs screens. If you think that's okay, please put me on ignore and never reply again.


Except for the options I gave you that you don't want to use because of some other reason unrelated to screens or something. (I think it was "but Death Guard!")


Proof that space marine codex is the worst. @ 2017/11/08 14:36:25


Post by: Martel732


 ZebioLizard2 wrote:
Martel732 wrote:
GK autolose to screens. That's a terrible, terrible flaw in 8th. Just ask my BA.
We don't really need to ask when you give that info so readily every other post.

But yeah, GK need some buffs that's for sure.


I suppose that's true. The challenge is what buffs do you give GK? They're the same buffs BA need, but aren't going to get. Huge model counts of models that cost very little rule the day. Low model count lists can't throw the dice sufficient to get the job done.


Proof that space marine codex is the worst. @ 2017/11/08 14:44:10


Post by: ZebioLizard2


I'd improve incinerators for one thing. Either changing them to 2D3 with a stacking +1 to hit or another D3 for every 10 models (course I advocate this for most flamers to begin with) with a price drop.


Proof that space marine codex is the worst. @ 2017/11/08 14:45:09


Post by: Martel732


Scaling flamers would help a lot of armies a LOT. Lots of lists pay ~600 pts to make non-Khorne assault lists just lose.


Proof that space marine codex is the worst. @ 2017/11/08 14:59:51


Post by: Bharring


I think I'm not seeing the same concensus. I'm seeing Orkz being regarded as worst. And not many claims that SM are worse than SoB, Necrons, Tau, and many others.

My UM do fine against things like Harlies. My Harlies fear UM more than GK.

The consensus does seem to think, but not really commit to, CWE being stronger than UM. But most of those also seem to think we haven't *proven* UM is worse than CWE. To say nothing of UM vs almost every other forces(AM and Chaos might be the exceptions).

There is almost no evidence that UM are worse than even half the forces in the game. And some evidence that it's top-3.


Proof that space marine codex is the worst. @ 2017/11/08 15:04:48


Post by: Martel732


I think the upcoming Tyranid codex will embarrass marines, setting the trend of every Xeno codex being substantially better. Yes, I know, CWE is not *proven* better, but I think it is a lot better, and this will be proven out.

While better than many index lists, I think Drukhari play better atm and Tau can easily match them by playing spammy lists.

We can then bring Rowboat vs non-Rowboat lists into discussion.


Proof that space marine codex is the worst. @ 2017/11/08 15:05:01


Post by: ZebioLizard2


Oh nobody disagree's that Ork's are the worst right now., but that's not the argument at hand because they don't have a codex. Which is what the argument is going for because it's discussing that out of all the codexes the SM one is the worst.



Proof that space marine codex is the worst. @ 2017/11/08 15:05:41


Post by: Martel732


 ZebioLizard2 wrote:
Oh nobody disagree's that Ork's are the worst right now., but that's not the argument at hand because they don't have a codex. Which is what the argument is going for because it's discussing that out of all the codexes the SM one is the worst.



GK is worse because they are even MOAR marine than marines. And the marine scheme does not work in 8th. Yeah, I know there's not enough proof yet, but there will be. In 8th, you don't want to be losing 13 ppm minimum per mortal wound coming in or per failed save.


Proof that space marine codex is the worst. @ 2017/11/08 15:12:29


Post by: Bharring


CWE: I think I'd agree CWE is probably better than SM. Not sure I'd agree it fully outclasses it, but notably better.
AM: I think AM is better than SM, too. I think it's in the same class.
GK: Worse
CSM: Demons are good. Alpha Legion Zerkers can do things. Not sure if it's better or worse than SM
DG: Morty OP dovetails nicely with Gilly OP. Beyond that, what puts them so far above SM?

What other Codexes are there?

Of those, 2 we agree are better, 1 we agree is worse, and 2 I don't know I'm convinced either way on yet.

There's only 1 more book we've agreed is better than SM than books we've agreed are worse. Hardly significant. And with only 2 more to discuss, will it really be significant?

That's why many people were discussing Index factions as well as codexes. There simply aren't a lot of them out there.

(Also, most of the 'proof' that gets bandied about here isn't really proof. Much of it is based on faulty understandings of the rules, the game, or asymetric balance.)


Proof that space marine codex is the worst. @ 2017/11/08 15:14:29


Post by: Martel732


CSM have screening units. That alone makes them better than UM.

I think IG and CWE massively outclass marines, but time will tell. I have no "proof".

The problem being with proof is that many thought that Riptides that absorbed 40 lascannon shots were just fine in 7th.


Proof that space marine codex is the worst. @ 2017/11/08 15:17:57


Post by: Xenomancers


 ZebioLizard2 wrote:
Oh nobody disagree's that Ork's are the worst right now., but that's not the argument at hand because they don't have a codex. Which is what the argument is going for because it's discussing that out of all the codexes the SM one is the worst.


Orks...don't...have a codex? They are omitted from this discussion be default.


Automatically Appended Next Post:
Bharring wrote:
CWE: I think I'd agree CWE is probably better than SM. Not sure I'd agree it fully outclasses it, but notably better.
AM: I think AM is better than SM, too. I think it's in the same class.
GK: Worse
CSM: Demons are good. Alpha Legion Zerkers can do things. Not sure if it's better or worse than SM
DG: Morty OP dovetails nicely with Gilly OP. Beyond that, what puts them so far above SM?

What other Codexes are there?

Of those, 2 we agree are better, 1 we agree is worse, and 2 I don't know I'm convinced either way on yet.

There's only 1 more book we've agreed is better than SM than books we've agreed are worse. Hardly significant. And with only 2 more to discuss, will it really be significant?

That's why many people were discussing Index factions as well as codexes. There simply aren't a lot of them out there.

(Also, most of the 'proof' that gets bandied about here isn't really proof. Much of it is based on faulty understandings of the rules, the game, or asymetric balance.)

AM and space marines aren't in the same class - we are literally talking about the best army in the game and the worst. And saying they are in the same class.


Proof that space marine codex is the worst. @ 2017/11/08 15:21:10


Post by: Bharring


I think that's because many people dismiss codex-only comparisons as limited, academic, and inherently misleading. Being the worst of the top 3 or so isn't nearly as meaningful as being the worst in the game.

So, by default, most people included them in the conversation. Omitting most armies wasn't my default.


Automatically Appended Next Post:
If the game were balanced, the top army and the bottom army would be in the same class. Tournies have shown SM lists reliably hit the top 3. But in any case, being worse than the best, or even the best 2 or 3, isn't a huge surprise when there are so many factions in the game.


Proof that space marine codex is the worst. @ 2017/11/08 15:25:58


Post by: Martel732


Still, I think the worst sign is that there are index armies that, in my view, are as good as or better than SM with a codex.


Proof that space marine codex is the worst. @ 2017/11/08 15:26:05


Post by: Xenomancers


 ZebioLizard2 wrote:
Oh nobody disagree's that Ork's are the worst right now., but that's not the argument at hand because they don't have a codex. Which is what the argument is going for because it's discussing that out of all the codexes the SM one is the worst.


GK's are better than space marines IMO.

They have a viable troop choice with strike squad marines.
Every unit has mini smite that goes off on 4's.
They have an actual workhorse unit in GMDK
All the units that are actually good are also in the GK codex - Razorbacks/Storm Ravens/Storm Talons - they dont have preds but Storm Ravens are better anyways.
Vortex of doom with empiric channeling
And most importantly - they have strong alpha strike regardless off who goes first.


Things Space marines have that GK don't have?
Guilliman


Proof that space marine codex is the worst. @ 2017/11/08 15:27:29


Post by: Martel732


"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.


Proof that space marine codex is the worst. @ 2017/11/08 15:27:33


Post by: Xenomancers


Bharring wrote:
I think that's because many people dismiss codex-only comparisons as limited, academic, and inherently misleading. Being the worst of the top 3 or so isn't nearly as meaningful as being the worst in the game.

So, by default, most people included them in the conversation. Omitting most armies wasn't my default.


Automatically Appended Next Post:
If the game were balanced, the top army and the bottom army would be in the same class. Tournies have shown SM lists reliably hit the top 3. But in any case, being worse than the best, or even the best 2 or 3, isn't a huge surprise when there are so many factions in the game.

I do believe codex is included in the title. Index and codex are different things.


Proof that space marine codex is the worst. @ 2017/11/08 15:37:06


Post by: Bharring


People often internally correct when they believe a minor change to what they hear or read would make more sense, or be more likely to be a worthwhile discussion. For instance, if I talked about th Space Marine book, you're going to assume I mean *the* Space Marine *codex*. Honest misunderstanding.

Considering the relative usefulness of the possible discussions ("all armies" vs "The 5 GW Favs that already got Codexes"), I think it was the more likely or appropriate read of the OP than the Codex-only "technically correct" version.

Like how 6e MCs had someting like 'Smash' and 'Monsterous' instead of 'Monsterous Smash' - some rule that didn't exist (I dont' recall which 2 rules were involved with the missing comma). Technically incorrect, but nobody was going to read it that way. Or how, in some editions, if the leading rolloff tied twice, the game couldn't move forward. Most people just roll a third time. Technically incorrect only for pedants.


Proof that space marine codex is the worst. @ 2017/11/08 15:42:55


Post by: Xenomancers


Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


Proof that space marine codex is the worst. @ 2017/11/08 15:46:39


Post by: Blacksails


If only we had some sort of data, data like competitive players playing against competitive players in a competitive setting, something like say a tournament. If only we had such data, data that would show GKs are performing significantly worse than marines. If only the same dataset also showed that AdMech were equally suffering with GK and distinctly worse off than Marines. If only we had data of tournament winning Marine lists without G-man.

Man, if only. The discussions we could put to rest if we had access to such information.


Proof that space marine codex is the worst. @ 2017/11/08 15:46:57


Post by: Unit1126PLL


 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.


Proof that space marine codex is the worst. @ 2017/11/08 15:49:12


Post by: TwinPoleTheory


 Xenomancers wrote:
Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too.


This is hyperbole, you can't put everything off board. You can arrange things in such a manner as to put a majority of your points and heavy hitters off board, but you certainly can't give your enemy "nothing to shoot".


Proof that space marine codex is the worst. @ 2017/11/08 15:49:55


Post by: pismakron


Forewarned is a fairly broken stratagem, but not in any way as broken as the Raven Guard Strike From the Shadows win-button.

Both stratagems will get fixed in due time. Meanwhile enjoy your undercosted buff-machine and assault-cannons


Proof that space marine codex is the worst. @ 2017/11/08 15:50:23


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

Really? Absorbing assault with trash and then blowing the assault unit up is a pretty damn good assault phase if you ask me. Marines can't do that. They don't have trash. They also don't have good assault units ether. Unless you think terminators are good units or something.


Proof that space marine codex is the worst. @ 2017/11/08 15:50:42


Post by: Bharring


I wonder how everthing would stack up if you dropped CPs from the game.


Proof that space marine codex is the worst. @ 2017/11/08 15:51:48


Post by: Xenomancers


 TwinPoleTheory wrote:
 Xenomancers wrote:
Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too.


This is hyperbole, you can't put everything off board. You can arrange things in such a manner as to put a majority of your points and heavy hitters off board, but you certainly can't give your enemy "nothing to shoot".

Am I the only one that has figured out you can hide your entire army turn 1 if they are 5 man troop squads?


Proof that space marine codex is the worst. @ 2017/11/08 15:53:06


Post by: pismakron


 Xenomancers wrote:
 TwinPoleTheory wrote:
 Xenomancers wrote:
Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too.


This is hyperbole, you can't put everything off board. You can arrange things in such a manner as to put a majority of your points and heavy hitters off board, but you certainly can't give your enemy "nothing to shoot".

Am I the only one that has figured out you can hide your entire army turn 1 if they are 5 man troop squads?


You can hide your entire 200 model Ork horde given sufficient terrain.


Proof that space marine codex is the worst. @ 2017/11/08 15:53:29


Post by: Leo_the_Rat


 Xenomancers wrote:
Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


I don't know what rules you're using but the 0 pts on the table tactic is gone. Alsoby deep striking you have to maintain at least a 9" distance from the enemy how are you delivering your army into the enemy?


Proof that space marine codex is the worst. @ 2017/11/08 15:53:51


Post by: pismakron


Bharring wrote:
I wonder how everthing would stack up if you dropped CPs from the game.


The game would be worse without CP's


Proof that space marine codex is the worst. @ 2017/11/08 15:54:47


Post by: Bharring


How can you hide everything you set up in your deployment zone T1 as the opponent deploys, but you can't hide a single DS unit anywhere on the board outside 9" of an enemy from a single short infantry squad that moves 7" a turn?


Proof that space marine codex is the worst. @ 2017/11/08 15:55:02


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

uhhh...you do know that russes have an HQ called tank commander...and there is little reason not to take a tank commander for every russ....unless you really fancy they annihilator that can't do that. They have bs3+ and reroll ones automatically with and order for another tank commander. The russ actually shoots better on the move than the preditor shoots standing still.


Proof that space marine codex is the worst. @ 2017/11/08 15:56:37


Post by: kronk


 Blacksails wrote:


Man, if only. The discussions we could put to rest if we had access to such information.


You're never going to get that. For some people, it's their ultra-competitive meta and nothing else. "That tournament uses such and such house rules and doesn't compare to my situation at my store." "So what if SM went 50-2 against GK at the last two Mega-Cons! No one in my game store plays them!"

For others, they need an unreasonably large sample size to convince them of anything, thinking that they can apply a lean six sigma double-blind Design of Experiments on a game where you have a million options for each army, can port in 1-3 additional armies (depending on the tournament/game store), and have an uneven number of pairings between codecies. Make your own damn spreadsheets and minitab projects if that's what floats your boat.

Best and Worst are silly terms to apply to a codex. Less internal balance, fewer competitive units, inability to ally, etc are better discussion points, but still have subjective limitations.

I play what I want because I like the fluff, thinks it looks cool, or would be fun to paint. I don't purposely field weak gak, but I don't go out of my way to field face-pounding units/lists, either.

Getting into "This codex is 4.8% more efficient at killing T7 vehicles than that codex" isn't fun for me, but to each his/her own!


Proof that space marine codex is the worst. @ 2017/11/08 15:57:15


Post by: Xenomancers


Bharring wrote:
How can you hide everything you set up in your deployment zone T1 as the opponent deploys, but you can't hide a single DS unit anywhere on the board outside 9" of an enemy from a single short infantry squad that moves 7" a turn?

Oh - I think the idea of deep striking is to actually do damage...not hide behind a wall...by all means do that if you think it's effective. I haven't figured out how to win games without killing things though. Can you teach me how?


Proof that space marine codex is the worst. @ 2017/11/08 16:00:48


Post by: Bharring


Tourny placing is also an inprecise proxy for acumen at the game. Luck skews it a lot, but it's a safe bet that 2 of the top 3 at any sizable tournament knows the game better than any random forum poster. So if they think something is worthwile, and someone on the forums has some fancy post with some halfbaked math saying the opposite, it's certainly worth considering.


Proof that space marine codex is the worst. @ 2017/11/08 16:01:08


Post by: Xenomancers


Leo_the_Rat wrote:
 Xenomancers wrote:
Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


I don't know what rules you're using but the 0 pts on the table tactic is gone. Alsoby deep striking you have to maintain at least a 9" distance from the enemy how are you delivering your army into the enemy?

give me 2 LOS blocking terrain peices in my deployment zone and I effectively have first turn every game I play GK. Unless you also have heavy deep strike in which case we are just trading units. I only deploy 105 point strike squads which are pretty great units for trading. They usually come out on top though.

As for how do I deliver assault units. First to the frey warlord trait on a GMDK. Reroll asssaults for all my units in a 6" bubble. If I am dropping 5-6 units (One of the strike squads uses gates of infinity to join the fight). 2 Usually make it in. It's really not as important as the shooting phase though which I basically can delete anything that isn't a t7 3+ save tank or better pretty easily. Probably not much left to assault after that anyways.


Proof that space marine codex is the worst. @ 2017/11/08 16:04:47


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

uhhh...you do know that russes have an HQ called tank commander...and there is little reason not to take a tank commander for every russ....unless you really fancy they annihilator that can't do that. They have bs3+ and reroll ones automatically with and order for another tank commander. The russ actually shoots better on the move than the preditor shoots standing still.


I'm pretty sure you said "heavies" and not HQ's.

I'm 100% sure all the Space Marine HQ's can move and fire without penalty as well as a Tank Commander.


Proof that space marine codex is the worst. @ 2017/11/08 16:07:02


Post by: Bharring


Well, the trick in this case is, have LOS on what you're going to shoot at, but don't have LOS on what would kill you. Except that it's not much of a trick. It's positioning 101.

Granted, that's more complex than "Don't drop my Scorpions/Hawks/Spiders/Banshees within 12" of the Devs, the Sternies, the Vets, the special/combi Tacs, or the dreads, if they have LOS". But you need to wall off from *one* unit in *one* place on the board. Against SM, any unit with sufficient firepower (for some DS units, that's most units - even naked Tacs will put a dent in some).

Again, I still think the CWE one is better, but you'll have an easier time facing them if you at least consider the tradeoffs.

Also, I currently, pre-Stratagems even, would DS my scorpions out of LOS, often even needing to be out of 12" to not die in one round. Many DS units need anther turn before they can 'do their jobs'. Not all of them are dakka boats.


Automatically Appended Next Post:
Also, is it odd that you think DS makes GK OP, but then complain about the items GW is adding to the game to give DS more counterplay for non-hordes armies?


Proof that space marine codex is the worst. @ 2017/11/08 16:11:03


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

uhhh...you do know that russes have an HQ called tank commander...and there is little reason not to take a tank commander for every russ....unless you really fancy they annihilator that can't do that. They have bs3+ and reroll ones automatically with and order for another tank commander. The russ actually shoots better on the move than the preditor shoots standing still.


I'm pretty sure you said "heavies" and not HQ's.

I'm 100% sure all the Space Marine HQ's can move and fire without penalty as well as a Tank Commander.
Ultramarines can take a single Chronus. AM can tank multiple tank commanders - they can take a whole army of tank commanders. You know that. They fact that they are HQ is actually beneficial. It means you can spam mortars in heavy.


Proof that space marine codex is the worst. @ 2017/11/08 16:15:28


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

uhhh...you do know that russes have an HQ called tank commander...and there is little reason not to take a tank commander for every russ....unless you really fancy they annihilator that can't do that. They have bs3+ and reroll ones automatically with and order for another tank commander. The russ actually shoots better on the move than the preditor shoots standing still.


I'm pretty sure you said "heavies" and not HQ's.

I'm 100% sure all the Space Marine HQ's can move and fire without penalty as well as a Tank Commander.
Ultramarines can take a single Chronus. AM can tank multiple tank commanders - they can take a whole army of tank commanders. You know that. They fact that they are HQ is actually beneficial. It means you can spam mortars in heavy.


So what you're saying is that you're upset that your army has different options than AM?

Because I'm fairly sure that one of the hallmarks of 40k is that the factions are different and have different options and that's a good thing to keep them all from being the same.

If you're upset you don't have HQ tanks, then play an army that has HQ tanks. You gotta take the good with the bad when you select a faction. There are factions that have HQ tanks and there are some that don't. There are also factions that have monstrous-creature HQs and some that don't.


Proof that space marine codex is the worst. @ 2017/11/08 16:15:40


Post by: Xenomancers


Bharring wrote:
Well, the trick in this case is, have LOS on what you're going to shoot at, but don't have LOS on what would kill you. Except that it's not much of a trick. It's positioning 101.

Granted, that's more complex than "Don't drop my Scorpions/Hawks/Spiders/Banshees within 12" of the Devs, the Sternies, the Vets, the special/combi Tacs, or the dreads, if they have LOS". But you need to wall off from *one* unit in *one* place on the board. Against SM, any unit with sufficient firepower (for some DS units, that's most units - even naked Tacs will put a dent in some).

Again, I still think the CWE one is better, but you'll have an easier time facing them if you at least consider the tradeoffs.

Also, I currently, pre-Stratagems even, would DS my scorpions out of LOS, often even needing to be out of 12" to not die in one round. Many DS units need anther turn before they can 'do their jobs'. Not all of them are dakka boats.


Automatically Appended Next Post:
Also, is it odd that you think DS makes GK OP, but then complain about the items GW is adding to the game to give DS more counterplay for non-hordes armies?

GMDK or flying hive are going to have a hard time hiding behind anything that isn't a huge building. That might work for infantry. However - it's very easy for an opponent to deploy in such a way where you wont be able to deep strike out of line of site...maybe some rangers are placed there or maybe the dark reapers have some elevation so they can see over things. In any case - deep strikings purpose is to get as close as possible to the enemy - not to lay up close where you probably could have got with your movement phase anyways. Just the existence of this stratagem has a zoning effect that might win them the game for not even using the stratagem. The space marine version is quite literally a joke in comparison.


Automatically Appended Next Post:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:
Martel732 wrote:
"GK's are better than space marines IMO. "

Gonna have to disagree. They give up too many points too quickly on the opponent's turn. Most good lists don't care about the GK alpha strike.

Deep strike mitigates the crap outta this. First turn I give you nothing to shoot at and then hit with 2k points at your weak point. In CC they absolutely dominate too. What does the space marine codex dominate in? They have weak mobility because none of their heavies can move and shoot minus a storm raven (which GK can take too). Their firepower is good but every army has good firepower, Their psychic phase is weak...most of their powers do nothing, and their assault phase is weak-sauce too. The space marine army offers nothing that AM doesn't offer better.


All of their heavies can move and shoot as well as a Leman Russ does.

Land Raiders, Falchions, Fellblades, and the other Lords of War all move and shoot better than a Leman Russ does.

Their assault phase is also better than AM's by a large margin.

uhhh...you do know that russes have an HQ called tank commander...and there is little reason not to take a tank commander for every russ....unless you really fancy they annihilator that can't do that. They have bs3+ and reroll ones automatically with and order for another tank commander. The russ actually shoots better on the move than the preditor shoots standing still.


I'm pretty sure you said "heavies" and not HQ's.

I'm 100% sure all the Space Marine HQ's can move and fire without penalty as well as a Tank Commander.
Ultramarines can take a single Chronus. AM can tank multiple tank commanders - they can take a whole army of tank commanders. You know that. They fact that they are HQ is actually beneficial. It means you can spam mortars in heavy.


So what you're saying is that you're upset that your army has different options than AM?

Because I'm fairly sure that one of the hallmarks of 40k is that the factions are different and have different options and that's a good thing to keep them all from being the same.

If you're upset you don't have HQ tanks, then play an army that has HQ tanks. You gotta take the good with the bad when you select a faction. There are factions that have HQ tanks and there are some that don't. There are also factions that have monstrous-creature HQs and some that don't.

More options? better options? I'd call that being worse. That is what I am trying to say.


Proof that space marine codex is the worst. @ 2017/11/08 16:22:57


Post by: Unit1126PLL


 Xenomancers wrote:

More options? better options? I'd call that being worse. That is what I am trying to say.


It's only worse if you're actually losing games. The data does not pan out as Blacksails and others have mentioned more than once to you.

Your own petulant whining that you lack the options that other armies have (while having some other options that other armies don't, as it should be) is childish at best, and deliberately trolling at worse.


Proof that space marine codex is the worst. @ 2017/11/08 16:27:31


Post by: Vaktathi


A tank commander is 45pts more than a HS Russ. That's no small increase, their inclusion must be considered. 3 HQ tanks equals roughly 4 HS tanks in terms of cost. In general, the 3 HQ tanks will be slightly killier, about 16% more between BS3+ and reroll 1 orders to each other, but bring 33% less resiliency and table manuever elements. The HQ tank is not an auto include by any means (though Pask can be close...).


Proof that space marine codex is the worst. @ 2017/11/08 16:35:59


Post by: Xenomancers


 Unit1126PLL wrote:
 Xenomancers wrote:

More options? better options? I'd call that being worse. That is what I am trying to say.


It's only worse if you're actually losing games. The data does not pan out as Blacksails and others have mentioned more than once to you.

Your own petulant whining that you lack the options that other armies have (while having some other options that other armies don't, as it should be) is childish at best, and deliberately trolling at worse.

Guilliman making some placing with ultra marines does not make the codex good - plus all the of tournament wins with stormraven spam are 100% invalid now. Then you have to consider how many armies show up to tournaments with guilliman and razorbacks...armies that people have because gladius was a razorback army and that was easily the most popular army at the end of 7th. it's really not surprising to see some guilliman victories. The rest of the codex is trash though.


Proof that space marine codex is the worst. @ 2017/11/08 16:37:02


Post by: Unit1126PLL


 Xenomancers wrote:
 Unit1126PLL wrote:
 Xenomancers wrote:

More options? better options? I'd call that being worse. That is what I am trying to say.


It's only worse if you're actually losing games. The data does not pan out as Blacksails and others have mentioned more than once to you.

Your own petulant whining that you lack the options that other armies have (while having some other options that other armies don't, as it should be) is childish at best, and deliberately trolling at worse.

Guilliman making some placing with ultra marines does not make the codex good - plus all the of tournament wins with stormraven spam are 100% invalid now. Then you have to consider how many armies show up to tournaments with guilliman and razorbacks...armies that people have because gladius was a razorback army and that was easily the most popular army at the end of 7th. it's really not surprising to see some guilliman victories. The rest of the codex is trash though.


"If you take away the GOOD options the codex is bad!"

Well, yes, I suppose that's tautologically true - and I think it's true of every codex. It's a tautology and useless to say.


Proof that space marine codex is the worst. @ 2017/11/08 16:38:10


Post by: Bharring


Versus SM, you need to either be out of LOS or out of 12" range of anyting.

Versus CWE, you only need to be out of LOS of one deathstar unit, not the entire army.

If the Rangers can see you, no problem, they can't shoot (they aren't next to the Farseer). If they did somehow clump (and yet still have no blindspot? Terrible board) or took multiple Farseers, then you're taking 5 Sniper shots. No buffs, because even if they got first turn and got everything off, it's on the Reapers not the Rangers. So you're losing a wound or three. And they're paying for that 500-600pt deathstar, plus another 200 for the second mini deathstar-without-the-death.

DS is to get there faster, but counterplay is to keep that from being auto-win. The Scorpion example - without it, there's no way they can charge a backfielder by end of T2. Most things can't cross that much table in 1 turn. Most things don't even have cheapish boxes like Rhinos to help position. DS is about getting into position.

Closer is usually better for what you deep strike, but being within 10" then getting shot off the table is worse than being with 12", but not getting to fire until next turn, when you can shoot and charge. And, for many things that DS, waiting a turn to shoot and charge is better than spending 3 or 4 turns hoofing it up the table on your opponent's terms.


Automatically Appended Next Post:
And what about the SM armies that didn't use Gilly, Ravens, or Razors?

The exceptions list is already longer than many factions' Troops choices.