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Made in us
Long-Range Ultramarine Land Speeder Pilot






We may not be in as bad a position as Orks, but it really sucks playing Marines
   
Made in us
Locked in the Tower of Amareo




Orks have green tide. Marines have...?
   
Made in us
Ultramarine Librarian with Freaky Familiar






OMG - Guilliman up in points? At this point I think you are better off playing Ravengaurd. They just got nerfed heavily though as did Blood Angels. No more turn 1 deep strikes. Bye bye Isosdan - bye bye SG.

P.S.
I'm making new rules for this game and posting them here within the week.

This message was edited 1 time. Last update was at 2018/04/16 18:06:23


"We are eternal all this pain is an illusion"
-Tool 
   
Made in us
Locked in the Tower of Amareo




Sanguinary guard will still be used in an identical manner.
   
Made in us
Ultramarine Librarian with Freaky Familiar






Martel732 wrote:
Sanguinary guard will still be used in an identical manner.
Depends - beta rules don't allow turn 1 deep strike out of your deployment zone. Most tournaments will just use this rule - and 50% of shops will. Unit is dead bro.

"We are eternal all this pain is an illusion"
-Tool 
   
Made in us
Locked in the Tower of Amareo




I never deep struck turn 1 with SG. The chaff's not clear yet. Maybe talk to some actual BA players before you declare something dead. This hurts DC badly, though.

This message was edited 2 times. Last update was at 2018/04/16 18:21:23


 
   
Made in us
Ultramarine Librarian with Freaky Familiar






Martel732 wrote:
I never deep struck turn 1 with SG. The chaff's not clear yet. Maybe talk to some actual BA players before you declare something dead. This hurts DC badly, though.
Humm - no point in taking any unit to hold it in reserve for first turn. Sounds like they were already dead for you.

"We are eternal all this pain is an illusion"
-Tool 
   
Made in ie
Fresh-Faced New User




Well I knew I was being a bit optimistic.

Chapter Approved 2018 has a lot riding on it
   
Made in us
Locked in the Tower of Amareo




 Xenomancers wrote:
Martel732 wrote:
I never deep struck turn 1 with SG. The chaff's not clear yet. Maybe talk to some actual BA players before you declare something dead. This hurts DC badly, though.
Humm - no point in taking any unit to hold it in reserve for first turn. Sounds like they were already dead for you.


Sigh.. no. But whatever.
   
Made in us
Ultramarine Librarian with Freaky Familiar






murphs wrote:
Well I knew I was being a bit optimistic.

Chapter Approved 2018 has a lot riding on it

I can pretty much confirm with you that none of the changes you are expecting will ever happen. GW has had space marines wrong in every eddition I have played.


Automatically Appended Next Post:
Martel732 wrote:
 Xenomancers wrote:
Martel732 wrote:
I never deep struck turn 1 with SG. The chaff's not clear yet. Maybe talk to some actual BA players before you declare something dead. This hurts DC badly, though.
Humm - no point in taking any unit to hold it in reserve for first turn. Sounds like they were already dead for you.


Sigh.. no. But whatever.

It's a general rule I have for every unit - it has to be doing something useful every turn or its a bad unit. Even if you are playing against imperial guard you should be attacking with everything at a time. They have limited firepower - holding a unit back just means they are shooting something else - while you are reducing your total damage output. It's okay - the way you play them is now the only way. You just might be the only person at your shop running melle - in any fashion.

This message was edited 1 time. Last update was at 2018/04/16 18:43:47


"We are eternal all this pain is an illusion"
-Tool 
   
Made in us
Regular Dakkanaut




Problem is getting enough PL on the table while having enough to deepstrike everything I want.

Cap and lemartes are 13 PL my death company blobs were going to be 18 PL each so I'm up to 49 PL on the board just to support these guys deepstriking.

Any more than 4 SG and we're looking at 20 PL needed on the board. So thats 69 PL needed on the board for 5 deepstriking units. I was planning on running soup with DA but deepstriking inceptors are like 20 PL each...

No way I come up with enough on the board T1 PL to cover any of the things I want to do and with the survivability of SM troops at around -1 I'm not seeing a way out or at least a viable deep striking army path forward...
   
Made in us
Death-Dealing Devastator





 Xenomancers wrote:
murphs wrote:
Well I knew I was being a bit optimistic.

Chapter Approved 2018 has a lot riding on it

I can pretty much confirm with you that none of the changes you are expecting will ever happen. GW has had space marines wrong in every eddition I have played.


Automatically Appended Next Post:
Martel732 wrote:
 Xenomancers wrote:
Martel732 wrote:
I never deep struck turn 1 with SG. The chaff's not clear yet. Maybe talk to some actual BA players before you declare something dead. This hurts DC badly, though.
Humm - no point in taking any unit to hold it in reserve for first turn. Sounds like they were already dead for you.


Sigh.. no. But whatever.

It's a general rule I have for every unit - it has to be doing something useful every turn or its a bad unit. Even if you are playing against imperial guard you should be attacking with everything at a time. They have limited firepower - holding a unit back just means they are shooting something else - while you are reducing your total damage output. It's okay - the way you play them is now the only way. You just might be the only person at your shop running melle - in any fashion.


It is doing something useful. It may not be killing units, but it's keeping your opponent in check through 1 of 2 ways:

1. Your opponent is moving more cautiously, keeping every part of his army in check knowing that something big is waiting in reserve, trying to keep an answer for it. The constant threat of a huge force ready to capitalize on a mistake has a big impact on the game, and helps you dictate its flow.
2. Your opponent completely forgets you have stuff in reserve. This leads him to become overconfident as he looks at the table and sees an advantage in models. It might cause him to make a bad play, or underestimate what's coming to him. The psychological damage of doing relatively poorly, only to have your opponent drop a huge force on the table you didn't account for is wild.

Quoth the Raven "You're gonna be shooting at a -1." 
   
Made in us
Ultramarine Librarian with Freaky Familiar






1. My opponents are typically not moving. Just a brick of shooting units with the range being most of the board.
2. Any strategy that requires your opponent to be stupid is a bad strategy.

"We are eternal all this pain is an illusion"
-Tool 
   
Made in us
Death-Dealing Devastator





 Xenomancers wrote:
1. My opponents are typically not moving. Just a brick of shooting units with the range being most of the board.
2. Any strategy that requires your opponent to be stupid is a bad strategy.


If your opponent isn't moving, just hide most of the game, and get points where you can. Also if you're fighting someone like Tau or AM and you don't have good terrain, then you're really playing an imbalanced game. Who are you fighting?

Quoth the Raven "You're gonna be shooting at a -1." 
   
Made in us
Walking Dead Wraithlord





Dallas area, TX

 Xenomancers wrote:
1. My opponents are typically not moving. Just a brick of shooting units with the range being most of the board.

My condolences. That sounds like the most boring way to play
Games where both sides participate in the movement phase are always way more fun.

   
Made in us
Blood Angel Neophyte Undergoing Surgeries





I guess this gives me time to focus on my other armies. At least I still love the models, but I have to be honest and admit I'm not clever enough to lead a chapter and make a list that can keep up against the codex creep.

This message was edited 1 time. Last update was at 2018/04/17 02:09:03


 
   
 
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