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Comparing Codexes: CSM (6th vs 5th)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which is stronger?
5th Ed CSM Codex.
6th Ed CSM Codex.
They're about equal if they were played right now.

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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Khorne got weaker? Sure the stand alone mark did, but factor in the icon granting not only furious charge but the ability to re-roll the charge range, khorne is doing quite well.

I'd rather have a re-roll on my charge range than toughness 5 TBH.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in gb
Morphing Obliterator






 da001 wrote:
For me it goes like this:
6th edition using Heldrakes: stronger.
6th edition not using Heldrakes: weaker.

That sums it up nicely for me, I think.

(I don't use Heldrakes - work it out.)

See, you're trying to use people logic. DM uses Mandelogic, which we've established has 2+2=quack. - Aerethan
Putin.....would make a Vulcan Intelligence officer cry. - Jihadin
AFAIK, there is only one world, and it is the real world. - Iron_Captain
DakkaRank Comment: I sound like a Power Ranger.
TFOL and proud. Also a Forge World Fan.
I should really paint some of my models instead of browsing forums. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

I have one Heldrake, it allowed me to only loose marginally in the last few games.

Thus far I've been quite unimpressed with this codex, and I'm considering taking another force as the primary, and using my CSM as the allies (One 'Drake, one Predator Annihilator, One Lord, Two PM's).
   
Made in us
Beautiful and Deadly Keeper of Secrets





 juraigamer wrote:
Khorne got weaker? Sure the stand alone mark did, but factor in the icon granting not only furious charge but the ability to re-roll the charge range, khorne is doing quite well.

I'd rather have a re-roll on my charge range than toughness 5 TBH.


Well Khorne got nerfed because the mark got nerfed, but also 6th edition.

You can no longer:

Assault from Vehicles (VERY POWERFUL NERF)
Have Guaranteed 6" charge range.

Both combined with the Mark Getting weaker, means that Khorne is solidly third best, which isn't fair considering Tzeentch in CSM has done so bad.
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

 Evil_Toast wrote:
I play Thousand Sons. Is there an option for neither?


Ok I laughed, then felt terrible for laughing..

Sorry

Yeah I really dislike the Codex, I really liked DP's but now our immortal champions of the Warp are no longer immortal? Oh.. But we have dragons yey ... but the Idea was executed poorly in model design... Oh, Secondly I was really hoping for Dreadclaw Drop Pods in this codex, after seeing the plastic DP kit when it was released and seeing the Tyranid Codex get their Own variation of DP I was sure us CSM players would get our own, but alas Mr.Kelly was too busy thinking of his Elves to write good things down for Chaos..

There were some things I was happy with, such as The Warpsmith, I hoped of our own Techmarine guy and behold he was released, and has a fine sculpt as well however I do wish they had went into more detail in terms of rules to flesh out their HQ choices Such as Warpsmith having some sort of combat Servitors to add diversity yet variety to the Warpsmith and some sort of ritual prayer to the Cultists Like in DoW II for the dark Apostle, but alas it got a bit more, but still just as bland imo... and SM got chapter tactics to flesh out character within their chapters, yet CSM did not even get some sort of Warband traits.. so we are just as bland as before (even when back in those days I had a double defiler list )..

But im still in hope for the Next 'Dex, hopefully they will get it right with the next edition until then its just My CSM with my FW

This message was edited 3 times. Last update was at 2013/11/11 20:57:28


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

 ZebioLizard2 wrote:

Assault from Vehicles (VERY POWERFUL NERF)


Cry more about those metal boxes. I'm enjoying this.

Real marines foot slog, pansies ride in wagons. Except orks, they don't know what that means.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in pl
Longtime Dakkanaut




meq stats reaching melee in 6th ed . hahaha. And how do you catch those eldar armies where everything moves 12+per turn ?
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

It's not hard, you simply give them no where to go. They can only outflank or deep strike to stay outta the way.

The eldar are easiest, they have so little on the field normally that just getting into bolter range puts troops down, while their wrath things are already dead. Biggest problem is wave serpents, but then again nothing a little charge can't stop.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Whenever I see the current dex, I conclude two things:

1) Needs more pie plates.

2) Needs more chaos.

We're basically C:SM with some fancy special rules, and little tactical diversity or internal balance.
   
Made in us
Daemonic Dreadnought





Eye of Terror

6th edition is a big bump up from what 5th edition had become. Not saying it's a great Codex, but it's a big improvement over what we were dealing with.

I like being able to use Spawn / Raptors / Dreadnoughts / Bikers / Noise Marines again. I like the rules around HQs making changes to the FOC. I like being able to play traitor guard.

I don't like warpflame gargoyles, the salvo rules, the general lack of Daemons / Daemon weapons, the entire Chaos boon table, some of the new units such as warp talons, fiends and cultists, and what they have done to certain units such as rhinos and defilers.

We still deal with the lack of chapter tactics / PotMS / ATSKNF, options for Land Raiders, and certain unusable units such as possessed.


   
Made in us
Spawn of Chaos




Hive Killadelphia

Has anyone found a work around for the Salvo rules tied to the Sonic Blasters by the by? The best I can figure is load them up into a Rhino or LR and disgorge them into some cover midway into the field to camp and shoot.

Since I just play casual, I'm guessing most of these problems are amplified by competitive play (which is why I haven't noticed them).

Alpha Legion: No one knows jack-diddly about them. Even fewer know about Omegon.
Alpha Legion: Using the entire Dark Vengeance starter set. If it's got a geneseed and power armour, it's fair game.
--Armies--
3k Alpha Legion
“A dagger in the dark is worth a thousand swords at dawn.” - Iota, Alpha Legion commander.
2k Order of the Ashen Heart
"Turn them to ash, sisters!" - Canoness Liliana, founder of the Order. 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Wish there were more clear abbreviations. Seems like half the people who write CSM mean Chaos Space Marines and half of them mean Codex: Space Marines.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 juraigamer wrote:
It's not hard, you simply give them no where to go. They can only outflank or deep strike to stay outta the way.

The eldar are easiest, they have so little on the field normally that just getting into bolter range puts troops down, while their wrath things are already dead. Biggest problem is wave serpents, but then again nothing a little charge can't stop.


You mean besides them simply using 12" movement with double firing weapons to kill off your troops per turn, depositing dire avengers and then mopping up the rest? Or a jetbike council that can deal even more effectively with your troops, jetbike seer casting misfortune and having troops annihilated, and generally you won't have the actual power to deal with it.

   
Made in us
Daemonic Dreadnought





Eye of Terror

 LoyalistAlphaLegion wrote:
Has anyone found a work around for the Salvo rules tied to the Sonic Blasters by the by? The best I can figure is load them up into a Rhino or LR and disgorge them into some cover midway into the field to camp and shoot.

Since I just play casual, I'm guessing most of these problems are amplified by competitive play (which is why I haven't noticed them).

I'd say this is the correct way to use NMs, this is what I do and I don't have a big problem with using Rhinos as a mobile shield for them.

   
 
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