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![[Post New]](/s/i/i.gif) 2013/04/10 20:47:17
Subject: Re:What does Codex: Space Marines need in 6th?
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Longtime Dakkanaut
Beaver Dam, WI
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Large oval base model
My guess is something along the lines of the Dreadknight, hopefully with less Dreadknight.
My guess would be the old Epic Knights...
Provide them with options of weapons like gatling cannon, or mega bolter, perhaps Annihilator Plasma etc.
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Epic Knights |
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![[Post New]](/s/i/i.gif) 2013/04/10 20:54:44
Subject: What does Codex: Space Marines need in 6th?
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The Marine Standing Behind Marneus Calgar
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Fezman wrote:I think every model that comes standard with a bolt pistol should also get a close combat weapon. I'd also make Tactical Marines cheaper.
That would be everyone not in terminator armor. Seems a little much, I'd rather that gets left to chaos and space wolves.
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![[Post New]](/s/i/i.gif) 2013/04/10 21:37:49
Subject: Re:What does Codex: Space Marines need in 6th?
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Courageous Space Marine Captain
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DAaddict wrote:
I would love to see Heavy Bolters be made more viable... Perhaps as simple as a 5 point reduction in cost.
Heavy bolters are lightest looking of the heavy weapons marines use, a power armoured marine should be able to move it with relative ease. How about letting HB snapfire with BS2 if the snapfire was caused by the model moving? It would made HB the weapon of choice for tactical squads you want to keep more mobile.
One thing I actually like in current codex is how the tactical squads are structured. I'm sure many people hate it, but I like how the optimal way to buy the squad produces a fluffy, codex-compliant unit.
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![[Post New]](/s/i/i.gif) 2013/04/11 01:01:08
Subject: Re:What does Codex: Space Marines need in 6th?
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Land Raider Pilot on Cruise Control
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BlaxicanX wrote:What does the 6th Edition SM codex need? Why, Blood Ravens of course.
That's Better Backspacehacker wrote:Flakk missiles obvi Some adjustment to a vern dread The biggest thing imo that needs to be fixed is the legion of the damned elites Some of the coolest models for the army but the most worthless unit. Over priced sterguard really Chapter master needs to be fixed Aome tweeks to the stormtalon And thats it imo. I think that if there is a model that no one runs they need to do some tweeking to it To make it usable IMO, the best thing out of DftS was the reduced cost Storm Talon, made them very viable for a cheap, decent Flyer that will only compete with bikes for FA (solved by a bike captain, man, a T5 guy with 2+ and 4++), its best left alone. Agreed with pretty much anything else, and maybe put JP on Vanguard standard along with reduced weapon costs for devastators. What no one else said that would be a VERY welcome sight imo would be to make vindis and preds AV12 on side and AV11 back, and Rhino with AV12 front, and rest left alone. I think that alone will make people want to take those vehicles more since they will be alot tougher and makes them with the fluff toughness (and realistically, a HB shouldn't be able to glance-to-death a MBT's back armor like now).
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This message was edited 1 time. Last update was at 2013/04/11 01:02:37
Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2013/04/11 05:12:31
Subject: What does Codex: Space Marines need in 6th?
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Longtime Dakkanaut
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Along with the prior mentioned price decreases, the anti-air whirlwind, and detaching the SC requirements to play specific chapters, what I'd like to see:
A buff to Assault Marines to make them worth taking and give me a reason to consider them over Land Speeders, Bikes, or Stormtalons.
I'd also like to see certain direct only models *coughthunderfire cannon made more readily available, perhaps a true techmarine superkit.
Tac Marines getting the ability to take two special weapons again instead of special/heavy (I'd accept Heavy Flamers in tac squads instead)
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![[Post New]](/s/i/i.gif) 2013/04/11 07:25:13
Subject: Re:What does Codex: Space Marines need in 6th?
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Stealthy Sanctus Slipping in His Blade
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Jump Pack command squads.
Give foot command squads special ammo, or heroic intervention if given JP's.
Decrease the cost of Vanguard Vet jump packs.
LS Storm as transport for Scout squads.
Scout armored HQ choice.
If not chapter traits more like 4th, then SC for each of the first founding Legions "at least".
SC's for the more famous Codex Chapters out there. Let the SC's swap the FO chart around. Would love to see C: SM be able to field ALL bike, termie, jump pack, tank, scout armies.
Option to upgrade some drop pods to allow assault from deepstrike.
Change the heavy bolter to "assault" from "heavy".
Apothecary as Elite choice.
Give Legion of the Damned their own Codex, roll Black Templars into C: SM's...
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A ton of armies and a terrain habit...
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![[Post New]](/s/i/i.gif) 2013/04/11 10:21:49
Subject: What does Codex: Space Marines need in 6th?
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Boosting Black Templar Biker
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Aside from what's already been mentioned multiple times... Whirlwind Squadrons. Because they didn't buff their destructive capabilities, yet at least lowered the cost, being able to put them in squadrons would make them more viable. Right now if you look at DA for example, why take a Whirlwind that takes up an entire HS slot when you can take Predators, Vindicators, Devastators, Stormravens, even Land Raiders... all which make better use of that slot than a single Whirlwind, at least outside of very small games.
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Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard |
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![[Post New]](/s/i/i.gif) 2013/04/11 11:39:29
Subject: What does Codex: Space Marines need in 6th?
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Ambitious Space Wolves Initiate
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Whirlwinds should be made Elites.
Vanguard Vets need free JPs. Why are they fast attack if they can't move as jump infantry?? Makes no sense.
Other than that, I would just like to see a Dreadknight equivalent model.
Something a bit CC orientated with a bit of ranged thrown in. Opposite to the Tau one
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![[Post New]](/s/i/i.gif) 2013/04/11 11:42:14
Subject: What does Codex: Space Marines need in 6th?
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Boosting Black Templar Biker
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That wouldn't make any sense.
Vanguard Vets need free JPs. Why are they fast attack if they can't move as jump infantry?? Makes no sense.
Yet 20-point jump pack units with all the available upgrade options as well as the additional attack and special rules would make the 18-point regular Assault completely pointless.
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Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard |
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![[Post New]](/s/i/i.gif) 2013/04/11 12:33:56
Subject: What does Codex: Space Marines need in 6th?
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Courageous Space Marine Captain
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I actually wish Assault Marines (Vanguard and normal) without jump packs would be a viable option. Somehow angry madmen running around with chainswords is just cooler than jumping around with rockets. Jump pack should be an upgrade.
Of course start would be to make assault marines viable, period. (Rending chainswors, anyone?)
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![[Post New]](/s/i/i.gif) 2013/04/11 13:10:43
Subject: Re:What does Codex: Space Marines need in 6th?
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Boosting Space Marine Biker
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they need a points adjustment on a lot of things. in particular Devestators, their heavy weapons are just too expensive.
Make the LS storm a dedicated transport
Reduce the cost of the legion of the damned, they are just too expensive to really include, and their upgrades are overpriced.
Look at the cost of vanguard vets, they are just horribly overpriced right now
More weapon/wargear options for assault marines.
Have a dedicated AA platform, possibly on a rhino chassis, or a variant of the TFC
Flak missiles as an option for ML's
The ability to take chapter traits without special characters.
I would really like the option of being able to focus an army around one of the non battle companies more easily, (10th company excepted of course) possibly by allowing you to buy an upgrade for your captain to make him a 8th/9th company captain (devestators and assault marines as troops) and allow you to take sternguard vets, vanguard vets, and terminators as troops if you take a chapter master.
but realistically, all the codex needs is some slight wargear and troops points adjustments to keep them in line with other armies, and make some of the lesser used troops more viable
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![[Post New]](/s/i/i.gif) 2013/04/11 14:08:49
Subject: What does Codex: Space Marines need in 6th?
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Grim Rune Priest in the Eye of the Storm
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HQs:
I would like to see the Chapter Masters and Company Captain’s with more useful.
Chapter Master Choose their Warlord Traits.
Capitan’s getting to effect the FOC
Elites:
Assault Terminators be able to Assault out of Deep Striking.
Sternguard getting Special Ammunition for the Heavy Bolter and/or making it 18” Assault-3
Troops:
Tactical Squads getting their 1st Special Weapon at 5 and access to Heavy Flamers.
Scouts getting Land Speeder Storm as a Dedicated Transport.
Fast Attack:
Assault Squads: I don’t see a lot others than a point’s adjustment.
Vanguard Vets: Let them do their Heroic Intervention out of Drop Pods [Double Cost?] and make the Jump Pack option no more Expensive than a Drop Pod.
If the Land Speeder Storm Becomes a Dedicated Transport, drop it.
Heavy Support:
Devastators: Points Adjustment mostly.
How about a dedicated Dreadnaught in the Rifleman Configuration with Skyfire.
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![[Post New]](/s/i/i.gif) 2013/04/11 18:25:09
Subject: What does Codex: Space Marines need in 6th?
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Boosting Black Templar Biker
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As for Sternguard getting Hellfire for Heavy Bolter - sure. But why not storm bolter, too? As it is still a bolter weapon and you even pay 5 points for it, without it really being an upgrade at all compared to a bolter with special ammo. Unless you want to shoot and assault I guess, but Sternguard aren't really an assault unit.
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Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard |
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![[Post New]](/s/i/i.gif) 2013/04/11 18:47:12
Subject: What does Codex: Space Marines need in 6th?
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Wing Commander
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Honour Guard ought to be viable. They cost more than an Assault Terminator when upgraded with Relic Blades for a worse unit; no invuln, no AP2, lower strength of attacks, same number of attacks. but they can run and sweep! Totally worth the 10 points more.
Either buff the Relic Blade, or drop the price. Right now, they're only viable against units which strike after them (Orks, Guard...and that's about it) and are okay against other marines.
Most of what's been postedI agree with, especially the traits system and doing something with Vanguard; they're silly expensive when upgraded to do their job even halfway well.
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Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
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![[Post New]](/s/i/i.gif) 2013/04/11 18:56:11
Subject: What does Codex: Space Marines need in 6th?
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Infiltrating Broodlord
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Where to begin? A reason to take a generic HQ other than a Librarian would be nice.
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I refuse to join any club that would have me as a member. -Groucho Marx
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![[Post New]](/s/i/i.gif) 2013/04/11 19:23:53
Subject: What does Codex: Space Marines need in 6th?
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The Marine Standing Behind Marneus Calgar
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tvih wrote:As for Sternguard getting Hellfire for Heavy Bolter - sure. But why not storm bolter, too? As it is still a bolter weapon and you even pay 5 points for it, without it really being an upgrade at all compared to a bolter with special ammo. Unless you want to shoot and assault I guess, but Sternguard aren't really an assault unit.
Sternguard are still veterans, with 2 attacks base. While they are much better shooting, they are no slouch in a fight, particularly if you give the sarge a CC toy and/or there is a character in the squad.
One of the balancing factors with the sternguard is that to get the most of their shooting, you need to be in rapid fire range, aka charge distance. I think double-tapping special ammo and then charging in at 2+1 attacks a model might be a little too much. 2 shots at max range would also make sitting in cover and raining the 30" AP4 kracken bolts very nasty. Sure, it's expensive, but I think a little too good.
I do think something needs to be done for stombolters on sternguard though. They are one of the few "trap" choices in the the book. You get to pay points for the luxury of making the unit worse off. If they are going to keep it so you don't get to fire special ammo though a SB, it should be a free swap, not a 5 point "upgrade"
And if you want to make the argument that all bolt weapons can shoot special ammo, let us shoot it out of bolt pistols before we charge in. It would make taking heavy weapons on sternguard a little more palatable.
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![[Post New]](/s/i/i.gif) 2013/04/11 21:17:02
Subject: What does Codex: Space Marines need in 6th?
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Aspirant Tech-Adept
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Anpu42 wrote:HQs:
Elites:
Assault Terminators be able to Assault out of Deep Striking.
LOL like that could ever happen.
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![[Post New]](/s/i/i.gif) 2013/04/12 05:42:45
Subject: What does Codex: Space Marines need in 6th?
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Hurr! Ogryn Bone 'Ead!
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Eldarain wrote:I want to see a return to the "make your own chapter" strengths and weaknesses system.
It needs to be done better though. The old one was far to simplistic with some obviously powerful strengths and lame downsides you'd hardly notice.
Seconded, that was the best part of the older codexes, though not game changers the strengths and weaknesses did a lot to make your chapter your own.
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{url=http://www.dakkadakka.com/dakkaforum/posts/list/675142.page]{img]http://images.dakkadakka.com/gallery/2012/11/8/429237_md-.jpg{/img]{/url] |
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![[Post New]](/s/i/i.gif) 2013/04/12 05:48:28
Subject: Re:What does Codex: Space Marines need in 6th?
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Bounding Assault Marine
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Codex Space Marines needs to have options to make your force a Salamanders army, Imperial Fist, Raven Guard, Iron Hands, and another chapter that operates a little bit different than Ultramarines
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![[Post New]](/s/i/i.gif) 2013/04/12 06:02:29
Subject: Re:What does Codex: Space Marines need in 6th?
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Norn Queen
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DAaddict wrote:My guess would be the old Epic Knights...
Provide them with options of weapons like gatling cannon, or mega bolter, perhaps Annihilator Plasma etc.
Knights have nothing to do with Space Marines, and definitely shouldn't be in their army list.
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![[Post New]](/s/i/i.gif) 2013/04/12 09:19:45
Subject: What does Codex: Space Marines need in 6th?
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Boosting Black Templar Biker
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Nevelon wrote:Sternguard are still veterans, with 2 attacks base. While they are much better shooting, they are no slouch in a fight, particularly if you give the sarge a CC toy and/or there is a character in the squad.
I know, they can handle themselves in a fight but that's still not where you want to put them, given their special ammo.
One of the balancing factors with the sternguard is that to get the most of their shooting, you need to be in rapid fire range, aka charge distance. I think double-tapping special ammo and then charging in at 2+1 attacks a model might be a little too much. 2 shots at max range would also make sitting in cover and raining the 30" AP4 kracken bolts very nasty. Sure, it's expensive, but I think a little too good.
Perhaps. The alternative would be kinda obvious as well as you mentioned - just make the storm bolter a straight-up swap rather than a 5-point upgrade. I'm not sure why anyone would still make that swap in terms of effectiveness, though. I like how stormbolters look, but frankly they're not all that in terms of performance. Perhaps give the Stormbolters only hellfire, and not the other ammo types? Dunno. Of course if they DID make it more of a viable option, then we'd REALLY need a plastic Sternguard box with some storm bolters in it, given currently there's not exactly a plethora of power armor storm bolters out there. In my ~10k points of marines I only have one, from the commander kit. Though on that note, we need a plastic Stern/Vanguard box anyway.
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Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard |
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![[Post New]](/s/i/i.gif) 2013/04/12 09:22:46
Subject: What does Codex: Space Marines need in 6th?
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The Last Chancer Who Survived
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I think they need to remove all apperances of Ultramarines, nerf Calgar and Lysander, make all the marines BS1, fire Matt Ward and turn the codex into a series of buffs for CSM and Daemons
Just my heretical thinking
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![[Post New]](/s/i/i.gif) 2013/04/12 09:33:45
Subject: What does Codex: Space Marines need in 6th?
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Executing Exarch
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More up to date xeno opponants...
I'd love to see a codex astartes to go alongside it the current codex - featuring a traits system and special characters for a lot of legions - Not just the first founding codex chapters, but some random chapters too.
For example, I'm sure that there are more characters than just Shrike and Vulkan in the RG and Sallies respectively.
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/04/12 13:45:40
Subject: What does Codex: Space Marines need in 6th?
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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Just some of my thoughts:
HQ:
a return of the 4th edition MYO chapter tactics on generic Captains or CM's (for either a point cost or a good enough drawback)
More options-I don't want my shooty army led buy a guy with a combi-bolter and hellfire rounds. Id much rather give him access to the entire armory-if I want a termie captain with AC/CML and a storm shield why cant I? Still ID's to a meltagun and hes gonna be roughly 200+ points
Elites:
Assault termies need to pay +5 pts for th/SS
Sternguard need more options and the ability to fire the rounds from boltpistols and SB's(under the bolter profile version)
Techmarines need an update/upgrade to make them worth taking
Dreadnoughts with Skyfire/interceptor options
Troop:
Tact squads with heavy flamers and potions to take special OR heavy at 5 man.
Scouts need more options or their profile bumped to the 4th edition one, and LSS as a dedicated.
Fast Attack:
Assault squads with the option to take bolters.
Vanguard need free packs OR transports. I dislike having to pay 35 points for an assault marine with an extra attack.
Heavy Support:
New predator variant with better armor
Cheaper Dev weapons.
Whirlwind update
Vehicle squadrons for preds and vindi's and whirlwinds. Too weak to just take one.
Army Wide:
Flakk missiles
Just my $0.02 on the matter Automatically Appended Next Post: As for the knight: thatll be the IG one if anything
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This message was edited 1 time. Last update was at 2013/04/12 13:46:12
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![[Post New]](/s/i/i.gif) 2013/04/12 14:29:36
Subject: Re:What does Codex: Space Marines need in 6th?
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Resolute Ultramarine Honor Guard
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Echoing others:
HQ: give us 2 for each founding chapter not in their own codex. Left page could be one, right could be the other. The left page guys could be a captain or chapter master. Let him play with the FoC or at least troop choices. Right page guy could make that chapter better at what it does.
Command squads and Honour Guard being expanded a bit more (larger command squads, more options for Honour Guard) would be nice.
Elite: Make dreads just a tad cheaper
Troops: leave them alone, but allow for more options (ie: add an apothecary at a cost, add a veteran sergeant (W2, 2+ armour), or add a 1W techmarine). Certain HQ could give a discount for some upgrades.
Transports: Rhinos and Drop Pods are good, cheaper Razors, cheaper Landraiders (no big discounts, just little adjustments).
Fast: Lower assault marine and landspeeder cost slightly. Don't add another flyer
Heavy: AA for Whirlwind and Devastators (who need to be cheaper).
And I agree: build your own chapter (more like the Horus Heresy FW book approach) or HQs that unlock more would be great. I'd also like to see unique items like refractor fields, vortex grenades, legion relics, stealth fields, jet bikes, etc.
It would be awesome to use the codex to build everything from Blood Ravens to Iron Snakes and have the result be fluffy, fun, but not be broken.
Without really putting in any new models, GW can generate new sales by giving people more to do with kits that are already there (which would give their obviously strained production line a little break). My biggest concern is that they try to do too much and mess up the SM, which really are still a solid codex, instead of just rebalancing them for 6th edition.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2013/04/12 15:48:12
Subject: Re:What does Codex: Space Marines need in 6th?
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Courageous Space Marine Captain
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Lobukia wrote:
Command squads and Honour Guard being expanded a bit more (larger command squads, more options for Honour Guard) would be nice.
I think these should just be removed.
Let me explain: the one thing I really miss from 2e is the ability to have little independent characters that can be individually equipped and can join any unit. Make Apotecharies, Standard Bearers and Champions characters that don't take up a FO slot (like DA techmarines are already.) Then let us equip them as we see fit and stick to any squad we like. Along with this we need good and flexible options to equip our veteran squads. There is no need to have a separate command squad; just stick your command characters in your veteran squad. And if you for example want 'Terminator Command Squad' that can be done too, give your little characters termie armour and put them in your terminator squad. And of course if you want to have your Standard Bearer in one squad and the Apotechary in another, that can be done too.
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![[Post New]](/s/i/i.gif) 2013/04/12 15:48:22
Subject: What does Codex: Space Marines need in 6th?
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Grim Rune Priest in the Eye of the Storm
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I would love to see the Honor Guard more like the Dark Angles Veteran Squads or Space Wolf Wolf Guard in the level of Options and keep their Artificer Armor.
Maybe something with the Command Squads similar to the Dark Angels Command Squad. If the Character is in Terminator Armor, His Command Squad gets Terminator Armor, is in Scout Armor, they are in Scout Armor.
Apothecaries that are able to take something other than a Chain Sword and Bolt Pistol or Bolt Gun. Maybe just give them Rending with their Medical Tools.
I really like the 2 Characters form Each Founding Chapter Concept.
Give Vulcan the Master of the Forge Abilities.
Let Shrike do Heroic Intervention
Pedro makes Sternguard Troops
10th company Build:
Elite Scouts with Sternguard Gear
Fast Attack Scouts with Vanguard Veteran Gear [No Thunder Hammers, Power Fist or Storm Shields]
Heavy Support Scouts with Devastator Weapons Options.
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![[Post New]](/s/i/i.gif) 2013/04/12 16:43:19
Subject: Re:What does Codex: Space Marines need in 6th?
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Resolute Ultramarine Honor Guard
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Crimson wrote: Lobukia wrote:
Command squads and Honour Guard being expanded a bit more (larger command squads, more options for Honour Guard) would be nice.
I think these should just be removed.
Let me explain: the one thing I really miss from 2e is the ability to have little independent characters that can be individually equipped and can join any unit. Make Apotecharies, Standard Bearers and Champions characters that don't take up a FO slot (like DA techmarines are already.) Then let us equip them as we see fit and stick to any squad we like. Along with this we need good and flexible options to equip our veteran squads. There is no need to have a separate command squad; just stick your command characters in your veteran squad. And if you for example want 'Terminator Command Squad' that can be done too, give your little characters termie armour and put them in your terminator squad. And of course if you want to have your Standard Bearer in one squad and the Apotechary in another, that can be done too.
I could roll with that... if Honour Guard stay (1 2+ non termie squad would be great, and the fluff on the Honour Guard from Know No Fear is too cool to give up)
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2013/04/12 16:58:26
Subject: What does Codex: Space Marines need in 6th?
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Focused Dark Angels Land Raider Pilot
West Chester, PA
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I would love to make a scout army. Point adjustments are necessary as theres some units simply not worth taking. Make everything worth taking so we see even more builds out of C:SM.
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![[Post New]](/s/i/i.gif) 2013/04/12 18:02:35
Subject: Re:What does Codex: Space Marines need in 6th?
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Stone Bonkers Fabricator General
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DiRTWaL wrote:Codex Space Marines needs to have options to make your force a Salamanders army, Imperial Fist, Raven Guard, Iron Hands, and another chapter that operates a little bit different than Ultramarines
because chaos has the ability to make Iron Warriors, Alpha Legion, Word Bearers, and Night Lords.
O wait
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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