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![[Post New]](/s/i/i.gif) 2013/08/12 20:47:17
Subject: Codex: Space Marines.first post updated
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Fixture of Dakka
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Auswin wrote:MadmanMSU wrote:This may already be posted here somewhere, but I didn't see it, so:
Ravens have stealth and get to use jump packs in assault and moving.
Can take a single unit of bikes as troops if HQ is on a bike
Above is all from 40k Radio.
If Raven Guard get those buffs to jump packs then I'm salivating thinking what BA will get when the new dex rolls around.
Better hold that saliva because you'll be waiting many years. Looks like I'll be using Raven guard rules based on what these rumors are.
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Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2013/08/12 20:56:49
Subject: Codex: Space Marines.first post updated
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Sneaky Kommando
North Carolina
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I don't buy that it will be 'many years', simply because they're on the regular update treadmill now that makes them a ton of money.
At the rate GW have been releasing codecies I'm expecting a late 2014-early 2015 release for Blood Angels. Which is purely conjecture on my part, but given we're getting at least 6 codecies this year it isn't outside the realm of possibility.
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40k
8,500
6,000
5,000
4,000
WFB
Skaven 6,500
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![[Post New]](/s/i/i.gif) 2013/08/12 20:58:39
Subject: Re:Codex: Space Marines.first post updated
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Longtime Dakkanaut
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Grav are nasty against heavy armored troops. the roll to wound is based of the armor save. So shooting termies you would wound on a 2+ and all types are AP2.
So do plasma...what´s new?
As for the centurions, as I said, bad looking models with worthless rules, why should people ever take them?
At least the salamander rules look characterful, better flame weapons and better survivability against "normal" flame weapons and squad leaders can finally start taking those plasma pistols, combi plasmas/meltas and power weapons and have them actually useful. That alone make for a big buff in challenges.
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Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
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![[Post New]](/s/i/i.gif) 2013/08/12 21:00:08
Subject: Codex: Space Marines.first post updated
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Been Around the Block
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Kirasu wrote:Auswin wrote:MadmanMSU wrote:This may already be posted here somewhere, but I didn't see it, so:
Ravens have stealth and get to use jump packs in assault and moving.
Can take a single unit of bikes as troops if HQ is on a bike
Above is all from 40k Radio.
If Raven Guard get those buffs to jump packs then I'm salivating thinking what BA will get when the new dex rolls around.
Better hold that saliva because you'll be waiting many years. Looks like I'll be using Raven guard rules based on what these rumors are.
Why would it be a few years? They have released 5 codices in 9 months. They will likely finish 2-3 more this year unless their well runs dry.
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![[Post New]](/s/i/i.gif) 2013/08/12 21:02:46
Subject: Codex: Space Marines.first post updated
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Liche Priest Hierophant
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Those IF tactics... wow what a let down.
If that's the real thing, and all they get then... wow
Nerfed bolter drill on everything BUT sternguard... I suppose it's for balance but seriously? My CF will not be able to use that rule.
TH Centurions? Unless I can figure out a way to make the model look good and they have good rules, then no.
WTH didn't Cruddace give them stubborn? still kinda useless but it would at least stick to the fluff... especially more than TH Centurions...
/minirant
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![[Post New]](/s/i/i.gif) 2013/08/12 21:03:50
Subject: Codex: Space Marines.first post updated
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Angry Blood Angel Assault marine
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spamthulhu wrote:
Why would it be a few years? They have released 5 codices in 9 months. They will likely finish 2-3 more this year unless their well runs dry.
there won't be 3 more, probably not 2 more... they do release books for other things besides 40k and there arre only 4 more months in the year, with at least one going to hobbit... and one to space marines, that leave 2 other months... (maybe the inq thing that has been rumored) and fantasy
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![[Post New]](/s/i/i.gif) 2013/08/12 21:05:55
Subject: Codex: Space Marines.first post updated
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Growlin' Guntrukk Driver with Killacannon
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Hedgehog wrote:
With the latest rumours, I'm torn between excitement for my White Scars, and thinking THIS IS WHAT THE CHAOS CODEX SHOULD HAVE BEEN LIKE. Realistically, there's far more difference between the different Chaos legions than there is between most Space Marine Chapters (especially once the SW, DA and BA have been removed) - but the Chaos codex certainly doesn't provide the kind of force-specific flavour that individual Marine chapters are going to end up with.
I beg to differ, now that plague marines, zerkers etc can be taken as troop with the right HQ choice then Chaos codex can certainly give a real theme to an army. Each of those Cult troop have at least 3 special rules to them giving them plenty of character on the table.
At most your getting two special rules and by the sounds of it not always a useful one, it gives them character but most will be playing them vanilla. Aka not often getting too much of a benefit from the extra special rules. This is ok however as it should have less of an effect on the balance of the game tbh.
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![[Post New]](/s/i/i.gif) 2013/08/12 21:11:28
Subject: Codex: Space Marines.first post updated
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Stone Bonkers Fabricator General
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Hedgehog wrote:
With the latest rumours, I'm torn between excitement for my White Scars, and thinking THIS IS WHAT THE CHAOS CODEX SHOULD HAVE BEEN LIKE. Realistically, there's far more difference between the different Chaos legions than there is between most Space Marine Chapters (especially once the SW, DA and BA have been removed) - but the Chaos codex certainly doesn't provide the kind of force-specific flavour that individual Marine chapters are going to end up with.
Apparently Thousand Sons, Iron Warriors, Alpha Legion, and World Eaters actually do all field identical combat formations..... Automatically Appended Next Post: ceorron wrote:
I beg to differ, now that plague marines, zerkers etc can be taken as troop with the right HQ choice then Chaos codex can certainly give a real theme to an army. Each of those Cult troop have at least 3 special rules to them giving them plenty of character on the table.
At most your getting two special rules and by the sounds of it not always a useful one, it gives them character but most will be playing them vanilla. Aka not often getting too much of a benefit from the extra special rules. This is ok however as it should have less of an effect on the balance of the game tbh.
so for the cult troops, 4 of the legions are partiallty defined in that they have more of one type of unit. The rest of their army still plays exactly the same.
and that is 4 of the 9 chaos legions. 5 of them are 100% identical.
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This message was edited 1 time. Last update was at 2013/08/12 21:13:24
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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![[Post New]](/s/i/i.gif) 2013/08/12 21:19:02
Subject: Codex: Space Marines.first post updated
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Sword-Wielding Bloodletter of Khorne
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Exergy wrote:Apparently Thousand Sons, Iron Warriors, Alpha Legion, and World Eaters actually do all field identical combat formations.....
Ironicly, those rules are not half bad to represent some of the traitor legions during the heresy:
Ultramarines' Chapter Tactics = Emperor's Children
Black Templars' Chapter Tactics = World Eaters
Iron Hands' Chapter Tactics = Iron Hands, Death Guard
Imperial Fists' Chapter Tactics = Iron Hands
Raven Guard Chapter Tactics = Alpha Legion, Nigth Lords
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This message was edited 1 time. Last update was at 2013/08/12 21:19:23
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![[Post New]](/s/i/i.gif) 2013/08/12 21:19:04
Subject: Codex: Space Marines.first post updated
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Growlin' Guntrukk Driver with Killacannon
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Exergy wrote: Apparently Thousand Sons, Iron Warriors, Alpha Legion, and World Eaters actually do all field identical combat formations..... Exergy wrote: and that is 4 of the 9 chaos legions. 5 of them are 100% identical. Yeah that is true. GW could have done something for those 5 I suppose. Thousand Sons play different though.
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This message was edited 1 time. Last update was at 2013/08/12 21:21:02
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![[Post New]](/s/i/i.gif) 2013/08/12 21:22:31
Subject: Codex: Space Marines.first post updated
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Longtime Dakkanaut
NoVA
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No new pictures today???
FAIL :(
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![[Post New]](/s/i/i.gif) 2013/08/12 21:24:31
Subject: Codex: Space Marines.first post updated
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Khorne Chosen Marine Riding a Juggernaut
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MajorWesJanson wrote: ace101 wrote:More than likely. THe rumored stats are already divergent for a 6thedition grav weapon family, in HH: Betrayal. I find it odd that the same weapons published by the same parent company will have 2 different rules.
Yeah, it's almost like the same company having Storm Shields that are 3++ in one book, and at the same time, 4++ in CC only in some other books. Inconceivable! :p
Wich should never have changed, Termies with a 4++ in CC was allready broken enough, no need for a constant 3++...
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![[Post New]](/s/i/i.gif) 2013/08/12 21:26:24
Subject: Re:Codex: Space Marines.first post updated
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Unhealthy Competition With Other Legions
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I honestly can't wait to play against a counts as raven guard blood angels list with my forge world raven guard....
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5,000 Raven Guard
3,000 Night Lords |
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![[Post New]](/s/i/i.gif) 2013/08/12 21:35:57
Subject: Codex: Space Marines.first post updated
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Swift Swooping Hawk
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PLEEAAASSSEEE !!
Give Tactical Squads Split Fire!!
Im not going to start a rant, but it just stinks having to sacrifice my 7 Bolters , Flamer and Sergeants firepower to take a shot at a tank with my Lascannon....
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-3500+
-1850+
-2500+
-3500+
--3500+ |
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![[Post New]](/s/i/i.gif) 2013/08/12 21:41:20
Subject: Codex: Space Marines.first post updated
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Blood-Drenched Death Company Marine
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I've always thought a good idea for tac. squads would be the option to have 1 heavy and 1 special or 2 heavy or 2 special weapons. That allows you to specialise their on field role whilst retaining the base flexibility that makes them the Space Marine work horse.
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![[Post New]](/s/i/i.gif) 2013/08/12 21:45:32
Subject: Codex: Space Marines.first post updated
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Slippery Scout Biker
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Pleased that my imperial Fist get Bolter drill even if its re rolls of 1s as that can always come in so handy when rapid firing.
Not as happy with the second rule as it means using centurions. Dont get me wrong i rather like the shooty ones but I wish it was sumit else like the iron hands tank rule or fnp.
o well you cant have everything
Anyone know weather you have to pay for these rules and is combat squads still in. Please let it be so.
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This message was edited 1 time. Last update was at 2013/08/12 21:46:07
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![[Post New]](/s/i/i.gif) 2013/08/12 21:46:35
Subject: Codex: Space Marines.first post updated
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Khorne Chosen Marine Riding a Juggernaut
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Reading the latest stuff about BT's...
Ok its decided, i'm gonna play my World Eaters as count as Black templars..., they have all the rules and options that my World Eaters should have...
Resilient to Psy, check.
3 Power weapons per squad ?, check.
Can field cheap sacrifial grunts in their squads?, check.
Since Marines have a Pseudo-Oblits/Mutilators anyway...
Only thing that i will miss is my Heldrake..., bah gonna add weapons and count him as a Stormtalon...
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![[Post New]](/s/i/i.gif) 2013/08/12 21:47:42
Subject: Codex: Space Marines.first post updated
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Longtime Dakkanaut
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FarseerAndyMan wrote:PLEEAAASSSEEE !!
Give Tactical Squads Split Fire!!
Im not going to start a rant, but it just stinks having to sacrifice my 7 Bolters , Flamer and Sergeants firepower to take a shot at a tank with my Lascannon....
Combat Squads. You aren't getting split fire. Or you could design your Tac squads weapon load outs to have synergy, or don't take LasCannons on your Tac. Take flamer/ ML instead. But I digress...
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Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato
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![[Post New]](/s/i/i.gif) 2013/08/12 21:58:24
Subject: Codex: Space Marines.first post updated
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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FarseerAndyMan wrote:PLEEAAASSSEEE !!
Give Tactical Squads Split Fire!!
Im not going to start a rant, but it just stinks having to sacrifice my 7 Bolters , Flamer and Sergeants firepower to take a shot at a tank with my Lascannon....
What is "combat squads"
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2013/08/12 22:00:34
Subject: Codex: Space Marines.first post updated
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Swift Swooping Hawk
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Coughing up kill points and lowering my break point is not a tactical choice i like to have to make.
Like I said, its not a rant, it would just be really cool...
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-3500+
-1850+
-2500+
-3500+
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![[Post New]](/s/i/i.gif) 2013/08/12 22:13:51
Subject: Codex: Space Marines.first post updated
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Slippery Scout Biker
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Combat squads is cool. U get a 10 man tac squad and get to split it into 2 units of five which can now act independently from each other and are 2 targets to boot.
As far as i know there is only one mission in the rule book that uses kill point, and if that rolls up don't combat squad if don't want.
Its the way ive started using my devastators. 10 man squad 2 lascannons 1 serg 2 missiles 5 tac marines. Combat squad them into two weapons teams in deployment. Now you can kinda split fire.
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This message was edited 1 time. Last update was at 2013/08/12 22:14:18
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![[Post New]](/s/i/i.gif) 2013/08/12 22:15:59
Subject: Codex: Space Marines.first post updated
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Loyal Necron Lychguard
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Is the White Scars Chapter Tactics known yet? I didn't see it on the list on page 83.
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![[Post New]](/s/i/i.gif) 2013/08/12 22:26:53
Subject: Codex: Space Marines.first post updated
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Grim Dark Angels Interrogator-Chaplain
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Prppetros, please don't use text talk, it makes you look stpd and lzy.
Ot, if these changes are true then I'm going to enjoy useing my crimson fists again.
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![[Post New]](/s/i/i.gif) 2013/08/12 22:36:10
Subject: Codex: Space Marines.first post updated
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Boosting Black Templar Biker
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CF using IF chapter tactics and thus Tank Hunters for devastators means I gotta make me a squad of CF devastators... though I probably would have anyway  Just still not sure if I'm going to be running CF as primary much, or just as BT allies.
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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) 2013/08/12 22:39:05
Subject: Codex: Space Marines.first post updated
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Boosting Space Marine Biker
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I love Imperial Fists (and I assume Crimson Fist successors) getting Bolter Drill, just wish it extended to Sterns
However, TH on the Centurions sucks, soooo don't want to have to field those ugly things. I would rather see them get either
1) A once a game or turn buff/de-buff to a Fortification (Similar to Techmarine but specific to a Fortification)
2) A bonus/penalty to shooting from/at fortifications
This would do more to reflect their role as siege masters.
For Crimson Fist Specifically, having something to reflect the "Ceres Protocols" (where preservation of Space Marines is paramount during the rebuilding of the chapter following Rynn's World) would be especially fluffy, though I don't know how to work that.
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This message was edited 1 time. Last update was at 2013/08/12 22:44:07
10-15K (way too many to point up)
4K |
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![[Post New]](/s/i/i.gif) 2013/08/12 22:43:26
Subject: Codex: Space Marines.first post updated
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Fixture of Dakka
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CaptKaruthors wrote:Boy talk about bending over the Black Templars over a barrel. Those "tactics" are fething stupid. Yeah...in an edition of shooting...let's give them tactics for sweeping advances...
DUMB.
No more mixing neophytes with crusaders...let's retcon that fluff. No more vows...they never existed.
DUMB.
- Edited by insaniak. Please do not circumvent the language filter. -
Crusader squads are still around, and I'm still predicting Vows will be a special rule attached to the EC.
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![[Post New]](/s/i/i.gif) 2013/08/12 23:00:07
Subject: Re:Codex: Space Marines.first post updated
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Regular Dakkanaut
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6^ wrote:Incidentally the grav weapons will make Mark of Nurgle more balanced. MoN bikes T6, wound on 3+ AP2! MoN obliterators: wound on 2+ AP2. LOVE IT.
I fail to see how that makes it "balanced". You pay through the bag for MoN. That's the "balance".
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![[Post New]](/s/i/i.gif) 2013/08/12 23:04:10
Subject: Codex: Space Marines.first post updated
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Lone Wolf Sentinel Pilot
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Ultra marines choose the doctrines of Tactical, Assault, or Devastator. The Tactical detachment re-roll ones, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase.
As a fan of the good old tactical squad...I like this.
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Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. |
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![[Post New]](/s/i/i.gif) 2013/08/12 23:05:44
Subject: Codex: Space Marines.first post updated
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Pyromaniac Hellhound Pilot
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Wow is that reroll all ones for ultras or to hit only or just in general?, rerolls to hit on all tacticals is pretty awesome....
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This message was edited 1 time. Last update was at 2013/08/12 23:06:36
My combined Macragge PDF Imperial Guard and Ultramarine 3rd Co. Blog Clicky
My WAB Hundred Years War English Clicky
AlexHolker wrote:At this stage, I'm starting to think GW's CEO was just getting ready for the Rapture |
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![[Post New]](/s/i/i.gif) 2013/08/12 23:06:18
Subject: Codex: Space Marines.first post updated
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Terminator with Assault Cannon
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Imperial Deceit wrote:MadmanMSU wrote: lord_blackfang wrote:I really, really hope 1 unit of Bikes as Troops per HQ isn't all White Scars get without taking the special character.
I'm not very familiar with White Scars, but I'm guessing they would keep the "all bikes" army as a Dark Angels thing? Seems that way right now, anyway.
It might be a useful allies option for my Tau though. Single SM captain on a bike, tricked out, with a squad of scoring bikes with him.
White Scars are almost entirely mounted on bikes, including their Chapter Master. It's really more their thing then DA as only one company of the DA function that way.
Fixed that for you.
The Salamanders rules seem fluffy but not sure how useful that is actually going to be. In the age of shooting, how many actually get in range to use flame weapons? If you are running a flame heavy army, you might as well be running an assault army, you have to get just as close if not closer to the bad guys. And in the age of AP2/AP3 flamers, how many saves are you going to be rerolling?
Iron Hands, well, at least they got something. IWND will be good for Dreads and tanks but doesn't do much for the rest of the guys.
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SickSix's Silver Skull WIP thread
My Youtube Channel
JSF wrote:... this is really quite an audacious move by GW, throwing out any pretext that this is a game and that its customers exist to do anything other than buy their overpriced products for the sake of it. The naked arrogance, greed and contempt for their audience is shocking. = Epic First Post.
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