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ClassicCarraway wrote: If the Centurion rules are not any better than what is currently rumored, I won't be in a hurry for them.
Actually, the assault variants are potentially pretty goddamn sick (2 base + 1 apparently from two specialist weapons = 3 attacks at S9 AP2 at I4). Doesn't make 'em any less silly-looking, though. And one can hope the two arms only count as a single weapon so it's only the 2 base attacks, but seems like a slim hope.
But as I've said, they have slow and purposeful, have no ++ save, and can't be deepstriked. That means you NEED a Land Raider for them to be of any use, which means for the whole unit + LR, you're looking at 440 points minimum! You might as well just take Hammernators.
GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants"
2013/08/14 23:39:40
Subject: Re:Codex: Space Marines.first post updated
gmaleron wrote: With this release it has inspired me to go through and create my Black Dragons army, hopefully Vanguard Vets are now worth taking!
Yes I know what you mean. I've finally decided to throw my hat into the ring with the Crimson Fists
Eh, I'm dearly trying to hold myself from starting Salamanders this release is gonna provoke a boom of C:SM players
"Fear is freedom! Subjugation is liberation! Contradiction is truth! These are the truths of this world! Surrender to these truths, you pigs in human clothing!" - Satsuki Kiryuin, Kill la Kill
SickSix wrote: I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over
I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.
2013/08/15 00:16:20
Subject: Re:Codex: Space Marines.first post updated
Grav Amp: Re-roll failed to-wounds and armor penetration for Grav weapons.
Must say, I'm glad none have more than 24" range, don't want anymore cries of from the xenos players.
Why would Xenos players care? Most of their armor saves are 4+/5+/6+. Plasma Guns are pretty much the scarier thing for them. Or Heavy Bolters.
I'm sure a T3 Dire Avenger would be delighted that a Space Marine weapon is wounding them on a 4+ rather than a 3+ or worse.
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
2013/08/15 00:23:48
Subject: Re:Codex: Space Marines.first post updated
SickSix wrote: I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over
I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.
Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.
SickSix wrote: I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over
I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.
Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.
Really hope this is true, if only to finally stop all the eBay scalpers who charge $10+ for one combi-weapon
This message was edited 1 time. Last update was at 2013/08/15 00:41:30
GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants"
Grav Amp: Re-roll failed to-wounds and armor penetration for Grav weapons.
Must say, I'm glad none have more than 24" range, don't want anymore cries of from the xenos players.
Why would Xenos players care? Most of their armor saves are 4+/5+/6+. Plasma Guns are pretty much the scarier thing for them. Or Heavy Bolters.
I'm sure a T3 Dire Avenger would be delighted that a Space Marine weapon is wounding them on a 4+ rather than a 3+ or worse.
Riptides, Wraithknights, Tyranid MCs???
Wound the Riptides and Tyranid MCs on a 3+ anyways, (so i guess it'd be better against a Riptide) and have you honestly ever played against a Wraithknight? I haven't, no Eldar players I know want to take that points sink. Also, the Plasma Gun has extra range.
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
SickSix wrote: I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over
I was about to comment on how unlikely modular combi weapons would be but then I remembered it's GW. This is exactly something they would do. They seem to try and limit the "freebies" they give us. Oh well, few more weeks and we'll see I suppose. The local GW manager just got back from the managers meeting. Apparently, he has some news from the studio regarding fall releases. I will post after I talk to him, if there's anything of note. Cheers.
2013/08/15 03:00:25
Subject: Re:Codex: Space Marines.first post updated
spamthulhu wrote: If the box comes with enough combi's to arm the whole unit with each of the combi's then I am good and will be on board to buy 4 boxes.
All the reports point to there being 2 of each combi-weapon in the kit.
that is what I was going to guess. There are now 4 different combi weapons + regular bolters meaning 5 options. If there was 5 of each, that would be 25 boltguns.
one of each would also be kind of silly. 2 of each is 10 boltguns and sounds reasonable.
I;m not really following your math. From the sounds/looks of it, we get 5 bolters, 2 of each combi-weapon (flamer, melta, plasma, grav), a heavy flamer, a heavy bolter, and 1+ plasma pistols. Likely there are a few other weapons in there like another plasma pistol, some bolt and grav pistols, and at least one scabbarded power sword so potentially a power weapon or two.
I am assuming 2 regular bolters and 2 of each combi weapons(of which there are 4). That is 2+8= 10 bolters. 1HF, 1HB, 1-2 plasma pistols and sure a combat weapon or two. I dont think there are going to be 5 regular bolters and 5 of each combi bolters, as that would be 5 + 20 = 25
I'm not assuming 5 of each combi-weapon, but that there will be 2 of each combi-weapon (we see 2 different designs for combi-grav guns on sternguard models) and 5 normal bolters, for a total of 13 guns, plus pistols, heavy weapons, ect.
No way they are going to put 5 of each combi-weapon in the box, but I expect at least 5 normal bolters so you can arm them normally.
Pretty sure the top pic is a Grav gun and the bottom is a combi-grav. So that's one of each special and one of each combi
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Much more survivable than the regular Shadowbomb but a lot less maneuverable too. Hopefully GoI gets me where I need to be
Lucarikx
No more guaranteed Gate of Infinity, since Codex: Space Marines are losing their in book psychic powers.
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
2013/08/15 03:21:44
Subject: Re:Codex: Space Marines.first post updated
If the price point of $30 is accurate, these better have a lot of options on the sprue. I like the models overall (would ditch the cherub on the librarian) but consider them on par with the new $20 farseer. I hope whoever got these prices was looking at canadian/australian/other prices, not USD.
If the monopose Tau fireblade with no extra bits at all at $20 is any indication (and it's less power in game and we know how GW likes to price things in $$ proportional to how good they are on the tabletop), it'll be $30.
Thanks for that! The new information is pretty informative.
While I like the ability to ally with other marine chapters from a thematic standpoint, I wonder how that is going to play out competitively?
I also know I'm late to the party on this, but I still can't believe Command Squads and Honor Guard can't take Jump packs! It's like they want to make us take Assault and Vanguard Squads...
Also reading that the UM tactical trait works on vehicles as well? Although the answer given isn't really clear so I'll be interested to see once there's better clarification.
Thanks for that! The new information is pretty informative.
While I like the ability to ally with other marine chapters from a thematic standpoint, I wonder how that is going to play out competitively?
I also know I'm late to the party on this, but I still can't believe Command Squads and Honor Guard can't take Jump packs! It's like they want to make us take Assault and Vanguard Squads...
Also reading that the UM tactical trait works on vehicles as well? Although the answer given isn't really clear so I'll be interested to see once there's better clarification.
The way it was given to us, originally, is Ultramarines reroll ones (to hit), and tactical squads have all their weapons as twin-linked.
I mean, seeing as the Raven Guard rule applies to vehicles, and they said that Chapter Traits apply to entire detachments...
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
2013/08/15 03:44:35
Subject: Re:Codex: Space Marines.first post updated
gmaleron wrote: With this release it has inspired me to go through and create my Black Dragons army, hopefully Vanguard Vets are now worth taking!
Yes I know what you mean. I've finally decided to throw my hat into the ring with the Crimson Fists
Eh, I'm dearly trying to hold myself from starting Salamanders this release is gonna provoke a boom of C:SM players
I have my copy pre-pre-reserved. With my small contingency of Templars and my Dragon Lords calling my name, how could I not build a companion (ally) force for my DA.
Dark Angels- 7500 pts Tau- 5000pts Chaos Daemons- 3000/2000 pts Dark Eldar(allies)- 1500 pts Zoom, Zoom, Iyaan.
KalashnikovMarine wrote: I just watched a battleship falling in love with a man.... yep. That's enough anime for the day.
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.
2013/08/15 04:28:29
Subject: Re:Codex: Space Marines.first post updated
Q: Is that 3-5 man bike squad as troops, or 5-10 man bike squads to count as troops? Also, is the attack bike still an upgrade to a bike squad, as well as a separate choice?
A: Its a 3-5 man. You can upgrade one to an attack bike.
Q: Does a bike Captain only make a bike squad a Troop if it numbers exactly 5 bikes, or or can it be a full "8 man + attack bike" squad?
A: At least 5 bikes can be up to 8.
Thanks for that! The new information is pretty informative.
While I like the ability to ally with other marine chapters from a thematic standpoint, I wonder how that is going to play out competitively?
I also know I'm late to the party on this, but I still can't believe Command Squads and Honor Guard can't take Jump packs! It's like they want to make us take Assault and Vanguard Squads...
Also reading that the UM tactical trait works on vehicles as well? Although the answer given isn't really clear so I'll be interested to see once there's better clarification.
No problem!
From what I understand it looks like vehicles benefit from all Chapter Traits unless otherwise stated. I'm pending a response on that.
And my guess on the lack of Jump Packs for Command Squads and Honor Guard is to preserve the feeling of the Blood Angels codex as a seperate book. On the same token there is no access to either squad to take Terminator armor either.
No problem! I figured it was pointless to horde it and it'd be more accurate than BoLS postings (seriously, they've been causing some confusion with their postings) so I figured I'd share it.
Q: Is that 3-5 man bike squad as troops, or 5-10 man bike squads to count as troops? Also, is the attack bike still an upgrade to a bike squad, as well as a separate choice?
A: Its a 3-5 man. You can upgrade one to an attack bike.
Q: Does a bike Captain only make a bike squad a Troop if it numbers exactly 5 bikes, or or can it be a full "8 man + attack bike" squad?
A: At least 5 bikes can be up to 8.
Okay, which is it?
You missed the last question of that update:
Q: So for clarification on the bikes: any 1 bike unit of at least 5 models (of which one may be upgraded to an attack bike) can be a troop choice per captain on a bike in your army?
A: Correct.
So looks like it's the second and there was miscommunication along the way somehow.
This message was edited 2 times. Last update was at 2013/08/15 05:17:14
2013/08/15 05:16:05
Subject: Re:Codex: Space Marines.first post updated
Understanding that we're still all looking at rumors. As a Raven Guard player I'm growing increasingly disappointed. Was looking forward to this Dex to finally get me away from playing my Raven Guard as BA. As well as give me a reason to put my Jump Packs back on my ASM's.
Stealth as a detachment wide rule, okay, fits the fluff, could be useful. If Tau aren't just bypassing your cover saves, or Eldar psykers Divining you out of it.
Jump Pack specialisation, or whatever its called, could be useful. If your Jump Infantry is worth taking.
Command squads don't get jump packs. Was really hoping for this one to change.
Seems like Shrike's entry got cut short, but while limiting him to joining jump infantry to infiltrate is better than seeing him paired up with termies. It certainly seems pretty lackluster compared to the other options. Does he only let the unit he's attached to infiltrate? Or can all of your jump infantry infiltrate? He doesn't unlock ASM as troops, So Shrike basically is just tempting you to do something silly like bring a Vanguard squad to infiltrate and get rolled as First Blood. They can't assault if you go first, and probably won't be there if you go second...
Vanguard got moved to Elites putting them in direct conflict with Sternguard. Raven Guard have always been a mix of Scouts, Drop Pods and Jump Packs IMO. Sternguard have always been a key part of the more competitive builds for them. They still seem like Stern are a much better choice than Vanguard. If taking the one removes the option of the other, I don't care how cheap they are, I'll be fielding my Sternguard everytime. Heroic Intervention gets taken away, its a shame to say it with the new model kit, but unless the weapon options are dirt cheap, who's going to take them?
Land Speeder Storm as dedicated transport was necessary. Though I'm still not sure what I'd do with one if I got it. My scouts camp objectives while the whole Steel Rain thing is going on. The Centurions may be useful, but they don't really fit the Raven Guard way of doing things.
Am I missing something? Seems like there isn't anything in this Dex that would make me want to play my Raven Guard with it over the BA Dex.