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![[Post New]](/s/i/i.gif) 2013/08/25 19:53:37
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Insect-Infested Nurgle Chaos Lord
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ClockworkZion wrote:DogofWar1 wrote:Man, you could run a pretty big horde with BT if you wanted. 240 for 20 models, can get 80 in at under 1000. I wouldn't be surprised to see some people running 120-140 models at 2K.
Orks just met their match, haha.
There is a reason that build is known as the "Black Tide" (as compared to the Green Tide).
Templars also are better shots, AP off most Ork saves (5+ shirts) with everything but Shotguns, and swing first in combat.
Automatically Appended Next Post:
Mr Morden wrote:Archons can take the Huskblade. AP2 with Instant Death.
Really when did that happen - missed that!!!? I thought the Huskblade was justa "power weapon" that caused instant death - so a Power Sword Husk Blade would be AP3 and only a Power Axe AP2? That would be great for my Archon if true 
This is why people need to read FAQs for their army and everyone else's. It's been like that since liek the first or second 6th Edition FAQ for Dark Eldar.
You're still S3 though.
Orks long since met their match
They are the oldest current codex, and everyone else gets to pieplate them off the table (often ignoring their cover on the way ... )
Ork shirts are 6+ saves btw, not 5+. It's a calendar event when an ork gets to take an armour save (barring ard boyz and meganobz)
Greentide doesn't really work that well these days. 4th and 5th ed were ok, 6th really isn't. Black tide works a deal better, as 3+ armour will shrug most weapons and Marines get to be S 4 all the time, not just on the charge.
That said, orks are still cooler  Just not as effective.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/08/25 20:03:21
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
Indiana
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Biggest problem Green Tide ever had was time limits in tournaments and in personal games. Other than that it was pretty brutal. Especially with the migration to plasma the number of bullets people can fire in the two turns they get would just not be enough(especially with dat 5+ cover save)
180 models for like 1200 or so points. Most armies just dont have the volume of fire to deal with that.
Also the remove casualties from the front really hurt them but with good use of IC's you can help mitigate this(The IC unit slingshot comes to mind with an HQ on bike)
I heard the crimson fists dust jacket was for the regular limited edition book. Anyone know for sure on this?
I can see all of these being sold out really quickly.........
God damn that iron hands one is sweet.......
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This message was edited 2 times. Last update was at 2013/08/25 20:11:03
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![[Post New]](/s/i/i.gif) 2013/08/25 20:05:54
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
West Midlands (UK)
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![[Post New]](/s/i/i.gif) 2013/08/25 20:17:41
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Regular Dakkanaut
New Orleans, LA
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Some of those covers look awesome, though I would've liked more 'flavor' for certain ones: Raven Guard with a jump pack and chainsword, White Scars marine on a bike.
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![[Post New]](/s/i/i.gif) 2013/08/25 20:19:50
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Lone Wolf Sentinel Pilot
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The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
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![[Post New]](/s/i/i.gif) 2013/08/25 20:24:07
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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According to /tg/ that's the "generic successor dustjacket".
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![[Post New]](/s/i/i.gif) 2013/08/25 20:26:27
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
West Midlands (UK)
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![[Post New]](/s/i/i.gif) 2013/08/25 20:37:53
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Dakka Veteran
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Wow, those are some delicious covers. Love the realistic grimdark style. Hope they release them as posters.
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This message was edited 1 time. Last update was at 2013/08/25 20:38:58
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![[Post New]](/s/i/i.gif) 2013/08/25 20:39:51
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Boom! Leman Russ Commander
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ClockworkZion wrote:Puscifer wrote:ClockworkZion wrote: lost_soul wrote:Are we going to be able to put heavy flamers in our tac squads if we run salamanders. I want flamers and meltas everywhere.
No word on that yet. We may find out next week.
Automatically Appended Next Post:
40k Radio just confirmed that Nephytes are 10 points, which puts a full Crusader squad at 240 points before upgrades. 20 points cheaper than their previous naked counterpart and 80 points cheaper than their counterpart with grenades.
That's quite a bargain compared to the previous book.
Could you please find out anything regarding the Blood Ravens for me, if at all possible?
They said no chapter who has an unknown parent chapter got it revealed.
Cheers Dude. Automatically Appended Next Post: DogofWar1 wrote:
Marbo, for one, but I imagine after Eldrad stole Abbadon's arms quite a few people could beat him.
Both Kantor and Marbo are manly, but they're not Abbadon beaters.
I think the guys that come closest are Calgar and Lysander.
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This message was edited 1 time. Last update was at 2013/08/25 20:42:02
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2013/08/25 20:47:11
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Courageous Space Marine Captain
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The Swarmlord and GK Brotherhood Champions are the only ones manly enough to take Abaddon 1v1.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2013/08/25 20:50:12
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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Oh I know he's not "generic", I think he's just the dust jacket for the generic successor book.
Anyone else notice that we have 3 Sons of Dorn book covers?
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![[Post New]](/s/i/i.gif) 2013/08/25 20:50:25
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Devestating Grey Knight Dreadknight
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Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
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![[Post New]](/s/i/i.gif) 2013/08/25 20:51:56
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
Indiana
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So I just looking at the numbers for IF devastators on a quadgun.
Might really help with the heldrake problem a lot.......think it was around a 22% chance to drop a heldrake.
I wonder if a signum can apply to allied attached characters......
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![[Post New]](/s/i/i.gif) 2013/08/25 20:51:58
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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Godless-Mimicry wrote: Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
Page 41: Units give their Designated Transports the rule Scout as long as they're inside of them.
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This message was edited 1 time. Last update was at 2013/08/25 20:52:56
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![[Post New]](/s/i/i.gif) 2013/08/25 21:00:05
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
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Is the 'generic' (Crimson Fists) dust jacket the regular limited edition?
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![[Post New]](/s/i/i.gif) 2013/08/25 21:02:00
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Decrepit Dakkanaut
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I don't know if it is poor scanning or photography, but it seems like somebody at GW got excited with the Instragram blur-filter when printing some of these covers...
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![[Post New]](/s/i/i.gif) 2013/08/25 21:03:07
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Devestating Grey Knight Dreadknight
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ClockworkZion wrote: Godless-Mimicry wrote: Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
Page 41: Units give their Designated Transports the rule Scout as long as they're inside of them.
Right, but Scout doesn't give them the 4+ cover save that this guy is talking about does it?
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![[Post New]](/s/i/i.gif) 2013/08/25 21:04:56
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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Daba wrote:Is the 'generic' (Crimson Fists) dust jacket the regular limited edition?
I believe so.
EDIT: Actually it seems it's the dust jacket and the Templar one is the hardcover for the Successor Chapters book.
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This message was edited 2 times. Last update was at 2013/08/25 21:09:51
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![[Post New]](/s/i/i.gif) 2013/08/25 21:07:26
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Decrepit Dakkanaut
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Godless-Mimicry wrote:ClockworkZion wrote: Godless-Mimicry wrote: Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
Page 41: Units give their Designated Transports the rule Scout as long as they're inside of them.
Right, but Scout doesn't give them the 4+ cover save that this guy is talking about does it?
That would be from Stealth, and I don't have my book handy to see if it transfers to a DT.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:08:18
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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Godless-Mimicry wrote:ClockworkZion wrote: Godless-Mimicry wrote: Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
Page 41: Units give their Designated Transports the rule Scout as long as they're inside of them.
Right, but Scout doesn't give them the 4+ cover save that this guy is talking about does it?
No, but I did want to point out that the Raven Guard transports could still Scout if they fulfilled certain conditions.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:14:01
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Devestating Grey Knight Dreadknight
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d-usa wrote: Godless-Mimicry wrote:ClockworkZion wrote: Godless-Mimicry wrote: Mr.Omega wrote:The Raven guard chapter tactic let's a SM Rhino Rush be 6" from the opposing board edge or on their deployment line with 4+ cover at the end of turn 1. Or just outflank them if needed.
Seriously, they're gonna be my favs if thats how they run. That means any army will have about one turn before you focus fire into any part of their army with massed bolters or whatever. Might even mean assault squads in Rhinos or with JP's become decent.
Not really, because vehicles don't benefit from Chapter Tactics unless otherwise stated, and in the case of the Raven Guard, it isn't otherwise stated.
Page 41: Units give their Designated Transports the rule Scout as long as they're inside of them.
Right, but Scout doesn't give them the 4+ cover save that this guy is talking about does it?
That would be from Stealth, and I don't have my book handy to see if it transfers to a DT.
Stealth which the vehicles don't get as they don't have Chapter Tactics.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:14:48
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Terminator with Assault Cannon
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I'm really liking this latest set of rumors, though the Warlord Traits are a little underwhelming IMO. All in all, my Iron Hands successors are looking forward to this release with great interest!
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![[Post New]](/s/i/i.gif) 2013/08/25 21:17:48
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Raging Ravener
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I still think it's wierd that Ultramarines have a similiar CT as Imperial fist...only better. Or am I missing something completely?
though that siege experts thing sounds juicy, straight up rerolling 1's on everything and full rerolls for tac. squads is just silly
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2013/08/25 21:20:26
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Land Raider Pilot on Cruise Control
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The Fists one applies all the time, the UM one only applies for one turn.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:35:05
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Dakka Veteran
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Leth wrote:So I just looking at the numbers for IF devastators on a quadgun.
Might really help with the heldrake problem a lot.......think it was around a 22% chance to drop a heldrake.
I wonder if a signum can apply to allied attached characters......
Yeah, already building a list with plan to have 20 Devs (split off into four 5-man groups), with some manning the Quad gun. Quad gun with tank hunters mean pretty much any flier that isn't at least AV11 with 3 Hull points is dead on arrival (AV10 with 3 dies, AV11 with 2 dies too...mmmmm). AV12 with 3 HP is a little tougher to crack, but those rerolls for penetration mean you'll be shearing off hull points left and right. Stick them in with some flak missile Devs, and during the shooting phase you can end any flier you feel deserves it that turn (all of them do).
Tri-Hellturkey lists probably are still annoying, but if they've invested in 3 Hellturkeys, then you at least know where their points are.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:49:05
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Terminator with Assault Cannon
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So how much are we expected to pay for just a dust jacket? Double the price?
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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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![[Post New]](/s/i/i.gif) 2013/08/25 21:55:35
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
Indiana
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Also if you have one unit on the quadgun with say heavy bolters so that when it is not firing at fliers it has a similar target, then another unit somewhere else with flakk so the helturkeys actually have to decide who to go after, and then you can pick and choose which one you want to hunt.
Throw in a mortis contemptor and your flier problems are pretty nil while still having everything being good at ground targets
Personally I was looking at Dev Centurions with lascannon and missile since they also benefit from the IF trait while also having a 2+ for 240ish points I think you get 3 twin-linked lascannon shots and 3 missile shots with tank hunter on 2 wound 2+ save platforms. Pretty decent for taking care of AV 14.
Then taking a second unit with Grav Amps. Also will be pretty decent at taking down vehicles and heavy units. This opens up your other units for other duties.
Heck even snap shotting they got a good chance to do some damage to fliers with re-rolling AP.
It will be exciting to get the book for sure, but I am glad that my initial appraisal of them was correct. If you are running no vehicles it is a great way to get some heavy durable firepower in your list.
Also.....DA librarian, power field, infravisor cheap scout/tac squad
All of a sudden those Grav centurions go from scary to god like. The more in the unit the better.....The big problem is making sure that they stay out of combat.
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This message was edited 2 times. Last update was at 2013/08/25 22:00:55
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![[Post New]](/s/i/i.gif) 2013/08/25 21:56:13
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Ferocious Black Templar Castellan
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centuryslayer wrote:I still think it's wierd that Ultramarines have a similiar CT as Imperial fist...only better. Or am I missing something completely?
Ultras get to pop theirs for one turn (two turns with Calgar), Imperial Fists get theirs all game long.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2013/08/25 21:57:39
Subject: Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Archmagos Veneratus Extremis
On the Internet
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centuryslayer wrote:I still think it's wierd that Ultramarines have a similiar CT as Imperial fist...only better. Or am I missing something completely?
though that siege experts thing sounds juicy, straight up rerolling 1's on everything and full rerolls for tac. squads is just silly 
Ultramarines only get to use one of their three traits 1 time per game, and only one can be active at the time. If you want to use any one of those a second time you have to pay 275+ points for Calgar who lets you activate one of those a second time.
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![[Post New]](/s/i/i.gif) 2013/08/25 21:59:23
Subject: Re:Codex: Space Marines [First post updated 25-08-2013 - More info from 40k Radio Q&A added]
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Longtime Dakkanaut
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Ugh, that Salamanders cover using a Mk IV helmet may make me cough up, since I use those on all my Salamander marines. My poor wallet
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