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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Well in a [most likely futile] attempt to get past the Plasma-Debate [That sounds like a good thing for its own thread].

I do expect Vanguard Veterans to end up as an Elite Slot.

Also what I would like to see it Bikes to be a VV Option.

Space Wolf Player Since 1989
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Locked in the Tower of Amareo




VV not being utter trash would be a nice change.
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

I would like a more sensible pricing for Combi-weapons. 10 points for a Combi-melta? Really? That's how much an actual Meltagun costs.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
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1500 pts
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I can see Tactical marines being Bs5 (through a formation) and be able to shoot their bolter weapons twice (boltguns, pistols and heavy bolters).

So pistols shoot 2 shots at 12"
Bolters shoot twice at 24" and 4 shots at 12"
Heavy bolters shoot 6 shots at 36"

Yet still no one will play them.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

SGTPozy wrote:
I can see Tactical marines being Bs5 (through a formation) and be able to shoot their bolter weapons twice (boltguns, pistols and heavy bolters).

So pistols shoot 2 shots at 12"
Bolters shoot twice at 24" and 4 shots at 12"
Heavy bolters shoot 6 shots at 36"

Yet still no one will play them.

I think that kind of formation would probably just give +1 shot if they did not move, but I like it.

Space Wolf Player Since 1989
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Mutilatin' Mad Dok






I'm thinking one of the core formations will give relentless to Tacs.

Imagine a wall of unrelenting (see what I did there?) power-armored superhumans marching lockstep as they fire their weapons before the terrifying charge!

   
Made in us
Ruthless Interrogator





A reduction in the price of pistols would be good. Give the option for a hand flamer for 5pts and every other pistol for 10.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

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 docdoom77 wrote:
I'm thinking one of the core formations will give relentless to Tacs.

Imagine a wall of unrelenting (see what I did there?) power-armored superhumans marching lockstep as they fire their weapons before the terrifying charge!


They will never make it past the scatter lasers.
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

I think chapter tactics are gone. I think they will be replaced by special formations, which will be found only in a new line of books dedicated to each founding chapter. That way they can double-dip and make you buy two books.
   
Made in us
Esteemed Veteran Space Marine







 docdoom77 wrote:
I'm thinking one of the core formations will give relentless to Tacs.


That would be fantastic! It might even make heavy bolters useful again!

As for my wishlist:

Make dreadnaughts T7 MCs with a perk or two (maybe Rage or Rampage). Apply universally via FAQ
Improve terminator armour to add +1 wound and ignore Unwieldy (keep the points the same and apply universally via FAQ)
Give tactical termies fast shot.
Drop Sternguard combi weapons to 5 points.
Improve Vanguard Vets and Assault Marines (even if its by a formation)
Drop landraider prices by about 25 points or more.
Make the rhino variant tanks squadrons of 1-3
Sniper Scouts being BS4
Small point reduction for razorbacks

Expectation:

No significant changes to dreadnaughts, terminators, Vanguard Vets, or Assault Marines (ie, remain over priced and under used)
The removal of unique Chapter Tactics and FOC modification, instead having detachments give the unique CT and modifications.
Landraiders to still be over priced
No Str D except for some hugely expensive thunderhammer relic with colossal
Generic Chapter Masters going to LoW (as they should)
Grav weapon nerf (because only Xenos get weird and powerful weaponry )



   
Made in us
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 DanielBeaver wrote:
I think chapter tactics are gone. I think they will be replaced by special formations, which will be found only in a new line of books dedicated to each founding chapter. That way they can double-dip and make you buy two books.


Oh please NO!

I love the variety of builds you can make with the current chapter tactics rules. Plus all FW chapter tactics suddenly becomes moot.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

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Grand Forks, ND, USA

I want a certain chapter tactics rule that includes assaulting on the same turn as deep striking for jump units.

"They don't know us. Robot tanks are no match for space marines." Sergeant Knox from Star Blazers

Jesus Christ is the Resurrection and the Life 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I am happy about the new codex rumours, i hope it is for the best.

My wishful thinking :

Both Centurion variants in the elites slot as in the sentinels of terra supplement. Never understood why they put them in HS in the first place
Sternguard go down in cost. They pay for their veteran sgt while they are all veterans (fixed in current BA codex)
Combi weapons at 5 pts. Perhaps a limit on how many a sternguard squad can take.
Assault Squads can take melta guns, that would exponentially increase their usefulness.
Vehicle squadrons are nice, Predators will still be lacking. Perhaps a rule that if they don't move they can fire twice
Massive Land Raider point reduction
Terminator ability to deep strike t1
Ability to charge out of Rhinos if they did not move, like in 5th
VV get back their old heroic intervention
A fix for the tac squads. It is a shame to see people take 2x 5men scout squads as troops. Point reduction would be an option, as is double special/heavy weapons.
Scouts with BS 4
A playable Sicarius

And for God's sake, Librarians with access to Divination
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

I would expect a new model release / repackage.
It will be the new hotness with low on points / high capability.

I would expect some non-plastic model(s) from the prior codex to disappear.

I would expect a very expensive formation with a few key new models to be a "deal" for points / high capability.

It would not be a surprise to release "upgrade kits" like the old Black Templar box for many factions which would be mandatory for their "special rules".
The kits would release hand in hand with a "supplement" for each group since the one codex could not contain "all that goodness".
Oh! don't forget the objective deck for each group as well.

Expect the usual recirculation of old art they hoped we forgot about and a few key new ones just because they have to do something.

On release, marine tactical models will increase by 15% and will go to 5 men per box BUT they have lots of cool new stuff!

Glass half empty guy... see if the crystal ball is cracked or not.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
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Dallas, TX

Every tactical marine is a veteran, as they've served time being an assault marine, a scout, and a devastator. Tactical marines are the ones that understand the most about warfare and understand multiple roles.

Tactical marines should be amazing, and the points should reflect that.

How? Not sure really. Most ideas currently seem boring. 2 wounds? Too much. Feel no pain? What's the apothecary do then. BS5? Then the veterans have to have that as well and that might get a bit much.


40k Armies I play:


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Made in us
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The Burble

I think tacticals, assaults, and devestators should all be troops, since there are more of each of them than scouts in a chapter, and scouts are troops currently. It will probably happen through a formation rather than an FOC swap.

I'd expect to see any core unit type you could build an army around get a formation with a minor buff. Scars will probably get nerfed into oblivion, since I can't see them generically handing out H&R via a formation.

Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Expanding on my want for a Tactical Squad Company focused Detachment.
HQ: 1-2
Troops: 2-10
Elite: 0-2
Fast Attack: 0-2
Heavy Support: 0-2
Fortifications: 0-1
Lord of War: 0-1

Stand and Fire: All Bolt Guns [including the Bolt Gun part of Combi-Bolters] used by a Infantry [or Jump Infantry] Gain 1 Extra Shot if that Model did not move.

Rapid Deployment: All Infantry Models may move 1d6" after firing Rapid Fire Weapons.



Space Wolf Player Since 1989
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Fort Worth, TX

I do not expect any significant changes to Dreadnoughts, Terminators, Predators, etc. These things all exist in other marine codexes, and so the legacy issues guarantee there will be no major changes beyond slight points adjustments or wargear options (unless, miracle of miracles, GW actually does a FAQ granting the same things to the other marine codexes). There may be formations that help improve these things, but Terminators will not suddenly gain an extra wound or increased toughness, Dreadnoughts won't become MCs, Stormbolters will remain the same, etc.

I do expect to see what has come to be called the "Decurion-style" of army building with a detachment made up of formations. I would expect at least three different types of "core" formations (one tactical, one fast/assault, one heavy/armor).

I do expect Chapter Tactics to stay, but there will also be chapter-specific formation (UM Tyrannic War Veterans, for example). There's really no reason for GW to drop the Chapter Tactics. They're already written, so they can be easily copy-pasted with minimal effort, and they help sell models.

I mainly expect to see the same book we have now, but with a few points tweaks, a few extra wargear options, and a whole slew of formations.

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One chants out between two worlds: Fire, walk with me."
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Made in us
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Riverside CA

 Tannhauser42 wrote:
I do not expect any significant changes to Dreadnoughts, Terminators, Predators, etc. These things all exist in other marine codexes, and so the legacy issues guarantee there will be no major changes beyond slight points adjustments or wargear options (unless, miracle of miracles, GW actually does a FAQ granting the same things to the other marine codexes). There may be formations that help improve these things, but Terminators will not suddenly gain an extra wound or increased toughness, Dreadnoughts won't become MCs, Stormbolters will remain the same, etc.

I do expect to see what has come to be called the "Decurion-style" of army building with a detachment made up of formations. I would expect at least three different types of "core" formations (one tactical, one fast/assault, one heavy/armor).

I do expect Chapter Tactics to stay, but there will also be chapter-specific formation (UM Tyrannic War Veterans, for example). There's really no reason for GW to drop the Chapter Tactics. They're already written, so they can be easily copy-pasted with minimal effort, and they help sell models.

I mainly expect to see the same book we have now, but with a few points tweaks, a few extra wargear options, and a whole slew of formations.

That is about what I see happening.

Space Wolf Player Since 1989
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Longtime Dakkanaut






Chapter-specific psychic disciplines.

The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in us
Ruthless Interrogator





What I would like to see is Drop Pod assault letting you assault t1 for infantry models.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
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Space Marine Combat Detachment

3 Tactical sqds
1 Assault sqd
1 Devastator sqd

detachment rules:
each unit must have 10 marines
Free Rhino or drop pod (upgrades must be paid for) for each tactical sqd, assault sqd and devastator sqd.
each tactical sqd gets a free special weapon and hvy weapon (but not for assault sqds or devastators)

very basic

   
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Strike Cruiser Vladislav Volkov

What I would love to see:

Chapter Masters moved to LOW slot, given some extra kit to be extra special

Chief Apothecary HQ unit

All HQ units now have 3 wounds across the board and full wargear access

All HQ units unlock the ability to take up to 3 of their "lesser" counterparts and attach them to squads or not as you see fit. Captains unlock Veteran Sergeants. Librarians unlock Codiciers (ML1 psykers). Chaplains unlock... something. MOTF unlocks Techmarines. Chief Apothecary unlocks Apothecaries.

Assault Centurions, Devastator Centurions, Assault Terminators and "Tactical" Terminators merged into a single unit entry, customizable to meet the needs of the army. 2 wounds, T5, 2+/5++.

Predator sponson weapons are now twin-linked

Vanguard Veterans and Sternguard Veterans merged into a single unit entry with Special Ammunition/Heroic Intervention bestowed by choice of Sergeants

This message was edited 1 time. Last update was at 2015/05/05 04:05:50


   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

This is mostly would like, but don't expect.
Relics!
Would Like Very Specific wording [maybe even an example] of how many Relics One Character can take. Personally I think we will never see this.
What ever new Infantry Model to come with the Relics.

Looking at HQs:
Special Named Characters:
>Some was talking about them needing EW, I like that idea, though I don't see it happening.
>I would like to see them give Chapter wide bonuses as the Warlord.
>Pedro with Artificer Armor should happen.
>Special Named Chapter Masters should be LoW.
>Special HQ Named Character for Imperial Fist Character in Centurion Armor.
Chapter Master:
>I don't think they need to be a LoW.
>Orbital Bombardment I could see as a D Weapon.
>Just give them all Artificer Armor for free.
>Just get 2 Warlord Traits or the ability to choose from the Codex: Space Marine Table.
>If Characters are restricted to One Relic, being able to take two.
Other Characters:
>Librarians in Terminator Armor getting their Storm Bolter for Free.




Space Wolf Player Since 1989
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I want to see Dreadnaughts improved in some fashion so they are worth taking again. Walkers just don't have enough benefits over MCs these days. The same goes with CSM Dreads/Helbrutes but they have it even worse. No idea how to improve walkers short of making them all MCs and just doing away with all walkers in general.

Terminators are another thing that need to be improved dramatically. A 4++ base and shields only giving 3++ still? An additional toughness (would nurgle termies at T6 be insane then?)? Perhaps this is where we should consider 2 wounds? More firepower would also be nice and perhaps an additional attack in CC?

A lot of what CSM & SM have has been watered down and left behind in a game of nonstop power creep IMO. It's probably too late (given Eldar) to wish for some of the power creep to go away. Personally, I'd rather just see elites and heavy options pull their own weight a little better.
   
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But they want you to buy grav cents. I guess. Or something.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Nvs wrote:
I want to see Dreadnaughts improved in some fashion so they are worth taking again. Walkers just don't have enough benefits over MCs these days. The same goes with CSM Dreads/Helbrutes but they have it even worse. No idea how to improve walkers short of making them all MCs and just doing away with all walkers in general.

As another posted...posted. I think the closest we are going to get is something like a Chapter Tactic or Formation that will give them a 5++ save or something. I don't expect a real change until 8th edition comes out.


Terminators are another thing that need to be improved dramatically. A 4++ base and shields only giving 3++ still? An additional toughness (would nurgle termies at T6 be insane then?)? Perhaps this is where we should consider 2 wounds? More firepower would also be nice and perhaps an additional attack in CC?

I could see a Toughness increase while in base to base like they have been giving with the Deathwing Knights or some of the formation. As for the W2 mod like the Toughness Increase would not change much. You would have to make them T5, W2 to make a real difference as just about all of the AP2 weapons are S8+. The best protection I have seen suggested out there is a FNP roll, but you would have to do all three to make all of the difference.
A firepower improvement would probably be the best like WS5 [The easiest done with a Formation/Detachment] or making Storm Bolters Volley 3/2 or 4/2 [requiring massive FAQs] might make a difference.

A lot of what CSM & SM have has been watered down and left behind in a game of nonstop power creep IMO. It's probably too late (given Eldar) to wish for some of the power creep to go away. Personally, I'd rather just see elites and heavy options pull their own weight a little better.

That is the biggest problem out there. and without a massive overall of all of the Codexs it does not look like it will end.

Space Wolf Player Since 1989
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Dublin, Ireland

I was really happy with the last SM codex, had a good balance, interesting options, liked Chapter Tactics, full suite of model choices.
A bit disappointed to see them being redone so soon =/
I cant pick out any glaring flaws with it so cant opine what could be done better.

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By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

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Made in us
Esteemed Veteran Space Marine







All this talk about detachments/formations has me somewhat excited for the possibilities.

Here's what I'd like to see:

Space Marine Chapter Detachment:
Special Rules: The entire detachment gains the benefit of one (and only one) of the following:
1) Reroll To Hit for shooting attacks
2) Reroll To Hit for close combat attacks

1+ Tactical Formation:
1-2 HQ selection (no Chapter Master)
0-1 Command Squad
2-6 Tactical Squads
1-2 Assault Squads
1-2 Devastator Squads
0-2 Dreadnaughts

Special Rules: Tacs gain Relentless, Assaults gain Rage, Devastators gain +1 BS

0-1 Chapter Command Formation:
1 Chapter Master
1-5 Company Captains
1-5 Chaplains
1-5 Librarians
0-1 Honor Guard

Auxillery Formations

1st Company
1-5 Terminator squads
1-5 Veteran squads (Sternguard and Vanguard)
1+ Landraider (any variant)
0-2 Venerable Dreadnaughts

Special Rules: All models gain +1 Wound/Hull Point and Preferred Enemy

Assault Company
2-6 Assault Squads
1-3 Bike Squads
1-3 Landspeeder squadrons
0-2 Assault Centurians

Special Rules: +1 Attack, Deepstriking units do not scatter, +/-1 for Reserve rolls.

Devastator Company
2-6 Devastator squads
1-3 Devastator Centurians
1-3 Rhino Variant battle tank squadrons (yes, I want squadrons to be a thing).

Special Rules: All units gain Split Fire

Scout Company
1-10 Scout Squads

Special Rules: Each Scout units can choose to gain +1 BS OR +1 WS

Chapter Motor Pool
1 of any tank squadron or landraider variant

Chapter Airforce
1 Stormclaw squadron or 1 Stormraven

   
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I want combat tactics back.
   
 
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