Switch Theme:

Space Marines 8th edition, glory to the codex (ohh and those black templar guys too)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Consigned to the Grim Darkness





USA

Thunder hammer is -4 for both, meaning it's still five points more for characters. PFist is -8.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Longtime Dakkanaut




I think 10 scouts and a couple rhinos are good enough at blocking deep strike if you also take advantage of a board edge. Just deploy them far enough away from other units so things can't get consolidated on if the enemy does get a charge off. Then murder everything that dropped during the next turn.
   
Made in ca
Bounding Assault Marine






jcd386 wrote:
I think 10 scouts and a couple rhinos are good enough at blocking deep strike if you also take advantage of a board edge. Just deploy them far enough away from other units so things can't get consolidated on if the enemy does get a charge off. Then murder everything that dropped during the next turn.


using a Rhino is an interesting idea. though a Razorback with twin heavy bolters is 84p, only 10p more than a Rhino (with 2 SB's), so I find it hard to justify using Rhinos. On that note, I wonder if a Stalker might be a decent blocker too, I think it's only 90p(?) now and could be a solid defensive unit if they don't deal with it.
   
Made in au
Fresh-Faced New User




I can't seem to find a cost for the auxillary grenade launcher on the intercessors. I remember reading somewhere it cost 4pts, but can't see it anywhere.....is it free?
   
Made in se
Dakka Veteran





I think you can take one for every 5, and it's free.

Makes sense as well, since the Intercessor who uses it can't shoot his other weapon, so it's a tradeoff.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in gb
Regular Dakkanaut





Yes, it is fired exactly as a grenade but with 30" range so you forego other shooting for that model.

The question is - I don't have the book so can't double check - if you have two grenade launchers can you fire twice? The obvious answer is yes, but only one grenade can be thrown per squad.
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

I think RAW is no (at least until an FAQ can clarify). But I can't imagine anyone disallowing that, unless they're an ass.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in se
Road-Raging Blood Angel Biker




mongoosecat200 wrote:
I can't seem to find a cost for the auxillary grenade launcher on the intercessors. I remember reading somewhere it cost 4pts, but can't see it anywhere.....is it free?


I have seen it in the french video showcasing codex space marines. Lance-grenades auxiliaire costing 4 points, same name in the intercessor entry.
   
Made in fi
Courageous Space Marine Captain






I bought a box of Reivers and I caved and bought the Redemptor too.

I can't decide how to equip the Reivers though, choosing between grapnel and grav is difficult. I think the melee variant is better, but I will probably still build one five mans squad of each type. I think the shooty ones are fine with grav. I plan to use them to drop on an objective and camp it. The melee guys seem to benefit from grapnel more, as it presumably also applies to charge moves (it does, right?) However, being able to deep strive wherever you want is a serious advantage. Would it be totally crazy to give the melee guys both?

   
Made in us
Longtime Dakkanaut




 Crimson wrote:
I bought a box of Reivers and I caved and bought the Redemptor too.

I can't decide how to equip the Reivers though, choosing between grapnel and grav is difficult. I think the melee variant is better, but I will probably still build one five mans squad of each type. I think the shooty ones are fine with grav. I plan to use them to drop on an objective and camp it. The melee guys seem to benefit from grapnel more, as it presumably also applies to charge moves (it does, right?) However, being able to deep strive wherever you want is a serious advantage. Would it be totally crazy to give the melee guys both?


I see 0 reason to do grapple. you spend 2 points a guy so they can move up and down terrain basically ingoreing it. Melee is better with grav as you can deepstrike then charge.

BUT

Either way they are terrible. 3 attacks with no save penalty is garbage. If it had -1 to it even id be all onboard. I realise that fluff does not = game rules, but it should be close. they talk how they murder in CC and their blades have an anti energy field on them like a powersword.

also terrible they cant toss the grenade or take a launcher to stun an opponent before charging after deepstrike. That would also make them useful.

Cool models, but I don't see myself taking the 10 I build and painted more then the single game ive used them.
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Umbros wrote:

Yes, it is fired exactly as a grenade but with 30" range so you forego other shooting for that model.

The question is - I don't have the book so can't double check - if you have two grenade launchers can you fire twice? The obvious answer is yes, but only one grenade can be thrown per squad.


I think the more obvious answer is no, it cannot, because it doesn't change the weapon type - just the range. The only use for grabbing two is to combat squad them.
   
Made in fi
Courageous Space Marine Captain






str00dles1 wrote:
they talk how they murder in CC and their blades have an anti energy field on them like a powersword.

People keep bringing this up, but I don't remember seeing it. Certainly says nothing of the sort in the codex.

   
Made in us
Longtime Dakkanaut




 Crimson wrote:
str00dles1 wrote:
they talk how they murder in CC and their blades have an anti energy field on them like a powersword.

People keep bringing this up, but I don't remember seeing it. Certainly says nothing of the sort in the codex.



Dark Imperium book
   
Made in fi
Courageous Space Marine Captain






str00dles1 wrote:

Dark Imperium book

Oh, right. Black Library. They also think that Librarians can jump on the orbit and cut space ships in twain with their force swords.

   
Made in ca
Bounding Assault Marine






'By the Power of Mark Twain!" they scream
   
Made in be
Monstrous Master Moulder






I just noticed something... Intercessors are supposed to be able to take and auxiliary grenade launcher per 5 models, but there is no points cost associated with it in the points cost list (as it is not an astartes grenade launcher...

Free upgrade?

The boy, I say, the boy is as sharp as a sack of wet mice... 
   
Made in be
Regular Dakkanaut







For 5 points you get marines with better bolter, 2 hp, extra attack. They are just not the close combat unit they make you think it is. It's a shootout unit with assault capability.

This message was edited 2 times. Last update was at 2017/07/29 16:22:04


 
   
Made in us
Consigned to the Grim Darkness





USA

The biggest thing is, as far as troops choices go, intercessors are the most efficient source of wounds in any MEQ book that I can find. More efficient than scouts even by one point per wound (ten scout wounds are 110 points minimum; ten intercessor wounds are 100 points) while having a better armor save, but a slight weakness to multi-damage weapons (compared to scouts being weaker to AP weapons)

So have them sit on objectives and take shots at whoever they can. If they're absorbing fire, they're doing their job. If they're not absorbing fire but are on objectives, they're still doing their job. It's a win-win.

This message was edited 3 times. Last update was at 2017/07/29 17:04:01


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Decrepit Dakkanaut




At least they're not terrible with damage output. What ARE the stats for their grenade launchers? I'd like to know so that I can prepare my non-Primaris Marines (because I like the rules but not the models) with a similar weapon or not.

Does FW provide grenade launchers for regular Astartes?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in se
Road-Raging Blood Angel Biker




The grenade launcher extends the range of the regular grenades to 30''. It's basically an underslung grenade launcher for a bolt weapon. Their firepower is definitely lacking. I would only bring them with bolt rifles to camp objectives.
   
Made in us
Terminator with Assault Cannon





Note that the only reason to take Intercessors with auto bolt rifles is if you need them to be Troops - Reivers with bolt carbines have the same offensive stats, better grenades and sidearm, and special rules that can penalize enemy morale.

Reivers are also 3 points cheaper per model without a movement upgrade and 1 point cheaper per model with one - so they seem to outclass the auto bolt rifle troops rather heavily!
   
Made in fi
Courageous Space Marine Captain






 Kingsley wrote:
Note that the only reason to take Intercessors with auto bolt rifles is if you need them to be Troops - Reivers with bolt carbines have the same offensive stats, better grenades and sidearm, and special rules that can penalize enemy morale.

Reivers are also 3 points cheaper per model without a movement upgrade and 1 point cheaper per model with one - so they seem to outclass the auto bolt rifle troops rather heavily!

Yeah... This is just perplexing. I think that autobolt rifles were supposed to have better stats than they ended up with and at some point someone fethed up. If they had AP -1 things would make much more sense.

   
Made in us
Consigned to the Grim Darkness





USA

Wait, Intercessor Bolt Rifles got downgraded from AP-1 (what they were in the Index) to AP0 (in the SM codex?)

edit: oooh, I'm seeing it wrong, sorry. I read that as regular bolt rifles, not auto. My bad!

This message was edited 3 times. Last update was at 2017/07/29 17:59:12


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in ie
Pete Haines





What do yous make of the new warlord traits? Storm of fire sticks out, but I quite like the sound of a 6 inch fearless bubble.
   
Made in fi
Courageous Space Marine Captain






 Bryan01 wrote:
What do yous make of the new warlord traits? Storm of fire sticks out, but I quite like the sound of a 6 inch fearless bubble.

Umm, do you space marines often fail morale tests?

   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Looks like the new Codex also eliminated 2x Heavy Flamer and 2x Multi-Melta Land Speeders...

Have to default back to the Index points costs on those arrangements as well. :(

This message was edited 1 time. Last update was at 2017/07/29 19:32:15


- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in se
Dakka Veteran





str00dles1 wrote:

Either way they are terrible. 3 attacks with no save penalty is garbage. If it had -1 to it even id be all onboard. I realise that fluff does not = game rules, but it should be close. they talk how they murder in CC and their blades have an anti energy field on them like a powersword.


Am I missing something? Doesn't Reivers have AP -1 on their combat blades? I recall the leaked dataslate showing them as AP -1.

wtwlf123 wrote:Looks like the new Codex also eliminated 2x Heavy Flamer and 2x Multi-Melta Land Speeders...

Have to default back to the Index points costs on those arrangements as well. :(


Awww that sucks if it's true.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

I'm looking at it. It's true. If you want to take a Land Speeder with double special weapons, you'll have to pay the "tax" of using the Index points.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in ie
Pete Haines





 Crimson wrote:
 Bryan01 wrote:
What do yous make of the new warlord traits? Storm of fire sticks out, but I quite like the sound of a 6 inch fearless bubble.

Umm, do you space marines often fail morale tests?


I occasionally use a few 10 men squads for reasons. So it matters to them. A six inch bubble of ignoring a phase of the game seems pretty good to me!
   
Made in se
Dakka Veteran





 wtwlf123 wrote:
I'm looking at it. It's true. If you want to take a Land Speeder with double special weapons, you'll have to pay the "tax" of using the Index points.


Damn, then it just plain sucks. Thought I finally had found a use for my Land Speeders this edition.

Guess they're going back to the shelf.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
 
Forum Index » 40K General Discussion
Go to: