<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "What makes a good codex?"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "What makes a good codex?"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ In your opinion…<br /> <br /> Was reading posts on here slating the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex based on some apparent leaks. Then I watched the auspex tactics report on you tube and they think it’s pretty decent.<br /> <br /> I assume all parties know more than me but they are are diametrically opposed….<br /> <br /> So what is it that makes a good codex for you? Lore? New units? Room for creativity? Throwing your army to the top of the meta? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390561.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390561.page</link>
				<pubDate><![CDATA[Wed, 29 Jun 2022 20:54:18]]> GMT</pubDate>
				<author><![CDATA[ mrFickle]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ It should have decent internal balance.  There  should not be any trap or <span class="glossaryitem" onmouseover='gp(280);'>OP</span> units that are too far off the average.<br /> <br /> Units should do their jobs.  If a unit is fluffed for anti-tank work, geared for <span class="glossaryitem" onmouseover='gp(9);'>AV</span> work, then it should kill tanks.  You can have units that still  work in ways they are not portrayed as.  For examples, Eldar Howling Banshees were a fast mobile tarpit, despite being sold as blenders.  But a unit should deliver what is says on the tin.<br /> <br /> You should be able to field a force as depicted in the lore with the codex, without having to bend over too far backwards, contorting things to make it happen.  I’m OK with having to  spend a few <span class="glossaryitem" onmouseover='gp(707);'>CP</span> for the detachments to make an all-bike list, but I should be able to.  This is a major complaint against the new Chaos book, and many others  touched by the “No Model, No Rules” <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.  Why can’t <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> have certain warger?  They use it in the fluff, and have access to it in prior editions.  <br /> <br /> It should not frivolously invalidate existing collections.  This touches again on the NMNR issue, but also the byzantine datascrolls that only allow you to field units  being build explicitly from the modern box.  Is there an in-universe or game balance reason to limit things, and in the process making unit selection a flow chart hellmaze?  No?  Then just let us take 2 things from the special weapons list  and call it a day.<br /> <br /> It should be fun to play, and bring the flavor of the army to the table.<br /> <br /> Rules should reinforce that.  Things that feel game-y or break immersion should be kept at a bare minimum.<br /> <br /> New units are fine, but they should have a reason to exsist besides just to sell new models, and fit in the lore and range.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390591.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390591.page</link>
				<pubDate><![CDATA[Wed, 29 Jun 2022 21:37:49]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ 1. Good internal balance<br /> <br /> 2. Good external balance<br /> <br /> 3. Rules that play smoothly and are fun to use. <br /> <br /> 4. Fluffy i.e. your army plays in a way that reinforces the army's narrative. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390601.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390601.page</link>
				<pubDate><![CDATA[Wed, 29 Jun 2022 22:03:38]]> GMT</pubDate>
				<author><![CDATA[ Hecaton]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Not making armies completely invalid between editions. I don't mind if new things get added or model sizes are changed but the current changes to certain units have made an army I own that was playable from 6th onwards (likely beforehand as well) is now unusable unless I buy more stuff.<br /> Conspiracy? No, but it's a pain in the rear to have to shelve an army I already wasn't playing because of bad rules, because of more bad rules.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390622.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390622.page</link>
				<pubDate><![CDATA[Wed, 29 Jun 2022 22:31:59]]> GMT</pubDate>
				<author><![CDATA[ Gert]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ It was published sometime between the middle of 3rd and the end of 4th ed.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  or any 2nd ed codex maybe, barring Space Wolves, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> Good balance, good number of options, nice pictures and lore.  Paperback . . . ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390638.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390638.page</link>
				<pubDate><![CDATA[Wed, 29 Jun 2022 22:49:52]]> GMT</pubDate>
				<author><![CDATA[ Insectum7]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a73bfd028ac836ed1c2021e453130fad.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/805791/11390638.page"><b>Insectum7 wrote:</b></a><br/>Good balance, good number of options, nice pictures and lore.  Paperback . . . </div></blockquote>AUD$30 rather than over AUD$80 would also be nice...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390689.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390689.page</link>
				<pubDate><![CDATA[Thu, 30 Jun 2022 00:10:09]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/342e3cf2a60ec9f2b5c6e11093cdde49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/805791/11390622.page"><b>Gert wrote:</b></a><br/>Not making armies completely invalid between editions. I don't mind if new things get added or model sizes are changed but the current changes to certain units have made an army I own that was playable from 6th onwards (likely beforehand as well) is now unusable unless I buy more stuff.<br /> Conspiracy? No, but it's a pain in the rear to have to shelve an army I already wasn't playing because of bad rules, because of more bad rules.</div></blockquote><br /> Hmmm.....let's see:<br /> <br /> Chaos Lord: "What!? A Jump Pack <i>and</i> lightning claws? Who do you think you are? A singular and "special" Black Legion character (Who apparently won't even share the secrets of Jump Pack/lightning claw operation with his fellow Black Legionaries. That's just selfish.  <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> )? Get those off. Here's a plasma pistol. Shut up."<br /> <br /> Sorcerer: "<i>You too?</i> Get that Jump Pack off. You'll hurt yourself. Everyone knows you can't do psychic stuff <i>and</i> fly around. It's dangerous. And get rid of that sword. <i>Where's your staff?</i>"<br /> <br /> Multiple Legionaire, Havoc, and Raptor Aspiring Champions: "Now just <i>where</i> did you get all of those combi-weapons and lightning claws? Give them back to the loyalists that you obviously stole them from. We wouldn't want anyone thinking that the 8th Legion were a bunch of <i>criminals</i> and <i>thieves</i>, would we?"<br /> <br /> Terminators: "Oh dear Khorne.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">  Just how do you expect us to pay for all of those combi-plasmas, combi-meltas, and chainfists? Don't you know we need all the money we can get in order to get the extra books required if we want to bring any Rubrics, Khorne Berzerkers, or Plague Marines into the warband? Those guys don't work cheap, y'know." <br /> <br /> "Good grief. How has this warband strayed so far from the Codex Heretic Astartes? Why, everything is so <i>Chaotic</i>."  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">  <img src="/s/i/a/2d02b2a257db456c87907c8cd3a46cc0.gif" border="0"> <br /> ....................................................................................<br /> <br /> Levity aside, Nevelon nailed it.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> And @Insectum:  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> . <br /> <br /> Though I would also add: Just let the folks who wrote the Liber Hereticus write it. When I look at that book, and then compare it to the information on the 9th edition <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, all that I can think is: <i>Did the same company <b>really</b> produce both of these books</i>? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390696.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390696.page</link>
				<pubDate><![CDATA[Thu, 30 Jun 2022 00:21:08]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Well generally speaking, pages, a cover and spine tend to help out a lot.<br /> I mean text and rules of course, pictures are a nice bonus. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390799.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390799.page</link>
				<pubDate><![CDATA[Thu, 30 Jun 2022 03:05:53]]> GMT</pubDate>
				<author><![CDATA[ Backspacehacker]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11390561.page"><b>mrFickle wrote:</b></a><br/><br /> <br /> So what is it that makes a good codex for you? Lore? New units? Room for creativity? Throwing your army to the top of the meta? </div></blockquote><br /> <br /> Good internal balance, good external balance, not much bloat (aka useless rules that no one would use or countless units that are basically the same thing or do the same things).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390933.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11390933.page</link>
				<pubDate><![CDATA[Thu, 30 Jun 2022 07:13:29]]> GMT</pubDate>
				<author><![CDATA[ Blackie]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ - The codex should follow a general theme<br /> - Units, characters, army rules and stratagems should synergize well with each other<br /> - Keywords and abilities should be applied consistently<br /> - None of the rules should be in direct contradiction with fluff<br /> - The army, as a whole, should feel "right" when played on the table<br /> - There should be no trap choices that should never be taken<br /> - There are multiple archetypes you can build from your codex<br /> - Interesting army-wide rule<br /> - Cool things from previous codex(+<span class="glossaryitem" onmouseover='gp(333);'>PA</span>) kept around/improved on<br /> - Good internal balance<br /> - All miniatures are still playable as they are<br /> <br /> So basically a codex that fulfills 10/10 of these is as good as it gets for me. As you have noted, I did not put down external balance or powerful rules - I firmly believe that a well written codex can be adjusted in power to match others, a badly written codex will require a pile of band-aids to keep it afloat.<br /> <br /> Examples:<br /> <span class="glossaryitem" onmouseover='gp(528);'>DG</span> 8.5/10<br /> Orks 3/10<br /> <br /> That's why I think <span class="glossaryitem" onmouseover='gp(528);'>DG</span> have a good codex and orks do not.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11391986.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11391986.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 09:35:24]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ I think if Codexes are to remain a thing much longer then they should probably spend some time working on the lore & painting side. The fact we had all this agonizing over whether <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was a story or a setting just so <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could go "yeah, Primaris are a thing now, but otherwise as you were" is kind of funny.<br /> <br /> In terms of rules... I think its something to do with character. (Which you can argue I think is bleached out a bit in 9th - since the objectives encourage list building over pure fluff conception - or at least they do with me and I'm struggling to shake it).<br /> <br /> So for example, despite being the most overpowered book for 9~ months, I didn't (and still don't) like the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Codex. I mean I like that almost everything in it is powerful and it wasn't like say Necrons where a few months in it was clear half the book was obviously overcosted. Nothing was invalidated (at least as far as I remember) and various things I had became more viable. (Who for instance expected Cronos to be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>).<br /> <br /> But there's something a bit soulless about it. And I think this is the point about archetypes. Everything in the Dark Eldar book starts to feel like everything else.<br /> <br /> I.E. I think an Kabal force, a Wyche Cult force and a Covens force should feel different at a visceral level. And I feel they don't really. They all want to play this game of running round the board trading (kind of like most lists really). As a result whether you have a unit of Incubi, Bloodbrides, Grotesques or Ghuls and Sslyth changes the maths of any given situation but not the style. You have to really go extreme (i.e. all Wracks, all Venoms) to deviate from this.<br /> <br /> Does a Black Heart list feel different to an Obsidian Rose? No I don't think so. You are just swapping through this buffet of buffs to find the mathematically superior one. (This <span class="glossaryitem" onmouseover='gp(72);'>imo</span> is why custom traits are bad, but that's another topic).<br /> <br /> And this is perhaps why I'm anti the Chaos salt. The "Dark Eldarification" of characters happened to <span class="glossaryitem" onmouseover='gp(27);'>DE</span> 8(?) years ago. I got over it, I feel they will too. The issue is that I think in this new Chaos codex you have got a book where you can seemingly go for a lot of different options that do fundamentally play differently. A Black Legion of Iron Warriors list probably wants to run X, a Word Bearers or Creations of Bile list wants to run Y.<br /> <br /> Competitive play will likely render it an illusion - it usually does - but it feels like there's more scope to make your dudes your dudes. Rather than everything feeling the same (unless, as said, you insist on spamming one unit).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392048.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392048.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 11:03:46]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ People that are saying that the rules should reflect the fluff or lore or the army should play as per the fluff....<br /> <br /> doesn't that mean you'd have a single squad of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> terminators against what passes as 2k worth of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> right now.<br /> <br /> you'd also have to make all characters immortal]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392061.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392061.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 11:18:30]]> GMT</pubDate>
				<author><![CDATA[ mrFickle]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392061.page"><b>mrFickle wrote:</b></a><br/>People that are saying that the rules should reflect the fluff or lore or the army should play as per the fluff....<br /> <br /> doesn't that mean you'd have a single squad of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> terminators against what passes as 2k worth of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> right now.<br /> <br /> you'd also have to make all characters immortal</div></blockquote><br /> <br /> There do need to be compromises for game play.  We accept that.  <br /> <br /> But if the only viable ork build is elite squads shooting out of parked trucks that’s a failure as a codex.  If the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex doesn’t have any viable use for actual chaos space marines, that’s a failure.<br /> <br /> Alternative builds are fine.  You want to do a tyranid godzilla giant monster list, that’s great.  But the codex should make swarms of gribbbly little guys with a few synapse nodes and one or two bigs bugs viable.  That’s what the ”classic” nid army looks like in the fluff.  Same with ork boys<br /> <br /> You don’t need to be able to win tournaments with the standard build, but should have a reasonable chance for a fun game at the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392073.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392073.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 11:47:07]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392061.page"><b>mrFickle wrote:</b></a><br/>People that are saying that the rules should reflect the fluff or lore or the army should play as per the fluff....<br /> <br /> doesn't that mean you'd have a single squad of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> terminators against what passes as 2k worth of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> right now.<br /> <br /> you'd also have to make all characters immortal</div></blockquote><br /> That's not what people mean when they say that. They mean that the army they play should reflect the ones we see in the background, for example, Chaos Space Marines (now Legionaries) should be a viable choice in a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army yet they haven't been since Cultists were introduced, likewise, the army should have a lot of build freedom but is more restricted than the Space Marine Codex (the dudes who literally have a set of rules to follow) in many instances.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392089.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392089.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 12:08:34]]> GMT</pubDate>
				<author><![CDATA[ Gert]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ That said, I’d kinda like to see the “movie marines” rules updated to 9th.  You can get the feel of it by just playing a unbound list full of characters.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392094.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392094.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 12:14:12]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392061.page"><b>mrFickle wrote:</b></a><br/>People that are saying that the rules should reflect the fluff or lore or the army should play as per the fluff....<br /> <br /> doesn't that mean you'd have a single squad of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> terminators against what passes as 2k worth of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> right now.<br /> <br /> you'd also have to make all characters immortal</div></blockquote><br /> It doesn't mean that at all. What people really mean when they say that is armies should operate largely as they do in the fluff. Blood Angels should work best as a fast close combat army, Guard should have numerous infantry squads or lots of tanks (or both), Nurgle Daemons should grind you down slowly, Ork armies should contain actual Orks, and so on.<br /> <br /> I agree with Tyel when they say a lot of sub-factions in particular are poorly defined, and that's a big problem with a lot of Codices today. It feels like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are forcing themselves to have at least 6 major sub-factions in each Codex, whether they have sufficient good ideas to differentiate them or not. It leads to a lot of soulless Codices, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. Necrons are similar to Dark Eldar, in that the sub-faction you use is often decided after army selection, purely to buff the specific units you've taken. The sub-factions lack any real character of their own, except as a vehicle for adding buffs where you want them.<br /> <br /> I wish <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would move back to a system that allows players to represent an army's archetypes, without being pigeon-holed by a specific sub-faction. It would also stop the continuing Flanderisation of armies if they decoupled the sub-faction's name form its rules. What can't Ultramarines be siege specialists? Why are the jungle fighters the premier artillery regiment? Why are only Word Bearers sufficiently zealous to get any benefit from it?<br /> <br /> A good Codex for me has good internal balance and represents the fluff properly. I also appreciate books that aren't laden with special rules, which precludes basically every 9th edition Codex so far.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392114.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392114.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 12:48:58]]> GMT</pubDate>
				<author><![CDATA[ Slipspace]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392048.page"><b>Tyel wrote:</b></a><br/>I think if Codexes are to remain a thing much longer then they should probably spend some time working on the lore & painting side. The fact we had all this agonizing over whether <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was a story or a setting just so <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could go &quot;yeah, Primaris are a thing now, but otherwise as you were&quot; is kind of funny.<br /> <br /> In terms of rules... I think its something to do with character. (Which you can argue I think is bleached out a bit in 9th - since the objectives encourage list building over pure fluff conception - or at least they do with me and I'm struggling to shake it).<br /> <br /> So for example, despite being the most overpowered book for 9~ months, I didn't (and still don't) like the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Codex. I mean I like that almost everything in it is powerful and it wasn't like say Necrons where a few months in it was clear half the book was obviously overcosted. Nothing was invalidated (at least as far as I remember) and various things I had became more viable. (Who for instance expected Cronos to be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>).<br /> <br /> But there's something a bit soulless about it. And I think this is the point about archetypes. Everything in the Dark Eldar book starts to feel like everything else.<br /> <br /> I.E. I think an Kabal force, a Wyche Cult force and a Covens force should feel different at a visceral level. And I feel they don't really. They all want to play this game of running round the board trading (kind of like most lists really). As a result whether you have a unit of Incubi, Bloodbrides, Grotesques or Ghuls and Sslyth changes the maths of any given situation but not the style. You have to really go extreme (i.e. all Wracks, all Venoms) to deviate from this.<br /> <br /> Does a Black Heart list feel different to an Obsidian Rose? No I don't think so. You are just swapping through this buffet of buffs to find the mathematically superior one. (This <span class="glossaryitem" onmouseover='gp(72);'>imo</span> is why custom traits are bad, but that's another topic).<br /> <br /> <u>And this is perhaps why I'm anti the Chaos salt. The &quot;Dark Eldarification&quot; of characters happened to <span class="glossaryitem" onmouseover='gp(27);'>DE</span> 8(?) years ago. I got over it, I feel they will too. The issue is that I think in this new Chaos codex you have got a book where you can seemingly go for a lot of different options that do fundamentally play differently. <b>A Black Legion of Iron Warriors list probably wants to run X, a Word Bearers or Creations of Bile list wants to run Y.</b></u><br /> <br /> Competitive play will likely render it an illusion - it usually does - but it feels like there's more scope to make your dudes your dudes. Rather than everything feeling the same (unless, as said, you insist on spamming one unit).</div></blockquote><br /> And a Night Lords list wants to run a lot of jump infantry! Led by a Chaos Lord with a Jump <span class="glossaryitem" onmouseover='gp(333);'>Pa</span>........<i>whoops</i>. We can't do that anymore, can we? Yeah, this codex will absolutely murder &quot;my dudes&quot;. You can be &quot;anti Chaos salt&quot; all you want. The salt will still remain, completely <i>justified</i>.  <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0"> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392143.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392143.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 13:36:52]]> GMT</pubDate>
				<author><![CDATA[ Gadzilla666]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/acfb63c610de5533dc3227eaa9d300e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/805791/11391986.page"><b>Jidmah wrote:</b></a><br/>- The codex should follow a general theme<br /> - Units, characters, army rules and stratagems should synergize well with each other<br /> - Keywords and abilities should be applied consistently<br /> - None of the rules should be in direct contradiction with fluff<br /> - The army, as a whole, should feel "right" when played on the table<br /> - There should be no trap choices that should never be taken<br /> - There are multiple archetypes you can build from your codex<br /> - Interesting army-wide rule<br /> - Cool things from previous codex(+<span class="glossaryitem" onmouseover='gp(333);'>PA</span>) kept around/improved on<br /> - Good internal balance<br /> - All miniatures are still playable as they are<br /> <br /> So basically a codex that fulfills 10/10 of these is as good as it gets for me. As you have noted, I did not put down external balance or powerful rules - I firmly believe that a well written codex can be adjusted in power to match others, a badly written codex will require a pile of band-aids to keep it afloat.<br /> <br /> Examples:<br /> <span class="glossaryitem" onmouseover='gp(528);'>DG</span> 8.5/10<br /> Orks 3/10<br /> <br /> That's why I think <span class="glossaryitem" onmouseover='gp(528);'>DG</span> have a good codex and orks do not.</div></blockquote><br /> <br /> Started writing a post then saw this, which basically says the same thing I was going to.<br /> <br /> This is why I consider the Tyranids and <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> books to be 'good' codexes, but some others that heavily impacted the meta on release were not. <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> had some of the best internal balance in 9E so far, while Tyranids was almost as good and mostly needed points corrections to address the external balance issues.<br /> <br /> Meanwhile AdMech & Orks had heavy nerfs to some specific strong units or combos, and had little left to work with in the rest of their books once those were gone. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392149.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392149.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 13:42:40]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11390561.page"><b>mrFickle wrote:</b></a><br/>Was reading posts on here slating the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex based on some apparent leaks. Then I watched the auspex tactics report on you tube and they think it’s pretty decent.</div></blockquote><br /> <br /> One thing I wanted to say briefly was that there's been a lot of misconceptions regarding the 'discourse' on the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex.<br /> <br /> I think <i>a vast majority</i> of people agree that competitive and power wise, the codex is <i>pretty good</i>. There's certainly some cases of what looks like 'redundant units' (i.e., poor internal balancing, which <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, is better than poor external balancing). <br /> <br /> For example, I'm not sure why you'd taken Chosen over Terminators in most cases. There's a bit of weird wording - i.e., certain units can't take marks (core restrictions are <span class="glossaryitem" onmouseover='gp(72);'>imo</span> a band-aid which has caused a lot of issues for the game) and in some cases it looks like units can't be legally fielded. <br /> <br /> But there's <i>largely</i> an agreement the codex is mechanically <i>strong</i> and well suited for the games competitive and casual scene. <br /> <br /> What a lot of people, myself included, are upset at is that <b>a large number of options</b> were <b>arbitrarily curtailed without much rhyme or reason</b>. Most people were <b><u><i>not</i></u></b> slating the codex because they thought it <i>was</i> <b>weak</b> - people were slating it because it <i>restricts</i> a lot of what they want to do and how <i>easily</i> they can use their existing collections.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392173.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392173.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 14:14:11]]> GMT</pubDate>
				<author><![CDATA[ blood reaper]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ But if the restrictions hadn’t been added to the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, and all the new bits were still added wouldn’t the codex be totally <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and this screw the external balance? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392187.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392187.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 14:30:02]]> GMT</pubDate>
				<author><![CDATA[ mrFickle]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392187.page"><b>mrFickle wrote:</b></a><br/>But if the restrictions hadn’t been added to the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, and all the new bits were still added wouldn’t the codex be totally <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and this screw the external balance? </div></blockquote><br /> <br /> No? Are Chaos Chosen carrying combi-weapons really going to be 'totally <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'? Were Raptor Champions with lighting claws winning tournies around the country?<br /> <br /> I don't understand how Chaos Terminators having three power fists tops or <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> only being allowed one plasma gun per squad ensures the delicate balance of the game is maintained. Likewise, it's very hard to see how Chaos Lords no longer having jump packs (or combi weapons) for that matter maintains any kind of balance. <br /> <br /> This is why I described the restrictions as arbitrary and inconsistent (ala, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squads can't have two plasma guns - but Raptors can? So much for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 'fighting min-maxers!' as spiteful casuals like to claim). They do not seem to have anything to do with balance. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392188.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392188.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 14:35:13]]> GMT</pubDate>
				<author><![CDATA[ blood reaper]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392187.page"><b>mrFickle wrote:</b></a><br/>But if the restrictions hadn’t been added to the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, and all the new bits were still added wouldn’t the codex be totally <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and this screw the external balance? </div></blockquote><br /> You can't be this naive...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392199.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392199.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 14:57:22]]> GMT</pubDate>
				<author><![CDATA[ Gert]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11392187.page"><b>mrFickle wrote:</b></a><br/>But if the restrictions hadn’t been added to the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, and all the new bits were still added wouldn’t the codex be totally <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and this screw the external balance? </div></blockquote><br /> <br /> Why should Codex: <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> be any more concerned with this mythical "External Balance" than other releases have been?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392233.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392233.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 15:51:00]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Can we please not make this another thread about how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> butchered the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> datasheets? We've got plenty of those, try to discuss that topic there.<br /> <br /> I haven't had a chance to read the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex yet, but just from the rumors I can tell it's going to struggle to reach more than 5 bullet points points of my list.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c524350a8e7078645059376b72495851.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/805791/11392149.page"><b>xttz wrote:</b></a><br/>Started writing a post then saw this, which basically says the same thing I was going to.<br /> <br /> This is why I consider the Tyranids and <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> books to be 'good' codexes, but some others that heavily impacted the meta on release were not. <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> had some of the best internal balance in 9E so far, while Tyranids was almost as good and mostly needed points corrections to address the external balance issues.<br /> <br /> Meanwhile AdMech & Orks had heavy nerfs to some specific strong units or combos, and had little left to work with in the rest of their books once those were gone. <br /> </div></blockquote><br /> Agree, <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> is an awesome codex. If I didn't dislike the models so much, I'd be tempted to start them just because of their rules. Even playing against them feels awesome.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392329.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392329.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 18:37:47]]> GMT</pubDate>
				<author><![CDATA[ Jidmah]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Old <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex. Not fun to play for me. Bad. <span class="glossaryitem" onmouseover='gp(333);'>PA</span> good to play, unfun for me. 9th bad again. The <span class="glossaryitem" onmouseover='gp(425);'>LL</span> book they have now, fun to play, so good. <br /> <br /> Now it is of course better to have more options and more builds. But as long as the one build I like is fun to play, I consider the books good. <br /> <br /> And God help the people that get a internaly balanced codex from <span class="glossaryitem" onmouseover='gp(50);'>GW</span>. specialy durning edition transition. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392380.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392380.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 19:56:56]]> GMT</pubDate>
				<author><![CDATA[ Karol]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ This is apparently asking a lot but:<br /> - No typos<br /> - No day 1 <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span><br /> - Obviously not complete balance but not making several units worthless or over shadowed by others<br /> - Bringing back a whole lot of lore in the books that I'm noticing is slowly decreasing lately...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392403.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392403.page</link>
				<pubDate><![CDATA[Fri, 1 Jul 2022 20:28:42]]> GMT</pubDate>
				<author><![CDATA[ Kya_Vess]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ For me a good codex is this:<br /> <br /> Correct<br /> <br /> Nothing else.  No <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> 2 weeks later because they didn't read it properly before printing thousands of them. no balance changes later because they didn't give it any forethought.  Just correct at time of printing and stays correct.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392612.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392612.page</link>
				<pubDate><![CDATA[Sat, 2 Jul 2022 09:55:53]]> GMT</pubDate>
				<author><![CDATA[ Sumilidon]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ In my  view a codex should have<br /> <br /> 1) Lore that recaps the past and presents new information. <br /> This can be in the form of new maps showing territories; new details on the factions past or such; or even new advances in the recent story showing how things have changed. <br /> <br /> Ergo present the lore that grounds the faction and which advances and presents new information; thus giving content for new and current fans. <br /> <br /> <br /> 2) Unit lore profiles. I've loved these and have been REALLY sad that they've been cut from current codex. To me this is part of deepening the lore and its a great thing to have a page or so per unit or unit type which gives more fluff, detail and imagination to the units. It's also a great way to get existing content for new fans and new content (new models) for existing fans. <br /> <br /> 3) Maps, artwork, no double page spreads. Yep all the juicy visual stuff! <br /> <br /> 4) A colour paint segment that covers some basic art themes and presents some alternate colour schemes as well as core faction ones. <br /> A full show of every model in the current range painted<br /> <br /> 5) Rules. <br /> Ideally rules should have:<br /> a) Good internal balance so that there are meaningful choices and different ways to play the army<br /> <br /> b) Good external balance so that the army isn't stomped all over nor stomping all over - both are unfun.<br /> <br /> c) A logical structure that presents as much information as possible in as few page flips as possible. For example print the point costs on the unit cards; put weapon profiles on the unit card, put powers/abilities on the unit card. Even if this information is repeated later in a summary page/table, it is important to have it on the unit page as much as possible. This creates the potential to have fewer page flips and makes the act of building and making choices much easier. Summary pages should be reinforcing this by giving overall summaries of segments of that data - eg a single collected points list. <br /> The idea here is to reduce page flipping and reduce the mental overhead people have to use to put together an armed force. <br /> <br /> For me a codex is more than just rules. It's a one stop book that presents the faction as a story, as a lore, as artwork and as game pieces. There's on one of those elements which is superior to the other; they each compliment one another in different values for different customers. Furthermore for those totally fresh to a new army or the game itself, they present a fantastic single all encompassing resource and I would loath to see that change. <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>/Errata/ I expect <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>/Errata to appear within the first month. This reflects adjustments made after the book went to print (remember there are months between a book being finished and being sold where you can't change the content); and also <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> elements where customers might well just start identifying areas they need more clarity on. <br /> Yes a perfect publication that is perfect in every way is a nice thing, but its never achieved in the history of humanity. So lets be realistic and say that instead of expecting perfection, we expect good solid quality and then good prompt updates to resolve issues that are identified and which will arise. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392618.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11392618.page</link>
				<pubDate><![CDATA[Sat, 2 Jul 2022 10:14:44]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Well, I loved the 3.5 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex - the best codex ever.<br /> Great stuff. Lots of opportunities to build an army.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395061.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395061.page</link>
				<pubDate><![CDATA[Wed, 6 Jul 2022 03:24:21]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/805791/11390561.page"><b>mrFickle wrote:</b></a><br/>So what is it that makes a good codex for you?</div></blockquote>It's <a href="https://www.youtube.com/watch?v=lLCEUpIg8rE" target="_new" rel="nofollow">simple</a>. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395075.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395075.page</link>
				<pubDate><![CDATA[Wed, 6 Jul 2022 04:17:13]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
			</item>
			<item>
				<title>What makes a good codex?</title>
				<description><![CDATA[ Interesting fluff, short stories, history of the faction, Organisation, subfactions, situation on the map (was great to see in 8th), stuff like that. These are the reasons I buy a Codex. The rules stuff I can get on the internet and due to <span class="glossaryitem" onmouseover='gp(50);'>GWs</span> policy is forgotten after 3 years, but the fluff parts get reread every few years. <br /> <br /> Game wize? Useful Design, reference page, summary, no gallery inside the rules section please, rules on the datasheet (remember past editions where there were some rules on the datasheet, some rules in the rulebook and some rules on the unit page in the fluff section, hurray). Interesting unit options that inspire me to play units differently every time or to create a themed list. Subfaction rules are nice, too, doesn't matter if 3rd or 9th edition, but the absence of them is a reason I don't want to return to 5th edition. <br /> Narrative stuff like Crusade is good to have as well. The Black Legion Codex in 6th had special rules for planetary Empires <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>. Stuff like that is cool to keep you in the game, especially nowadays where the missions all look the same.<br /> I'm not sure if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> ever did this in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> outside of supplements but I'd like to see 3-6 historical battles / scenarios for the faction in the codex. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395125.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/805791/11395125.page</link>
				<pubDate><![CDATA[Wed, 6 Jul 2022 07:20:16]]> GMT</pubDate>
				<author><![CDATA[ Sgt. Cortez]]></author>
			</item>
	</channel>
</rss>