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Well this is an exciting time, a new space marine codex is before us. So I have returned for a bit. Having gotten my hands on the new space marine codex I thought I'd post up some first impressions. There are some gaps in the codex, but I've got most of it. Much more to come later.
Lets start with Heavy Support.
First, the Devastator Squad look much improved. My complements to GW for creating a purpose for the squads Sergeant, who is now truly an important meaningful part of the squad. Missile Launchers and plasma cannons have come down in price. The Squads size is flexible, as are all space marine units. Therefore you can still field the trusted 8 man, 4 missile launcher unit for an incredible 2 points less. However, you might want to extra 2 marines to use the combat squads special rule.
Predator: This humble tank should probably take over for the land speeder tornado. When you want lots of shots and medium strength the predator can't be beat, running you less points then the base cost of a tactical squad. One piece of advise, don't upgrade the auto cannon to a twink linked Lascannon.
Whirlwind: The weak armor on this fellow will probably see it retired from most armies, as its very hard to hide things completely in 5th.
Vindicator: If you where thinking about taking some ordinance, this is probably the tank for you. The point drop helps make that decision a lot easier. If anyone knows what a Siege Shield does, I'd love to know. Yes yes, we will all buy the codex.
Land Raider: Looks like this tank will be making a come back, especially in large point cost games.
Land Raider Crusader: Probably not very useful anymore, all land raiders can already transport more then 10 models, so its not really that special or useful anymore.
Land Raider Redeemer: Clearly designed to deliver assault terminators into the fray, this tank has its potential.
Redeemer = Fun, team up with Assault Termies or 10 or so Vanguard for mega fun
Whirlwind seem kinda weak as you said, but it has a new round as well, so may be used occasionally.
Predators are much more points for use now, great deal, could substitute for Devies easily enough.
Vindicator, Siegeshield, can someone clarify it?
Vindie has lost PotMS, though, so blasting away every turn is less likely.
No more NG spearmen, thanks! Now I need some pump-wagons!
And let us not forget that Assault Terminators with Storm Shields (3+ inv save) cost the same amount of points as before
What is the new shot for the Whirlwind? I'll probably still be buying one since the 5th edition rulebook shows one as being in the make up for the 2nd company and those are the ones that i'm building. (i know "noob" set etc etc i've heard it before, but if they are good enough to be used in the story for the black reach starter and pictured in the rulebook they are good enough for me.)
In the Castle of Pain on a Mountain of Skulls I sat on a Throne of Blood. What was will be, what is will be no more. Now is the season of Evil!
- Vigo the Carpathian
Here's my next installment of first Impressions, but allow me to respond to a few other matters first.I really don't know the answer to that, I don't have the rule book with me. My guess would be no. I think as a standard tank, he can move 6 and shoot 1 main weapon + defensive + 1 main weapon for machine spirit, or move 12 and shoot 0 weapons.you can still move the full 12" and shoot though right? Since S4 are defensive weapons.
To finish up heavy support,
The ThunderFire Cannon: This being an artillery piece makes this weapon quite easy to kill. I don't think I'd use one of these, there are other things Id rather have in a heavy support choice.
Now on to Fast Attack.
What I'm really liking about the new space marine codex is there are a lot of great choices now. Mixed use armies seem more playable.
Anyway you slice it, the Assault Squad is cheaper than it was before. Even fully upgraded. Of course your power fist has one less attack every turn, so it makes sense that they should be cheaper. Assault squads will likely be hitting the enemy lines first, and as such it might be a good idea to give them a bit of extra punch. How about a Thunder hammer instead of powerfist. If your playing Nids or Chaos a lot you might really find that Thunder Hammer useful. Lightening claws are also worth consideration, especially if you give the squad a flamer. With the new rules in 5th, your likely to shoot plasma pistols more, but I'm not convinced its worth the points.
Vanguard Veterans: I'm not a fan of these guys, to many points pretty much anyway you field them. When you buff these guys out they cost more then terminators, might as well take terminators if you want to dominate assault.
Land Speeder: Well, the trusted land speeder is now considerably weaker than it once was. If you don't have first turn, I'd start these guys in reserve, unless you've got a really good hiding place. Single heavy flamer Landspeeders look very interesting to me, basically a suicide AP4 toaster.
Attack bikes: These look great, a single multi-melta attack bike is an exceptionally good tank hunter for cheap. 1 or 2 of these should probably go in just about every army.
Bike squads: Bikes are a tricky unit to run correctly, they are always a gamble, in the right hands they can pay off huge. Now that plasma guns can be shot and assaulted with, that seems quite an interesting option for bikes.
Land Speeder Storm: well not a big fan of these. I can't see it doing anything useful. A normal scout unit could infiltrate/scout just about as close to the enemy as this thing could get you. And scouts aren't the unit I want taking the brunt of the enemy fire power.
Scout bikes: These guys look like a cheap first turn assault unit. If you win first turn they pay off huge. At least in 5th you'll pretty much know if your going to get first by the time you deploy. I could see these becoming a staple unit for space marines. Probably just a power fist delivery system.
Is the codex out in Britian yet ? although it sound cool
If Slaanesh is the god of the Perverse, why does Nurgle have all the filth?
Also- and this is only slightly to do with the new codex- how do you destroy artillery? The techmarine can only leave the thunderfire if it's destroyed. How does that work? I've loaned my mini-rulebook to someone for a tournie and really want to know!
No more NG spearmen, thanks! Now I need some pump-wagons!