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Drachyench

PostPosted: Sat Oct 11, 2008 6:42 pm


Things I enjoy:

+ Special Characters that are not Ultramarine, Imperial Fist, or Ravenguard.
+ 'Free' Orbital Bombardment [Actually 25pts, since there is no stat or rule difference between master and Captain]
+ Bike Mounted Techpriest with Conversion Beamer is legal and can fire on the go. Also known as "Put in Attack Bike Squad and let the good times roll"
+ Shooty Veterans. Because it makes sense for there to be some veteran of several campaigns who realizes charging in waving his sword is not going to keep him alive long.
+ Cheaper Transports.
+ Apothecary Feel No Pain benefits.
+ Combat Tactics.

Things I dislike:

- Removal of Meltabomb Options for Assault Squads.
- Need 10 Marines in a Tactical Squad for either Heavy Weapon or Special Weapon.
- Removal of Terminator Command Squad.
- Need of an Apothecary in regular Command Squad.
- Loss of Veil of Time.
- Loss of Traits.

Things I really dislike:

-- Need to totally rehaul my army [Not GW Fault]
-- Models made Illegal that were Legal last codex [Not GW Fault]
-- Sissification of Chaplains and Librarians [GW's Fault]
-- The shitload of Pedro Kantor's I am now seeing in my GW [Not GW's Fault]
-- Could fit this much for the Marine Codex but could not put "Night Lords have Night Vision", split the Daemon types, or any of that for Chaos? Or even throw some more fluff for all the recent non-Space Marine Codexes?

Note in the above that I have roughly split the like and dislike. Similarly, note how several of the "Dislikes" will not effect many armies.

So, overall, good codex. Very good. Bias leads me to have some disliking for it, but that's just my wallet bitching to me and not my response to the rules themselves [well, for the most part].
PostPosted: Sun Oct 12, 2008 12:39 am


i completely agree with you there Drachyench.

the only thing i could add is that im annoyed that techmarines are still not allowed in a command squad (like 3rd ed.) as i enjoyed having all my most awesome looking guys in one deadly squad...

::EDIT::

oh yeah, another thing i could add is that i wish GW would hurry up with the storm speeder, Ironclad, and Honour guard.

that is all

Darkweaver66

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Drachyench

PostPosted: Sun Oct 12, 2008 8:26 am


fire - link
the only thing i could add is that im annoyed that techmarines are still not allowed in a command squad (like 3rd ed.) as i enjoyed having all my most awesome looking guys in one deadly squad...
Thanks for reminding me on Techmarines. They're cheaper now... but they also lost every statline advantage they had over regular Marines except artificer armor and a Power Fist attack.

The no more than two of any one type of Gun Servitor thing also doesn't bode well with me, but I guess that's to prevent people from taking five Heavy Bolter Elite squads to maximize HB shots.

Quote:
Honour guard.

Here I say you may be better off doing conversions. Not to say the GW models are bad, but because it can save you some time, money, and offer a bit more customization for their equipment. Why I converted my Vanguard [Then regular Veteran] Marines instead of buying the regular ones.
PostPosted: Sun Oct 12, 2008 9:41 am


true, and i have been working on my own conversions already, i have a set of 5 plasticard relic blades made, but i still want GW to do their own, if only for more conversion material

Darkweaver66

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Aku Kami Kurayami

Dangerous Genius

PostPosted: Sun Oct 12, 2008 11:13 am



I'm really looking forward to the Ironclad Dread. I like the rules they give it and I just want to see what they make it look like. I'm gonna be a little angry since I have 3 Dreads already(2 reg and the AoBR one).

And apparently there are some CAD drawings released on Warseer, just Google 'ironclad dreadnought' and it's the first result or so. It looks pretty interesting.

As for the Honour Guard, custom conversions are the best way to go. The Command Squad will give you some stuff to use.


Edit: Bell of Lost Souls has the pics and a pic of the official Land Speeder Storm. Just wanted to throw that in.
 
PostPosted: Sun Oct 12, 2008 12:29 pm


I'd say to not even use the command squad, for the most part. Spare Assault Marine bits combined with either Crusader bits or Space Wolf bits are the way to go in my eyes.

Drachyench


Aku Kami Kurayami

Dangerous Genius

PostPosted: Sun Oct 12, 2008 9:04 pm



I didn't realize this till now, but the rules for Vortex of Doom have changed more than I realized since 4th ED. Besides killing things like normal, it can be used against Monstrous Creatures and Vehicles. I can already sense the power of an Infinity Gate/Vortex of Doom Epistolary. o.o
 
PostPosted: Tue Oct 21, 2008 11:34 am


So is there a ruling on whether or not I can break a 10 man squad in 2 and mount only half the squad?

I ask because I want to kit out half to have a heavy weapon and the other half to be an assualt/ close fire group. I can see the reason why you wouldn't be allowed to since they installed the 10 man for special weapons in order to eliminate the cheesy 5 man squads which they then reinstall with the abilty to cut them in half. But I also don't think that the 5 man squads were than terrible for the army.

Dubyamn


Aku Kami Kurayami

Dangerous Genius

PostPosted: Tue Oct 21, 2008 11:43 am



If you mount them in the transport at the start of the game, then they all must be inside and you split them into combat squads after they disembark. If you start them out, then you have to split them up and then one of the combat squads can take the transport.
In essence, all transports are free range, slot-less units than can transport anyone unless specified that they are only used by they squad they are bought for.
 
PostPosted: Tue Oct 21, 2008 11:45 am


Dubyamn
So is there a ruling on whether or not I can break a 10 man squad in 2 and mount only half the squad?

I ask because I want to kit out half to have a heavy weapon and the other half to be an assualt/ close fire group. I can see the reason why you wouldn't be allowed to since they installed the 10 man for special weapons in order to eliminate the cheesy 5 man squads which they then reinstall with the abilty to cut them in half. But I also don't think that the 5 man squads were than terrible for the army.


5 man combat squads are fine, however, they must all have boltguns (except the sergeant) as neither combat squad is allowed specail/heavy weapons. this is to stop min-maxing (that is, Minimum squad number, maximum heavy weapons)

but yeah, combat squads are allowed, and i would advise using a couple, they are all kinds of awesome for tactical games (especially city maps) as by having a small squad, you can lure your enemis into shooting the combat squads, and then flank with a fully armed tactical squad or shoot from afar with a dev squad.

they are also useful for reducing casualties from templates, as a template cant cover ten men if they are in 2 five man groups on other sides of the feild

Darkweaver66

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Ianator

PostPosted: Tue Oct 21, 2008 1:52 pm


You're talking about just 5-man Tactical Squads, right? I don't really see the point in using them anymore when you can take a 10-man squad, give it a flamer, missile launcher and Razorback with Heavy Bolters, and split it into Combat Squads on deployment. Stick the Flamer and Sergeant in the R-Back and keep the launcher behind. Instant flexibility.
PostPosted: Wed Oct 22, 2008 8:35 am


Ianator
You're talking about just 5-man Tactical Squads, right? I don't really see the point in using them anymore when you can take a 10-man squad, give it a flamer, missile launcher and Razorback with Heavy Bolters, and split it into Combat Squads on deployment. Stick the Flamer and Sergeant in the R-Back and keep the launcher behind. Instant flexibility.


But the thing is that the Razorback only hold 6 troops. And that was my plan to a T, only switch the missle launcher for a plasma cannon.

So I guess what I'm asking is if you can take a dedicated transport for a squad that is bigger than it's holding capacity? IE the Razor Back for the 10-man team that'll be broken into 5-man fire-teams.

Dubyamn


Aku Kami Kurayami

Dangerous Genius

PostPosted: Wed Oct 22, 2008 8:58 am



Yes. The new rules state that Dedicated Transports don't count against FO and you can have as many as you want. So you get your tactical squad, split it, then stick it in the Razorback. I'll check my Codex just in case.

Edit: What you want is Legal. The only limitation to a 'Dedicate Transport' is that only the unit it is selected with can start inside it. So you can Deploy them outside, spilt into Combat Squads, then have 1/2 use it, and 1/2 not.
 
PostPosted: Thu Oct 23, 2008 6:08 pm


Quote:
This is from Mat Ward's interivew. He's the guy who wrote the new Marine codex.

Andy: I notice the Ultramarines take a prominent role in the book....

Mat: Yes, that was one of the other principals I wanted to get across. The Ultramarines are undoubtedly the best Space Marines ever. Yes, really! Thanks to the heritage of Guilliman and their myriad heroic deeds, the Ultramarines are the exmplars of the Space Marines. With a few fringe exceptions who have severe mutations (Blood Angels) or stolid stubborness (Space wolves and Dark Angels), all Space Marine Chapters want to be like the Ultramarines and recognise Marnes Calgar as their spiritual liege.

Note the Parentheticals were original.


So, what's everyone else think about that? I for one think it's bullshit.

Xenos Mortium


Elegant Egotism

PostPosted: Thu Oct 23, 2008 8:30 pm


I always though Raven Guard was the best. They do more with less.
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