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Space Marine Codex Information- Someone with the Codex


There is a QnA going on over on Bolter and Chainsword, and I believe it is still going on. I have compiled and listed all the information here as it came out. There are some definite winners and losers here, but over all this is looking like a very strong codex. Of course as we get a chance to actually see it, those reactions could shift.


Here is the latest Space Marine information.


via Leman Russ SW on Bolter and Chainsword
http://www.bolterandchainsword.com/topic/308934-new-codex-space-marines-news-rumors/page-128
I have seen the new Marine Codex

the command tanks are not in it. Tac Squads can take Grav,
All dreadnoughts now have 4 base attacks.
Only LOW is Calgar.
No master of the Forge but Techmarines can take Conversion Beamers.
Iron Hand Chapter Tactics now add +1 to feel no pain.
Raven Guard lost Scout but not get Shrouded turn 1 and +1 to roll for Night fight.
Most others stay similar.

Sallies get 4+ FNP against flame weapons and preroll to wound with them.
Scars can no longer scout land raiders.
Templars can't take Librarians and get rage if they take damage from shooting the previous turn or overwatch.  Bolter Drill can use special ammo now.
Tac Doctrine lets tacsquads preroll all hits in shooting and assault.

Formations looked ok nothing amazing.  The termi one can DS from turn 1.  No assault marine formation :(.
Bike are troops if you take any HQ on a bike, no need to be five man now.
Temis squads of both kinds got a 5 point drop but TH SS cost the same as before after buying the upgrade for them.
Centurions are pretty much the same.

Ultras get the 3 doctrines other chapters can use the tac one once a game if they take the decurian which is call Gladius Strike force.
grav canons on tac Squads.
RG can add +1 to the dice roll for night fight.
No grav on dread that I saw.

Relics are the same as before no new ones.

Templars get counter attack too after getting shot.
Other armies only get the tac doc if they take the extra expensive formations. The docs look a lot better
Ultras probably have the best chapter tactics still. Twin links grav centurions in pods seems scarey. Chapter Master is now an upgrade for a captain.

Doctrines Basically they all allow to reroll ones for either shooting or assault depending on which one it is. Ultra Marines can use it twice.
Tacs reroll everything for the tac doc. Assault marines and assault centurions reroll all hits in combat for assault.
Devs and Dev centurions reroll shooting to hit for theirs.


The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle
All vehicles can squadron you get bonus if you take 3. Whirlwinds get shred and pinning. Preds get monster and tank hunter.

yes, the Assault or Devastator Doctrine applies to all other squads on 1s like the Tactical Doctrine

Honour Guard are still there can be in units of 10 and can take raiders as transport.
There is a Raider formation.
Both anti air tanks got better, the stalker can fire twice at 2 targets or can be twin linked.
Signum no change.
Vanguard can preroll charge distance 1 or both dice and ignore disordered charge.
Most Character stayed the same, Emperor's Champion got a buff always s6 ap2 now.
Telion is now a HQ.  He is an IC as is Cronos
Cronos he has 2 wounds and can join a unit if his tank is destroyed.
Techmarines all have 2 wounds now.
TFC can be taken in squadrons, if you have 3 you get +1 BS.

Pods, Rhino's and Razor backs are Fast Attack choices now as well as dedicated so you can pod Centurions.

Command Squads are the same, 5 man no Special weapon for the Apoc and no jump packs, no Termi command either.

Calgar can pick his Warlord Trait from the marine list the best one being FNP.
Shrike and any jump unit he joins can infiltrate.
Vulcan master crafts melt weapons. Khan gives scout to bikes rhinos and razors.
No Iron Hand character.
You can take a librarian formation where one librarian can know any of the powers the others have if they don't cast and warp charges are on 3+

Lysander has 4 wounds and Eternal warrior still
Fist or Dorn is +6S.
Kantor makes Sternguards objective secured
Helbrecth gives all units Hatred and Fleet once per game.
Kahn, Sicarius and Him still only ap3.
Sicarius lets you effect reserves and give one tac squad a usr.

Honour Guard and Command Squads are Elites now you don't need characters to take them. Fist is still unwieldy. All termis are 5 cheaper TH SS upgrade is 5 points more.

Calgar the same just LOW and can choose his Warlord trait so will pretty much always have FNP.
He still lets you use a doctrine twice and now they are better he is better.

Sternguard are the same rules wise.
A few of the units have got cheaper by a few points.
Not sure on Termi weapons,
assault squads can take an evissorator for every 5 guys

Fear, reroll ld, FNP, can't remember the others, only the FNP stood out as being really good.
EC has no stances, 2+ 4++ 2 base attacks, I5 WS6 plus a pistol, In  a challenge can preroll to hit and wound and causes ID on a 6

Iron Hands get 6+ as standard or +1 to any other FNP, vehicles and characters have IWND and tech marines +1 to repair.
Raven Guard got shafted I was really disappointed with them.  Jump packs stay the same so can use them in both phases but lose of scout is huge.

Post a Comment

149 Comments

  1. Man why did they lock the thread? Freaking tools

    ReplyDelete
    Replies
    1. the mods there are having some issues it seems.

      Delete
    2. GW probably got after them.

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    3. They had locked it before Leman Russ had his input at all - another thread was started to handle the info he was pumping out, but the mod merged it back in with the original rumours thread and kept it locked.

      Seems a bit silly, given the free flow of info they had going on, but the mod decided that keeping the original post on topic was more important. Bad call in my opinion, but they are the mod, not me!

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    4. Personally I would rather have modes that are actually active, if once in a blue moon too strict, than have mods that don't do anything and allow the site to lapse into a toxic hell hole like Dakka. Main reason why it is just about the only 40k forum I still frequent.

      Would have liked to continue getting spoiled, but we'll get everything tomorrow at the latest, not really a big deal.

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    5. The mods there are excellent, and they contribute to the generally positive and contructive vibe. It's not a rumor-based forum like this website. I can totally understand why they locked it, as it continued to spiral down into side conversations. They'll open it if we get more info, but the source was already pretty will tapped out. He had only flipped through the dex, and didn't have it in-hand.

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    6. They continued the conversation on the Warseer forum!

      Delete
  2. ive not played raven guard, so i dunno how big a blow the loss of scout is (sounds pretty heavy though). glad to see techmarines have 2W again, and the librarian formation sounds like something im gonna have to buy :D

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    1. shrouded for the whole army until turn 2 and NF on 3s ... plus the ability to use JP in both phases ... I think the shrouded alone is gonna make a lot of combos worth the scout exchange

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    2. Sure it makes Scouts a bit more viable... but they did have stealth the whole first turn in the old book AND Scout.

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    3. IMO, it was removed because people only really used it to Rhino Rush. I don't think massed Scouting Rhino Rush is what the designers had intended for RG armies. Shrouded on jump troops, with the potential for Night Fight adding on Stealth means RG are hard to shoot in the first turn. That was always the trick with jump troops, getting them across the board unchewed by long range AP3 or better fire.
      Shrouded will give them 5+ cover in the open, 3+ cover behind most actual cover-producing terrain, and 2+ cover behind ruins and hills. That's massive. Scouts will have one better then that, since camo cloaks are a damned near auto-take now.

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    4. Puts emphasis back on drop podding troops instead of scouting Rhinos into rapid fire range. Kind of sad because I just bought 7 rhinos and forge world doors about 3 months ago...

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    5. 7th edition is the Age of Drop Pods.

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    6. Dark Angels already had it. Our librarian conclave from the 2014 Advent calendar.

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    7. Dark Angels already had it. Our librarian conclave from the 2014 Advent calendar.

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  3. No ide why a mod locked the thread... What a dingus.

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    Replies
    1. Police brutality! LOL I just think they should be careful. Practically begging for money (which I have no problem with) to keep the site going, then shut the people out of what they want.

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  4. BT seem buffed, that's good.

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    Replies
    1. Helbrecht actually looks worth taking now! If that is all units (including dreads), that's super awesome.

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    2. While I agree it's a boost, I don't think the changes to Black Templar will come in to play as much as you'd think. For example, if you get in range of assault against a shooty army, they'd want you to wipe out the charged unit in one round so they can 'pew pew' you in THEIR next round. Against other assault armies, BT will like be outclassed by forces that have bonuses not dependent on their opponent shooting them. I think BT would result in some tough choices for someone who took a list balanced between shooting and assault, but most army composition these days (while probably utilizing both) will be more heavily invested in one element over the other.

      No disrespect to Black Templars, but if you want assault-centric marines, BA and SW are far superior with their Librarians, slightly better Special Char and rules that come into effect under conditions you control, not your opponent.

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    3. Addendum - In regards to shooting, with shooty armies like Tau or Guard, giving Templars 'Rage' by shooting Overwatch would likely be more of a perk as it increase the likelihood of the Templars wiping the unit out in one round and therefore being subject to more shooting in the next turn. Although I should state that my experience with this is all theory based on playing with Harlequins.

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    4. I concur, but it's nice to know I can actually play them in friendly games and have a bit more punch now :).

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    5. That's true! Whenever anyone mentions anything about viability on the interwebz I automatically infer that they mean tournament level gaming. I forget some people online do still play for fun.

      And the OP is correct, that BT do seem buffed compared to previous. If they keep the Crusdaer rule then I think they'd be fun to play.

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    6. I'm actually happy with these changes. Much more in line with their established fluff. Of course, I never play in tournaments lol. I also generally assume when I see people discussing viability, they're talking tourney scene, but hey, I'll take friendly playable any day!

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    7. If they also retain their current chapter tactics rules, yeah, it'd be a cool bluff.

      Gonna wait and see. I thought the 6th edition rules were pretty fluffy as well. In an AACNMTO way. I like being a challenge machine.

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    8. This comment has been removed by the author.

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  5. Probably the same guy who claimed he had the Imperial Knights codex, and that the Knights would be AV14 with 8 HP. Remember that? Everyone went around spewing it like canon. Now they pretend it never happened.

    I'm guessing a handful of these rumors are like that. Plus, I never regard any claims of "[insert unit/detachments/formations] aren't very good..."

    To this day no one has guessed with remote accuracy the parts of a codex that will be competitive. An opinion is not news or rumors.

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    1. I still remember the Eldar players crying about Wave Serpents when the previous codex leaked the prices. Overcosted unit, broken the army, no one would ever play them again... or so we were told :P

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    2. Isn't there always someone panicking about every new codex?

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    3. i disagree partially Doogles.....the blog owner opinion is news to the readers otherwise i agree entirely. i mean if Natfka (etc) mentions he is ill with the flu and won't post as regularly, now that is news to us that read this site.....

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  6. "Hey guys, Raven Guard is viewed as a bad chapter tactic, lets fix that!"
    *Removes the reason for taking the tactic in the first place"

    I mean seriously, the Scout move of power armor was the alfa and omega of that tactic, the assault marine one was just the flavor.
    So basically what they have now is "Slightly better assault marines" and what "Maybe nightfighting"?
    Really disapointed, I really liked the idea of scout moving the whole Galdius Strike Force, and controll the mid field :(

    But hey Grav Cannons on tactical squads!?! count me in!

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    Replies
    1. yeah that is too bad - they could've done some cool things that were also fluffy ...like free jump pack upgrades for everyone, or their jump packs move 15in.

      On the other hand the new buff is pretty strong for an alpha or beta strike list....shrouded and a 2/3 chance for night means you'll likely have 4++ cover on your ENTIRE drop pod force first turn, or 2++ jink on your ENTIRE bike squad which you can just flat out first turn for the same effect as scout and make them melee based. Surviving that initial counter is crucial for an alpha or beta strike list - and this will actually really help with that even though it's only for first turn.

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    2. i havent played night fighting in a long, long time, so i really dont care for rules that aid you during a night fight

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    3. lol this isn't 4th or 5th edition, night fight isn't a scenario
      ... night fighting is just +1 cover to everything on the table.

      So if you're flat outing a bunch of bikes with power weapons, or infiltrating shrike into a forest with a bunch of hard hitters accompanying - they'll all have 2+ cover. Bikes will have it regardless, Tac Marines only with night fight, or if you get in ruins.

      My point is that in a scenario for example when you infiltrate shrike 18" from the enemy turn 1 - it's imperative that he and his unit survive to lay the smack down turn 2. 2+ cover actually helps a lot. TWICE as much as 3+ cover.

      So while not the best CT's, there are some clever ways to make it powerful.

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    4. @Jonathan, but only when it effects bulky models this time ...

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    5. @lilly happens that all the army gets shrouded 'till turrn 2 no more bulky restriction

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  7. Wow, not Natfka's fault, but that grammar and presentation gave me headache.
    Can you please translate that to readable english?

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    Replies
    1. the "preroll" thing confused me for a moment

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    2. You mean translate it to english... from the completely readable english it's currently in?

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  8. So they take Dark Angels librarian conclave and deep striking turn 1? Knowing my luck the new DA codex will lose those things

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    1. I know I was a little TO'd when I saw that - literally just copy pasted from DA dataslate...really want DA to have something unique and competitive. They might not add it in the DA codex either, because it's a dataslate and that would invalidate the dataslate.

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    2. As someone with a Deathwing army, I agree - kinda sucks that Codex Marines get turn 1 Deep Strike as well now. At least we still get twin linked that turn tho... that said, new dex soon apparently, so lets not count chickens before they get their Progenoid Glands.

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    3. @Jonathan - strike force ultra is a dataslate too, but seems incorporated into the main book.

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    4. Why not? open the current SM codex and read the the bit on Ultratards, specifically what happens to the first company during the tyranid invasion... They should have just owned it and said they had a libby named cloud runner there as well.

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    5. Um, deep striking turn one isn't the exclusive province of the Dark Angels anymore. If you want to bark at someone, bark at your arch rivals, the Space Wolves.
      There are a lot of formations that allow formations to deep strike on turn one, or begin rolling reserves on turn one.
      Reach under that dress, robes, whatever and untwist thy panties.

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    6. The First Chapter was always the specialest snowflake that ever snowflaked, always angry that the other brothers got some of their toys.
      If space marines cant deep strike turn one, you can't have grav cannon devestators. Your choice!

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    7. i'm not upset about the turn 1 piece. Anyway, as I understood it that meant they could roll for reserves on turn 1. Deathwing auto come on.

      But i was referring specifically to the librarius conclave.

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    8. apart from chapter tactcs vs inner circle, and swapping divination for biomancy, the space marine (from current dex anyway) and dark angel (also current dex) are pretty much exactly the same, except the dark angel one is a bit pricier in some upgrades.

      and being as theyre battle brothers and this is a formation, you could very easily take the space marine version of it for use as a dark angel one (with some suitable chapter tactic) and not be any worse off

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  9. Questions:
    Can Tac squads take heavy flamers?
    Did Tigirius Change?
    Shield Eternal stay the same?
    Can Land Raiders take dozer blades?
    Can Land Raiders equip grav gun/cannons?
    Storm Talon changes?
    Terminators- got cheaper did they get two wounds?

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    Replies
    1. nop to everything
      termies minus one melta bomb now

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    2. only way raiders are gonna get dozer blades is if they lose the assault ramp

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    3. Grrrr....no heavy flamers for Tacs >:( That was the one thing I was hoping for the most.

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    4. I'm honestly surprised about the Termies getting a points drop. They definitely needed it, and I still use my shooty ones in most of my games, which will be good. It sounds like with the rumors that Assault Centurions are not being changed at all, which kinda disappoints me. I think they really needed something done to make them worth taking over other Elites. I am really curious what the 3 Land Raiders special rule will be, as I have 2 Redeemers already, and a 3rd one might be worth getting if they have something cool.

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    5. If Tacticals get's Grav Cannons I really don't need the Flamers.
      As long as there is one viable option for tactical marines that synergize with the rest of the squad.
      Salvo and Assault weapons do this, heavy weapons don't, instead making the combat squad into 4 guys acting as wounds for the heavy weapon.

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    6. grav cannon&amps 7 melta bombs ... so not much

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    7. almost double the cost of the previously most expensive heavy weapon option is "not much"? sure grav-cannons with amps are powerful, but thats still a hell of an investment.

      someone at my local had a good idea for it though, dev squad with 2 grav-cannons in a rhino. i wouldnt call it competitive, but i would call it fun

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  10. Probably the same guy who claimed he had the Imperial Knights codex, and that the Knights would be AV14 with 8 HP. Remember that? Everyone went around spewing it like canon. Now they pretend it never happened.

    I'm guessing a handful of these rumors are like that. Plus, I never regard any claims of "[insert unit/detachments/formations] aren't very good..."

    To this day no one has guessed with remote accuracy the parts of a codex that will be competitive. An opinion is not news or rumors.

    ReplyDelete
  11. Probably the same guy who claimed he had the Imperial Knights codex, and that the Knights would be AV14 with 8 HP. Remember that? Everyone went around spewing it like canon. Now they pretend it never happened.

    I'm guessing a handful of these rumors are like that. Plus, I never regard any claims of "[insert unit/detachments/formations] aren't very good..."

    To this day no one has guessed with remote accuracy the parts of a codex that will be competitive. An opinion is not news or rumors.

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    Replies
    1. sorry to inform but all of this is legitimate

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  12. just saw that cronos can join a unit, he doesnt have an on-foot model, does he?

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    Replies
    1. http://www.games-workshop.com/en-US/Space-Marine-Sergeant-Chronus Yeah, he had a rule that when his vehicle blew up, he had a chance of escaping just in the nick of time

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    2. thanks! somehow i never noticed that. those are some nice legs

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  13. a lot of this seems kinda salty, so pics or it didnt happen. just saying.

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  14. "Bolter Drill can use special ammo now." Oh yeah baby, another excuse to finish up my Crimson Fists.

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  15. What is wrong with this picture.. oh yeah.. terminators still don't have 2 wounds.. can they take 2heavys per 5man squad though or if 10 can they combat squad into a 5with 2heavys and 1 with none??

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  16. Some things seem fairly legit, others seem kinda off.
    I really doubt neither Kantor nor the generic chaptermaster would not be LoWs, for example. Wouldn't mind it, crunch-wise, both are aces and fielding them *and* a Typhon would be fantastic, but doesn't really match the codices of this edition.

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  17. The discussion moved to Warseer forums. So far these look fairly legit though you have to keep in mind that there could be some misinterpretations of the rules.

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    Replies
    1. I am pretty interested in the full company formation where you get free dedicated pods, rbacks, and rhinos. Could be nice to get a bunch of fully tricked out free rhinos.

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    2. not sure how i feel about all the focus on "free" stuff thats been going on lately

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    3. I agree. But it's an easy way to create formation rules.
      But personally I would like to see more interesting rules being added to formations.

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    4. Eh free gear is just another way of applying free rules, which is what formations are all about.

      Now, could it be an ill-thought out way? Sure.

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    5. Agreed. I don't like the idea of free units either. It sort of throws the idea of points out of the window.

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    6. Does this mean that upgrades are free as well for those transports? Like weapon upgrades? If so, that will be ridiculous (which I would abuse with no shame whatsoever. Lots of free TL Lascannons or Deathwind Launchers)

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    7. What better way to make more money from fans than to make rules where units are free (in points).

      If that was an entire company of Razorbacks, then there would be seventeen free Razorbacks.

      My inner megalomaniac likes the sound of that.

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    8. how do you get seventeen from one company?

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    9. yeah, i'm only counting 12 (6 from tacs, 2 from assaults, 2 from devastators, 2 from command squads)

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    10. Razorbacks transport 6
      Combat Squads are 5

      Captain and Command Squad=1

      6 Tactical Squads become 12 Combat Squads=12 RBs

      2 Devastator Squads become 4 combat squads=4 RBs

      1+12+4=17

      Of course, a Reclusium Command Squad would make 18 Razorbacks.

      I'm assuming Assault Squads are equipped with jump packs.

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    11. A single squad can only have a single transport. You can't buy two Razorbacks for a single 10-man squad.

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  18. librarian formation sounds exactly like the Dark Angels Librarius Conclave formation....

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    Replies
    1. ...which Dark Angels will probably not get. Yay. I hope no one went crazy buying Librarians for a DA army.

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    2. eh? they have got it, the rules are there for it already...... (dark angles are not in this codex if thats what you mean? they get their own in a few weeks time)

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    3. Oh god, I am exactly that person, Starchild. If the Conclave isn't in the DA codex I will flip a table.

      Though I'm sure a previous rumor said some formation in the codex could be taken by other marines codexes so hopefully this is one of them. I'm a little annoyed it didn't stay DA specific though.

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    4. We'll see. I just hope you didn't invest in vain to get your Librarian super kill squad.

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    5. It'll be fine really, I love the models any way.

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  19. "Bike are troops if you take any HQ on a bike, no need to be five man now."

    Wait, what?

    They removed such things from every preceding codex in 7th edition, but when it comes to marines, oh well HQ units unlocking battlefield roles is just hunky-dory. That should absolutely be a paddling.

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    Replies
    1. Abusing your player base, that's a paddling.
      Hiking prices, that's a paddling.
      Not updating armies, that's a paddling.
      Publishing inconsistent rules, that's a paddling.
      Screwing your game balance to sell a new model, Oh you better believe that's a paddling.

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    2. That's the one thing I thought was really weird, too.

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    3. its only a small thing, but its the only thing here really thatd make me doubt the validity of these rumours. though i expect they probably are true this close to the official release, things could go either way

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    4. check the chapter organisation illustrations, it's not uncommon for tactical squads in a space marine company to take bikes.

      now what's weird is that bikes generally improve saves and toughness by 1 point. But in the marines case the save is the same. In windrider case the save is 2 points better.

      In other words, don't use 1 codex to predict changes in another (another example would be 1W sergeants, whereas both eldar and skitarii equivalents got 2W)

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  20. No more master of the forge... no more 6 dreads... damn u gws i dont want to play space wolves

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    Replies
    1. We haven't seen the formations that make up the new detachment. If they have a dreadnought one you could possibly bring more than SW. I'm kind of hoping that's the case so I can bring an 11+ dreadnought (9 SW and 2 ironclads) army. We'll know by the end of the day Saturday though.

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    2. Maybe there'll be a Dreadnought Talon formation, like they have in HH. Up to three Dreads as a single Elite choice. Would make the MotF redundant.

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    3. Who thats really screwed is anyone who plays a lot of forgeworld models - as you need a master of the forge to play multiple relics of the armoury

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    4. Forgeworld are pretty fast with FAQs.

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    5. Looks at my copy of imperial armour 12 and laughs :-P

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    6. Waiting for that "fast" FAQ on IA 13 as well.

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    7. How many base attacks did SM dreads have before, if they're 4 base in the new dex? 3? On one hand that irritates me a little, since CSM dreads lost one base attack in the last CSM dex (3 to 2), but on the other hand, maybe this means that when they get around to a new CSM dex, CSM dreads/brutes will get their base attacks increased as well. Maybe GW is moving to make them more capable in CC without having to take CC variants, in an effort to balance out the shortcomings inherent to the AV12 dreads.

      ...but on the other hand, who am I kidding? This is GW we're talking about. :(

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  21. So, basically... If I fotocopy 10 pages I got the same codex, right? That's what I'm going to do.

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  22. credit to Iuchiban:

    Let's go with the formations:

    Demi-Company (See above)

    Anti-Air Defence Force
    - 1 unit of Hunters
    - 1 unit of Stalkers
    Benefits:
    - If one Hunter hits a flyer with the main weapon, all Stalkers in the unit get +1BS when firing at this flyer.
    Restrictions:
    - Unit of Stalkers: Mínimum 2


    1st Company Task Force
    - 3-5 Units from:
    Termis
    Assault Termis
    Sternguard Veterans
    Vanguard Veterans
    Benefits:
    - Fear
    - Fearless
    - At the beginning of the game, pick an enemy unit. Units in this formation have Preferred Enemy against the picked unit
    - Enemy units get -2 to L, if they are a 12" of a mínimum of 3 units of this formation
    Restrictions: None

    Strilke Force Ultra
    - 1 Captain
    - 2 Termi squads
    - 2 Assault Termi squads
    - 1 Venerable Dreadnoght
    - 1 Stormraven
    - 1 LR Crusader or Redeemer
    Benefits:
    - All units stay in Reserve. Start rolling on your turn 1.
    - After coming from reserves, or disembarking, shooting weapons of the Termi squads get +1 shoot (For Example, Assault Cannon becomes Heavy 5)
    - When disembarking from a transport, assault Termi units get +1A.
    Restrictions:
    Captain must have Terminator Armour
    All units must enter via DS, unless embarked in a Transport.

    Reclusiam Command Squad
    - 1 Chaplain
    - 1 Command Squad
    Benefits:
    - All units at 6" benefit from the Fanatic SR, not only the Chaplain unit
    Restrictions:
    - Unit must purchase a Razorback. Chaplain may not leave the command squad.


    10th Company Task Force
    - 3-5 units of:
    Scout Squad
    Scout Bike
    0-1 Telion
    Benefits:
    - Precisión shots during first turn
    - If the unit has not the Stealth SR, they get it until the move, shoot, charge, etc.
    Restrictions:
    - Scout bikes must purchase the mines.


    Storm Wing
    - 1 Stormraven
    - 2 Stormtalons
    Benefits:
    - Make only a reserve roll for the whole unit
    - Stormraven gets the Strafin Run SR, if at least a Talon is alive.
    Restrictions:
    None


    Centurión Siege Breaker Cohort
    - 2-4 Assault Cent squads
    - 1 Ironclad
    Benefits:
    - If they destroy a Transport, unit inside the 2D6 S6 AP4 hits, Ignore cover.
    - Reroll to penétrate vs buildings
    Restrictions:
    None


    Land Raider Spearhead
    - 3 Raiders of any type.
    Benefits:
    - See previous posts
    Restrictions:
    None


    Librarius Conclave
    3-5 Librarians
    Benefits:
    - Pick one Librarian, This guy knows all the powers of any Lib of the formation at 12". Those Libs may not cast powers this turn. Picked Lib harness warp charges with 3+ if one Lib is at 12" or less. If 2 Libs at 12" or less, harnessing is with 2+.
    Restrictions:
    None


    Armoure Task Force
    - 1 Techmarine
    - 0-3 TFC
    - 3-5 Units of
    Vindicators
    Predators
    Whirlwinds
    - 0-1 Chronus
    Benefits:
    - Ignore crew shaken and stunned if at 6" of a Techmarine or a Techmarine gunner
    - Thechmarine and Techmarine gunner get +1 to Ominissiah rolls (repair vehicles)


    Suppression Force
    - 1 Whirlwind unit
    - 1 Landspeeder unit
    Benefits:
    - One landspeeder may pick an enemy unit at 12". Whirlwinds reroll to hit vs this unit. If the picked unit is out of range of the whirlwinds, the may fire ignoring it.
    Restrictions:
    None

    ReplyDelete
    Replies
    1. Hope there are more than these formations.
      Some look fun, but most seem lack luster.
      And if the "Formation FOC bonus" is one measly Tactical Doctrine I feel that taking the above mentioned formations isn't really worth it. (I mean compare this to the Necrons +1 to reanimation, which is HUGE!)

      I await the coming of the codex, and hope that there is more to it than what we have heard so far.

      But hey Grav Cannons! :)

      Delete
    2. Also:
      GW stop trying to make the Hunter/stalker happen, it's not going to happen!

      As long as the vehicles are worthless against ground targets they will not be worth their points. There is no grantee your opponent will have flyers or skimmers, and if they do a flyer of your own is a better choice since it can shoot the ground just fine.

      Delete
    3. Ditto Hydras, which went from Must Take to Leave on Shelf in a single codex renewal cycle.

      Delete
    4. a lot of this takes up significantly more points than i was hoping for the formations (but then space marines are quite expensive compared to other armies). the minimum of 3 vet squads is the real kicker for me.

      counter to that, the techmarine/tank formation seems incredibly flexible for some reason?

      but as said above, if the benefits are only the tactical doctrine, i may just stick with the CAD for marines

      Delete
    5. Glad to see that I'll have to pay for my data sheet a second time...

      Delete
    6. No "Decurion" will ever get a bonus as good as the Necron one, let's be honest. That detachment was a test run and it's too good while staying too flexible, not enough taxes. Daemonkin, Eldar and now Space Marine too get way more taxes. Saw it coming.

      Delete
    7. its also why the necron one was such a big hit. surely the better option would be to make all armies like the necron one, not make them progressively weaker?

      Delete
    8. I'd prefer that too, just reasoning from the position GW is seemingly occupying.

      Delete
    9. Whatever that is. They don't know what the £^€¥ they're doing at any given time.

      Delete
  23. Is it me or are these "leaks" really underwhelming in light of the past few months' releases? Termies getting slightly cheaper fixes nothing, they still are mediocre at best and still die far to easily. Dreads getting 4 attacks is laughable, because they still die long before reaching combat (and will now average 2 hits instead of 1, WoooHooo!). Vehicle squads are nice at least, but the rest just seems MEH.

    ReplyDelete
    Replies
    1. You're making a lot of assumptions on how games are set up. 25% terrain means makes most of your complaints moot.

      On the other hand, everything you said applies especially to tournaments due to the lack of terrain (usually around the 15% mark).

      Delete
    2. Otherwise yes, just another easy copy & paste job to keep their Cash Cow going for another year and a half.

      Delete
  24. 4 attacks base on a dread, please let the unforgiven get this too.

    ReplyDelete
    Replies
    1. While this is a great change, it begs the question of why Furioso and Death Company dreadnoughts got nerfed. GW seems to hate the Dark Angels, but over the last few years it has felt like the Blood Angels aren't far behind.

      Delete
    2. they nerfed BA so badly and for no apparent reason, i simply stopped playing wh40k :/

      Delete
    3. Yup. Blood Angels seemed to drop just at the end of a toning-down cycle, then they immediately start buffing everything. Our dreads are useless now.

      Delete
    4. I wouldn't say that BA were nerfed badly 'for no apparent reason', at least as far as Blood Talons go. You're lying if you tell me that Blood Talons didn't need to be addressed.

      Beyond that, I'd have to hear what your specific concerns are before saying one way or another...the BT change was the one that I remember clearly, and the rest potentially could have been unwarranted.

      Delete
    5. i agree with seb. it's wasnt a single nerf, it's just that the BA new codex came at the wrong moment. anyway, no one plays BA competitively anymore. they are just "the forgotten".

      Delete
    6. i agree with seb. it's wasnt a single nerf, it's just that the BA new codex came at the wrong moment. anyway, no one plays BA competitively anymore. they are just "the forgotten".

      Delete
  25. BnC thread reopened. It looks like they are pullin the banhammer out. Fair warning.

    ReplyDelete
  26. "I really like that my DA Termies can deepstrike turn one---oh, vanilla marines have that now. At least we can take bikes as troops with an HQ...whoops, they have that now too. Well, our Librarius Conclave formation is pretty sweet, at least they don't have--sh*t."

    ReplyDelete
    Replies
    1. *hands you a grav-cannon*

      Delete
    2. I....digress, I suppose. ¯\_(ツ)_/¯

      Delete
    3. but hey, new DA dex is right around the corner too, fingers crossed for some even better formations for termies and bikers, eh?

      Delete
    4. Heck yea, hoping for the best! I've almost completely transitioned the Grey Knights nowadays, but hey; a new codex might be exactly what I need to get that fire going again. Too much emotional attachment to the 1st legion to completely give up on them. haha

      Delete
    5. Dark Angels Centurions? Stalkers? Hunters? Thunderfire Cannons? If they're going to give away everything that makes the First Legion unique, at least give us something back in return for Omnissiah's sake.

      Delete
    6. Free plasma wespons .....

      Delete
    7. This comment has been removed by the author.

      Delete
    8. or remove the gets hot rule, i say

      Delete
    9. I gotta agree with Starchild, and I don't even play (much less like) those traitorous Dark Angels. SMFH, they can't even embrace their fall from grace like a proper CSM force...

      In all seriousness though, I can't even begin to imagine how pissed I'd be if I was a DA player. You can look at other chapters like SW and see that they get all kinds of rules, units and wargear that make them unique (almost obscenely so), yet the 40K Devs can't seem to come up with any overarching theme to apply to DA...without giving it to vanilla forces, that is. Frankly that's just inexcusable and strikes me as taking a gigantic dump on years of fluff-building and army development.

      I really hope that DA players get a bomb-ass new codex of their own, because as it stands now I don't think it's worth even taking a DA force over a vanilla one, if these rumors turn out to be true.

      Delete
  27. Don't suppose Kantor finally has Artificer Armour? I always feel bad giving it to another character in the same army as him lol.

    ReplyDelete
  28. But... But.. What about the D weapon spam...
    :(

    ReplyDelete
    Replies
    1. Calgar will probably have D strength fists of fury.

      Delete
    2. and give dreads strength D hammer of wrath, and strength D for lysanders hammer too!

      Delete
    3. gotta make (D)rop pods D as well....idk..... *looks sheepish* just wanted to be part of the crowd crowing about "D"

      Delete
    4. Actually, I've always wanted a rule where drop pods can land on enemy infantry. Just makes sense to me.

      Delete
    5. agreed, i could understand it being a mishap against monstrous creatures, vehicles, or anything bigger. but they should absolutely get to splat some infantry!

      Delete
    6. Isn't D spam quite easily countered with grav spam?

      Delete
    7. 40K, the Monty Python spam-sketch of tabletop gaming.

      Delete
  29. Maybe now people can stop defending the Warhammer World exclusive tanks... No they aren't in the codex. Yes it's an incredibly stupid marketing decision.

    ReplyDelete
    Replies
    1. Yes, it is. And an incredible opportunity for feeBay scalpers.

      Delete