Space Marines Sneak Peeks

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NegativeK
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Space Marines Sneak Peeks

Post by NegativeK » Sun Jul 27, 2008 12:24 am

The BoLS guys have some sneak peaks for the new Marines Codex.

Summary:
HQs
Master
Has well over 20 wargear options, and access to a once per game S:10 AP:1 Orbital Strike that is somewhat similar to the Witchhunter power.

Librarian
Leadership 10, and has an entire page of various powers. Big news is the Psychic Hood which now has a range of 24" instead of infinite.

Master of the Forge
Access to the Conversion Beamer, an old-school Rogue Trader era weapon with a 72" range that grows more powerful the greater the distance to its targets. At its top end, it is S:10 AP:1 Large Blast.

Elites
Terminators
Available in squad sizes of 5-10. Stormshields for Assault Termys confirmed as 3+ invulnerable vs all attacks (assault and shooting).

Techmarines
Has a power allowing you to improve the cover save of a single piece of ruins in your deployment zone by +1. Access to the Thunderfire Cannon, which is artillery and has multiple fire modes based upon 4 small blast markers. One of the fire modes makes its target count as being in difficult ground next turn. ~neat!

Honor Guard
These bad boys have access to "Relic blades" which are +2S powerweapons. Their squad leader is the "Company Champion" who is required to direct attacks vs enemy ICs if possible. ~cool!

Troops
Tactical Squads
Available in 5-10 men. Squads of ten grant access to Flamer/Multimelta/Missile Launcher/Heavy Bolter for FREE. ~Heed the words of the Codex Astartes indeed!

Scouts
WS/BS:3; the heavy bolter option has access to Hellfire rounds.

Land Speeder Storm
Scout transport land speeder nullifies enemy teleport homers and icons within 6". Enemy deepstrikers within 12" roll double scatter. Enemy units who are assualted from it are at -2 Leadership.

Combat Tactics
New marine special rule allows you to voluntarily fail any morale check for any unit in the army.

ICs
Shrike (Raven Guard)
Grants the entire army Fleet instead of Combat Tactics. He has rending lightning claws and Infiltrate.

Cantor (Crimson Fists)
Grants the entire army Stubborn instead of Combat Tactics. Sternguard Veterans count as scoring units.
3+ Invulnerable on terminators? Access to two S10/AP1 blasts? S6 powerweapons? Yikes.

I do like how they're adding character to the army, though.
Sun Tzu said: "Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand."

Miniature Overload: http://minioverload.blogspot.com/ (Last updated 2009/9/11)

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Morbidangel
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Post by Morbidangel » Sun Jul 27, 2008 11:09 am

free heavy bolters and missle launchers to tac squads at 10...WOW...thats gonna be nice for my army with me having 2 tac squads with missle launchers and a squad with heavy bolters lol.

The ordance bombardment is a nice touch. Wonder if that replaces the rights of battles since the rights are going to the the void now. The stormshield improvement is necessary. As it stands now..taking assault terminators was almost pointless. But taking the thunderhammer/stormshields means you got a very durable constantly moving tank hunting unit. Granted they are slow. But they can deepstrike, survive the shooting than march towards that tank.

Also the IC tactic rules are nice. Makes more sense for kantor to have sternguard just count as scoring units, instead of being able to take one unit as troops. That actually makes a crimson fist army nasty in objective scenariors. Take 6 troops, with 10 man tacs, thats 12 scoring units in itself, then add in 4 sternguard units...brings it up to 15 scoring units possibly. Good luck killing all those marines lol.

I am gonna miss the scouts BS of 4, but with me already having 5 scouts with a heavy bolter, at least the hellfire rounds are added. That can be fun, even if they don't hit worth a crap now.

Looks like october is going to be a fun month.
Lunar Drakes(marines): 2/4/0
Total Points Painted: about 1500 of 6500

Tau, Elsy'eir sept: 0/0/0
Total Points Painted: 350 of 1500

Clan Sarz-Skaven: 0/0/0
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Abaddon
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Post by Abaddon » Sun Jul 27, 2008 9:52 pm

I hate marines
Eldar 15-3-0
Space Orks 8-3-2
Orcs 5-3-1
Dark Elves 4-2

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Morbidangel
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Post by Morbidangel » Sun Jul 27, 2008 10:59 pm

probably not nearly as much as steve hates the eldar.

yeah the new marines got some nice abilities, but what are the offsets. Thats what i wonder about the most.
Lunar Drakes(marines): 2/4/0
Total Points Painted: about 1500 of 6500

Tau, Elsy'eir sept: 0/0/0
Total Points Painted: 350 of 1500

Clan Sarz-Skaven: 0/0/0
Total Points Painted: 0 of 3k
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SoldierOfFortune
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Post by SoldierOfFortune » Mon Jul 28, 2008 6:10 pm

To me, Combat Tactics seems particularly interesting. That could theoretically allow a marine unit to assault, flee back into cover, rally with And They Shall Know No Fear and shoot the bejesus out of another target. It'd be kinda fun to see a Marine army dance like an Eldar force.

As for the rest of the toys, let's just see how the points fall out. My guess is that SMs will cost more to offset the free wargear.

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