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EPIC UK Space Marine Codex released!

 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Thu Apr 16, 2009 12:12 pm 
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Okay guys, over to you...

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Thu Apr 16, 2009 1:31 pm 
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I think it's all a bit underwhelming, the rulebook SM list, errata and rule ammendments doc on here is better.

I'll be painting my SM up as Dark Angels but I will not use the DA list, I'll use a standard SM list using the rules combination above.

It's as if someone has a vague idea of the DA and just wants to make them different. Change in Dev's is just to be different. The Ravenwing/Deathwing is well done though.

Where exactly did the "No allies" rule come from, it's a twisted version of the old 40k rules. The 40k rule it's based on is that DA could not ally with Xenos, only other SM, IG, and agents and later on removing agents and abhumans (Ogryns/Ratlings) as ally options. Quite simply the DA do work with IG, SM, Navy and Titan Legions so why remove them as options.


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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Thu Apr 16, 2009 2:09 pm 
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Anyone mentioned the Strike Cruiser change yet?

You can swop out Drop Pods, Rhinos, foot.
It's an added deployment method, and so added flexibility, to the Space Marine list.

To this end, I can see a Strike Cruiser being a very common Epic UK sight just for the ability to Drop Pod when needed.

Aside from this not much leaps out as interesting or radically different. But then Red and Green Marines do not have enough different from Codex Marines to warrant a completely new Epic Codex- as evidenced by people in this thread complaining about units for unit's sake in the DA list, etc.

If Epic UK (and anyone else writing BA/DA) didn't overexagerrate the tiny few differences BA/DA have over Codex then it wouldn't justify a new Codex (because Death Company are present at every battle...the BA wouldn't cease to be after a few dozen battles...)

Space Wolves have far more claim to justify a new Codex. BT and White Scars have worth to do so.


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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Thu Apr 16, 2009 2:12 pm 
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Quote: (Jeridian @ 16 Apr. 2009, 14:09 )

Anyone mentioned the Strike Cruiser change yet?

You can swop out Drop Pods, Rhinos, foot.

This potential rules change was deeply debated on TacComms when it was first raised as a possibility by (I think) Ginger.

It was deplored as 'gamey' by the majority.

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Thu Apr 16, 2009 2:16 pm 
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The rhino/drop pod at deployment time has been part of the tournament rules at 80% of uk tournaments for over a year and a half. I don't remember it being used in anger!


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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:02 am 
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Quote: (Evil and Chaos @ 16 Apr. 2009, 11:47 )

My Blood Angels review:


- The Good.

All the good points raised in my Codex Marine review stand.
I like the larger Assault Marine formation.


- The Bad.

All the bad points raised in my Codex Marine review stand.
The larger Assault Marine formation looks 25 points too cheap (6x Assault units should cost 262 points, which has been rounded down to 250 instead of rounded up to 275, despite the added survivability and effectiveness that comes with a 6-strong Assault formation).
The Baal Predator has Small Arms, Ignores Cover... not for nothing does no official unit have this combination of Special Rules. There is no stated order in the rulebook as to how to apply Small Arms, Ignores Cover hits.


Overall: ***     Three Stars.

This list doesn't suffer as much from the blandness of the Black Templars list. Due to the slightly cheap Assault formation it is possibly very slightly more powerful than the Codex Marine list.

For the costing of the assault formation you have to factor in how it is used - as it is larger only 1 can fit in a thawk

Baal - does not the warlock titan have this - not to mention the Salamander command in your minervans?

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:08 am 
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Quote: (Evil and Chaos @ 16 Apr. 2009, 11:23 )

My Codex Space Marines review:


- The Good.

Vindicators reduced in price.
Attack Bike increased in speed.
Land Raider reduced in price.
Terminators increased in price.
One Warhound Titan costs 275pts.


- The Bad.

Heavy Bolter Razorback still inferior. FF4+ could have solved this.
Dreadnoughts still suck. CC/FF increase or increased armour save could have solved this.
Autocannon Predators still suck. FF4+ or even FF3+ could have solved this.
Land Speeder Typhoons still cost 10pts instead of 'free', thus they'll continue unused.
Marauder Bombers still suck even at the reduced points cost of 250pts. 3BP could have solved this.



Overall: ***    Three Stars.

Some well known issues were fixed, but other well known issues were ignored, leaving several unit types to continue useless.

Bolter Razorback - is used a lot as it is - due to its usefulness against other scouts or OW against teleports

Dreads - armor increase was considered, but its problem is speed slowing down the formation - would going to 3+ have made it more use, probably not. its rare to have a tourney with out dreads used - just not by everybody


Autocannnon preds - would even making them FF2 have made them worthwhile? - no because they are hamstrung by there weapons load

Marauders - would an extra BM make a huge difference?

Overall look - we weren't aiming for something like raiders/siege just a usable set of lists to provide more choice at tournaments.

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:09 am 
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Quote: (Evil and Chaos @ 16 Apr. 2009, 11:57 )

My Dark Angels review:


- The Good.

All the good points raised in my Codex Marine review stand.
I like the 'no allies' design concept.
The Ravenwing/Deathwing interaction looks fun, albeit Very powerful.


- The Bad.

All the bad points raised in my Codex Marine review stand.
The 'no allies' Special Rule should be labelled as a Design Concept Note as it is not a Special Rule.
Slow Firing weaponry really doesn't belong on Infantry class units (Devestators), it's too fiddly. The Plasma Cannon stat could have been changed to something less powerful but not Slow Firing, or extra points could have been charged.


Overall: ****     Four Stars.

This list is probably Epic UK's biggest success story to date.

Why is slow firing more fiddly on a dev formation than manticores or warhounds, surely its just placing a reload counter next to them?

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:12 am 
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Quote: (Evil and Chaos @ 16 Apr. 2009, 11:36 )

My Black Templars review:


- The Good.

All the good points raised in my Codex Marine review stand.


- The Bad.

The Thunderhawk Transporter's Note doesn't explain how allocating multiple hits to the formation is supposed to work.
Neophytes have Heavy Bolters, despite them being unavailable to Neophytes in 40k / the background.


Overall: **      Two Stars.

This army list is clearly based on Pulsar's more interesting Black Templars list. However it strips out most of the variety and flavour to result in a fairly 'bland' list, and in addition gets Neophytes 'wrong'.

On paper at least it looks simply more powerful than the Codex Marine army list (Note that I believe Pulsar's Black Templars list to be too powerful too ATM).

Neophytes - heavy bolters is a mistake we have missed

Thawk transporter - what confusion is there over hit allocation?

Overall list - we aimed for small changes with the list - different restrictions, couple of new units, couple removed. I don't see how having multiple types of thawk or veteran marines is more flavourful

Power - we were under the impression it was probably the weakest of the lists, what makes it overpowered?




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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:36 am 
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Quote: (Steve54 @ 17 Apr. 2009, 10:02 )

Baal - does not the warlock titan have this - not to mention the Salamander command in your minervans?

I'm not the army champion for the Minervans anymore, and several changes were made against my advice with the Minervans before publication by TRC which powered up the list significantly.

Also, I may be wrong. :-)

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:45 am 
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Quote: (Steve54 @ 17 Apr. 2009, 10:08 )

Bolter Razorback - is used a lot as it is - due to its usefulness against other scouts or OW against teleports

I've never seen them fielded personally.

Dreads - armor increase was considered, but its problem is speed slowing down the formation - would going to 3+ have made it more use, probably not. its rare to have a tourney with out dreads used - just not by everybody


I disagree... armour 3 (Or a FF/CC upgrade depending on configuration) makes them quite appealing.

Autocannnon preds - would even making them FF2 have made them worthwhile? - no because they are hamstrung by there weapons load

Oh come on now, FF2+ Autocannon Predators would be frankly awesome Firefight Support units.

Jam a Librarian in one and you're laughing.

Marauders - would an extra BM make a huge difference?
Yes, because lone Marauders would remain useful, instead of being pretty much worthless (Who needs an template attack that's hitting on 6's due to the enemy being in cover?).

That's why the Helltalon's 2BP attack Ignores Cover... because a straight 2BP on an aircraft sucks.

Overall look - we weren't aiming for something like raiders/siege just a usable set of lists to provide more choice at tournaments.

And you made some great moves to do that.
But you also failed to attempt to deal with some well known problem units, which is a disappointment for a project that apparently took six months.


EDIT: Sorry I misunderstood you there, I thought 'overall look' was addressing me, rather than the look of the document.

I just think it's a shame that the document is 'only' rules, as I said Jervis himself advised me once that doing so is poor design.

But yeah, it does obviously flow from your tournament-centric approach... you don't need unit texts, or transparent backgrounds on images, etc...

...I am left wondering why page 32 was included, as it's a bit of an orphan attempt to do something more with the document.




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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:47 am 
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Quote: (Steve54 @ 17 Apr. 2009, 10:09 )

Why is slow firing more fiddly on a dev formation than manticores or warhounds, surely its just placing a reload counter next to them?

Because there's so darned many of them (All of which have to be tracked individually of course), and wherever possible Epic's design ethos attempts to avoid serious bookkeeping on anything smaller than a War Engine.




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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 10:54 am 
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Quote: (Steve54 @ 17 Apr. 2009, 10:12 )

Thawk transporter - what confusion is there over hit allocation?

I spoke poorly, it's not confusing, but it is poorly/incompletely worded.

Overall list - we aimed for small changes with the list - different restrictions, couple of new units, couple removed. I don't see how having multiple types of thawk or veteran marines is more flavourful

Some of those Marine types are iconic Black Templar units (Like sword bretheren).

The multiple Thunderhawk types made up for the lack of Titans.

Power - we were under the impression it was probably the weakest of the lists, what makes it overpowered?
Maybe I'm a crap player (I think I am, actually, that's why I ask for help from tourney players when I'm developing a list) but I've had serious problems dealing with Thunderhawk Transporters in test games, I think they're a serious force multiplyer worth more than 100 points.

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 Post subject: EPIC UK Space Marine Codex released!
PostPosted: Fri Apr 17, 2009 11:01 am 
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How has the transporter been used? (ours is worse in FF) In my experience without warhounds or thawk variants to suppress flak then its very risky as you have to brave the flak with 5+RA

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