Archive for the ‘Space Marines’ Category

Space Marines in 8th Edition – Datasheets, Points and Power Levels

Welcome back! In this instalment, we look at how Datasheets, Points and Power Levels are going to impact the Marines.

The first thing that is worth noting about Datasheets is that it will still be possible to have units switch spots on the Force Org chart. That is not a huge surprise but it is a relief to know that all-bike armies will still be a thing in all likeliness. It will be interesting to know if White Scars can get Bike Squads as a default Troops choice… probably not but it would be cool if so. Next, the fact that the Aspiring Sorcerer has Ld 8 vice the common 7 of the Rubrics is likely indicative that most if not all squad leaders will continue to have an extra point of Ld over their squaddies. How that translates for Marines is hard to say for sure: maybe only Veteran Sergeants will have Ld 8, or maybe all Sergeants will. Nevertheless, and as we discussed in a previous article, Morale is going to matter a heck of a lot more now, so spending some points on upgrading Sergeants to veterans may be a much wiser (if not outright necessary) move. Read more »

Space Marines in 8th Edition – Weapons Part 2

Ladies and gentlemen, good day! In this instalment, we will look at the effect the new weapons rules revealed by GW will have on Space Marine armies.

First off, twin-linked weapons have been completely reworked, and in a way that is more beneficial for Marines (and other high BS armies) than for those not endowed with high marksmanship. This is simple math: the old rule to twin-linked resulted in 33% more hits for a weapon fired by a BS4 model, whereas a BS2 model (like say, an Ork) would see a whopping 66% increase in hits with a twin-linked weapon. Now, both will get twice as many hits, which is a boost to both low and high BS armies, but more so for the latter than the former.

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8th Edition – Primaris Space Marines

Primaris Space Marines are the new Marines on the block called Intercessors. Apologies for the delay in talking about this but I was told it would be a fluff post last night! Jeez GW doing GW things.

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Space Marines in 8th Edition – Large Models, Infantry and Characters

Greetings, citizens! In this article, we will look at how Space Marines are affected by the changes to large models, infantry and characters.

So there’s not a lot of info for us to talk about in the Large Models reveal. We already knew Damage tables were going to be a thing. The question is: which of our models will get them, and which won’t. Smart money is that Land Raiders will, but the rest is up for debate. Dreadnoughts and Guilliman didn’t seem to have them (though this may have been simple subterfuge on GW’s part), so it makes me wonder whether Rhino-hulled vehicles will or won’t. I’m guessing that Rhinos and Razorbacks (and Whirlwinds?) may not, and Preds + Vindis may. Read more »

Space Marines in 8th Edition – Battle-forged Armies

How do you do, fellow kids? In this article, we will look at how Marines will interact with Battle-forged armies in 8th edition.

So… Formations are gone. Ouch. While I am personally happy to see them go, it is undeniable that losing one of the most powerful Formations in the game – the Battle Demi-Company – is going to hurt our competitiveness. Granted, the thing was just broken when fielded as part of a Gladius Strike Force-enabled full Battle Company, so we shouldn’t complain too much. Nevertheless, those of us who could steamroll through the less competitive armies/builds of 7th are likely going to have to adjust to being scared of Orks, Tyranids and Imperial Guard again (assuming the playtesters and the design team did a good job of balancing things). Read more »

Space Marines in 8th Edition – Charge, Fight and Morale Phases

Welcome back! In this instalment, we will look at how our Space Marine armies will be affected by the changes to the Charge, Fight and Morale phases.

So the basic mechanics for Charging remain pretty much the same. A minor but helpful (for us, at least) change is that you can fire Overwatch for as long as your unit is not locked in CC. This will punish armies that try multiple long charges against our primarily-shooty army. The fact that you only have to be within 1 inch of an enemy model to lock it in CC is mostly going to be a hindrance for Marines (again, primarily shooty army and all that), but the silver lining is that our slow foot assault units like Assault Terminators, Honour Guard, CC Scouts and Assault Centurions will have a bit of an easier time reaching combat (though in the case of the Termies (and also likely the Centurions), it’s a wash given they lost an inch of movement).

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Space Marines in 8th Edition – Shooting Phase

Good day! In this article, we look at how the Shooting phase and Marine armies will interact in 8th edition.So, right off the bat, a big difference from 7th ed is that every squad member will be able to shoot at a different target. This just makes sense: unless every single Marine in the 40k universe is an absolute moron, there is no reason why a Tactical Squad’s Lascannon-equiped heavy weapon trooper would shoot at a mob of Ork Boyz with the rest of his bolter-equip Battle Brothers instead of directing his fire at the Deff Dread bearing down on his unit. This change is going to make a lot of our squads a LOT more efficient: Tactical squads, Terminator squads  and Sternguard squads will be able to bring their firepower to bear A LOT more effectively.

Space Marines in 8th Edition – Movement and Psychic Phases

Hi again! In this short installment, we will look at the Movement and Psychic phases together.

The Movement phase has mostly remained unchanged. You do Run (now called Advance) in this phase now, which will prove slightly detrimental at times in terms of tactical options (but given the huge time-saver this is, I am immensely happy it’s happening regardless). The big news about Movement is this: you can now move out of combat during your Movement phase! This carries some hefty penalties, but can (likely) be salutary for some armies. Space Marines – being a mostly shooty army – will likely benefit immensely from this change: no longer will your Tactical Squads be stuck flailing uselessly at vastly superior assault units for turns on end, preventing your other shooty units from blasting apart those same assault units that are devastating their brethren. Ergo, this is a pretty clear win for Marines in my book.

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Space Marines in 8th Edition – Weapons

Welcome back! In this post, we shall look at the new weapon profiles and how they affect our beloved Marines.

The first big – and most definitely welcome – change is the inclusion of Damage for certain weapons. Being able to cause more than one wound with high-powered weapons like Lascannons is going to drastically improve the effectiveness of Marine special and heavy weapons. Indeed, one of the main reasons you saw Grav in every Marine army during 7th is that all of our other weapons were so impotent against the bigbads of that edition (Wraithknights, Riptides and the like). Now that Lascannons, Missile Launchers and other heavy/special weapons can actually make a MC cry, a lot of units that had been relegated to the shelf can come out and play again without being a hindrance to the player. Predators, Devastator squads, Multi-melta Attack Bikes – all will have a chance to be useful again!

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Space Marines in 8th Edition – Unit Profiles

Hello (again, to some of you)! It’s good to be back! With this post, I will be starting a series on Space Marines in 8th Edition. I played Marines competitively during all of 7th and had good success using the Gladius Strike Force, so I am definitely looking forward to knowing how my force will have to change as the game changes.

First off, let’s look at Unit Profiles.

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