Sunday, October 11, 2026

The changes to my Space Marines

     My precious...  Everyone who's been into 40k for any amount of time has likely accrued and often even played with the flagship force.  I started there (and with the boyz-in-blue to boot!) and, like most everyone who's been into 40k, was very excited to get the codex.  Just like the Ork codex, it was sold out for a short bit and I was chomping at said bit to get it.  I got it!

  Immediately upon getting the book, I finished my dinner and dashed to digest the new rules.  Page by page, I furiously read and re-read to make sure that I comprehended every single sentence and paragraph (I'm in a bit of a 'rules-lawyer' mode with another game, so my brain-hole was primed for this!) and there were some surprises to be sure.  I also gained an understanding of GW's path forward, I think...

Detachments?

  The first thing I noticed was something very similar to the Orks codex that has been driving me nuts- there's a cheap detachment for every unit "type".  The detachments are wildly different in both of these books compared to the previous edition and show a specific focus on certain units.  For example- I can't make a Orks army list right this second because I don't know if I want to use Grots or Nobs or Deff Dreds as my core and there's a detachment for each of these.  The Space Marines do the same thing with detachments for Tacticus, Gravis, and Phobos units.  It's just a matter of choosing a bunch of little detachments based on all the units you'd like to bring, which I think is too much work.  What's more, that will leave certain units unaffected by detachment rules because it's not one of the "types" that are covered.  That Ork codex is making my 'combined arms' approach a bit more difficult and it looks like the Space Marines book goes the same way.  

  Beyond the crazy detachment model, the units were significantly changed!  Quite a few of them are obvious, and some others really change the way the units operate on the tabletop.  Being the consummate Astartes fanboy, I was very keyed in on figuring the differences out as a fun exercise and there was plenty.  Just like my post about the greenskins, I'll go through a few of those changes below: 

The obvious (everyone knows)...

  We all know that the entire codex had their Toughness and the strength of their weapons increased.  All Space Marines are at least Toughness 5 while Bolters have become Strength 5.  This was made a huge deal leading up to the release, but I don't see it as such a major thing.  I judge it by my Imperial Guard and what they need to Wound- 5s still?  Okay.  Unfortunately, the Necrons and Eldar may have something to say, but the jump in Toughness isn't the end of the world.  Oh, and all the first-born are gone.  Like, even the 'box-naughts' first-born.  All of them.  No more squat marines...  Ventris is gone.  Terminators got better.  Everyone knows this stuff.

Battleline!

  I've always complained that Space Marine players don't use enough Tactical Squads.  If it isn't Scouts filling the Troops role, it's a detachment rewarding Elite units and so-called 'hero-hammer' otherwise.  The rubricon didn't change anything and the Intercessor was left to languish in the land of playground pick-me's.  While the Infiltrators counted as Battleline, they were the option chosen.  Then last edition came out with some interesting options to get points off Battleline actions.  It still didn't work. 

  Which meant, of course, that I had to flip straight to the most disrespected unit in the codex first- the Intercessor Squad.  And I was quite surprised.  First, their Bolters have two different profiles- one of them is Strength 6 and Damage 2 so it can kill other marines, so that T5 mattered for no time at all against these guys.  Add the +1 to hit if on or attacking an objective.  Then slap in a couple of Grenade Launchers with rapid-firing Krak grenades.  Finally, top it all off with this squad not being restricted when preforming an Action.  Like, can do if they're engaged and even shoot while doing it.  Whoa!  And there's detachments focused on this unit, buffing their shooting even more!  Methinks that Intercessors will be making some appearances on the tabletop.

Dreadnought!

  With the retirement of the 'ol 'box-naught', the three Redemptor-style ones got a bit of an overhaul themselves.  The namesake class no longer reduces incoming damage (but there's a detachment upgrade that can give that ability back) and now is harder to wound from Strength 11 or higher attacks.  Downgrade.  The Balistus no longer buffs against fresh targets but gains Rapid Fire on its guns.  Upgrade.  Finally, the Brutalis lost its 'bowling ball' rule, but gains the 'ol Tank Shock strategem for cheaper, so mostly a side-grade.  Admittedly, this changes the reasoning for these armoured monsters in army selection and makes that Dreadmought detachment look all the more interesting.

Plasma and Flame

  If you're not aware, I have been the biggest fan of the ubiquitous plasma weapon since 3rd edition.  It's a high enough Strength to penetrate anything under a Land Raider and punish even heaviest-armoured infantry.  It adds Rapid Fire to a rapid-firing squad.  You can choose to melt soft-targets or become Hazardous to take down the tougher opponents.  Plasma is versatile.  Now there's no need to overcharge as the Damage 2 is for both settings!  Obviously, an extra point of Strength is still a good reason to 'push it', but now all plasma weapons are Damage 2 base!!!  That's a welcome change.  Except Hellblasters no longer shoot-on-death and instead are just better at those Hazardous rolls.  That makes me sad as a fanatical user of Hellblasters.

  Fire, on the other hand, is weird.  Flamers were always the most 'swingy' of weapons since the loss of the template.  That's gone as all Flamers have 3 shots.  Oh, and blast, meaning more against those hordes.  Infernus marines and flame-gressors seemed like they lost something but they really didn't.  In fact, the consistency of the number of shots means an average of more hits in this new version than ever before.  Unfortunately, the Infernus marines lost their Battleshock rule, so there was a bit given up.  Otherwise, flame-weapons are going to be a lot more common now in my forces.

Still a tad upset...

  A unit came out last edition that made me very happy.  This unit has been around in one form or another since the beginning of "Chapters" and was specific to the Ultramarines.  The Codex appointed them and the return of the Primarch rejuvenated their purpose.  The honour guard for the Ultramarines is called the Victix Guard and they're led by my last captain- Cato Sicarius.  When the unit first came out, they had four wounds each with their artificer armour and the new 'Surge' rule.  Smurf-haters whined up a storm and forced GW to take away an entire Wound to balance them out, but that really nerfed the squad as there are plenty of 3-Damage weapons to plink models quickly.  That drop in survivability is a very strong one.  That still didn't change in this codex.  Worse, the direct comparison I have is the Company Heroes.  That squad had a better... everything, including a Damage 3 Heavy Bolter and 4 Wounds each!  The heavy weapon is back down to Damage 2, but nothing else was adjusted.  They still have 4 Wounds, even if they are wearing standard Tacticus armour- it's about that damage-to-model ratio for me.  And being a fan of plasma and only getting UP TO Damage 3 on the vehicles...  well, that upsets me still.  


Finally, those characters

  In the 90's, I played with Captain Agemman of the 2nd company.  That model will always be one of my favorites.  Then the Battle for Macragge happened and he was promoted to the First Company while his role was filled by Captain Sicarius.  Then the Cicatrix Maledictum happened and he was lost to the warp and Captain Acheron filled in.  Then Sicarius returned, Acheron died, and Captain Titus got promoted to take over the 2nd campany (again) while Sicarius was given the honour guard.  Whew!  Master Calgar was nearly killed by Abaddon and went through the rubicon, gaining new armouir and abilities, then he got different new armour.  The Primarch himself was returned.  Tigurius... didn't change.  And I have them all!  Let's look at each one:

-Captain Titus has fight-on-death and buffs his unit's melee attacked with Sustained Hits.  What's crazy to me is that he has more Wounds than any other character at the Captain level- six!  That's Chapter Master level and equal in this book to only Marneus Calgar himself!    Pretty good, even if this model's rules are just trying to capitalize on the success of a certain video game...


-Cato Sicarius is pretty much the same, including the ability to be attached to Master Calgar's squad.  His sword has a huge amount of variety for all the opponents, he still gets the tactical maneuver, and his artificer armour puts him above most at his rank.  And that model is super-schmexy!


-Tigurius just keeps getting more awesome each edition!  He has that invulnerable save and hits in melee with the same stats as an Autocannon!  Best yet- he's a Level 3 Psyker, meaning he can toss out some magic like no one else (so far)!  And now, he even generates Command Points like Captains- he's a boss!


-Master Calgar went down from 8 to 6 Wounds.  I get that it's the 'Chapter Master standard' and all, but Titus has the same.  I would think that the greatest non-Primarch hero of the entire Imperium might get a little glow-up in survivability.  But alas, twas not meant to be.  There is quite a shiny silver-lining, however, as he gained an anime-style downswing in melee that is brutal (d3+3 Damage at Str 14!!!) and stole Ventris's old ability to give a unit Deep Strike.  Oh, and his guantlets can be used while engaged like pistols!!!  Minus two Wounds for all that?  Okay, I'll take it!


-Roboute Guilliman, Primarch of the XIIIth and Lord Commander of the Imperium of Mankind... is a beatstick!!!  He's up to 16 Wounds on Toughness 10 with a 2+/4++/5+++.  This matters because he lost his resurrection and doesn't have a fights-on-death ability.  He is still affected by all the Doctrines and can stack Doctrines on another unit.  But now Guilliman is now a walking aura of rerolls, buffing everyone around him (as he should).  And the weapons must be mentioned- his shooting is better than an Assault Cannon and can wipe out half-a-squad of marines reliably with a lofty ceiling of 24 Damage, and his sword swings with the might  of his father, finally!  The stronger hit is only 7 Lethal Hits attacks at Strength 14 and 4 Damage, while the sweep attack is 10 attacks with Cleave 2 and Devastating Wounds, wounding marines on 2s.  That means that he'll consistently demolish a full squad of regular Astartes that dare to touch him in the Fight phase.  I've always used the Lord Commander as a 'super-dreadnought' and now his rules make him just that.  I ain't mad other than he's still 300 points.  He may be a beatstick, but he ain't a Knight!


  I am so geeked on this book!  While the Ork codex has my brain-hole totally fried with the army construction part, this Space Marine codex has me excited to pull out the units and get them battling!  The changes are drastic from last edition and actually pretty good.  It's not overpowering (that's for the Custodes codex coming soon) but there is some re-alignment with how units work.  I can't wait to use those detachments to build my armoured-assault force or my power-armour force, or my Gravis-for-fun force.  This book is awesome!  Let me know if you've had a gander and agree or not.


Happy Gaming!

by Peakpx (?)