Tuesday, 3 December 2013

2013 Advent Calendar / GAMES WORKSHOP ( Black Library)


And for those of you that may have slept in over the last 3 -4 days, the link below is where all this new Christmassy goodness is coming from:

http://www.blacklibrary.com/2013-advent

The Humble Space Marine - Discuss...

As of yet I have not come across the "Marmite" chapter who would seemingly fit in well with your either "love it or hate it" element that the Adeptus Astartes bring to the game of WH40K. Seemingly loathed by the Xenos players and similarly touted by rival SM players as one chapter being better than another, cue Dark Angel players and their 6th edition codex...

For GW the Space Marines draw the biggest interest and generate the biggest demand and revenue so it makes sense that these poster boys need to have the investment reflected in them. The recent codex bought us the Centurions, historic maybe in name to the governing Roman Legions of hundreds of years ago whereas the actual models, well..meh..back to marmite..

So as a Space Wolf player/collector I apparently still have  a few months ( 9 more??) prior to seeing a 6th edition update, fairly painful for any impatient and impetuous pup to wait. Meanwhile supplements and expansions are flying out at a matter of knots. Did someone mention flyers, another sore point, still, we live in hope...

With my planned force of White Scars, albeit allies, why not examine what the "standard" marine is now worth and what does the tactical squad now stand for. Well, putting aside the specific Chapter tactics, which certainly add flavour to the various chapters, lets look at the army codex listing.

  • Tactical squad: 4 x marines & 1 x Sgt  > points cost : 70

Basic equipment: Power armour, bolter, bolt pistol, Frag & Krak grenades.

No real change here in equipment, all fairly standard for blasting away at range, drilling away at closer range and allowing firing on the move with pistols prior to assault. When you do assault or are assaulted or have the need to destroy something more credible there are grenades and for a 10 man squad options for a SPECIAL and a HEAVY WEAPON.

One difference now being GRAV GUNS...meta ( and fluff) can and should dictate what chapters prefer as support weapons or for the Power gamers the most powerful combinations irrespective. Melta, Plasma, flamer, missiles and now Grav all feature. Take flamer template weapons (Salamanders) and incinerate those foolish enough to charge you, take melta and drop in close enough to heavy armour to reduce it to molten slag, take missile launchers and have an air defence on foot, albeit a small one. Take Grav and watch those (Chaos) terminators implode.. the list goes on.

Versatility is what you have here, not the "Red button" which is a game winner each time but enough options to deal out what must be the most flexible troop choice in the game to determine and equip the squad for the job in hand.

When I first started way back when "Rogue Trader" hit the shelves the basis tact squad had a missile launcher and flamer, standard models in the plastic boxed set, which from memory allowed 30 models to be built for £9.99!! Since then metal models increased and number of plastic models per box dwindled although here we are in 2013 with the new tact box that may "only" represent a squad of upto 10 models but the detail, quality and options to build the unit is huge.

If marine players are by far the most numerous in the game, citing the Space Wolves, Blood Angels, Dark Angels, Ultramarines, Crimson Fists, Mentor Legion, Legion Of the Damned, Howling Griffons, Salamanders, White Scars, etc, then we need the flexibility and characterisation to make them stand out as separate entities. Whilst many of us will play the popular Chapters represented in the various novels and kits, the new book with Chapter tactics allows for making your own and also giving them a history to relate to some form of chapter tactic. Recently FORGE WORLD have also got in on the act and outlined further additions.

So, back to the tact squad, the rules cover "ATSKNF", "Combat Squads" and "Chapter tactics". Ultimately squad size can vary, yet making perhaps more scoring units whilst equipped differently and working to the strengths of the chapter in question.

Unit performance may have changed over the editions and I only have 1st, 2nd and 5th with 6th to go on. For example, the Dreadnought no longer rules like it once did although Iron Warriors may like to differ. Vehicle variants of the core Rhino and Land Raider reign supreme, just take a look at the Forge World 2nd Edition Imperial Armour 2 book to see this.The "standard" terminator may arguably have dropped off slightly as well but the other elites ( Vanguard, Sternguard) as well as the centurions ( Assualt & Devastator) are a welcome addition ( note : maybe not in appearance!) with the Storm Talon and Biker squads feeding into the fast attack.



All this highlights that the humble Space Marine, whether blue, black, red, green or white, is still a fearsome sight on the table and will continue to uphold the Emperors rule and will,  no longer the singe most overpowered army around ( yes - I mean you Tau & Eldar, the Taulder) but its what the games needs for those that want to play it and have fun.

With the introduction this month of the data slates, what will this mean for the SM, apparently not long to wait as any second now the "STORMWING" will be on our radar...