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Space Marines - leaks and datasheets (updated)


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#976
Petitioner's City

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One thing I really liked about the Veteran Intercessors is that it gives Wolves players Primaris Wolf Guard of more varieties than just Bladeguard, although that 13 point increase does not really match how much better Bladeguard are versus Veteran Intercessors....

 

Honestly I don't know why they didn't let Veteran Intercessors mix equipment, nor have wider access to specialist cc weapons. Easy to house rule among friends, but rather disappointing for the idea of 'veterans' versus firstborn veteran units (of course, this is my main problem with Primaris - how limited their characters or veteran elements are).

yeah i feel like the vet intercessors should have been able to freely mix weapon types and had the ability to take some more melee weapons in the unit. A lot /could/ have been done with them without requiring a new kit, if you take the premise that vet intercessors can be made using intercessor and/or assault intercessor plus chapter kits, they really could have been an interesting unit for primaris players. Instead we got something pretty half cooked tbh.

 

 

The good thing (maybe) with being 2W normal marines now is that we can make Sternguard and normal Wolf Guard or whatever else using primaris/true-scaled normal bodies. This is what I want to do next, at least.


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#977
Minsc

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Thunder Hammers should be the same price as Powerfists now tbh. They went from "always superior" to "occasionally better" but kept their higher pricetag. 

Versus most targets the +1 AP from the powerfist is more useful than the +1D from the hammer.

And then we haven't even mentioned chainfists yet, which have the same pricetag but are imo better than both...



#978
Ishagu

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The Hammers are still better overall due to the sheer number of 3 Wound infantry available now, such as the Aggressors and Terminators.

You'll need a way to reliably punch past them, and the extra AP doesn't come into play as often as you think. Anything with a 4++ or 5++ for example.

Edited by Ishagu, 05 October 2020 - 02:45 PM.

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#979
SirVulkan

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Either way.  20 points for a weapon that lost a point of AP makes no sense now on intercessors.  Its not like they were a big issue in the game.



#980
Ishagu

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Either way. 20 points for a weapon that lost a point of AP makes no sense now on intercessors. Its not like they were a big issue in the game.


They have more attacks than other units that take them, generally.

Also Assault Intercessors can fight twice, so you can get 8 attacks out of a single Intercessor Sgt in one turn.

It's actually good that one option isn't obviously better than another. Now you have to think about it.

Edited by Ishagu, 05 October 2020 - 02:54 PM.

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#981
SirVulkan

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Agreed on Assault intercessors and maybe vets.  20 points seems reasonable.  I'm speaking clearly about regular intercessors.



#982
Karhedron

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10 Assault Intercessors with HOTC and Genewrought Might get 80 attacks to proc those 6s (100 if they are Veterans). I feel there are possibilities in a 200-ish point unit that can mince hordes and even threaten T8 targets.

Edited by Karhedron, 05 October 2020 - 03:22 PM.

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#983
Mandragola

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One thing I really liked about the Veteran Intercessors is that it gives Wolves players Primaris Wolf Guard of more varieties than just Bladeguard, although that 13 point increase does not really match how much better Bladeguard are versus Veteran Intercessors....

 

Honestly I don't know why they didn't let Veteran Intercessors mix equipment, nor have wider access to specialist cc weapons. Easy to house rule among friends, but rather disappointing for the idea of 'veterans' versus firstborn veteran units (of course, this is my main problem with Primaris - how limited their characters or veteran elements are).

yeah i feel like the vet intercessors should have been able to freely mix weapon types and had the ability to take some more melee weapons in the unit. A lot /could/ have been done with them without requiring a new kit, if you take the premise that vet intercessors can be made using intercessor and/or assault intercessor plus chapter kits, they really could have been an interesting unit for primaris players. Instead we got something pretty half cooked tbh.

 

 

The good thing (maybe) with being 2W normal marines now is that we can make Sternguard and normal Wolf Guard or whatever else using primaris/true-scaled normal bodies. This is what I want to do next, at least.

I'm thinking the same thing. The only problem is that jump packs for Primaris are hard to come by. Suppressors are probably the best source, but they're only in the start collecting box. 

 

The idea of 30 vanguard vets with storm shields, jump packs and whatever assortment of weapons they want sounds pretty awesome. The job of converting them does not. "Luckily" for me they don't make a ton of sense for Crimson Fists, what with having no guns, so I can probably leave this alone. There are a dozen or more other elite options I could go for instead, after all.

 

It kind of seems like the new units aren't getting as much attention at the moment as some changed old ones - with the notable exception of eradicators. Outriders seem good but I think we're all disappointed they're staying as a 3-man unit with no options. I'm thinking about a Whirlwind conversion based on one of the unpainted Impulsors I've got here. This is probably a silly idea but the official one seems to be sold out at GW and I've never liked it all that much anyway. Might see if I can use up some hunter bits on it, since I built mine as a stalker.


C+C always welcome on my Titanic Plog. Should really be painting Crimson Fists.

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#984
SkimaskMohawk

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I feel like the standard jump pack looks really nice on primaris
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#985
Alcyon

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Anyone know if Eradicators can Combat Squad?



#986
Ishagu

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Anyone know if Eradicators can Combat Squad?


They can. You plan to run 18? :-P

Edited by Ishagu, 05 October 2020 - 09:39 PM.

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#987
Mandragola

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Combat squadding Eradicators makes complete sense. Heavy support slots are at a premium. You can put two multimeltas in one squad and use the strat to count as stationary on them.

It’s not like the leadership or attacks for the sergeant matter much. Better to free up the heavy support slot.
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C+C always welcome on my Titanic Plog. Should really be painting Crimson Fists.

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#988
Doghouse

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P1010039

 

:D


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#989
Minsc

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^ Thats why people hate us Marine-players. 

 

To each his own I guess...


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#990
Mandragola

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The reroll situation has actually got better. Did you ever see someone charge a repulsor near a chapter master and lieutenant in 8th? The overwatch took a few minutes to resolve.
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C+C always welcome on my Titanic Plog. Should really be painting Crimson Fists.

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#991
Volt

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The reroll situation has actually got better. Did you ever see someone charge a repulsor near a chapter master and lieutenant in 8th? The overwatch took a few minutes to resolve.

Honestly I'd prefer it if re-rolls were removed wholesale and the purpose of HQ's was just for CP or providing morale buffs after a morale rework. HQ's just being a tax to make troops shoot better is an improvement from 8th, but still doesn't make them terribly exciting units much of the time.


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#992
Mandragola

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The reroll situation has actually got better. Did you ever see someone charge a repulsor near a chapter master and lieutenant in 8th? The overwatch took a few minutes to resolve.

Honestly I'd prefer it if re-rolls were removed wholesale and the purpose of HQ's was just for CP or providing morale buffs after a morale rework. HQ's just being a tax to make troops shoot better is an improvement from 8th, but still doesn't make them terribly exciting units much of the time.

 

I agree with that. I play a lot of AT and there are hardly any rerolls. It actually felt kind of uncomfortable at first that I'd have to just accept the result of what I rolled - that's how used to rerolls I'd become.

 

I like HQ abilities that are actively directed, rather than these passive auras that encourage blobbing together. IG orders are a great mechanism for example, though they do tend to also give out rerolls!


C+C always welcome on my Titanic Plog. Should really be painting Crimson Fists.

gallery_48988_15151_9524.pnggallery_45765_12339_6416.pnggallery_48988_16045_14557.pngsml_gallery_48988_16308_6255.png


#993
smileyjim

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Anyone have a link to a full consolidated group of all the codex screenshots?

#994
Doghouse

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^ Thats why people hate us Marine-players. 

 

To each his own I guess...

No it's a fun project based on a custom chapter I'm making it's got absolutely nothing to do with power gaming at all as I don't game anymore as regulars of this forum know. If people hate marine players it sure as hell has nothing to do with me thanks.


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#995
Jings

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Dunno if this has been asked, but can Company Veterans still take Combat Shields? I think it might have been a Dark Angels-exclusive wargear pick, but I didn't come across it in the new FAQ. Got 5 nervous lookin fancy boys eying at their shields rn. 



#996
Minsc

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^ Thats why people hate us Marine-players. 

 

To each his own I guess...

No it's a fun project based on a custom chapter I'm making it's got absolutely nothing to do with power gaming at all as I don't game anymore as regulars of this forum know. If people hate marine players it sure as hell has nothing to do with me thanks.

 

Fair enough. Don't think you can blame my reaction to the picture though, due to the lack of backstory. 

I expect that 18 Eradicators will probably be standard in WAAC-lists that will perform well at tournaments and hence put SM (all of SM) on the "OP-pedestal" in the eyes of most opponents for another edition. Even those of us who play fluffy and less competitive lists.


Edited by Minsc, 06 October 2020 - 11:02 AM.


#997
TrawlingCleaner

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There's no need to bash on how people build their army, play the game, what frame of mind they look at rules etc.

Let's keep the thread on topic and steer away from off-topic discussions


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#998
smileyjim

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18 eradicators has very large diminishing returns and would get destroyed.

#999
jeremy1391

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18 eradicators has very large diminishing returns and would get destroyed.


Depends on what you are playing against, if someone is running a horde then yes it’s not that scary but if someone is playing knights or guard tank heavy or admech robots then the thought of 18 eradicators is pretty scary.

#1000
Lemondish

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18 eradicators has very large diminishing returns and would get destroyed.

Depends on what you are playing against, if someone is running a horde then yes it’s not that scary but if someone is playing knights or guard tank heavy or admech robots then the thought of 18 eradicators is pretty scary.

Yeah, but 18 Eradicators is less than 800 points. You have 1200 left to commit to hordes, way more than enough.




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