Review of Codex Space Marines for 11th Edition covering new rules, detachments, and datasheet updates with a focus on core army mechanics.
Key Takeaways
- Combat doctrines fundamentally change Space Marine tactics by adding mobility and flexible damage buffs.
- The Codex introduces many new datasheets but retires older models to Legends, affecting army composition.
- Digital distribution of points and patrol rules signals a shift in how players access game data.
- Moratorium Field Manual is essential for full rules and points integration alongside the Codex.
- Transhuman Strategist encourages keeping your warlord alive for command point advantages.
What the video covers
- The video reviews the new Codex Space Marines for Warhammer 40k 11th edition, highlighting major changes in rules and army building.
- Combat doctrines replace the Oath of Moment, providing three turns of movement and damage buffs with assault, devastator, and tactical doctrines.
- The Codex includes 15 detachments, ranging from general purpose to keyword-locked thematic options.
- There are 85 datasheets including new characters like a bike captain and Kayus Canorius, with some older models retired to Legends status.
- Points and Combat Patrol rules are digital-only via the Warhammer 40k app; no Crusade rules are included in this Codex.
- The Moratorium Field Manual supplements the Codex with expanded rules, points costs, force dispositions, and attachment points.
- Transhuman Strategist is a new core rule granting command points at the start of battle rounds when the warlord is alive.
- Combat doctrines enhance Space Marine mobility and damage output, shifting away from single-target damage focus.
- Divergent chapters will use combat doctrines but add flavor through detachments, with some uncertainty about their differentiation from core chapters.
- The review is split into two parts, with this video covering generic rules, detachments, and units, and a follow-up planned for chapter-specific characters.
Chapters
- 00:00Introduction and Overview of Codex Changes
- 09:08Availability and Launch Boxes
- 17:14Unit Roles and Melee Threats
- 26:18Terminators and Weapon Buffs
- 35:57Objective Control and Command Points
- 42:08Core Damage Buffs and Combat Doctrines
- 51:03Transport-Focused Detachments
- 60:04Bikes, Speeders, and Tactical Strengths
- 69:05Infiltrators and Battlefield Roles
- 94:56Vehicle Keywords and Weapon Profiles
Full Transcript — Download SRT & Markdown
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So let's talk through some huge changes for the adepts of starties and take a look through the new core rule, the many, many detachments, and all the data sheet updates and buffs in Codex Space Marines for 11th edition.
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Hello and welcome back to Warps Tactics, where today we're talking Space Marines. In this video, we're going through the new Codex, talking through the new rules in full for the biggest and chunkiest army book of Warhammer 40k, all
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rewritten for a new edition. Overall, it's going to be a massive time of change for Space Marine armies. A very different way to build armies and how they're put together. Combat doctrines instead of moments and lots of data
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sheet changes that are going to break some old combos but make some new ones.
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In the book, as with other Warhammer 40k Codexes, there's a lore section including lore of the Space Marines, the chapters, individual unit entries, a collecting section with examples for multiple army archetypes and how people might go about putting them together.
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Though, as usual with my reviews, I'll be focusing on the core army rules today, telling us how Space Marines function on the tabletop in the new edition with some powerful new stats. We have an updated faction rule and combat
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doctrines, giving multiple turns of Gladius-style buffs for Space Marines delivering their damage to the front line in various forms, plus some core rules for things like captains and librarians and how they function. They have 15 detachments, a core Gladius one
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as a general purpose starter point to an army, but then a lot of one-detachment point ones. Some are fairly general purpose though plenty of rather keyword locked. There's 85 data sheets here including a new bike captain and Kayus
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Canorius and Ultramarine character plus some updates for some new model kits that came out recently that we have, of course, lost a huge amount of Firstborn data sheets and even a few Primaris ones. Games Workshop having retired models and sent them to Legends. So
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they'll only get support on the Warhammer 40k app via Legends. Now, as with other 40k Codexes, there's no section for points. They'll be digital.
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The Combat Patrol rules are also digital on the app and there's no Crusade rules in these. The Codex says just govern the core army rules in 11th. Any narrative content if it does turn up will be elsewhere. The book's meant to
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be used alongside the Moratorium Field Manual which as an expands quite a lot to the rules with some important stuff as well as points cost. There's also force dispositions and attachment points there. Plus also for some reason they
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decided that has to be the way that you know which leaders attached to what units, any of which Games Workshop can change down the line. Obviously a vast amount of content there with 15 detachments and loads of rules in them
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and then 85 data sheets. But this one I am going to break it down into two parts. For the first one talking about all the generic stuff, so things that can be used by any chapter, talking through the core rules, then the
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detachments, then the units. I'll be covering all the chapter-specific characters in their own dedicated video, hopefully dropping around about 24 hours after the first one, and I'll link it below this review once the video comes out. Let's get into it, though. And it
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probably makes sense to start with the core Space Marine rule in combat doctrines. And this takes over from Oath of Moment which was a big roll rule marking an enemy unit to roll to hit and plus one to wound for the core Codex chapters as
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well. That's gone away though many of the Space Marine damage profiles have been buffed in different ways. And in its place every Space Marine army is now going to have access to combat doctrines and these are basically unchanged from
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the Gladius task force as they were before in 10th. So you basically have three turns worth of movement buffs. The assault doctrine, devastator doctrine, and tactical doctrine. Each one of those can only be used once declared at the
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start of your command phase and at last till the next one and unless otherwise specified any one unit can only be under the effect of one doctrine at any one time. So if say a captain gives you a
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different one, it'll replace the active one. As per before in Gladius, their different turns worth of movement and damage. The assault doctrine allows you the powerful advance and charge. So a big threat range for melee units, which is a really big deal. Advance and shoot
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is the devastator doctrine, giving your weapons the assault keyword. Very nice for lining up lines of sight, getting into hidden ranges or not compromising on moving towards objectives while keeping up the firepower. Still always a bit funny that the devastator doctrine
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is the one that grants the assault keyword, not the assault doctrine. And then tactical doctrine is fallback, shoot, and charge. Maybe the most niche one as it depends on what your opponent chooses to do. But still all very powerful to
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know that your Space Marine units aren't going to be locked in place if you don't want them to be for a big turn and can be very nice for units able to get fights first again from charging back in
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and maybe fire off a bunch of weapons as they do. So overall, this is going to change things for Space Marine armies compared with 10th edition. Oath going means that there's going to be less damage against one singular target. So,
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Space Marines won't have quite so much overwhelming firepower into big tough stuff like titanic units or big terminator blocks. That means that a lot of mid-strength weapons won't be punching up quite so well against the really tough stuff out there with the
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plus one to wound from the core Codex version. On the other hand though, the combat doctrines is a very powerful rule and basically bakes in extra mobility to Space Marine armies. They're going to be able to move faster and hit things more
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easily. That's really going to help out against armies that want to run around and maybe hide away more. You're going to get more first strikes on those. It will still help against those big tough armies getting the first strike rather
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than the other way round and does also mean that Space Marine damage doesn't have to be balanced around moments. And as a result, we've got bolters that hit a lot harder and anti-tank weapons that do their job even better than before. It
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seems overall quite nice for every Space Marine army to have access to these. And then detachments add more specific army theme. Thematically it also seems nice enough to me. Combat doctrines just feels a bit more core to Space Marines
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and what they've had in the past compared with Oath of Moment which was a relatively new thing and did just feel a bit arbitrary pointing at one unit for extra damage somehow. It does seem that the divergent chapters will be using the
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combat doctrine rules though as it's really quite baked into a bunch of data sheets. It seems that for more representation of their rules, they'll be using their detachments to add their flavor and that includes the Black Templars that previously didn't have
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Oath. I do kind of wonder what's going to stop the divergent chapters just from being core Codex chapters plus one though with access to more detachments and units. Next up for core rules, there's also one called Transhuman Strategist. I'd guess this is going to
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be one that is common to a lot of Codexes going forward. A bunch of units have this rule and it's generally captains or chapter master equivalents here as your most well-rounded commander. And of course, Roboute Guilliman has it as well. At the start of the
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battle round, if a model with this ability is your warlord, you gain one command point. And as it's a unit ability, it does also require the model to be alive to function. So a good reason to keep your warlord as one of
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these units and to try and keep them alive. It does go hand in hand with there not really being many ways to discount strategems in this one. C
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doctrines for different things. Otherwise, for the core rules, there's a librarious one, basically having the system of a certain number of psychic points per psycher, and they have psychic abilities on the data sheets on which they can spend them. They give
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examples like a level three psycho could cast a level two and a level one ability across the battle round, or three level one ones. Most of the librarians are level one and are just basically going to choose one ability or the other each
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turn. Targaryius is a level three, but just looks like he's going to be casting his two main powers each turn. For casting the powers, that's spelled out on each data sheet. But basically, the powers will automatically go off unless
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you're battleshocked, in which case you can't use them. And when you cast a power, you roll a dice and honor one, your unit becomes battleshocked, which if you don't recover it in your next command phase, means that you wouldn't
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be able to cast any more powers until that happens. I'd guess Games Workshop might expand their system a little bit with a new version of the Libraries Conclave at some point during 11th, but it isn't one of the ones they chose to
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give them at the new codeex drop. Space Marines also have a chapter keyword system as well. The same restrictions as before on basically not mixing and matching units from two different chapters. So, if you're playing as Ultramarines, you can only take the
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Ultramarine heroes and victory honor guard and you wouldn't be able to add in units that are specifically Blood Angels or Imperial Fist or Salamanders or something. There is going to be a digital download that allows some Death Watch models to ally to any other
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chapter though, giving you one probably slightly niche way to mix things around. And finally, for the core rules, there's a couple of special transport moves spelled out as well. These are shock disembark and assault disembark. Shock disembark is the impulser style one.
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This one allows you to advance and drop, and it didn't really work with the core rules. To be honest, these should probably just be core rules that only certain codeexes can access. And the land raider one is the assault ramp
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rule. assault disembark allowing you to move your transport then drop the unit out and that movement still doesn't stop the unit from going on to charge. Before we move on to the detachment list and going through new space rain armies,
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I'll just give a quick shout out to today's video sponsor in Toy Snowman. They're a gaming store in Canada who supply Warhammer 40k miniatures at 15% off alongside a whole manner of other things in their web store. They have a
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good line in the Joy toy figures and all manner of other hobby things and collectibles. 15% off is the highest discount that Games Workshop allows in North America. So, one of the best places to buy Warhammer miniatures from
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there. They have a fair few of the normal things you expect from a discount retailer. Free shipping on orders over $150 Canadian. You can back order models from Games Workshop via their sales email address below. I've generally found their web store pretty
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straightforward and easy to search whenever I've checked stock for things. It does seem reasonable enough for ease of access. Their physical store is based in Montreal and they welcome anyone who wants to drop in. For pre-orders, they usually tend to go fairly heavy on any
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major 40k releases. It should have good stock of the space marine codecs and all the new releases coming out for the start of 11th edition. They should be going live at midnight Eastern time from Friday to Saturday if you're watching
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this at time of release. Beyond that, they have plenty of the launch boxes and battle forces from early 11th edition in stock as well, including the Armageddon box set at good discount, which not everywhere has now. They'll say a bunch
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of the starter battle force boxes such as guard, tyrannids, chaos, and necrons. If you'd like to check them out, there'll be links down in the video description. And a big thank you to them for sponsoring this one. Now we've
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talked through the core rules. Let's get into the many space marine detachments. As mentioned, there's a great big 15 of these and they have a bit of a structure to them. There's a gladius task force which feels like the more general
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purpose started detachment. That one's three detachment points, so won't combine with anything else. And then we have 141 detachment points. A few are grouped up. I feel like lots of people's random collections might genuinely do quite well with Gladius. Though if you
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have a few themes in the army, probably a combination of the others is going to be more optimal. There are three brethren ones called the assault, tactical, and devastator brethren. Each focusing around one of those three doctrines. And if you're taking those,
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you have to pick just one. You can't combine more than one of them. Then they've got six of the Mark 10 armor themed ones. There's Tactus, Fobos, and Gravis attachments, each with two variations. If you go for one of those,
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then you can't go for the other armor one. So you couldn't take the second faux boss one if you had the first. And then they have a few more specialist ones. a terminator storm force, a storm lance task force focused around bikes
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and speeders, ironclad champions which is dreadnots, gauntlet task force which is transports, and iron storm spearhead which is generally tanks. With the release of this codeex and the new detachments, it will sweep away all the digital ones that space marines have had
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before now. But it does sound like games workshops doing quite a lot of day one drops both for the core codeex chapters and the divergent chapters. Most of the more divergent chapters get an extra three detachments, and the core codeex
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ones each look like they're getting a themed one of their own. And those will be available in the Warhammer 40k app when the codeex goes live. With such a focus on one detachment point armies, though, there's going to be a pretty
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vast amount of choice with combinations of armies that you could choose to field. Let's get into them. And it makes sense to start with the Gladius Task Force, which is at least somewhat similar to the previous version of it,
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though feel like a downgrade to me. It's three detachment points, so you can't combine with other detachments. And the core rule is to allow you to select one of the combat doctrines an additional time per battle. And that means that you
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could flex it depending on whether you wanted an extra use of devastator or assault. It's not nothing, but it really isn't all that much for a big three detachment point army. And just feels like you're better off getting your
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favorite one from one of the brethren detachments, which is only one detachment point. It's not like there aren't some other units like captains and lieutenants that are able to manipulate doctrines as well. There's a good mix of fairly general purpose
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strums here, though. as armor of contempt for making AP worse by one when one enemy unit attacks one of your units. As before, that's a reliable durability buff. Extra nice on high save units, though. Once again, you do get
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that in the brethren detachment, and it's a big draw to taking one of those.
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For one command point, there's a worthy deed. This is a four plus chance to fight on death. Don't in the way of models remaining on the board until they're fought. As with the other units in 11th edition, very nice for having
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melee units and countering enemy melee. Previous gladiius had an automatic fight on death on a two command points version. For one command point, there's might of angels. This one's the lance keyword when selected to fight. So, plus one to wound on the charge, and there's
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plenty of units that will certainly enjoy that. You don't get the extra AP with this one in the assault doctrine.
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That's only in the assault brethren. Adaptive strategy allows you to change the units to a different combat doctrine in the command phase. That does feel like one of the best wins of the gladius itself. The combat doctrines are all
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good and just being able to put units into the most appropriate one at the best time is genuinely a big win. I'd probably say that this could be one of the biggest draws to playing Gladius.
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Other armies don't generally give you quite this level of flexibility. For one command point, the Storm of Devastation, this one allows you ignores cover for one unit in your shooting phase. The extra AP is in the Devastator brethren.
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Ignores cover is still a worthwhile boost for one command point if you've got a unit shooting enough to justify it, though. And then finally, responsive tactics is one command point that allows you a normal move of d6 in when an enemy
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unit ends a move within 8 in of your infantry or mounted units. It is genuinely handy to have, particularly if it saves the unit by putting them behind terrain or backpedals far enough away from a charge. With only a d6, though,
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it's not reliable that you're actually going to move a significant distance and you could just waste a command point rolling a one here. Then for enhancements, there's a new one called the standard of the emperor ascendant.
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This one gives you plus one OC, plus one leadership, and a five plus feel no pain for the ancient himself. Not unhelpful, but not the biggest boost in the world.
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The bigger ability is that you get a plus one attack for your unit when selected to fire once per game, which is quite a nice boost. And ancients in general did get better in 11th. They had [snorts] objectives secured now, so you
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might be more tempted to take one along. You could get a whole load of attacks for the blade guard one who already has a similar sort of rule on his own data sheets. The laws of triumph is the new
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version of the honor of airment. It gives you plus one strength and plus one AP now rather than plus one attack. And that's boosted to plus two of each if the assault doctrine is active. And he could have a captain jump into that when
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needed. So he could reliably have say a strength 10 power fist and AP4. Not the worst upgrade for a fighty character at the right points cost. Then we have adept of the codeex. This one's captain only and allows the tactical doctrine to
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always be active for this unit. There's a couple of these style ones and they feel like a bit of a fail to me.
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captains can already flex their doctrines, so can go into the tactical doctrine if they need to. And because you can't fall back and also advance in the same turn, you're not going to be able to stat the effect with the other
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doctrines. Then finally, there's the return of the artificer armor, a two plus save and a five plus fail no pain for a very chunky space ring character.
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Usually best on the models that are going to get some good value out of both elements of that. They've often been used on a Gravis captain before sometimes just going completely solo as having a character that's still really
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quite a big threat in their own right and really isn't so easy to take down.
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Overall, feels like the Gladius Task Force does have a bit of everything and really wouldn't be the worst idea to get started if you're fairly new to Warhammer and Space Marines in general.
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You will have things that can support a good number of elements of the army and might well be the one to go for if you just don't really have things that mesh neatly into one theme and you might
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otherwise just be taking, say, the Dreadnaugh detachment to support one Dreadnaugh or the Terminator detachment to support one Terminator squad. In that sort of case, Gladius might do better.
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though I feel like going for a few distinct themes in the army and picking up multiple wand detachment point ones or going with one of the chapter specific ones is almost certainly going to be the way that more competitive
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lists will go. Next up we have those brethren detachments and as mentioned they're separated out into the assault tactical and devastator ones. And the core rule for each of these is to use the relevant combat doctrine again. So
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the assault brethren gives you a second use of the assault doctrine. And if you take one of these, they have the unique doctrines keyword, which means that you can't take one of the other two at the same time. Out of the combat doctrines,
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the assault doctrine is probably the most powerful, significantly extending the threat range of your melee units and giving them exactly what they need to get to close combat. And as a result, for a one detachment point army, an
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extra turn worth of that with the assault brethren, it certainly seems like a really nice one. For the strums, each of these also get armor of contempt, which is very nice to have access to and a good draw to these
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detachments. I feel like there's a real chance that you'll have people building around one of these and then choosing things beyond that. Otherwise, for the assault brethren, you also have one for the lance keyword, but this one does
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give you that extra AP minus one if you're in the assault doctrine. And with two turns of that, there's a good chance that you might well be. That's a really powerful melee strategium and easily one that you could plan around using each
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turn of assault doctrine. It's be nice enough for captains that are putting themselves into that anyway as well.
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Otherwise, for one command point, there's duty and death. Once again, the fight and death strategium, but with a plus one to the role in assault doctrine. Again, just a very powerful strategium and very nice to have for one
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command point. It feels like it gives you a better fight and death than a lot of armies have access to. Then the enhancements are quite fun as well.
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There's one called the Imperium Sword. The description sounds a bit figurative, but it seems to pretty much give you a literal sword. Six attacks at strength seven, AP minus three, and damage three, and doesn't seem to be any restriction
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to say giving it to captains only. And it means that you could make a character into a supery one. It's probably going to have most value if you just gave it to a character that wouldn't normally have a fancy melee weapon. Maybe
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something like an apothecary or even a combi weapon lieutenant or something like a fur boss character. We take a carriage from being basically no melee threats to an absolutely standout one.
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Otherwise, the other upgrade is furious assault and this was an upgrade for any infantry unit. Given the unit's melee attack, sustained hits one against non-mon non-vehicles only. I suspect it's going to have a fairly high price tag and be priced for big scary central
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melee combos, but looks like it'll be very hard to go wrong with with say something like a Vanguard veteran squad or terminator squad. That's going to be a whole load of extra damage output.
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Overall, between all that, the assault brethren just seems like a pretty standout detachment, a great core rule paired with three good strums, and then two pretty excellent enhancements as well. I have a feeling that this one's going to be a very popular one indeed.
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Next up, we have the tactical brethren. And as you'd expect, this one gives you a second use of the tactical doctrine.
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Probably one of the most niche ones as it depends on what your opponent does and whether they either charge your units and if they do, whether or not they leave those units alive. It's still definitely a very powerful thing to have
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on hand. They're not quite as reliably useful as say the assault or devastator doctrine. For Strasiums, once again, they have armor of contempt, so another nice durability buff and a good draw to taking one of these three. Then for one
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command point, they have domination fire. You trigger this when one of your units shoots another enemy unit. You nominate a unit that they have hit to be suppressed and then that enemy unit is minus one to hit until the start of your
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next turn. So that would apply as a debuff both at range and in melee. Feels like for these ones, you often have to judge it kind of right. If they're so dangerous a unit, then they might just kill what they're attacking anyway. The
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minus one to hit doesn't really matter, but at the same time, there's not really too much value in using it on something that's really quite light and not going to be a big threat. It perhaps might have most value if there was an enemy
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unit that really wanted to shoot one of your units and you knew that your unit was going to have cover for the minus one ballistic skill to stack with that.
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Then for one command point, there's masterful tactics, a boosted version of the reactive move one from Gladius, allowing you to move D6 in. And then that gets boosted to a flat 6 in if you're in one of your two tactical
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doctrines or you have it for one of your characters. Getting an automatic 6-in reactive move is a much bigger deal as you know it's going to be at least a certain amount and going to be meaningful and not give you the chance
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of just rolling a one or two. Then finally for the enhancements for the tactical brethren laurels of vigilance gives you a free use of either fire overwatch or heroic intervention within 12 in of your unit though it is locked
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to battle line units. It's really going to depend on whether or not you have battle line units that are going to be sufficient enough damage to actually warrant taking this in the first place.
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I'm not sure that it would be enough of a draw just in its own rights to make you want to put battle line units on the table just for this. That being said, potentially free Overwatch is quite a
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big deal. Feels like you could get at least some solid value out of intercessors or heavy intercessors and particularly if they had an extra effect on sixes, like a lieutenant giving them some lethal hits against certain targets. The other one is tactical
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insight. And again, this allows the captain model to have tactical doctrine active in addition to any combat doctrines it might have. And it feels like it's even less use here as you have two turns worth of tactical doctrine for
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the whole army anyway. Never mind the fact that the captain's unit can always put themselves into tactical doctrine when they want it. Feels like perhaps the biggest value for this one is allowing the automatic 6-in reactive move strumm at the same time as a turn
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in which you wanted one of the other doctrines active. It would have to be really quite cheap to make it worth it.
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I think overall compared with the assault brethren, this one just feels far less standout to me. The boost of reactive move is really quite a big draw and domination fire could be handy enough. Obviously, it's going to depend
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on exactly what units that you're fielding in the army, but feels like a more borderline addition rather than adding a huge amount of strength in its own right. Then, finally, for the brethren style detachments, there's the devastator brethren. Of course, this one
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gives you an extra use of the devastator combat doctrine. So, another term worth of advance and shoot for all your guns.
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That one's another reliably useful one, particularly for anything that wanted to get the firepower in close like Meltro Flamers, but nice enough for other gunline units just moving around trying to nose into terrain areas for line of sight or get within range of enemy
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hidden units to shoots. Once again, there's armor of contempt. So, good stuff there. For one command point, there's then Storm of Fire. And this one gives you ignored cover and plus one AP if you're in the Devastator doctrine. And again, can be applied to
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any space marine shooting unit here. Once again, like the lance, an extra AP warn, that's a very good damage buff. If you're using [snorts] both parts of it, then you're going to make a big shooting combo just hit so much harder. And with
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two turns of devastator doctrine, that means that you could have it on the big boost effect two times over. Then finally, there's two command points for Hail of Vengeance. A unit that lost a model to an enemy shooting attack in
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their shooting phase is able to return fire at the same enemy unit that just shot one of them dead. For this one, he would need to have a fairly big chunky unit that their firepower isn't going to be ruined after taking a few casualties
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to make it worth it. It is a big two command points and also a bit within the opponent's control as to whether they're able to prevent it being worth it. In the right situation though, it could prevent a lot of small arms going into a
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unit to cause chip damage just by existing without even bothering to spend anything. And in the best case scenario, you might be able to get a serious turn of firepower with one of your core damage dealers. For the enhancements for
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this one, both of them are really quite fun ones. Master forge weapons is a personal shooting buff, which in the past in 40k often aren't that great, but this one really is quite powerful. It gives the characters ranged weapons that
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aren't psychic weapons a plus one attack, plus one strength, plus one AP, and plus one damage. So, a big stack of buffs there. And that's really quite punchy when layered on top of already buffed shooting profiles for several
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characters. Even a stormbbolter goes to strength six, AP minus two, damage two, and a big five attacks within 12 inch range. So, a very serious gun there. And there's some other interesting targets such as the tech marine forge bolter or
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maybe the heavy bolt rifle of a captain if that one's cheap enough. Definitely could be interesting enough to add into a unit. Then finally, the last one is rather nice as well, and it's honor of vigilance. This one gives you lethal
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hits for your unit's ranged attacks and can be given to any estate character. And this one's better than a lieutenant now as their lethal hits are limited to things that aren't montor vehicles. So just an all round shooting buff that
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will be excellent to put in something like a big maxed out squad of hell blasters or stone guard or something.
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Overall feels like some solid value from the devastator doctrine. Again, the core rule is a good one. Tomb of fire is a really powerful shooting strategium.
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Hell of vengeance could come in handy and have some value just by existing. And both of these enhancements seem really quite nice. Next up, let's get on to the Terminator Storm Force, which looks like it's probably going to do a
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better job of supporting Terminators versus the first company detachment that Games Workshop didn't really get right so well at the start of 10th. The core rule is a maybe slightly lowkey one, but still handy. Terminator units at a plus
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one to charge rolls. It means that for a charge out of Deep Strike, you have around about 42% chance worth of getting in. And if you have a roll from a command point or a terminator captain, that's around about a twothird chance,
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but still really quite unreliable off the drop. When units are on the board though, even if they're doing something like rapid ingress or for slogging across the board with the assault doctrine, just having an extra inch worth of threat range is going to be
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absolutely massive whenever it does make a charge connect rather than fail and occasionally save command points. For the strummers, there's a big two command point one called tactical dreadnaugh fortitude. This one's minus one damage for a terminator unit. likely best
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against anything that's either damage three or damage two. It's quite nice that this can be used both at range and in melee. Probably one of the biggest deal things could be if you transferred enemy damage to melee attacks down to
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damage one so that a bunch of Terminators survive and hit them back. It is a big two command points one, though definitely a nice one to have.
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For one command point, there's merciless veterans. This one allows you to gain sustained hits one and lethal hits for a terminator unit shooting. I feel like this one's really not to be underestimated. You could have storm bolters that are strength five, AP minus
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two, and damage one with the Terminator special rule and have 40 shots worth of those. All those shots then get sustained hits and lethal hits. And I feel like that volume of fire with those special rules, plus anything else that
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you might get from space in fire support data sheets could easily have that wiping out a bunch of really serious threats with stormbbolters and cyclone missiles. Then for one command point, there's a return to reserves called gunship extraction. This one's a
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standard return to reserves for a Terminator squad. at the end of the enemy fight phase if you're not engaged.
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Generally nice to have and particularly for 5-in moving hyper elite models. Could be nice to warp around the table to shoot some more stuff. If you are setting up Terminator shooting things, have a chance as an 8 in charge late
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game maybe or just warp around for utility value which could be nice in the late game when all that matters is scoring some victory points. Then for enhancements, there's a champion of the first company. The Terminator characters unit melee attacks get lethal hits.
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That's called four power fists with their AP3 on the terminator data sheets. Lightning claws with their massive low strength attacks and thunder hammers from the terminator assault squad will be enjoying wounding things easier with their damage three. Very easy to add in
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for just about any terminator character there really. And then Corporium Relquy allows you to deep strike turn one with a Terminator squad, getting a very scary and very tough unit into a threatening position. You could potentially use it
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to set up a first turn charge if you think that the 8 in is reliable enough or just some first turn shooting or just put the unit into a fairly threatening position where the enemy needs to really think as to whether or not they're going
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to get close to you, particularly with the plus one to charge and the assault doctrine on hand where you might have quite a big threat range. Overall, on the face of it, feels like quite a nice set of support for terminator units and
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both of the data sheets are pretty interesting with some serious damage and defensive buffs.
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Next up, we have the three sets of M 10 armor detachments. And starting off, we've got the Tactus one, the most standard power armor, and affects really quite a lot of units with the rules here. These ones can't combine with
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their other version. So, if you're taking the Tacticus attack force, you're not taking the Tacticus Firestorm Force, and vice versa. The Tactica's attack force seems to be about units pushing forward and engaging the enemy. The core rule allows you to reroll advance rolls
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with the Tactus units. Maybe another little bit of a low-key one, but really not unhelpful in an army with combat doctrines. We're often going to be advancing around the board in assault or devastator. It means that those advances
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are a bit more likely to be a decent one rather than just falling flat on a one or a two. For the thrusts, there's relentless assault. A task unit gets sustained hits worn against non-monst vehicles or lethal hits against monsters
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and vehicles and that can be used in the shooting or the fight phase. A really quite straightforward damage dealer there. Those keywords are usually the ones that you'd want on those targets.
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Could be nice for things like blade guard veterans or hell blasters. Punch you up into tough stuff or just doubling down on hitting infantry. For one command points, there's tactical focus.
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This one's a consolidate move of D3 plus 3 in. I think at the moment these have limited value as you're not actually able to select units to consolidate into greater than 3 in away unless games workshop changes things. at the moment
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could just give you a little bit more movement and wiggle room if you happen to be able to do a consolidation anyway or potentially use an objective consolidation to have a little bit more movement maybe to hide behind a wall or
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something. Then for one command point there's transhuman swiftness. A tacticus unit within range of an objective gets fights first and must be selected to fight next. So basically the counter offensive interrupt strategium but for one command point for a tacticus unit.
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So it could be nice on a squad of blade guard veterans or maybe some chapter specific tacticus melee damage dealers.
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I guess that's one that the opponent would see coming. They would know that you'll be able to interrupt and do it for cheap. But if you're taking some Tatacus melee damage dealers, then does seem like a nice extra for this
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detachment. Then for the enhancements, their spear point wall leader, a tacticus model has scout 6 in and gives it to their units. Will be nice for plenty of the damage dealers, particularly blade guard veterans or assault intercessors, and he could
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confer it to a dedicated transport like a rhino or an impulser. Getting scary melee damage dealers into strike range seems like a good win for this one and that has a fair bit of value. And then Marshall Paragon just allows you a
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little bit of extra damage dealing. The units attacks reroll one hit roll and one wound roll when they attack. Maybe could be nice enough for a character with a thunder hammer where you get some big value there. But otherwise probably
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isn't really going to change the way that the unit functions or how efficient they are too much. Maybe more of a points filler than anything else.
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Overall, I feel like it does at least a fairly good job of supporting tactical things, particularly melee. The reliable advances do add value. The damage buff is quite a nice one. Could be good for blade guard. The interrupt is pretty
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nice. And then both enhancements are okay. Probably the scout one being a bit more interesting than the rerolls of the two. But overall feels like a usable detachment that could work all right alongside say the assault brethren. For
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a bit more of a range focused one, there's a tactic firestorm force though. The core rule for this one is colex fire patterns. Tactica's rapid fire weapons can use rapid fire up to the maximum range when they're targeting units
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rather than normally having to rapid fire within 12 in. This one's nice for standard intercessors. You could have two shots at strength six and damage two outs to 24 in. Hell blasters have rapid fire now, so three shots with their
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overcharged plasma to 24 in. Sounds very nasty indeed. And stern guard get some rapid fire too. Certainly feels handy enough to me. probably most stand out for the hell blasters out of any of them as they're the sort of unit that you
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might want to keep the enemy at arms length from while you hose them in plasma fire. For the thrusts for one command point, there's for the emperor.
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This one's a plus 10 for a tactica's keyword unit until the end of the turn triggered in either player's command phase. And that means that you basically be trading some command points for victory points ideally as you just use
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it when you can swing an objective. Doesn't hurt to have. Doesn't really affect the main game, but could influence scoring. For one command point, there's Relentless Assault. This one gives a task keyword unit sustained hits one versus non-monhicles
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and lethal hits against monster and vehicles. So basically a repeat of the one in the previous attachment. Again, a handy damage dealer that's hard to go wrong with both at range and in melee.
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And then for one command point, there's point blank brutality. A tactic's unit that's engaged in close combat gets close quarters adding Nord cover for any non-b blast weapons. And that means that they could get an interesting option just to stand and shoot in melee rather
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than trying to get out and use the tactical doctrine. Though if you're engaged with a serious enemy melee damage dealer, that might be a bit of a risk as to whether or not you actually kill them. It wouldn't work on furnace
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marines unfortunately like this guy as they do have blast. Does maybe feel like the tacticus firestorm force maybe doesn't do enough for the tacticus marines bringing all the fire to the board. Then for enhancement, there's a cyber familiar that you have to put on a
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tacticus model. Of course, this one allows you to redeploy three estates infantry units, including putting them in reserves if you want to. Though, interestingly enough, those infantry units don't actually have to be tactus keyworded. So, you could use it on some
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infiltrating furos and scouts. Often, they're some of the best things to redeploy with these kind of rules. Then, finally, we have tempered in battle.
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Again, for a tactic model, a 6-in aura of rroll leadership roles. That one feels like a bit of a boring one, but not unhelpful to have. probably a bit of a points filler that could be nice enough to have in the middle of a
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formation than one that you'd normally go out and buy. Overall, feels like the core rule, the detachment with the rapid fire to longer range is doing a bit of heavy lifting for this one. Feels like the detachment that you want if you want
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a bunch of hell blasters that can keep a little bit safer compared with normal.
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Hit the enemy with three shots out to 24 in. Maybe flex into a damage buff. It doesn't feel unhelpful though does feel a bit narrow in scope maybe. I feel like in 11th edition quite a lot of firefights are taking place at quite
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close range anyway due to the hidden rule and needing to push up to gain lines of sight or get to objectives.
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Next up, let's move on to the fur boss detachments. And first up, we have the sneaky fobos shadow force. This one can't be combined with the other fur boss detachment. And the core rule is shadow masters here. This triggers when
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either a fob boss unit or a scout unit shoots. And then you have a choice of different abilities. Either the shooting doesn't stop them from being hidden so they can fire away from long distance potentially and get a few shots in but
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maybe not get shot back. Or alternatively, you can have a move after shooting of D6 in so potentially tow into terrain, fire some shots and then hide behind it or behind a wall or something. Though if you do that then
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you can't charge after. As detachment rules go, it's quite a fun one. I think means these guys can inflict a bit of pain on the enemy and probably not going to be too easy to hit them back. It
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feels like the eliminators might do quite well out of the first one as they have a small detection range compared with most. So it might just be in a position where they can sit tight and shoot without getting shots. The other
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part of the rule maybe feels better for more adventurous fur boss that are skirmishing in the midboard and doing other utility things where it's just going to be a little bit harder to get to grips and deal with them. The extra
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movement could just be value in its own right though, pushing out screening units towards the midboard and central objectives.
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For the strums, there's a damage boost called strike from the shadows. This is one that both detachments get. You have a plus one strength and lethal hits from a hidden fur boss unit when they're selected to attack in the shooting or
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the fight phase. I guess units can be hidden quite a bit more than normal in this detachment. The plus one strength will be a bit variable as to whether or not it makes the difference between wounding better. Lethal hits will always
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be helping them punch up a bit. I guess in theory could be okay for certain units like eliminators, but furbos units are just a bit limited with how good damage dealers the squad is overall.
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Perhaps you might be tempted to take a bigger squad as a damage dealer here, though I still feel like they're usually going to struggle into top stuff. As a result, just feels a bit situational unless you're really building for a faux
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boss damage combo. Then for one command point, there's one called Mortis Snares. This allows you to take an objective that you're controlling with a fob boss or scout unit, plant to mine on it, and then when the enemy next ends a move on
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that objective on a two plus, they take d6 mortal wounds. It could be a genuinely unhelpful deterrent to enemies moving in to claim that objective. One of their damage combos just gets messed up as they move in to take it. Though it
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is a bit on the unreliable side. It might just fail or roll one mortal wound. It doesn't actually combine with making the objective secured or anything like that. You'd have to weigh up which enemy units are moving in to take the
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objective and whether they'd really care about the mortal wound damage on their unit as they move in or not. Then for one command point, there's tactical withdrawal. One fur boss oral scout unit gets two return to reserves at the end
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of the enemy fight phase if they're unengaged. That one's always pretty nice to have for utility purposes and you could use it to deep strikes and reavers elsewhere. Maybe seems like it's extra nice for them and being a utility unit
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jumping around the board. Just in general though, it's nice utility for the late game and objectives. Then for the enhancements, we have a ventor omniors. Again, this one seems to be a common one to both detachments. It has
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to be taken off faux boss character like both of them do. Of course, he gets two reroll ones to wound against hidden enemy units going up to a one to two to wound if the assault doctrine is active.
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Though it does seem to work both in the shooting phase and the fight phase. That doesn't seem unhelpful, though. Does hope that the enemy unit is actually hidden. Often they might be, but it's really in their control. And I'm not
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sure that this is going to be the thing that tips you into wanting to use a unit of fur boss with a leader that maybe you could have some sort of unusual combo.
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Maybe 10 reavers with a lieutenant and try and make use of the damage buff strumming this one. they would have to be trying to get your entire unit hidden to use the damage buff strategium which might not be that easy. The other
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enhancement is called execute and redeploy. This allows you to make a normal move of 6 in after shooting. And like the detachment rule, you can't charge after doing so. You're sort of doubling down on the detachment rule there as you'd already be able to make a
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normal move of d6 in if you wanted to. This one just makes it a reliable distance. And I believe as you wouldn't have to trigger the move from the detachment rule, you could have the unit stay hidden as well. That one genuinely
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seems handy enough to have a skirmishing fur boss unit that will be hard to get to grips with. Maybe there could be something in it for a big squad of bolters. If they're able to keep on remaining hidden, use the damage dealer
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strategium and stay really quite safe with this. Overall, I feel like the biggest win of the detachment is probably the core rule for it. Being able to move, shoot, move with a whole bunch of units is genuinely quite a nice
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thing. And maybe a little bit less convinced about using Furbos as damage dealers. Though the return to reserve seems really quite nice. This maybe feels more like building around Furbos's nuisance utility units, which does tend to be more their natural role. And the
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other detachment a bit more focused on if you want to deal some bigger damage.
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Speaking of which, that other detachment is the furbos shock force. And if you chose this one for the sneaky space marines, then it basically gives you a damage buff in vanguard ambushes. This one triggers if your fur boss unit was
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hidden. If your unit was hidden in the movement phase, then you can roll wound rolls until the end of the turn. That's a genuinely quite big damage buff. Even faux boss units that have a lot of attacks that are strength five and AP
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minus one plus a few boosted profiles. Feels like you could have a pretty punchy strike with say eliminators with this. The downside is that if you do any shooting then you won't be hidden in the next turn normally. So for hidden units
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it will be a more of an alpha strike buff. Though it's possible that you could do it as a melee buff and then if you charge and kill something on an objective or a terrain area or something, your unit might be able to
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remain hidden for the next turn. It is quite fun though and could genuinely make fur boss units with their first strike into really quite a big punch.
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Even more than your opponent might expect out of a bunch of bolters which are the strength five and AP one should be quite good at killing chaff already.
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For the strategiums, they have that vanguard ambushes one. Once again, this one again is a hidden faux boss buff. So plus one strength and lethal hits. It feels like when you combine that with the detachment rule, you're getting a
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seriously punchy squad that's going to stack a lot of saves on the enemy. It could be interesting to see what a max out fobos unit could achieve with this and the detachment rule buff active.
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Then for one command point there's transhuman reactions. This one's another copy of the sort of tactical doctrine reactive normal move though locks to furbos in this one. You get to move d6 in if the enemy ends within 8 in though
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a big 6 in if the tactical doctrine is active. The d6 in is unreliable though again is pretty handy for any sort of light skirmish units out there. And then for one command point there's umbrellas.
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This one gives you a minus one to hit in the enemy shooting phase when a third boss unit is attacked and this one could be quite a legitimate defensive buff as if it stacks with cover then that's an
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effective minus two for the enemy to hit likely leading to really quite a lot of their shots going wide. Then for the enhancements there's a seal of shrouding. This one stops your faux boss unit getting targeted by snapshots that
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depend on the enemy wanting to overwatch your faux boss unit in the first place.
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Though in this detachment I guess they might otherwise they also have a copy of the ventor omniore specs. So, the damage buff against hidden units overall seems that if you actually want to make faux boss work as a damage dealer, then
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stacking the strike from the shadows with the core rule of rolling all wound rolls is probably the way to do it.
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Potentially, you could have a big squad of incursors or reavers with a lot of strength five and AP minus one hits that stack a whole ton of saves on the enemy.
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Maybe with some extra strength and lethal hits thrown in and feels like it could be quite a nice one in passing for eliminators as well, making their alpha strike an extra nice one just with the detachment rule. Next up, we have the
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Gravis Landreaker Force. This one's themed around Gravis units on the attack. As with the other armor marks, you can't combine it with the other Gravis detachment. The core rule is walking Fortress. Gravis units that make a normal move get a plus one to hit
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rolls when they make ranged attacks. But if the units have the heavy keyword, they lose that. Overall, it's a helpful enough damage buff for a few units.
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Aggressors with the bolttorm gauntlets, eradicators, or maybe some heavy intercessors might all enjoy. Using this in the first place might be a compromise sometimes, though. If you had the devastated doctrine active, then you wouldn't be able to advance and shoot
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and still get the plus one from this. And there's some units that just won't get that much value, such as flamestorm aggressors or inceptors dropping in where they get the plus one to hit and the return to reserves. And also for the
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units that do have the heavy keyword, moving them slowly is an option for strums. For one command point, there's Annihilating Force. This one gives you lethal hits for gravity units either in the shooting phase or in the fight
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phase. This one's always pretty handy to have a damage buff to help units punch up. quite nice for most units into monstone vehicles, particularly given the apothecary biologist only works into things that aren't now pretty well. Most of the gravis units will enjoy that.
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Maybe the eradicators might have the least use, only really needing it against toughness 12 or higher things.
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For one command point, there's pergation push. This one allows you to move, shoot, and then move 5 in for a gravity unit, but you must end that unit's move within range of an objective marker, and you can't use it to then go on to
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declare a charge or embark on a transport. It still could be rather great for a shooting unit opening fire on the enemy and then using this to get on an objective and hide. Only one model actually needs to get on that objective.
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So you could have one behind the wall and the rest off the objective and potentially shoot something and then survive. It still could be good for the more intended purpose of actually swamping an objective in gravis bodies to hold it as well or just getting
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gradual movement towards the enemy. Then finally for one command point, there's armored impact. Gravis units charging cause mortal wound impact hits on the enemy unit. one d6 for each model that gets within engagement range and for each three plus that you roll you get a
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mortal wound. It means that certain gravis units could still have a bit more threat than you might expect in the fight phase. Though for actual melee specialists like aggressors, it might not necessarily be enough to really tip the needle with their damage output. A
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little bit trivial compared with all their power fists. Then finally for enhancements for these, there's inddehaticable fortitude. This one gives you a minus one to wound for units that attack your squad with a strength greater than their toughness. Quite a
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common ability in the new 40k codeexes, it seems. If that's cheap enough, that could be nice enough just to throw onto any mainline gravis damage dealer combo, making them require just a bit more effort for the enemy to take down.
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Though, I guess if you're going for allout durability, it probably be heavy intercessors that you want to focus on.
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Then finally, we have relentless advance. This one's gravis only again and scout 5 in for the unit. It is a character enhancement, not an upgrade.
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So you would need to have a leader model there. It really doesn't hurt for slower foots logging units though. Things like aggressors or eradicators staging for a bunch of damage and could potentially make foot slogging them a bit more
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viable combined with the assault doctrine. Overall feels like there's a fair amount of good stuff there. The core damage buff is handy enough if you're able to move slow enough in a turn. Flexing into lethal hits is a nice
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easy damage dealer strategium and plenty of the gravis units like that particularly given it's not locked to things that aren't mod vehicles. The move shoot move is potentially really powerful if it lets you shoot and then not get shot back. And both of these
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enhancements seem like pretty reasonable ones. If you like lots of chunky armor damage dealers, maybe this one could be one for you. The other option, maybe with a slight more ranged slant, is the Gravis Siege Force, though. This one's
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more about the Gravis units on a defensive stance and gives you a minus one to wound for any Gravis units that are on range or an objective. Once again, if the enemy strength is higher than your toughness characteristic, so
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it would usually be threes going to fours or twos going to threes. Once again, like the enhancement for the last one, it's a nice enough durability boost. Most of the things that are deficient into Gravis will be a bit less
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though. And this one's a fairly easy one to trigger as well, just having one model towing onto an objective as they move up. They also get a copy of that annihilating force strumm. So you can pick up some lethal hits when you want
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them. Once again, the majority of the gravis armored units would quite enjoy that. maybe could have some use on the eradicators with the heavy bolters which you can take in big units of six now and feels like that will give you enough
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shots to really justify that. For one command point, they're stand on yielding. This one gives you objective secured at the end of the movement phase for a Gravis unit. Generally nice enough to have though the timing is a little
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bit annoying. Means that you can't plant a flag at an objective and then go charging off to meet the next targets.
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And if you happen to have any ancients in the army, then they can do this for free. For one command point, there's suppression volleys. One enemy shot by a gravis unit takes a battle shock test at minus one to the test. As with all the
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battleshock things, it's never going to be reliable. It's either going to be best if that failed test will guarantee that you get some victory points or prevent your opponent getting some, or if it prevents an absolutely enormous strategium that could be game-changing.
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Still though, a good chunk of the time you're just going to spend the command point on this, then they pass the battleshock test anyway. Then for enhancements, we have immovable conquerors. This one's an upgrade unit that gives the gravity unit plus 103.
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Provided this one's cheap enough, then it's a pretty reasonable one to have. Really, I feel like Gravis units generally tend to be big hitting damage dealers that are at least fairly durable on an individual model basis. Having them actually be a bit more weight on
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objectives and require more commitment to out OC could help them as they go about their business. And particularly given that you'd be wanting to put them on objectives in this detachment for the durability buff, the other ones aon
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enhancement for the apothecary biolog. quite nice to have the scientist guy actually lend a hand with the healing.
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It feels like this could be one of the better reasons to take him now. I feel like his lethal hits buff has got quite a lot more niche for basically most of the gravis units as it doesn't work on
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vehicles leaving only monsters and then a few of the very toughest bikes and infantry units where it really makes a big difference. Once again though seems like a pretty reasonable gravis attachment there. The damage strategium is good. The core durability is helpful.
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There's a few things for helping scoring objectives and the naresium gauntlet seems all right but does rather bank on the gravis unit having survived maybe could be nice in a max out combo with captain and biologist perhaps I think
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I'd probably still be a little bit more convinced by the line breaker one with its move shoot move strumm being quite good but if you want a whole bolter line of gravis units that are just really hard to remove this one does seem like
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it'll do a lot of work passively next up we have the storm lance task force this one's the reincarnation of the bon landspeeder support squadron And this one feels like it's got a lot of very very punchy rules for these units.
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The core rule is lightning fast strike, giving all of your mounted and speeder units plus two movement. So 14in moving bikes and 16-in moving speeders. Never mind that you also have your combat doctrines potentially for two turns worth of advance and charge if you talk
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the assault brethren. Basically means that these guys are going to get some ridiculously easy alpha strikes. It looks like great news for things like thunderwolves or the dark angels unique bikes. The strategy all feel like really powerful ones when swift evasion means
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that you can either fall back or make a normal move at the end of the fight phase. You just needed to have your unit eligible to fight. So you could use that after you've charged something and destroyed it. That one seems kind of
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horrendous as it basically means that you could have your bike unit rush in, charge something, destroy it, and then move a massive 14 in away so the enemy can't hit back and still potentially fall back by similar measure even if you
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didn't manage to wipe out the enemy. At first impressions, this feels like one of the crazier things in the book. Feels like that could be very non-interactive by deleting something from a mile away and then rushing back that mile away so
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the opponent can't get there. For one command point, there's sudden onslaught. A mounted or speeder unit gets to auto advance 6 in. So with a bike captain and the assault doctrine always active, you'd be moving an automatic 20 in and
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then charging for an outrider squad or just having some insane movement late game to get to objectives or capitalize on secondaries. Again, that's a very powerful strategium to have for one command point. And then finally for one command point, there's hurtling targets.
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This one's a minus one to hit for any mounted or speeder style units, which again can stack with cover for minus one ballistic skill if you can get it. So your unit would overall have minus two to hit on the enemy's rolls practically.
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Nice enough to have any sort of reactive durability strategium. One that can stack with cover in such a big way is a big one and could well be worth it to keep your unit alive. Then for the enhancements, I feel like maybe they're
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a little bit more low-key but still interesting enough upgrades. There's one to allow any mounted units to reroll advance rolls if you just wanted a bit more reliable movement with those advances and you didn't want to pay for
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that strategium. And then there's an orspec triangulation shrine which is an upgrade and enhancement for any speeder unit. That one allows you to spot a unit within 12 in and that unit has plus 3 in to their detection range. Maybe lining
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up for an alpha strike with more speeders or some of your other guns. Maybe if you're having a big squad of speeders all rushing around lighting up targets, that feels like it could be a nice one to have. Overall, first
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impressions, that seems like a very powerful detachment and it's got more interesting now that out rididers can be more of a close combat threat with that bike captain and thunder hammer in the unit. Never mind what certain armies
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like space wolves or dark angels might be able to do. Feels like this is a more powerful bike element for a core codeex chapter than has really been possible for the army through quite a bit of 10th edition.
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Next up, we have the dreadnots and we have the ironclad champions detachment. This one has a core rule which is nice and simple, allowing dreadnots to reroll hit rolls of one. That equates to around about a plus 17% damage buff on average
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most of the time. So, not exactly an enormous change the world buff to every single dreadnaugh, but a reliable bit of extra damage that will stack up over the course of the game and have a few more shots hit home. For strraiums, there's
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an adamant terror bomb which causes battle shock on all units engaged with a dreadnaugh. They test at minus one to test at the start of the fight phase.
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It's not unhelpful. But again, it's pretty unreliable. A lot of units will just pass this, so you'd have to have a massive effect if they failed, either losing victory points directly or preventing a strateg. That's going to be
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make or break. For one command point, there's a predictable damage buff. Mercy is weakness. Dreadnots either get sustained hits one or lethal hits either in the shooting or fight phase. This won't be so much use for the ballista
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dreadnaugh, which will already have sustained hits most of the time. Nice enough on the brutalis or redemptor though both will enjoy the sustained hit. The redemptor if it's shooting against really tough stuff might enjoy lethals. Then finally for one command
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point there's unstoppable advance. This one gives the mobile keywords to a dreadnaugh either used in the movement phase or in the charge phase so you can walk straight through some dense terrain and take a path as the crow flies
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towards your targets. It's nice enough for mobility of vehicles in general that could be extraized for a brutalist dreadnaugh going as the crow flies towards the closest possible charge.
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Then the two enhancements for the dreadnots are really quite interesting ones. Artificial sarcophagus is an upgrade that has minus one damage for a dreadnaugh. This one's a very big and meaningful one and we're going to guess is going to have a hefty points cost
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associated. It's basically the redemptor special rule but as an addin. The redemptor having pivoted to being a minus one to wound debuff. It's going to be maximally effective on anything that's either damage two or damage three. Really taking big chunks of how
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many wounds they're doing to you. and if it's cheap enough would probably be best on the redemptor or the brutalist dreadnaugh where they're perhaps going to be a bit more aggressive and making their durability the enemy's problem. I
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suppose a blisters could still have some good value maybe if you're using it a bit more aggressively. The other one is basically making a dreadnaugh into a venerable dreadnaugh. Roll hit rolls of one for infantry and mounted units
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within 6 in of this dreadnaugh. It's an upgrade, so you could give it to multiple if you'd want, though I guess this would be one that you'd either take one or none. I feel like to get good mileage out of this, you need to have
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some range damage dealer combos using synergies from other detachments and also have dreadnots marching up alongside seems nice enough. Maybe if you had alongside Tactica's Firestorm or something with a bunch of shooty hell blasters or you're going for loads of
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Gravis with lots of bolt guns. It would be a nice enough extra damage dealer to add into the mix that you can get the same effect within cursors. Overall, doesn't really feel like it's the most highpowered attachment out there, but
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does enough to be useful if you want to put lots of dreadnots on the table. The core damage rule will definitely have some value. Mobile's quite nice and the damage buff stra gem is all right. That minus one damage is a really big deal
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though obviously that depends on how much games workshop wind up charging for it. Next we have the gauntlet task force and this one's the transport focused one. So handy enough for lamb raiders, impulses or repulsors here. This one has
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a special rule that's similar to some previous transport rules where transports can shoot an enemy unit and then your units that are disembarking get a damage buff against them. One of the units that gets shot by each transport counts as being assailed and
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then any of your units that disembarks this turn get sustained hits one when they target an assailed unit. It means that you can trigger that and not even necessarily have to use the same transport shooting at the same thing as
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the thing that disembarked it. Maybe you had lots of units jumping out and attacking across the board. It does seem to be quite a nice advantage for units that might have already got on pretty well with transports already. maybe say
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melee combos being delivered by land raiders and then getting an extra damage boost when they get out for an optimal alpha strike. It is a rule it's unlikely to have so much value later in the game though once your combos have got out of
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the transport they might be less likely to be jumping back in them again. For straiums, there's a one command point aggressive disembarkation. This allows you to disembark a unit within setup distance of a transport rather than wholly within when you get out. The
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advantage of this one is that it basically allows you to set up a bit further away. As within means that you just have to have part of the model's base within, whereas holy within means that every bit of it needs to be. So you
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basically gain the width of the model base, maybe something like 40 odd millimeters for a Terminator equivalent or gravis. Potentially for certain things like units jumping out of Lam Raiders, it could shorten the charge distance. Or if you're transport
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surrounded by a bunch of enemies, it might allow them to disembark in a better place. Though the actual gain to movement isn't enormous here. For one command point, there's duty is never done. One unengaged unit of yours that
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could fight or did fight this turn and is wholly within six inches of a transport may embark with it at the end of the fight phase. I'm not sure if this one's also supposed to have a rider in
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that they can get into the transport even if they got out in the same turn as currently that's forbidden by the core rules. So you wouldn't be able to get out, destroy something, and then get back in. It would mean that the unit
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would have to be already outside the transport, destroy the enemy unit, and then embark in a transport that swooped in to pick them up. Feels like it could happen, but there's a fair few moving parts, not least of which of the enemy
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units survives. For one command point, there's storm and secure. A transport with a battle line unit inside it gets to secure an objective marker at the end of the movement phase, so plants their flag there, so it will remain yours
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until the opponent actually full-ons controls it. I'm not sure if it'd necessarily be enough to really have this as a draw to bring battle line units within transport in your army, just in their own right, unless you wanted to do that anyway. I guess things
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like assault intercessors paired with characters can work well enough in them. Feels like it doesn't hurt, but also cost a command point and isn't at the best timing at the end of the movement phase. Just feels like all three of the
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strumms here are rather niche ones that could come up and occasionally could be big if they did, but at the same time, none of them really provide super reliable value. For the enhancements, there's line breaker assault. When you
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disembark, your unit can't be snapshot and he gets two roll charge rolls. I guess if you want to add on an extra thing to make sure that your damage combo out of a transport absolutely gets there, no questions asked, this one
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helps on two fronts. Stopping units getting overwatched once they've got out to unload maximal damage certainly isn't the worst thing in the world. And the charge rrolls could be helpful out of a land raider or something. And then
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there's a Damocles class op. A captain unit within a transport can put infantry units within 6 in into another doctrine in the movement phase. You have to choose one infantry unit to do that with. You could potentially both use
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this and the captain's own change of hand doctrine ability when he gets out as well. So maybe have a couple of extra uses of assault doctrine or devastator doctrine or whatever you like. This one genuinely seems like quite a powerful
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rule, but does have the downside that if your captain isn't a transport, then he's not getting out and doing his damage yet. Maybe could be one that you could get a turn or two of value out of while remaining in Bart and then send
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him off into the fight turn three. Overall, first impressions feel like the biggest draw for this detachment is the sustained hits one core rule. That's nice enough as a damage boost for transports and their units. Feels like it'll just naturally come up as their
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units go about doing their thing. Linebreaker onslaught seems a pretty reasonable enhancement to have on a damage combo, provided you didn't want something else to make that damage combo deal more damage. The rest of the stuff does feel a bit of the niche side or
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need quite a lot of setup. And I must admit, I'm a bit unsure about this one at first impressions. Maybe it's more one that you might consider if you are strongly thinking about using transports anyway with other combos in other
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detachments. Then finally for the space marine detachments, we have the iron storm spearhead. This one's a reimagined version of the previous codec space range one which affected all vehicles.
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This one's a bit more locked down to battle tanks. The core rule is really quite a powerful damage buff called Irontorm autotargeters. Nonwalker vehicle units gets to roll, one hit roll and one wound roll when they make ranged
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attacks. So ideally that probably wants to go on the biggest scariest guns around likely things like las cannons or laser destroyers and the like. And quite a lot of those weapons got even more scarier in 11th edition. Certainly feels
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like things like the gladiator valiants or repulsor executioner are going to get some really good value. Never mind anything else with just random multi melters or las cannons like land raiders. This one also applies to speeders as well. If you wanted speeders
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to be extra nasty, you could have both storm lands and this on the go. I could also upgone some dedicated transports like impulses maybe with the multimeter equivalent version with the black templars though quite a lot of the other
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strums and support and more locks to the more standard battle tanks for the strums for one command points there's layered ceramite a vehicle gets a five plus feel no pain type save versus mortal wounds it's a bit on the leaf
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side but every so often if you got a big devastating wound combo with anti-vehicle coming up then it could potentially bounce a fair bit of damage or certain armies that just go big on them like maybe thousands For one
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command point, there's might of the machine spirit. In the command phase, one vehicle that's not a dedicated transport, flyer, or walker vehicle gets to ignore modifiers to its movement, ballistic skill, hit rolls, and wound rolls. That one basically boils down to
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ignoring cover quite a lot of the time. Though, depending on the enemy debuff rules, it could have quite a lot more value. If you're able to ignore either a hit roll or a wound roll modifier that happen to be active as well, then so
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much the better. Then, finally, for one command point, there's Head Hunter Doctrine. A vehicle unit gets lethal hits versus enemy monsters or vehicles in the shooting phase. And once again, that applies to more standard battle tanks. So, not flying things, walkers,
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or dedicated transports. It does feel like the Invicta tactical war suits didn't do quite so well out of this.
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Being a walker and getting locked out of lots of things here, but not being a dreadnaugh. Whether or not this one's worth it or not depends both on your vehicle and their target though maybe could be nice for say a gladiator
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valiant that needs to punch up into something toughness 12 or a gladiator reaper who just happens to be matched up into all night vehicles. It could still cause a fair bit of chip damage with things like the repulsor defensive
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arrays doesn't really feel like it helps out the main direct anti-tank damage dealers quite as much as some but isn't going to hurt them. Feels like one or two maybe save or focus for the toughness 12 or higher vehicles. Then
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finally for enhancements, there's a pair of them. Redoutable machine spirit is an upgrade for any vehicle that isn't a fly dedicated transport or walker. It gives you a five plus invulnerable save and allows you to heal one wound at the end
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of your command phase. As they get one stock price, it's going to be better on bigger scarier things. Land ravaders may be a little bit less likely to make use of the invulnerable save due to high saves. It feels like this one will be
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most naturally at home on a repulser or repulser executioner. And the other one is going to be honors. Once again, locked to the more tank style units. And this one gives you the heavy keyword on their ranged attacks. Some of them
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already have the heavy keyword, though not all. And this one could give your units a solid amount of extra damage if they're able to remain still or just nos into terrain by moving 3 in. Could be one way to offset the worst of enemy
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cover perhaps. Overall, feels like this attachment probably does enough to justify itself just literally from that irontorm autotargeters core rule. It's a really big damage multiplier for big punchy las cannons and multimeters and the like and basically any other space
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tanks are going to be far more threatening in this compared with elsewhere. The two damage dealer style strums feel like they could add a bit of reliable value though will be a bit situational depending on what they're targeting and the two enhancements
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obviously depends on how much they cost if priced fairly though. Repulse executioners feel like good choices for the first one and heavy's all right.
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Though I feel like having good movement and maybe the devastated doctrine active for even better movement is one of the bigger advantage of battle tanks compared with slower stuff. It does seem like quite a powerful addin one though
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to me. In any case, that's the primary detachment list for Codeex Space Marines. As we know, we'll be getting a fair few more, including plenty of chapter specific ones at launch as well digitally. Out of the codeex attachments
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though, some of them really feel a bit more standout than others. Though obviously a huge factor is going to be which of these keyworded units actually wind up being the most efficient ones for space marines and as a result the
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detachments that support those will be better. In a vacuum though, I feel like the assault brethren feels like it just adds a lot of value on just about every single role that it has. The devastated brethren also seems very nice.
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Supporting firepower units maybe not quite as crazy standout, but if you want to build around range damage dealers, it will do well. I feel like the Terminator Storm Force is quite a direct one for helping them out in a number of
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different ways. Stormlands also feels pretty truly standout for bikes and speeders. The core rule and strumm support there feels like it's top-notch and irontorm spearhead feels like a really easy addin if you just want to upged units though. Maybe some of the support
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options are a bit better than others. If Games Workshop managed to balance the data she sees well though I feel like there's really quite good hope for pretty well most of these attachments though none of them just seem flatout
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useless. I would guess that Gladius will still have a role probably as newer players with less optimized lists and a good mix of stuff that might not be good to tailor to one of these detachments.
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Next up let's get on to the data sheets though and first up we have to have a word for the fallen as games workshop really removed quite a lot of data sheets going into this book. It was the
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last major phase out of most of the firstborn units from codec space brains. A process that was started at the start of eighth edition, though only really kicked off in a big way in terms of unit removals going into 10th. For infantry
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units, tactical marines, devastators, and the centurions have all gone to legends. Some of them like the tactical marines and devastators are only getting proxy rules to start with. So basically being told to use as something else, but games workshop said they'll come out
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with legends rules down the line after responding to community backlash. Otherwise, any of the firstborn armor like the Razerback whirlwind vindicators and predators went to legends, leaving the last firstborn holdouts as the rhino and lamb raiders there. Things that are
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too iconic to remove. And I guess Games Workshop are going to come out with some new and revamped versions of them. I suspect that many of the Firstborn armor marks like particularly whirlwinds and Vindicators will probably have some sort
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of updated sculpt down the line if I was to bet. I'd be less optimistic about the aircraft though. They phased out the storm raven and the other storm planes, meaning that core code space marines no longer has any aircraft in it. This one
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felt a bit unnecessary to me really, particularly given that they haven't directly released any sort of primaris aircraft to compete or replace. So, I'm not sure what the harm was in letting them stick around for a little bit
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longer. I always found the Storm Raven as a pretty fun model, basically having a mini Thunderhawk in the army. What was perhaps a bit more surprising though was that a few primaris units went to Legends, including quite recent
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releases. the suppressors from the shadow spear box. So the jump primaris with autoc cannons are gone. The hammerfall bunker which wasn't exactly the most loved model in the world but at the same time was a very recent release
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only about 6 years old and Uriel Ventress who was also quite recent. It does feel a bit feels bad to see so many units retired like this particularly when games workshop getting to the point of redoing fairly recent primaris things
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including units like minus Kgar. Otherwise Pedro Cantor has dropped out at least for now. Again, I would guess that he'd probably be back at some stage with a new primaris sculpt. And also, we had the consolidation of the fur boss
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and reaver lieutenant into one singular data sheet. As ever, never great to see Games Workshop dropped support for a bunch of units, particularly when plenty of these are either not that old or really quite classic miniatures that I
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would much rather have seen them stick around until they actually got around to releasing an update for them. I suspect lally some of them might be like the landspeeder for 111th edition have an addition where it sits at and then
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basically come back with a new miniature maybe in the next edition of the game.
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So that's going to create a bunch of bad feels for people who have long established collections though and other people who were maybe a bit blindsided quite like something like the hammer for bunker or the suppressors and got a few
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of them and there wasn't really any reasonable way to expect or predict that they would go to legends. Getting into the data sheet changes for what is here though, the space marines have some pretty significant profile and stat line
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changes going into this update with 11th edition 40k codeexes often being upgrades in stats and a bunch of keywords and special rules to deal damage. Standard tactic's armored space marines go up to toughness five now. So that's going to make things like
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strength four and strength five small and medium arms firepower really quite significantly less efficient into them and also have a bit more durability against things like strength eight and nine special weapons. though realistically those guns are still going
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to be very efficient to bring them down. Outr rididers and the invader ATV also still have the plus one toughness so they go up to toughness six. Fobos marines with a slightly lighter armor now have a lower toughness compared with
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their tacticus brothers. They remain at toughness four though their movement got boosted to movement eight. They'll be zipping around the table quite significantly faster. And scouts just kept their base profile strength and toughness four and they still move 6 in.
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Space Marines in training who might not have all of their augmentations yet, I suppose. Gravis Marines have stayed the same at toughness six and three wounds, which still seems reasonable enough for them. And they're still significantly tougher versus standard Tacticus. And
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Terminators gained an extra pip of toughness up to toughness six with a three wounds, two plus save, and four plus invulnerable. Once again, that's going to be much more resilient versus strength five and strength six things, but also some fairly optimal terminator
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killers at strength 10 will be just a little bit less good into them. Alongside the statline boost, we've had quite a bunch of core weapon changes for 40k. Bolters are going to strength five and AP minus one at base, which means
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they're going to be have fairly brutal damage output against a lot of sort of medium and heavy infantry. Heavy bolters remain at strength five and damage two.
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They gained rapid fire too, so five shots within 18 in, a massive plus 66% damage buff to them, and they're going to be taking a lot more chunks out of things. Multi melters go up to strength 10, AP minus three, and damage D3 plus
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two. So, a bit more damage. and wounding things like toughness 9 and 10 that bit easier, though they do lose a little bit of AP. If they do punch a damage result through within half range, multi melters also seem to be melter three now as
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well. So potentially averaging around about seven damage per failed save, which seems very fearsome indeed. Last cannons also gain a bit more damage and reliability. Their D3 plus three damage up from D6 plus one. So both a little
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bit more damage on average, but also less swinginess, too. Crackstar missiles also get similar. They're strength 10 pretty well across the board and damage D3 plus three too. Assault cannons are strength six, AP two and damage one with
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sustained hits. And Gatling cannons get AP minus one and only get the devastating wounds versus enemy things that aren't monor vehicles. And the heavy onslaught gatling cannon also get sustained hits too against those same targets. Then finally for some common
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themes for melee weapons, the base marine melee goes to strength five including chainsords. So they'll be quite good at punching down against toughness for stuff in particular.
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Things like scouts and third boss marines are going to come off a bit worse against other marine melee.
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Thunder hammers got a big boost here. They went up to damage three and didn't really seem to lose too much. They're the premier melee weapons now and I wouldn't be too surprised if they get a wargeear points cost as a result across
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quite a lot of units. Power fists are a bit more underwhelming compared with them at strength eight and damage two with no improvements to their profile.
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And for power weapons, most of the squad specific ones kept at strength five. Both the regular damage one variants and the damage two mastercrafted variety. A fair few characters get strength six ones, though it didn't seem like Games
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Workshop wanted to give them any sort of cleave special rule, which seemed like a good idea to me. I feel like maybe that could have given the leader ones a bit more of an interesting angle and a touch
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more of a draw to run some power weapons over power fists, but doesn't seem like they chose to. Let's get into the data sheets proper, though, and go through each unit one by one. I'll start broadly with infantry units with some battle
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line first, maybe group them a little bit by battlefield role, then go through to talking about vehicles, and then finally finish up by talking about generic characters. As mentioned at the start, for this one, I'm going to be
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talking about the chapter specific characters a little bit later, maybe alongside some details of the detachments if we have some. First up, and starting with some of the most standard issue space marines, we have the regular space marine intercessors.
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They're here with their toughness five, two wounds, and a three plus safe. They're a battle line unit and have OC2 for more weight on objectives. They've been really quite popular throughout 10th edition with their anti-horde firepower and objectives secured. They
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have changed a fair bit with the updates. Their bolt rifle profiles I say their bolt rifle profiles overall probably upgraded. Though it is a little bit less efficient against dedicated horde targets, though it feels like Space Marines have got so much
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incidental anti-horde at the moment, they probably don't really need specific stuff. Instead, their bolt rifle has got two different firing modes. one that's got either two shots to 24 in or three shots within 12 red wrath fire or a
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punchier bolt version called focus fire which either one shots to 24 in or two shots within 12. Those ones are pretty big hitting and a strength six AP minus one and damage two and feel like quite a good counter space marine round. They
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also have an estates grenade launcher one per every five intercessors and it's got way punchier. It's got a strength 10 AP minus two and damage three shot and that's got a rapid fire on it for some reason. So you could be having two of
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those really punchy shots within 12 in. Feels like it's even more punchy than it would be if they had dedicated special weapons really. Never mind the fact that the same guy gets a bolt rifle. Beyond that, their sergeant can take one of the
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power weapons. The base melee is strength five now. As with the rest of Space Marines, the power weapon and the power fist are fairly similar. The thunder hammer goes up to strength eight and damage three of course with the
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devastating wounds. So probably looks like the one to go for unless it gets to wargeear cost. They have the option to pair a fancy pistol with that. They are more likely going to take their bolt rifle. And flamers and torrent weapons
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in general have their 11th edition style rules. And flames are 9 in with strength four and damage one with an automatic three shots. Most of the more normal flamers also have a blast keyword, but that doesn't get one as it's close
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quarters. And just regular bolt pistols are also a fairly big punchy strength five and AP1, which is quite a glow up on strength 4, AP0. For their special rules, they're a tactical mainstay, which means they're able to do actions
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even when shooting, charging, fighting, engaged, or battleshocked. So, could be quite incidentally able to do some battlefield admin while they fight. And the other special rule is called bolter discipline. It gives you a plus one to hit rolls for your ranged attacks if
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either this unit or their target is in within range or an objective. It shouldn't be too hard to have that trigger a fair bit of the time. Lots of targets will be on objectives, and you can always put them there yourself if
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you want this to trigger. Overall, they feel like a fairly solid and dangerous battle line. Though, without the objective secured special rule, which has gone to ancients, it feels like they won't be quite as auto include as they
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were before. And you'd actually want to have to build around them as damage dealers, which maybe just feels like it's going to be a bit questionable as there's so many other space marine units competing for a damage dealer in
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Tactica's armor style special rule, and plenty of utility units have a more impactful special rule for the mission.
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Otherwise, for flavors of intercessor, we have the assault intercessor squad. a similar profile at OC2 and they have their melee leveled up with their SRT chains. Four attacks each at strength five, AP1 and damage one. Again, the sergeant having the option to take one
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of those punchy thunder hammers and the heavy bolt pistols having an 18in range and strength five. It looks like the only difference between them and more regular bolt pistols is the excess range. Now, their special rule has shifted round a bit. You now get plus
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one strength and plus one AP on the charge. So, no stipulation about the enemy being on an objective, but they don't have any of their own rules. It means that their chain swords will be hitting at strength six and AP minus two
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which are pretty general purpose profile and that should even worry toughest stuff as well. Never mind making a really big mess on most infantry units when they charge. They could still help out an attached character as well by
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making their attacks have more AP. Once again, they look like a presumably fairly cheap and dangerous marine infantry squad with lots of damage to bully lighter stuff and strength six and AP minus two is going to be very nasty
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into enemy marine equivalents. Feels like between those chainsaws and then that big hitting thunder hammer. Even a small squad of five of these will be hitting really quite hard. Now finally for the space marine battle line we have
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the heavy intercessor squad. As mentioned they keep the standard gravis toughness six and three wounds and movement of five. So a lot more chunky and still more wastal objectives compared with other gravis at OC2. Their heavy bolt rifles get a fairly similar
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sort of deal to plenty of the more standard bolt weapons incl space marines. two shots out, two maximal range, and then an extra shot of rapid fire. Their profile is bigger and chunkier, though, a 30-inch range at strength five, AP1, and damage two. And
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they also have the heavy keyword as well. It seems they lost the assault keyword. They still be able to get that in devastator doctrine. Otherwise, they have more strength five and damage two shots coming from a heavy bolter that
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gets rapid fire too. Now, as mentioned, as well as it sustained hits, and five shots within 18 in is a pretty brutal amount of damage from one guy. They do have the weakness of not having any sergeant or dedicated melee weapons in
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the unit though, which might be a bit at odds with their role that's often big and durable and wanting to take and hold the objectives. They should be quite good at bullying enemy sort of medium infantry and lighter. They feel like
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they've often been a place where they've been kind of tough and kind of all right. Maybe in more casual games, though often not usually the optimal unit for any one battlefield role. We might have wanted to take a more
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dedicated damage dealer or utility units. A special role has seen an improvement though. They get unyielding in the face of the foam. And while these guys control an objective, they have plus one to their saving throws, which will make that gravis stat line go a
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fair bit further. It's quite a bit better than the only effect being against damage one attacks, which they didn't really fear too much anyway. But they do actually have to control that objective. So, if the opponent moves in
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and takes it off them, then they suddenly lose their durability boost. Once again, they look like they're in a good position to bully enemy space re equivalents with all that strength five and damage to or anything lighter and
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could be a nice one to get some lethal hits on the go from either one of the gravis detachments or something else.
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Next up for a few more standard tacticus things, we have the Inferno Squad. These guys aren't battle line, but get a fairly standard tacticus marine stat line with two wounds at toughness five though OC1. Their pie blasters are three
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attacks base at strength five, AP1, and damage one. their torrent attacks that will also hit and they now have blast so they're going to be quite good at specialist horde clearance. Their special rule got quite a good glow up as
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well. They're able to strip cover from an enemy unit that they hit rather than the previous battleshot rule that they handed out against infantry and that's quite a big improvement and feels like they might contribute in quite a big way
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to a space ring gun line. They do have to get kind of close with that close 12-in range to be able to get shots on in the first place. Overall, they do seem interesting enough. Vulcan can give them a bit more strength for the
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salamanders. They don't have the big four rerolls to wound anymore, unfortunately. Maybe a bit of a shame that the Firestorm detachment that feels like it should be a good fit for them.
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Doesn't really support them too much, not being rapid fire. Next up, let's take a look at the Tacticus Armored Veterans and the Stoneguard Veteran Squad also has the same standard stat line. Toughness five and two wounds with a three plus save. In 10th edition,
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these guys have been the ones to absolutely delete the oath of a moment target, getting four rerolls to hit and wound against them, and have often been seen in small units given those rrollles to attach characters. In 10th, you had
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to choose between combi weapons and their bolters with devastating wounds. Now, you just get one set of artifice of firearms. And this is somewhat similar to the comi weapon profiles that we saw on things like the mega knobs where you
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basically count as having every single version of the comi weapon and choosing which profiles you'd like to fire with each turn. You have a bolter equivalent that's either two shots at 24 in or four shots within 12. A perhaps sort of
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plasma equivalent that's one shot at 24 in and two shots within 12. A strength 7 AP2 and damage two. So quite nice into enemy space marines there. And then a melter gun equivalent with a single shot at strength 9 A3 and damage D3 plus two.
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A melter two if you're within half range. Feels like between a lot of those they should be quite efficient into everything from light to heavy infantry.
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Otherwise, one per five can get a boosted weapon. It's still well worth upgrading one of those to a heavy bolter with all those shots within 18 inches, and they get a surprising amount of attacks in melee as well. Four attacks
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per regular guy at the strength five will still bully light infantry. Very well indeed. Plus, the leader can take a power fist. Their special rule is a bit on the uninspired side, though. It's changed to re-rolling hit rolls of one.
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Their main thing is their choice of the different weapon profiles representing between their commi weapons and their special issue ammunition that they use.
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And the day she shoot rule just has them shoot that little bit straighter. Though it does mean that any other buffs that give rroll ones to hit won't have any value for them. Overall, they look interesting enough. Ideally, they want
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to be delivered within 12 in to get that rapid fire and melted to bear depending on the target. For other veterans in tacticus armor, we have the blade guard veteran squad. These guys get their three wounds and are the close combat
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veterans fighting on foot with sword and shield and does feel like the units a bit more chunky and resilient with toughness five at base. Now I was wondering whether or not their power weapons will get an increase in strength
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as with the other space for an increases in strength but seems they're just a base four attacks at strength five AP minus two and damage two. I still have the same special rule from before changed in early 11th edition to a plus
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one to hit rolls or a minus one to hit rolls declared when you either fires or get attacks. Both of them are handy enough, meaning that you can either get very accurate attacks or be more survivable, so have a bit more chance to
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survive to hit back. Overall, still feels like they're going to be an interesting enough unit with a lot of fairly dangerous attacks. They're still going to have a good time against standard space marines, even if they're wounded on a four. Now, they'll
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absolutely want any lethal hits or plus one to wound buff going though. Maybe things like lieutenants or chaplain in the units or any strategiums that allow you to flex into them such as lance and extra AP in the assault brethren or the
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lethal hits from the tacticus detachments. Both they and the assault intercessors are likely to be interesting in support for a lot of the tacticus named characters out there.
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While we're on veterans, I thought we'd talk about the comedy heroes. The tacticus armored command squad, a fourman squad that still have their very chunky and resilient profile with four wounds a piece. Their toughness five adds to the amount of fire that would
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need to bring them down quite a lot. And they still seem to keep their full on minus one to wound roll rule completely intact. That also seems to work against small arms. Anything that's either strength five or below is just going to
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have very little damage into these guys whatsoever for their stat line. As well as that, they forgot OC2 rolled in. Just seems like the banners OC bonus is rolled into the unit there now. And otherwise, ancient models in general get
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the objective secured special rule triggered at the end of the movement phase. And due to the presence of the ancient in this unit, they get that as well. For their damage, they get the base strength five melee, which also
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seems to have picked up AP minus one to represent combat knives, it seems. So, the ones beside the champion are a bit more punchy. The champion strikes at six attacks at strength six and damage two with precision. And then the heavy
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bolter and the mastercrafted bolter are fairly punchy. Plus, you get bolt pistols on the others that are mastercrafted ones at damage two. Once again, a lot of strength five or six and damage two, but should be good into
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enemy sort of medium to heavier infantry on the whole. It doesn't look like there's any sort of restriction on having them needed to be attached to a character anymore or having their minus one to wound role be limited to only if
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you're being led by a character. So, you could have these guys running around on their own if you had a mind to. In the past, they've often just been a chunky defensive barrier between a character and the enemy trying to bring them down,
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allowing them to go about doing what they wanted to. at the right points cost. That still looks like it could be the case. I feel like the unit themselves have a bit more threats actually having a bunch of melee with
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AP1. Now for some bigger and more heavily armored veterans. Next up, we have the Terminator squads. Terminators have been having a fairly good time in early 11th edition with Games Workshop giving them some buffs and a few named
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characters. Plus the Liberius Conclave really helping out big units of them and big sturdy units are quite nice for surviving on 11th edition objectives. On the base stats, Terminators have got even chunkier toughness six to go with their three wounds and two plus save and
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four plus invulnerable save. And they often like to get where they're going via deep strike. Maybe using rapid ingress to teleport in and then get an easy charge with combat doctrines for every army though. They could potentially think about force logging a
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fair bit more. The regular tactical terminators have their stormb bolters get massively more shooting. Previously they were strength 4 AP0. Now all bolters are strength five AP minus one and their data sheet rule fury of the first has pivoted to extra AP within 9
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in range of the enemy. That means that if they deep strike next to something then stormb bolters gets to strength five AP2 and damage one which will worry a whole bunch of infantry out there and they have enough volume fire to worry
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tougher stuff as well. That could go very nicely with any damage buffs that they have going. And they also get a punchier weapon within each squad of five. The cyclone missile launcher looking very standout. That one still gets to keep the stormbbolter and its
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crack mode has gone up to strength 10, AP2 and damage D3 plus three. The frag mode is still very nice. A flat eight shots with blast two and strength four and AP1. They have that boosted assault cannon profile as an alternative that we
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mentioned before unless there's a points cost. The cyclone missile launcher just seems flat better. And the other option is a heavy flamer with torrent attacks and blast two against hordes. I still suddenly go for the assault cannon over
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the heavy flamer too. Then for their melee profiles, they'll also get the fury of the first. So the extra AP there, they just don't get the boosted damage versus an oath of moment target that doesn't exist anymore. The power
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fist will be strength eight, AP minus three, and damage two. They're still not super standout for their points cost.
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The chain fist got interesting though. It's now two attacks at strength eight and damage two, only hitting on a four plus against most targets. So really quite weedy, but against monster and vehicles, it goes up to three attacks,
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hitting on a three at strength 12, AP minus three effectively with the special rule. and then damage three. So, you'd only need a couple of chain fists per squad to really really up the game against enemy monsters and vehicles. I
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feel like with that much of a damage bump, it's worth including one or two chain fist in a squad at the very least, as just having one or two really wouldn't hurt your damage so much against most targets, but would be a
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very big deal if you ever contact monsters or vehicles. Overall, there's definitely enough on the data sheets to be interesting. feels like they're going to be a lot more of a mixed threat with some genuine meaningful damage from
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their stormbbolters and then good defense and still having enough melee to scare people. They also still have access to their teleport homer as well which could deliver a free rapid ingress. The rules of that have changed very slightly so that if the enemy moves
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within 1 in of it then the teleport homer goes away. Moving on, we have the terminator assault squad. The dedicated melee version of the regular terminators, a similar kind of stat line with their near and improved toughness of six. They
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have the choice of either thunder hammer and storm shield with the extra wound provided by the storm shield still and then the thunder hammers with their improved damage three and their version still hits on a three plus. It's going
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to be an enormously punchy squad with all that damage three on the go. Though I do suspect they're still going to have a points cost hike versus the lightning claws which is still an interesting profile with a massive six attacks per
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guy at strength five AP minus two and damage one with twin linked. The twin linked is quite nice to give you a bit more punch into tough stuff and could be nice to combine with a terminator librarian who can give you a plus two to
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your strength in melee. At the right points cost, both versions of the squad are interesting enough. I feel like there's been a lot more use of the thunder hammers and storm shields though to save points. I've seen some units
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using some lightning claws. Their special rule was also fairly interesting as well. You now get some sustained hits on the units. The lightning claw squad on the charge gets sustained hits one against anything that isn't a monster draw vehicle. The thunder hammers get
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sustained hits one against everything that is. It perhaps feels a little bit less ideal for those though won't hurt.
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I suppose the thunder hammers would still be wounding on a five or six. But if you do roll a few sixes then vehicles are going to start tumbling very quickly. Overall they look really quite strong and feel like they could be
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pretty well supported by things like the terminator strike force or the assault rather detachment.
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Otherwise, for some other chunky armored elites before we move into talking some stealthy space marines, we have the aggressor squad. These guys are close-range fire support space marines who also have power fists and still spam out a whole bunch of damage one shots
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now all with AP minus one and will mess up a lot of infantry nearby before charging in with power fist. When games workshop make them efficient, they're often quite big hitting core damage combo units with just lots of damage but
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not really that much movement or survivability per point to get it there. for the changes. All of their weapons have AP minus one at base. Their special rule has instead pivoted to have plus one strength within 9 in. So you do have
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to get really quite close to trigger that. But it means that after the improved strength, the autobolt storm gauntlet profile will be up to strength six and AP1. All of that with twin linked as well. So some chance to punch
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up. And then the flametorm gauntlets and fragstorm grenade launcher would either be strength four outside of 9 in or strength four within. The actual [clears throat] gauntlet profiles can be fired in melee now as they have close quarters on them. And the flamestorms
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get blast too if they're outside of melee. Though if you take them, then you're passing up on the fragtorm grenade launcher for an extra three shots with blast. I feel like between the two, I'd prefer the autobolttorm gauntlets and the fragtorm grenade
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launchers having a bit more range, a bit more strength and being able to use any buffs that affect the hit roll or any of the sustained or lethal hits. I think when they get into melee, they still have their twin linked power fist. So a
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bunch of strength eight attacks that rol the wound roll. And between these two profiles, they're still looking really quite a nasty general purpose damage dealer. Perhaps quite likely going to be best jumping out of transports to make sure that they get their intact.
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Moving on to some sneaky space marines, we have the scout and faux boss units.
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As mentioned earlier, the scout squads don't really get any stat line changes. They still move 6 in with toughness four. They have their four plus armor save with carropus armor, and their base strength for their melee attacks is only
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strength four without the boosted strength five as space marines in training. Scouts have been really quite strong recently as one of the cheapest space marine units that you can field and also having the infiltrate keyword so that cheap unit can be doing some
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actions and screening right from the get- go. It seems that in the new version of their rules games workshop has consolidated the range weapon profiles for them slightly. Kind of similar to orcs. It looks like just every scout gets combat knives as basics
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where they're modeled with them drawn or not. And then also they get some manner of range weapons either bolt guns or shotguns. The bolt guns give you one shot at two 24 in, two shots within 12 rather than the two shots at 24 that
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they had before. I guess this might be the more standard mortal kind of bolt gun profile as opposed to things like many of the space marines with their three and two shots. Otherwise, the shotguns are a fairly interesting
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profile. Two shots out to 18 in with the assault keyword, a strength for AP minus one and damage one, and they also have the blast keyword each. So, squad of scouts that have these could do really quite a lot of work with hall clearance
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if they wanted to. Then one of them per five can take a sniper rifle, a single shot at strength five, AP2 and damage two, a small level up on the strength four it was before. Then the next one
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takes a heavy bolter either with that boosted profile or a missile launcher again getting the common upgrade of a bit of AP on the frag mode and then strength 10 AB2 and damage D3 plus three on the crack modes. Overall, they will
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have a little bit of extra threat here. A bit more range damage between two improved profiles and every single one getting both range and melee weapons.
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Their special rule, which was return to reserves, has been swapped out, though. It now makes them a bit better at doing actions. They can now do an action if you advanced or fell back, which maybe isn't necessarily the worst thing for a
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fairly cheap infiltrator unit. They might be wanting to get to work on the battlefield admin early if you draw certain secondary cards. Overall, with this profile, I still have some fairly good hope that they'll be one of the
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cheaper space rein units and still be well worth it for utility purposes infiltrating up the board. Moving on to the faux boss keyword units, though, and first up, we have the infiltrator squad.
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As mentioned, these guys get an 8 in move now, so will be really quite fast to get around. As the name suggests, these guys can also infiltrate and set up in the midboard. They have their toughness four and get a fair bit more
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damage with their strength five now. their marksman bolt carbines getting strength five AP minus one and damage one and they have precision. It's probably not going to worry too many character units, but lighter ones could actually fear a volley of these. The
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infiltrators have had their special rule changed around though. Omniscramlers no longer have a big zone of deep strike denial. That was pretty handy. And that will change their battlefield role in a big way. Instead, they detect hidden units and give them an extra plus three
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inch to their detection range, which maybe depends if the opponent's using hidden units too much, but could be handy enough to have around if you've got a gunline army that really wants to be seeing things from a wear away. It
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feels like a bit less of an interesting special rule to have, though, and they won't be holding down the back field in quite as much style as they were. The Helix Gauntlet has also changed around a bit, too. Previously, it gave you a feel
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no pain. Now, it gives you a heal of D3 wounds in your command phase. actually getting to use it though does gamble on them surviving in the first place to stick around until that point. It looks like they're going to be competing
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fairly directly against scouts, eliminators, and maybe the combi lieutenant as well as things to set up in the midboard. For the dual build in their box set, there's the incursor squad. They also move 8 in with the same
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stat line. Their Oculus bolt carbine has just two shots out to 24 in with the assault keyword and ignore cover. And once again, they're just going to be better skirmishers with their strength five and AP minus one on the front lines
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to bully lighter infantry. Previously, their special rule was a pretty excellent range support one, marking units for a plus one to hit. That's been converted to marking units within 18 in for roll ones to hit, which is a less
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powerful damage boost, particularly in the world of minus one ballistic skill cover. It's still handy enough as a force multiplier to have around though, and could mark targets for some gun lines if you didn't have another source of this from somewhere. Their core
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damage will skirmish a bit better with enemy infantry. Though the haywire mine has also seen a downgrade, it seems.
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Previously, you could use this in any phase when the enemy was nearby. Now, it has to be in your own shooting phase and you trigger it on a unit within 6 in to deal those mortal wounds. Overall, again
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feels like a bit of a side grade for them. They won't be quite as good support for shooting armies, though useful and more weights placed on their actual damage bullying light stuff versus their haywire mine. as before, feels like there's a pretty reasonable
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chance you'd want a mix of these different space run utility units, each with their own special roar or battlefield role. Next up, we have the Reaver Squad. These guys have often had their Battleshock and Morale shenanigans and usually being kept really quite
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niche as a result, sort of being mid to bad for their entire existence. It does perhaps feel like they've gained a bit more interest this time around. Once again, though, like the Scouts Games Workshop seems to have consolidated
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their loadouts. They now all get the bolt carbines and the combat knives and especially issue bolt pistols as well if they do happen to be blazing away in close combat too. Their flavor of bolt carbines at 18 in though get the
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precision keyword. The combat knives get precision as well and between them they've got quite a lot of strength five and damage one attacks to the point where they might actually worry characters. Getting AP minus one certainly feels like quite a big deal
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for them. They can deep strike with their graph shoots. Have a better movement than they did before at 8 in.
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And the grap launchers have also seen an upgrade as well. They can still ignore vertical distance, but now they can also move through enemy models, too.
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Otherwise, their special rules stay the same. They debuff enemy OC potentially down to nothing. And their fearsome assault can cause some battleshock tests for free, which as ever is kind of unreliable that it does anything, but every so often it could be annoying.
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Overall feels like these guys could have a bit more weight as a utility unit.
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Now, a cheapish deep striker that between quite a lot of strength five and AP minus one will have its own threat.
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Plus, the special rules could come in handy while scrapping over objectives. I'm still not sure it's necessarily going to outco compete the sheer damage of the jump intercessors with their power fist and mortal wounds, but might come a bit closer.
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Next up, we have the snipers of the eliminator squad. And once more, these guys are getting the fur boss movement of 8 in. They infiltrate, so are able to set up in the midboard, and they have some at least fairly punchy firepower on
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an individual model basis. Last fusels are single shot at strength 10 AB3 and damage D3 plus three now. So really quite nasty into anything around about the toughness 9 or toughness 8 mark as light vehicles or they can take their
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bolt sniper rifles a single precision shot each at strength six AP2 and damage three with heavy. The instigator bon carbine for the sergeant no longer has any sort of movement rule associated with it unfortunately. It does get a
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little bit nastier with two shots hitting on a two plus at strength five and damage two and also a lethal hits roll against anything that isn't a monster or vehicle. Otherwise for their special rules, they have lost the
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devastating wounds when stationary, but they've gained a buffer when they're hidden. They have minus 3 in detection range with their cloaks. So, a bit more able to stay hidden until they strike or potentially for repeated turns if they're in that furball shadow force.
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Then the other special rule is special issue optics and ammunition. In your shooting phase, you either get to ignore cover with this unit shooting attacks, or you get to strike something that's slightly further away than you'd normally be able to, getting a plus 6 in
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detection range on the unit that you're firing at, which might be the difference between being able to shoot them or not.
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The eliminators have been really quite good in the past, though. In 10th edition, they have not had such a great time of it, being really quite expensive for the bodies that you put in the midfield and being quite a bit easier to
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kill than scouts while still not really having all that much in the way of damage output. Once again, probably feels like they'll be competing against things like infiltrators and scout squads for that battlefield role. I still be kind of surprised if Games
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Workshop wind up giving them a damage output that's scary enough to be fielded as damage output in its own right. Maybe in the furball shock force as well if you really wanted them to hit hard. The roll wound rolls does feel like a few
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units of these could be pretty savage on the turn in which they first strike.
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Next up, let's take a look at some jump pack units. The assault intercessors with jump packs feel like they'd be fairly good winners out of the toughness five and strength five changes for the space marines. Having all their
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chainsaws hit home at strength five will allow them to punch up a fair bit more besides against the enemy space marines that also got the toughness increase. Of course, for the most part though, their unit has really not changed too much.
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Fairly cheapish deep strikers before able to drop in and then having a good threat range where they could both do some utility things and then be ready to jump on enemy units and have a good chance to bully lighter stuff. They
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still have their impact hits rule with mortal wounds with a four plus for everyone that you can make it into engagement range. A couple of plasma pistols and then a power fist on the sergeant for a little bit more heavy
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lifting. I suppose they might be paying a little bit more of a premium for the boosted stats that they have, but still feel like they should probably be in a good spot to be a nice hybrid between a
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utility unit and one that can deal some nasty damage to their equivalents. For the Vanguard veterans, they have a new kit that's come out alongside Kodak Space Marines, and their data sheet changed in quite a big way since the
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previous version of it where he had all the fancy pistols available to them. And the heirloom weapons that were only AP1 and damage one. They have a similar stat line to the jump intercessors of a 12-in movement with deep strike to either
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rapid ingress to get them where they need to be or jump up behind terrain.
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Their base load out are the mastercrafted power weapons and they are remaining at strength five it seems not going up to strength six. So lose a bit of power against space marines and terminator equivalents out there. The sergeant for the unit has now had his
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weapon separated out though. He either gets a relic blade that does get strength six and that gets lethal hits against anything that isn't a monster or vehicle and cleave one for a couple of interesting rules or a power fist for
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strength eight and damage two or a thunder hammer hitting on a four plus and a strength eight damage three and devastating wounds. Once again, feels like the Thunder Hammer might be the go-to if it doesn't have an additional
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points cost associated. On the charge, they previously had lethal hits. Now, they get plus one attack. So, a lot of the time it will be four attacks at that power weapon profile and then four attacks for the sergeant. And then you
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have the choice of shield versus pistols, unlike the storm shields with their four plus invulnerable save. Looks like their combat shields, as they're calling them, are a five plus invulnerable save. That's going to be quite a bit more niche. You'd basically
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be trading off between that and around about five plasma pistols per squad of 10. You can take one on the sergeant and then two more per squad of five.
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Overall, still with a whole bunch of mid- strength and damage to melee attacks and being able to deliver it really quite fast with their jump packs.
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I still feel like they could be in a decent place with the right points cost.
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They definitely need some support from something like a captain or other character to have them hitting a bit harder against the tougher targets out there.
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Lastly, for the jumpack units, now that the suppressors have gone away, we have the inceptter squad. These guys are the jump pack gravis, so move a little bit slower than the other jumpack units and deep strike with a fairly chunky
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profiles of toughness, six, and three wounds. Their signature move has typically been to drop down within 6 in before, though that has gone away. When they land home, they're still going to be hitting with pretty similar offensive profiles compared with what they were.
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The assault bolters with a bunch of strength five and damage, too. They're the same profile as they were before getting both the assault close quarters and twin link special rules or plasma exterminators which can be overcharged to two attacks at strength eight AB3 and
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damage three once again with close quarters and twin links in place of the previous drop close special rule. They now have a plus one to hit rolls with meteorite descent. So they'll be hitting on a two plus on the turn in which they
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drop in and then otherwise they have their parabolic jet leap. That's a return to reserves now declared at the end of the enemy fight phase. If the unit's unengaged, you can put it back into strategic reserves. And that's
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really quite a big deal for jumping around the table and repeatedly dropping to shoot down new enemy targets. Feels like if you can put them far back enough, you could have a bunch of inceptors hovering around just deleting
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something out lying and then returning into reserves to drop down again or potentially just doing utility unit things and only actually engaging in combat when it matters the most. I feel like paired with their fairly punchy damage output, that return to reserves
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makes them into a super interesting units. And realistically, they don't actually lose all that much in 11th edition as they can still drop at 8 in, even if it's not quite six. Next up, let's take a look at a few dedicated
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fire support space marines. And in tacticus armor, we have the Hellb Blaster Squad and Desolation Squad. The Hell Blasters have their dangerous plasma incinerators, two shots at 24 in, strength eight, AP3, and damage 2. They now picked up the rapid fire special
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rule which means they get a big three shots within 12 in though it could be three shots all the way out to 24 in in that tactic's firestorm force. Their profiles are fairly general purpose and punchy. They have the assault keyword
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though seem to have lost heavy and seems their non-overcharge profile still actually has damage too now. It just drops down to strength seven and AP minus 2. So not quite as much punch but you're not really losing as much as you
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were by not overcharging them. It does seem though that their special rule is no longer quite as exciting as it used to be. Previously, they had their three plus chance to fire and death, which could cause some pretty disruptive
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casualties out of sequence and also give you a consolation prize for any overheats. Instead of that, it just makes their hazardous rolls that bit safer. You get a plus one to the rolls.
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So now you're only going to be taking damage on a rolls of a one for your hazardous tests. That's what a 10 might expect to take around about one or two mortal wounds after that. So, a reasonable chance even on four
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overcharge. You might only lose around about one space marin if that. Maybe a shame to lose that fun special rule. And it doesn't look like you won't be able to get lethal hits against monsters and vehicles quite as easily as you could as
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lieutenants only have the buff against things that aren't monsters or vehicles. Now, so these guys might be reliant on strums or enhancements and things to get them punching up against tougher things.
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There's like a fair few of the space ring damage combos aren't going to be quite so efficient at taking down tough stuff compared with the actual dedicated anti-tank dedicated damage dealers. I suppose anything that's within the 12-in rapid fire range of 30 plasma
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incinerator shots is probably still going to take a fair bit of damage. Otherwise, for tactus fire support, we have the desolation squad. These guys were really quite strong to the point of being borderline broken around when they came out both in late 9th and early
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10th. got nerfed into the ground and only saw a little bit of niche play in certain competitive lists after. It looks like one major change for the unit is their Castellan launchers are no longer indirect fire. So instead, it's
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just the Venor launcher that's going to be doing that. The Castellan launchers that each marine gets are strength five AP minus one and damage one with two shots and heavy. And then likely, I think most people will be tempted to
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pair that with the super crack launcher. one shot each at strength 10 AP minus two and a big damage D3 plus three. If they're able to move less than three inches that'll be hitting on a two plus and their data sheet rule is to allow
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them to ignore cover with their targeted optics. Then the sergeant likely takes a venor launcher giving you an indirect fire weapon with the blast one keyword and four shots at strength seven and damage two. So it could lend a hand to
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something that one of the other space marine units can see but the squad can't if you like. Could be interesting enough to see the squad reinterpreted as a bit more of a direct damage dealer rather than having the main focus be on
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indirect and then the super cracks almost a bit of an afterthought. Maybe there's a good chance that they could get a solid enough points decrease after these changes perhaps. Then for some fire support gravis marines we have the
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eradicator squad. These guys are the dedicated tank busters of the space marine world. They have gravis armor and stat lines with three wounds at toughness six. And out of every three guys, two of them get melter rifles and
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one will take a multimelter. All those weapons have the new melter profiles. So their base damage is D3 plus two, so an average of four. And they both have a base strength 10. The multi melter upgrades to melter 3, but the melter
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rifle is still melter 2. Against regular units, they have their standard profile. Though against tough stuff monster vehicles, they have a hunter profile allowing those units to hit on a two plus and their strength get boosted to 12. So, a lot of the time you'd be
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hitting most and vehicles on a two plus and then wounding them on a three rather than relying on lots of rerolls to get the job done. Their data sheet rule still gives them some rerolls though.
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Total obliteration means that the units ranged attacks gets two-roll damage rolls that applies both against lighter stuff and tough tanks and vehicles, though it's a bit less of a meaningful rule than it was as you no longer re-rolling a big swingy damage D6
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result, just a small damage D3 to the point where it just doesn't really have too much effect. As you'd expect though, they're still going to be really quite solid damage dealers to any sort of tanks and monsters. Still very much so
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at 18 in, though particularly so if they can get within their 9in melter range.
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Otherwise, and new for the Armageddon box release, there's the eradicator squad with the heavy bolters. These guys had a sort of placeholder data sheet at the start of the edition that looks like they've significantly leveled up in the
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codeex. As we know, heavy bolters get rapid fire too now. So at 18 inch range, these guys go from nine shots to 15 shots. It looks like one of their special things is to get a boosted even heavier bolter profile where their shots
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get strength six rather than strength five. Then their special rule on top of that is they get the blast keyword against one nominated enemy. So potentially even more shots against anything that's five or more models in the units. Overall, that's really quite
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a lot of spammed heavy bolt shots. It should be very good at clearing out enemy space ring equivalents or anything lighter. It looks like Games Workshops changed their unit requirements so you can take a bigger squad of six of them
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now if you like. Feels like they could be interesting enough for certain synergies like putting lethal hits on the units. And with that sheer amount of strength six bolt shots, they are still going to worry toughest off as well.
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Anything shy of toughness 12 gets wounded or at least a five plus. So she'll be taking at least a fair amount of chip damage from these if not outright destroyed.
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Moving on past the infantry, next up we have the mounted units. The out rididers were a squad that changed a fair bit due to having a new kit with a bit of war gear for the sergeants. Their base
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toughness is toughness six. They move 12 in and have four wounds with OC2 tended to be really quite a cheap skirmish bite squad for the space marines though just didn't really have too much threat against things that weren't light to
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medium infantry. First up, the squad does seem to have lost the option to add an invader ATV. They're only fieldable with their own data sheet now. So you can't have a big oddly chunky bite squad with six of these plus ADV along. They
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can still take six outr rididers. For the weapons, the bolt rifles have two shots at 24 in with their twin links.
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They've picked up rapid fire too for an extra two shots within 12 now and also have the assault keywords to fire on the move. They'll be able to shoot even if they close with the enemy with the assault doctrine on the gun. Their
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sergeant gear has the option of either a power sword or thunder hammer. Once again, the Thunder Hammer probably looks like the one to go for with its three attacks at strength eight and damage three. They're hitting on a four plus.
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The special rule still gives them a very meaningful damage boost. It looks like they've traded the plus one strength for sustained hits. So, they get sustained hits and plus one damage on the charge.
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So, extra hits at strength five and damage two for most of the guys. The Thunder Hammer doesn't get a bit of extra damage. Instead, it gets plus one to hit. So, to be hitting on a three plus with sustained hits, so making
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those strength eight and damage three punches land home. These guys are looking like a pretty reasonable amount more threats for their cost now due to that thunder hammer in the units. They look like they're going to be well
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supported by the Stormlands task force and should have extra value for the White Scars or Raven Wing where they have some epic heroes to lead them and those epic heroes suddenly get on well with plus one damage. The other mounted
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unit is the invader ATV. This guy's also boosted to toughness six with its eight wounds but moves a little bit slower than the bikers now at movement 10.
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These guys have often just been cheap and fairly expendable units to push out to the front of the army. Maybe do things like actions and try and cause a bit of damage with their heavy weapons, but usually just quite cheap and
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expendable. It weapons get a slightly boosted multi melter profile at the strength 10 shots. The onslaught gatling cannon has the new profile here as well.
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It's eight shots at strength five and AP minus one with devastating wounds, but only against things that aren't monsters or vehicles. The twin bolt rifles also get the boost alongside the out rididers. Otherwise, for fielding them, you can take them in a squad of one or
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two now. So, you could have two of these rattling along side by side. And they've had a fairly interesting keyword change as well, getting the vehicle keyword as well as mounted. So, it means that things like anti-vehicle and all the
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vehicle rules from the core rule book would apply to them, which also means they can still blaze away while they're tagged in melee, which felt maybe a little bit awkward that they couldn't before. Then finally for their special
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rule, they get quite a punchy damage buff into isolated enemies. If the enemy unit they target isn't closer than 6 in to another enemy one, then they get a big boost of plus one to wound against that enemy unit. Overall, looks like
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they're a little bit sturdier, a bit more threat, and going to be able to still keep shooting even if the enemy tags them. It probably would come with a points increase alongside that, which might make them a little bit less
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efficient for their utility style role. I guess with the vehicle keywords, they could actually make some good use of that iron storm spearhead now getting the rerolls to hit and wound with the multimeter perhaps.
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Next up, let's talk about the land speededers. For a few of these, I'm just going to summarize a few of the changes for them as opposed to spell out every single thing on the data sheets. The basic land speeder hasn't really changed
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too much outside of some of the weapon profiles. It's still got the same stat line that it had before with the nine wounds at toughness eight and big movement 14. The multimeter and the onslaught gatling cannon got the same
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changes as we've seen elsewhere. And the heavy flamer seems to have been rebranded as a py cannon. So it gets the four attacks at strength six AP minus one and damage one with blast two, but I still suspect the onslaught gatling
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cannon is probably the way to go there. The storm fury missile also gets the missile improvement of damage D3 plus three. If you liked it before, you'll probably still like it now with its move, shoot, move rule still intact with
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the D6 in. So, it means that you could move into terrain and then hide just behind it. They've had a pretty good time being a fairly efficient generalist damage dealer that's hard to catch up with in early 10th edition if they keep
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similar sort of support. They'll still be now and once again could make good use of the iron storm spearhead rerolls even though they can't use most of the rest of the detachments.
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For the storm speeders, there's three different flavors of them. They're also fastoving vehicles with the fly keyword.
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They're a little bit sturdier with toughness 9 and 11 wounds and they've all had quite big shifts from the special rules they provided before. The Thunder Strike hits on threes now. They got an extra couple of attacks with the
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storm fury missiles and its two tank hunting profiles get damage D3 plus three. The Icarus pod also gets the new profile, three shots at strength six, AP minus one, and damage two with antifly 2 plus. The Thunder Strike only hits on a
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three plus, not in a two with any of its profiles. And it got a personal plus one to wound versus enemy monsters and vehicles. So those strength 10 profiles can punch up into top of things quite nicely. The special rule that this one
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provides has been changed to debuffing enemy monsters and vehicles. So you get extra AP against them. So sort of like the Leman Ross exterminator for the Astromearum. It's really quite a useful buff to have things like sort of AP
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minus two attacks go to that bit better and could be extra nice with anything with big two plus safes that won't be quite as good for allowing mid-strength things to punch up like plasma fire to take down tough stuff. For the hammer
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strike, it gets its multimeter profile on a threeshot version for its melter destroyer. And the hammer strike missiles are also strength 10 and damage D3 plus two, but no melter rule and a 36 in range. The track storm grenades are
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two shots at strength nine, AP1, and damage two. So quite a lot of strength nine and 10 firepower. But for some reason, Games Workshop decided that this one isn't going to be a storm speeder that provides any sort of buff anymore.
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It just gets a data sheet rule for sustained hits one if its target is at least partially within a terrain area.
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Overall, I guess this one's going to be a fairly hitting damage dealer. Storm speeder costed for that. than that alone still feels like it could be packing a pretty significant punch maybe out of deep strike getting that melter
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destroyer into melter range of its targets though it won't be able to get a plus one to wound quite so easily from oath of moment as it could before then finally the storm speeder hail strike seems to have stolen the hammer strikes
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buff this is now the one that can provide ignores cover handed out to an enemy unit with it mix of profiles that all get AP minus one at base now and rather strength four or strength five the fragtorm grenades have six shots
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with blast two the heavy stover get six attacks, but rapid fire six and the onslaught cannon is the same as on the land speededer. For its base damage output, it's still mainly going to worry lighter infantry out there compared with
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heavier stuff, but should stack enough saves to at least cause some chip damage on most, but seems like a big chunk of its value is going to be the ignored cover it provides. Now, if it's cheap enough, could definitely be interesting
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in gun lines for that. Overall, still feels like any of these land speededers could be pretty interesting units, points depending. For the walkers, first up, we have the non dreadnaugh in the invit tactical war suit. It seems it's
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very slightly tougher and very slightly faster than it was before. Moving 10 in at toughness 9 and otherwise getting a three plus save 12 wounds and it's able to scout up towards the enemy moving 8 in up the board hopefully to get the
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jump on the enemy rather than the other way round. The Invicttor has a surprising amount of small arms guns.
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The heavy stoppers are no longer twin links but instead get either six or 12 shots with rapid fire and strength four AP1. The heavy bolter and the fragtorm launchers get the fairly common changes to those. And for its primary weapon,
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you have the choice of the incendium cannon at four attacks with strength six, AP1, and damage two with blast two.
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Or the autoc cannons with four shots now at strength 9, AP1, and damage three with twin lings. Previously, it had three. The melee also dropped down a bit to strength 12, and damage three from the previous strength 14. Overall, still
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feels like it's going to be able to bully a lot of sort of medium infantry kind of targets with spammed volume fire. and it special rules change from an out of sequence return and fire one to a damage buff. You mark one unit at
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the start of the game and then you get to reroll ones to wound against that unit, picking a new mark once that first unit has been destroyed. It doesn't really feel like the most inspired special rule, but I guess will give you
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a little bit more damage output into one specific target. Overall, still doesn't really feel like it's going to be in a particularly good place. not super tough compared with the tougher tanks or dreadnots and not particularly general purpose damage output that will struggle
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a bit versus tougher stuff. Though, as ever, it could always be a good unit if Games Workshop gave it a cheap enough points cost. Next up, we have the three flavors of dreadnots for Codec Space Marines. The Redemptor one is the
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dualpurpose upgraded version of the previous boxy dread. They all have profiles of toughness 10, 12 wounds with the big two plus save and move 8 in, or at least they all did before. Your redempted dreadnaugh generally being the
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tougher one. Previously, it had the minus one damage rule that made it a bit of a powerhouse centerpiece that has been moved to the previous ironclad champions detachment that we talked about though. And instead for its durability rule, it gets minus one to
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wound. If it's attacked by things that are of a higher strength than it has toughness, still is definitely a helpful durability rule to have, though it's only going to help against dedicated anti-tank weapons now and not all stuff.
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And on its base data sheet, it does feel pretty significantly less durable than it was before. If you did field with ironclad champions though, you could still have the extra minus one damage as an enhancement though. For its damage
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output, it's got quite a lot of different guns and a fair few options. The primary one is versus the macro plasma incinerator versus the heavy onslaught gatling cannon. The macro plasma on overcharge is D3 plus three shots at strength 10, AP minus 4, and a
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flat damage three. So a very nice general purpose profile. Though if you fail hazardous rolls, the consequences are worse than they were. The heavy onslaught gatling cannon gets a similar sort of change to the regular one. 12 shots at strength six, AP minus one, and
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devastating wounds against anything that isn't a monster or vehicle. Though, this one also gets the pretty significant buff of getting sustained hits two against things that aren't monsters and vehicles as well. And that's a pretty huge damage roll really, giving you an
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extra plus 50% damage versus those targets compared with what it had before. I guess Games Workshop was trying to make them evened up a bit. And that will be a pretty fearsome weapon into anything from lights to even
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tougher infantry too. Still feels like the macro plasma is the more general purpose one. But after the buffs and with hazders being worse, it does feel a bit more even than it was. Otherwise, you have the choice of onslaught gatling
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cannon versus heavy flamer. I'd probably still be tempted by the onslaught. And the fragrm and stormb bolters are no longer twin links profiles, but just get double the amount of shots. And they all have a bit more AP, so they have more
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punch. The Icarus rocket pod also has that boosted profile of three shots at strength six, AP1, and damage two with antifly 2 plus. So, a bit more volume, but not quite as much strength as it had before. Then, finally, if this thing
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does get into melee, it has five attacks at strength 12, AP minus 3, and damage D3 plus three. It previously only had AP2, and damage three. So, a pretty significant boost there into stuff.
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overall still looks like it's going to be a pretty scary powerhouse damage dealer, just not quite as durable as it used to be, at least outside of the ironclad champions and that enhancement.
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The brutalized dreadnaugh is the more distraction card effects version of the space marine dreadnaugh. Similarly quite tough, though generally pretty all or nothing depending on whether or not it gets into melee and breaks a bunch of stuff or fall short. Games Workshop
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decided to give it a hand into melee with boosting its movement to movement 10 rather than movement eight. Both the chest mounted melter and bolters also have their boosted profiles as well. So it has some more dangerous damage on the
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way in. And when it charges, it would use its brutalist charge if it wants to, which allows you to use crushing impact for free and doesn't prevent any further uses of that strategium. It means that you could get on average around about
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three or four mortal wounds on the enemy, though there's a reasonable chance you take some damage in return as well. For his weapon choices, they've got brutalist fist in a similar sort of style to the redemptor dreadnaugh getting extra AP and damage D3 plus
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three. So absolutely ruinous against tough stuff there with twin links and then against lighter stuff they have brutalist talons which have cleave two sustained hits one versus non-mon vehicles and also the twin links keyword and then a base profile of eight attacks
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at strength 10 AP minus two and damage two. Basically, lots and lots of hits expected against any sort of ranked up infantry unit that are probably all going to wound with twin links. That should be absolutely tearing apart enemy
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space ring equivalents or anything lighter. I feel like both of the profiles could be interesting enough depending on what you're expecting to go into. I might be tempted to go for the fist with the big damage and the bolt
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rifles built in. Though, to be honest, feels like both the loadouts have a fair bit of threat.
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Finally, for the dreadnots, we have the ballistas dreadnaugh. The same defensive profile though just moving the more standard 8 in. This guy strikes with two shots with its ballista's missile launcher and the ballista's laz cannon.
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Both of which went to damage D3 plus three. The last cannon and the missile launchers as fairly common changes. And then this thing now also has more small arms than it had before. The stormbbolt has not been twin links, but a big
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either four shots or rapid fire four up close. The strength five and AP minus one making them better. And then it's also got the frag missile launcher if you want to trade into that. D6 plus six shots with blast two again at strength
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five AP one and damage one. Previously the ballista's dreadnaugh had four rrolls to hit against anything that was half health or higher. Now it gets sustained hits against anything within 24 in. And I feel like on most 11th
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boards that's going to be when it's shooting most of the time. Now after the two buffs, the roll hits were the better one really, particularly with 11th edition cover. The sustained hits is still a good damage boost. It will just
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be a bit more swingy depending on whether you roll those sixes or none. Overall though, with these profiles and that buffing rule, still looks like a very dangerous general purpose gun turret dreadnaugh. And any damage results it does punch through, we're
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going to be hitting really hard with the damage D3 plus three. Next up and still class in the vehicle section, we have the Fire Strike servo turret. This slightly odd ballpace ring gun turret with a tech marine crewing a gun. And a
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few fairly interesting changes going into the new addition. First off, it's actually gained a little bit more movement now. Previously, it was movement three, but now it's movement five. That certainly helps out a bit, but it's still going to be far less fast
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than the dreadnots and vehicles that it's rivaling against and tended to be some of the reasons that it didn't get played quite as much. Otherwise, it's got toughness six with six wounds and a two plus save. So, not a pushover, but
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quite a good target for several melt or plasma special weapons. Most people generally tended to use it with the last talons before their two twin link shots with strength 10 and damage D3 plus three. and seems they decided to buff
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the autoc cannon profile. As a result, it's got four shots hitting on a two plus at strength nine, AP minus one, damage three, and twin links. And also picks up rapid fire too as well. So realistically, most of the time that
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becomes six shots. I feel like probably overall that swings it to making the auto cannon actually the outright better one now, giving you basically just flat out double the damage of the thing and AP minus one is better than it was in
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11th edition versus 10th. Then otherwise for it special rule, it still has its Sentinel protocols. That's the one that allows you to Overwatch on a 4 plus. And this one's again some extra wording to say that you can use this whether or not
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you've already used Overwatch elsewhere that you still need to pay the command point to do so. And does mean that you could potentially have a weird saving up of all your command points to overwatch four times in one phase with three sets
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of these and something else. potentially having six fire strikes turret server turrets or firing with two per unit and getting quite a lot of damage into the enemy army. Probably not very sensible with all the things those command points
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could buy, but still does feel rather intimidating. The overwatch does feel like a bit more of a bonus, but with some faster movement and some better damage on the autoc cannons. Maybe there's a bit more chance that they
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break through. Basically, they would need to be fairly significantly more damage output versus their vehicle rivals though, as they do have the downsides of just not being able to move quite so fast.
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Talking of tanks though, next up we have the Gladiators. With the Predators going the way of legends, at least for now, the Gladiators are the primary space ro battle tanks with a trio of different variants with a common profile of
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movement 10, toughness 10, and 12 wounds with a three plus save. One common change that they had was trading all their secondary weapons for a defensive array in a similar sort of style to the repulsors. The Lancer and Valiant get
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six attacks with strength five, AP one, and damage one with rapid fire six. So 12 shots within 12 in. And then the Gladiator Reaper with its Tempest bolters seems to double down on that going to a pretty crazy looking 24 shots
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out to 12 in and then 12 shots out to 24. A pretty spectacular amount of small arms fire on top of its main gun turrets. For the Lancer, that's the dedicated tank busting one. The big gun with its strength 14 and two punchy
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shots with damage d6 plus three drops down to AP minus three, but still gets to reroll one hit roll, wound roll, and damage roll, but only against monsters and vehicles. Now, overall feels like that's been a nerf for that one, though
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not really by all that much, and still seems very good at its dedicated battlefield role of popping big stuff.
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The Reaper gets a twin version of the heavy onslaught gatling cannon that we talked about for the Redemptor Dreadnaugh, getting AP minus one, the sustained hits too against things that aren't monsters and vehicles and devastating wounds against the same. So,
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a pretty fearsome gun. And then on top of that, if that wasn't enough carnage against enemy infantry, it also gets an extra AP minus one better with all ranged attacks. There isn't anything against a monster or vehicle as well.
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So, both its defensive array and its main gun will all be AP minus two.
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Basically, if there's an infantry unit in front of it, it's probably not going to survive for all that much longer.
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Then finally, the Gladiator Valiant has two of the Opgand multi melters as its side turrets, which is pretty intimidating. And then the turret is the improved Last Talon at strength 10 with damage D3 plus three and getting twin
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lings. This thing is still very well rewarded for getting close though, as well as the extra melter rule from the multi melters now at damage three.
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You'll also get plus one strength within 12 in as well. So those weapons all get to go to strength 11. So wounding things like Leman Rosses on fours are a lot of common tank profiles on threes. Still feels like a pretty fearsome amount of
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firepower. The firepower that needs to be rather brave and shove its way up the board and blast the enemy at close range to fire to maximum effect. Feels like the Valiant could make some fairly good use of the iron storm detachment with
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its rerolls. To continue with the graph tanks, next up we have the repulser and the repulsor executioner. big lumbering almost primaris land radar equivalents with a movement of 10 toughness 12 and 16 wounds with a three plus safe over
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fortresses all covered in guns and there's been a bit more consolidation of the regular repulsor's weapons both of the flavors of the repulser now have the same defensive array profile with 18 shots to 24 in at that strength five AP1
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and damage one bolt shot style profile a couple more of the iron hell stopers have been consolidated for the regular repulsor there it takes just a little bit less time to resolve all its damage edge. For the differences between the
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two, the regular repulser still transports 14. It gets one of those new star heavy onslaught gatling cannon profiles with all the buffs in the world against things that aren't monsters or vehicles and then has options for a last
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talon, heavy bolters, and las cannons, all with the boosted profiles that they have. Now, the hunter slayer missile gets the damage D3 plus three for quite a lot of missiles and is indirect fire with just the one shot. And a special
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rule remains pretty well as it was before. Re-embarking units if the enemy tries to charge them still feels like it could be a threatening firing platform to get damage combos to fire in safety.
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They might have a bit more competition from the Rhino of all things given that that can now transport 12 primaris marines. Otherwise for the repulsor executioner that still has its smaller transport capacity of seven. The laser destroyer has a big hitting strength 16
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damage d6 plus4 profile and that one in particular would absolutely love the irontorm rerolls plus the defensive array. The heavy onslaught gatling cannon and you do have the option to swap out for a macro plasma which has got a bit better though I still suspect
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most would stick with the laser destroyer. The repulsor executioner got a fair bit more dangerous with it special rule as well changing to be a plus one to hit against units that are not at half strength or below. So
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basically taking a similar sort of buff against the units that the ballista's dreadnaugh tended to be good against before. Overall it's quite a helpful rule and a very threatening tank with a big gun and then a million shots to back
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it up. Otherwise for some of the other biggest scariest tanks around we have the Lam raiders. Once again three variants and for the most part these ones haven't changed too much besides their weapon profiles and an extra buffing rule thrown onto them. They're
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still big toughness 12 beasts with 16 wounds and a two plus save. So very hard to take down. The regular one moves 10 inches. The other two move 12 and they keep their assault ram special rule. So you put a big core melee combo inside it
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can move the lands raider forward. Then a unit jumps out the front and is still able to charge out of that. It's now classified as an assault disembark. They still have the common weapon profiles on the top. The damage D3 plus three hunter
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killer missile. The stormb bolter and multimeter having improved profiles. And for the turret weapons, the heavy bolters and the assault cannons also get the improved profiles for the two variants. Then for the different types, the regular God hammer gets damage D3
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plus three last cannons, and they've all gained a machine spirit style special roll. The God Hammer one gets some inbuilt rerolls of its own, re-rolling a single hit and wound roll, which will do very nicely with those last cannons and
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make it far more scary. The Crusader will really like the strength five, AP minus one, and damage one on the hurricane bolters where you spam out 24 shots within 12 in. They all get twin linked, so have a good chance for at
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least a fair few of them to land home. And you also now get lethal hits against everything within 12 in thanks to the machine spirits. And between all that, you are going to be stacking at least a fair amount of saves on literally
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anything. Even if they're all at damage one, I feel like even toff is going to be getting some damage from that. Then the lamb raider redeemer was the more standout one. Though it feels like Games Workshops brought it a bit more back in
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line with the others. The flametorm cannons rather than having D6 plus three shots now have just four shots each but blast two. so aren't going to be hitting the same sort of numbers for damage output unless they're hitting squads of
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five or more and blast is going to prevent them from firing in close combat. They do get devastating wounds against anything that isn't a monster or vehicle within 12 in which will add a bit but maybe they were wanting to bring
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this more in line with the others once again. Overall, I feel like the regular Lamra Raider might have gained a bit compared with the rest with the rerolls and those even bigger hitting laz cannons. It also seems to have gained
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more transport capacity as well, now having room for 14 models like the Redeemer rather than the 12 models that it had before. Overall, if they're at the right points cost, they're still going to be pretty relevant tanks for
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delivering scary space ruins into melee from a fair way away. Though I feel like they might just be one option amongst many to get them to melee. Having at least some access to advance and charge for every space march out there might
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just lessen the importance of the assault ramp a bit. But if you want to guarantee a charge, there's still a pretty interesting premier option that allows you to also deal some big damage as well. Next up, let's move on to the
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dedicated transports for the space marines. And the Rhino is still here with its old model very much still on the data sheets. This thing has 10 wounds at toughness 9, so it's been very tough for its points cost before. It
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gets the boosted profile for the damage D3 plus three hunter killer missile and the strength five AP1 stormbbolter and has a big transport capacity of 12 with two of them being able to fire out of the firing deck. The biggest change for
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this thing is that it's now finally able to allow primary space marines to ride despite it being absolutely tiny and really not having physically enough room to handle that amount of primaris marines in it. And I feel like if Games
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Workshop do wind up resculpting this, there's a good chance it could be a fair bit bigger. It seems like it could be pretty interesting for delivering primaris damage combos. Though we can fit a fairly vast amount of points of
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space marine threat into a really cheap transport and have them use it as a springboard for some extra threat range and keeping them safe until they deal their damage and it seems to help them keep safe. It looks like it's able to
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get cover really quite easily. You get to use the smokec screen strumm essentially for free and that means that the rhino itself should always have the benefit of cover and it also should be able to provide things to anything
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behind it too. It feels like if the Rhino still remains really quite cheap, it might wind up being a bit more of a go-to option over the Impulser, which has lower transport capacity and is going to be paying for more abilities
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that you don't necessarily need in a transport vehicle. Talking of the impulser though, here it is. That certainly has a whole lo more stuff going on compared with the Rhino. More threat and a choice of different top hatch upgrades for extra damage or
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special rules. there being a solo option for delivering various primaris elites throughout 10th edition often fiveman squads of chapter specific ones doing at least fairly well. It moves 12 in has a transport capacity of seven which can all fire out of its firing deck and has
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11 wounds at toughness 9 with a fairly fast 12-in move for its weapons that Belliccaster's missile array is able to fire frag crack or sort of Icarus style missiles that get the same profile as the Icarus rocket bot or with their new
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and changed profiles. It has either fragtorm grenades versus stormbbolters as the side guns. These ones aren't twin linked anymore and now just fire with their own separate profiles. So you get more shots. You have a iron hell heavy
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stover on the top and then the choice of either a sky talon array that missile array or then either the shield dome for a five plus invulnerable save or finally the orbital commas array which now gives the transport a 6-in scout move. Seems
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like a genuinely quite interesting option for getting a scary unit up the board as fast as possible. I really wouldn't be too surprised if that one sees a bit of use. Another big change for the Impulser is that it can allow
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some Gravis to ride now if you want it to. You can have Gravis models ride and take up the space of two. So, three eradicators or aggressors feel like they could be a reasonable idea. The eradicators quite want to get close with
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those punchy anti-tank weapons. And the aggressors have lots of damage. They wouldn't be able to have big combo units here as you wouldn't be able to have them led by characters. Still seems interesting enough. It might be quite
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important what the points differential is between the Impulser and the Rhino. The Impulser does have plenty of advantages, though just being a cheap no thrills option often goes handinhand with being more efficient for the points. Then finally for the Space
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Marine transport vehicles, we have the Drop Pod. A fairly straightforward and effective deep strike bought in for Space Marines that can arrive turn one.
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This one's one of the units that's changed the least compared with the rest, as it allows units inside it to make an assault disembark move. So being able to jump out and still charge in the same turn. As ever, whether or not it's
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worth it, it's going to be really quite points dependent. You need to have usually a range damage dealer unit that's going to be threatening enough to want to buy in a first turn alpha strike for how many points the drop pod is. And
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then also be confident enough they're actually going to get the lines of sight with that first turn alpha strike to hit the enemy that they want to. Could be interesting enough for say some maxed out hell blasters or something, but you
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could buy some on the board transports or put them into strategic reserves or something. The drop pod rules do seem functional enough, but it still had really quite niche use since Games Workshop readed the rules for it halfway
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through 10th. Then finally, we're moving on to the generic space marine characters. As mentioned, we'll be covering the named ones in another video. And starting out, let's talk about the Space Marine captains. The captains have their new rule which
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interacts with the combat doctrines. They no longer give discounted strategiums to their own units, but instead have strategic acumen, which allows them to put their unit in a different combat doctrine declared in your command phase. So, basically means
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captains could always be advancing and charging as they often want to get to melee or always have access to advance and shoot or always fall back, shoot, and charge. And it does seem like quite a decent option. I feel like in general,
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you're probably going to want to use them to deliver a melee unit. That's just literally buying an entire character for advance and shoot just doesn't really seem like it's going to be likely to be worth it. It's generally
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going to be worth having either a captain or one of the named captains or chapter masters as your warlord as they're the ones that get that transhuman strategist rule that we talked about at the start. That's the core rule that if you have them as your
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warlord and on the board, you generate a command point per battle round. So, it's a fairly reliable way to get a fair few more strategms happening. For the individual variants, I'm going to focus a bit more on the changes and skim over
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any of the common wargeear changes. The regular captain's mastercrafted bolt rifle gain rapid fire, so three shots up close. His mastercrafted power sword, if you take that, gain strength six. And he still has the plus three attacks and
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devastating wound special rule. The jump captain gets one of the damage three thunder hammers, so all very punchy there. The chains sword is now eight attacks if you wanted to take that with sustained hits, though still being damage one probably means that not too
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many people are going for that. His mastercrafted sword is also strength six and it gives you plus one to advance and charge for the unit rather than the plus one strength buff that he had when his squad hit home before. Plus one advance
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and charge seems pretty nice for him particularly given as a captain he can always be in the assault doctrine. So his charge threat range is going to be around about a good 24 in or so between all that stats. The fur boss captain
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gets a slightly boosted version of the instigator bolt carbine. Two shots at strength five and damage two and rapid fire one. Unlike the eliminator version, he still has a damage one combat knife though and gets the 8- in move. He has
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an update on his special rule swapping from redeploys of units to a move shoot move of D6 in or a fallback of 6 in at the end of the enemy fight phase. A couple of ways to maybe escape unscathed
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and come back again. Maybe could be interesting enough having the move shoot move on eliminators or one of the furbos units like incursors that are marking targets. They will be paying really quite a lot for a utility unit there.
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The Terminator captain gets a relic sword. It gets combi weapon profiles in a similar way to the stone guard veterans and still allows you to roll charges. And then for the Gravis Captain, his heavy bolt rifle gains rapid fire, so three shots and it's big
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punchy damage three. It also upgra captain profile without the heavy bolt rifle. The chainsaw is strength five with its damage two extra attacks and the relic blade strength six. So perhaps slightly gaining versus the power fist there as the extra addin. And he has
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minus one damage rather than the half damage rule. So it isn't going to be quite so significantly reducing damage output of certain units. I guess without the free strategy, it's not going to be quite as viable to just run around solo.
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Though it still could be a very durable unit with that two plus save and five plus armor from Gladius if you are using it. Here's the Terminator captain's combi weapon profiles. Incidentally, it's got the option of basically either
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a combi flamer, a combi plasma, I guess, with strength seven and damage two or a meltagon style shot. Finally, there's a new captain in town as well with the bike captain. He's a new model for this release. He gets the same toughness six
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as the out rididers do now. Has the same twin bolt rifle with the assault rapid fire 2 and twin links. And we'll also be able to pull his squad into different doctrines. The assault doctrine seems like quite a good one for them, being
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able to rush forward towards the enemy with fast movement and still fire those bolters as they go in as they have the assault keyword natively. Then in melee, he either gets a mastercrafted power weapon with six attacks at strength six
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and damage two which will be improved to damage three on the charge without riders or otherwise can take a thunder hammer. So base damage three regardless of whether or not he is on the charge though five attacks and only hitting on
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a three plus. Maybe alongside outr rididers, it could be a bit more even as to whether or not you take the one or the other. His other day sheet rules may be a slightly niche one gaining the cleave one special rule for his unit on
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the charge making out riders better at crowd clearance or good into big massed up elite infantry blocks. It's pretty nice to have a more directly punchy character as an option to lead the out riders. Feels like he was kind of
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necessary to make bike armies a bit more viable again. It just didn't really seem like the bike captain had really been working out with the base profile that the outr rididers had before. Moving on from captains and next up we have the
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guys who stand beside them with the primaris lieutenants. They support keyword models so can join alongside any of the leaders and they can't be fielded solo. Both flavors of lieutenants get the demi company commander rule which allows them to basically copy the
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captain strategic acumen doctrine that he flexes to. That could be interesting enough that if you had multiple lieutenants on the board, you could have a big turn where lots of units get to advance and shoot or advance and charge.
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That does mean that if you don't have a more standard captain moving around the doctrines, then you're not going to get as much value out of this guy.
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Otherwise, their lethal hits has unfortunately taken a downgrade. It's only against things that are non-monsters and non-vehicles now, which given that lethal hits was most useful against those big to targets really does make them a bit less stand out as a nice
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damage dealer leader. You're not just going to be able to add one into a blade guard veteran squad or hell blaster squad and have significantly better damage output against tough stuff anymore. It's still useful enough though with a lot of space marine strength
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increasing. The enemies that you really want lethal hits against are a bit less numerous than they were before.
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Otherwise, for the variants, the regular lieutenant is still a four wound character with a bunch of fairly punchy melee profiles. Fairly similar to previously by the generic wargeear changes. He doesn't have any sort of fall back and shoot and charge anymore.
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That's replaced by the subcommander ability, though it does look like the shield and vulkite loadout is still a thing. I was wondering if that one might go away, seeing as Games Workshop took the model off sale from their web store.
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Otherwise, there's the Fobos lieutenant. This one now both represents the Fobos and Rever Lieutenant models. The actual Fobos lieutenant one having actually been removed, though. These guys both get the Fobos 8in move. The same lethal hits against things that aren't monor
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vehicles. And the same demi company commander for damage profiles. They both count as having the mastercrafted bolt carbine, whether or not it's models, and also the Reva Lieutenants fancy bolts pistol. Both of those get damage, too.
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The carbine is two shots at strength five, AP1, and damage two with rapid fire one. And then in melee, they get six attacks with strength five, AP minus one, and damage one with precision and sustained hits. I did misread on one of
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Games Workshop's blurry H sheets earlier that they're strength six, and damage two, but they really are just strength five and damage one. It might have been nice if they just had a bit more bites to them. Those lethal hits still will be
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pretty handy against certain big chunky enemy units. Though I feel like both the primary and support rule have been dramatically downgraded for lieutenants here. They might be a bit more tempting just literally for the stats that they add. And I feel like they might have to
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be quite cheap as a result. I'm honestly not sure that Games Workshop really needed to mess with them all that much.
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They felt like they had a fairly good niche before being quite a cheap and effective commander though one that was still a little bit rarely taken in the most optimized list. I can't help but think they're going to be a bit niche
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and inessential after this unless they're well cheap. Otherwise, and operating rather differently, we have the lieutenant with combi weapon. The lone operative from the Leviathan box still remains strong. Having an 8-in move is no bad thing for a small utility
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unit. And otherwise, he still does the same basic things as he did before. A four-w operative with a feel no pain and stealth. He's able to infiltrate into the midboard and has a reactive move when the enemies come close. Though
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evade and survive has been downgraded to D3 plus 3 in rather than the automatic six. It's still really quite a good reactive move rule though, better than plenty of others out there. His combi weapon that he's named after is a little
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bit more punchy now. You now have two shots out to 24 in at strength five, AP minus one, and damage two with rapid fire one and the assault keyword. So he should be able to splat a few infantry
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or enemy space marines as he runs around. Or he can swap it out for a torrent attack with a blast profile if he wants to burn down a horse. In melee, he gets the strength five melee at strength five AP1 and damage one with
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sustained hits one, but doesn't have any sort of anti keywords. Then finally, his roll ones buffing rule has been changed to marking a terrain piece.
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Interestingly enough, once per battle, he's basically able to point at a terrain feature that you can see. Any enemies within that terrain area are plus 3 in to their detection range. So, it means from that point on the
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opponent's not going to be able to use that area to hide quite as well as they were before. That probably feels a bit less directly useful compared with the rerolls on a central objective. Though, I feel like it's an interesting enough
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idea for a special rule and could be combined with other things that boost detection range to expose some enemy units that would otherwise be hidden. In any case, the main thing of just being an annoying lone operative with a good
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reactive move seems nice enough. Plus, he has just a little bit more damage and might get a few kills of his own. Next up, we have the chapter librarians. As mentioned towards the start of the video, they're going to be operating
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with the libraria special rule. So, they have a psychic level and are usually able to pick one of two different psychic powers to cast each turn. For the changes to the weapons, they have some common changes to smite and the
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force weapon. They're all at strength six, AP minus two, and damage two. with smart having D3 plus three attacks. So if you pick the Hazdus profile, that's a bit punchier than it was before. Force weapons four attacks at strength six, AP
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minus two, and damage two. It seems they've decided to take away the D3 damage here. So a bit better against two wound infantry, but a bit worse against three wounds. All the librarians give their unit a four plus field pain type
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save against enemy psyche attacks, which is handy enough. not exactly super reliably helpful, but at the same time, certain armies are really not going to enjoy that, like thousand sons or grey knights. Then for their psychic powers, they vary as per the unit. The tactic's
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version either gets his four plus invulnerable save or an auto advance of six cast in the new way where you roll a dice on a warn you become battle shocks and you can't cast psychic powers if you're battleshocks. But this instance
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of it still works. It would just be if you don't recover your battle shock in the next command phase, you wouldn't be able to cast again. The four plus invulnerable save is still pretty good.
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A nice direct durability buff to space ruins that are really quite weak to certain profiles. And the auto advance six is rather nice for an army with combat doctrines being their core rule.
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Being able to have an absolutely huge threat range for core codeex units could pair okay with things like assault intercessors or perhaps hell blasters or stern guard if wanting to use both parts of the buff. Potentially he could have
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some synergy with the elites of some of the other chapters out there. He's done well for inner circle companions in the past with their three wounds. That obviously depends on how Games Workshop rewrites their rules. For the other
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flavors of librarian, the faux boss librarian gets the faux boss changes with the extra movement. His main change has been that he doesn't have his lone operative power. Instead, he gives minus one to hit for his unit or strips cover
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from an enemy unit which allows the rest of your army to shoot that unit with a Nord's cover essentially. Once again, both of those are nice enough abilities.
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The minus one to hit could stack with cover and also could be used in the fight phase as well. Making no cover happen is also nice enough. Just feels like either one of these abilities might not be super in demand for a unit that's
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going to be really quite expensive as a utility unit. Investing quite a lot into psychic damage to maybe could be handy enough in something like furbos shadow force or furball shock force where you're going to be either getting lots
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of extra damage or keeping the unit hidden that bit better. A furbos librarian providing some ignor cover and using the move shoot move shenanigans could be fairly interesting to try and keep them safe perhaps. Then finally for the librarians, we have the Terminator
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librarian. He no longer has the sustained hits one, which was a fairly straightforward direct buff for Terminator units. Instead, either gets plus two strength for your melee weapons or plus 6 in extra range. The extra range doesn't really feel super exciting
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to me, particularly as ideally you want your units to be fairly close within 9 in range to get the AP buff. I guess it's not nothing and feels like the extra strength for thunder hammers or for power fist is just probably going to
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be a bit too situational to bother buying this guy in to help them really from strength eight to strength 10 is handy against a few profiles but probably not reliable enough to bind the whole character. I suppose it does help
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out his own force weapon damage to strength eight. It seems like this guy might be best for lightning claws making them strength seven. has to be quite a nice profile where you're wounding both things like toughness 12 things most of
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the time and wounding enemy terminators on a three plus re-rolling at first impressions that feels like that could be the best niche for him though overall he does look like he's a bit more limited compared with before next up we
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have the spooky space marine morale officers in the chaplain they've generally provided melee damage buffs and still do with the litany of hate that buff has shifted though previously it was a plus one to wound straight out now it's become a lance keyword buff. So
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to get that plus one to wound, you have to be charging. Once again, that is a bit of a downgrade. Feels like there's just a lot of punching up buffs that aren't quite as easy to access as they
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were. This one does have the advantage in it works against monsters and vehicles though when the lieutenants buff no longer does. Otherwise, the absorber bolt pistols they get gets an extra pip of AP and the Crosius Arkum with its strength six, AP1, and damage
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two now picks up cleave one as well. So will be a bit better into mased up infantry. There's four different flavors of chaplain available. The standard tacticus one still has the ability to cancel battle shock at the start of a
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phase. It now happens at 6 in when previously it was a big 12. Though previously it was also once per battle and now it's once per battle round. It's not unhelpful but still won't help for scoring more standard primary objectives
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as there's no starter phase between when you fail the battle shock and then you score. The jump chaplain loses any of the previous firstborn gear. So, he just literally has the absorb bolt pistol and the Crosius as per the Armageddon model.
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No power fists or inferno pistols or anything. He trades his mortal wound hits buff for a sudden flurry of damage when the squad is at or below half strength, giving you four rerolls to wound there. A really big buff, but one
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that's going to be unreliable to trigger as you only get it when your squad's nearing death. The Terminator Chaplain gets a stormbbolter buff and his rule remains the four plus feel no pain against mortal wounds which isn't bad
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for a Terminator unit as it's one of the better ways to deal damage to them. And the biker chaplain gets the toughness six and twin bolter improvements. It still hands out devastating wounds at range versus one enemy unit. It can now
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choose any visible units, not just ones within 12 in. If you happen to want to fire your twin bolters at 24 in range against something, they will have fairly straightforward damage buffs with a plus one to wound on the charge. It is maybe
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a bit of a shame to see some of the more standard damage buff characters get less stand out than they were. It does feel like for taking down extra tough stuff, you really are going to want actual lasans and dedicated anti-tank stuff
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rather than infantry damage combos, or at least not as much as before. For the chaplain adjacent Judith here with his executioner great blaze, he hasn't really changed all that much. He gets the absorb bolt pistol buff, still has a
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similar sort of melee profile with the precision and the devastating wounds, and still provides his unit fights first, which is of kind of limited value. It could be okay in ongoing combats or if the enemy charges multiple things that have fights first. It seems
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the single biggest change that he got though was being changed to a support character. So, you could have him fighting alongside a chaplain or some other leader character. It does feel like quite a lot of his value is
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actually just going to be his basic melee damage profile though rather than the fights first. For the tech marine, it's another case of a more standard damage buff getting a bit more complicated. He still heals a vehicle for D3 wounds and now does so in your
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movement phase either at the start or the end of his move, which is quite a lot more flexible compared with the command phase buff as it means he can move to a vehicle or a vehicle could move to him before he activates it.
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Previously, when he did that, he'd also give the vehicle plus one to hit, but now it just allows you to ignore hit roll and wound roll modifiers for the vehicle. Unlike plenty of similar rules, he doesn't ignore any weapon skill or
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ballistic skill penalties at the same time. So, it isn't going to be an ignor cover buff. It means that that rule is just going to be a bit on the limited side really. Only helpful against certain enemy rules and data sheets.
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Otherwise, for his damage profile, he gets a sustained hits one on the forge bolter. His gra pistol becomes strength two, but a big damage three and anti-vehicle two plus. So, a small chance to punch through some big damage
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against the enemy. I think this one's one of the last surviving grav weapons in Codeex Space Marines right now. And his servo arm no longer has an extra attack. It's just folded in as another attack in his Omnisium power ax and
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servo arm profile or had to get strength six and damage too. It also seems he no longer gets any sort of damage buff for having a vehicle slain nearby, which maybe felt like a bit of an unlikely one, but kind of funny. So maybe a small
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shame that that one was done away with. Once again, feels like he is a bit of a less of H compared with what he was before. Hopefully might have a smaller points cost. The healing would probably still have the most effect on a
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dreadnaugh with the minus one damage enhancement as then you're healing some seriously hard wounds to take off. Next up, we have the chapter ancients who had really quite a bad addition for 10th edition not being taken all that much.
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Maybe the Terminator one being the one that had the most success. their extra OC as pretty well. The main thing that they did for most of them was really not a great buff on its own, but now seems
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their standard boost has gone to getting objectives secured. Granted, at the end of the movement phase, basically planting a flag and raising a banner on some objective. That is quite handy to have in its own right. They will need to
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take them alongside a squad to activate it as they're a support class. The tactic's armored ancient still retains the plus one OC for his unit. So, his unit is going to be extra chunky there.
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very good at taking those objectives. Even if there's some enemies there to contest, he seems to have found himself an intercessor style bolt rifle with the one with either two or three shots at damage one or one or two shots at the
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strength six and damage two. And then Melee has the option to replace that bolt rifle with a power weapon for five attacks at strength five, AP minus two, and damage one. Both of those seem reasonable enough depending on what unit
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he's with, I guess. Otherwise, there's the blade guard ancient. He feels like really quite a positive change to a data sheet. The objective secured is quite nice. He's OC3 based, but no longer provides the OC buff and has a four plus
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invulnerable save. His previous thing was to grant his unit plus one attack once per game. Now he grants that plus one attack to the unit when they're within range of an objective, which is fairly easy to do. That's fairly
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straightforward as buffs go. So the blade guard go up to five attacks with their power swords there. And what's more, this guy also gets a power sword profile in the same style. Now he has four attacks at strength five, AB2, and
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damage two. So basically seems to have found a blazer in his own even if it's not models. Overall that feels like quite an improvement for his data sheets. Then the Terminator Ancient also feels like he's done rather well as
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well. He has base OC2 and a big five wound Terminator profile with a stormbbolter and a damage to power weapon. He doesn't get any option to trade either of those out. He just gets both. Once again, the objective secured
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star special rule will be helpful. And otherwise, his other buffing rule is a good one. He no longer has the extra damage buffs as his squad takes casualties, but trades that out for a minus one to wound rule whenever the
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enemy strength is greater than your toughness. That's really quite a nice buffing rule for terminators to have as they're generally going to be about beaming down and then surviving on objectives after wrecking something and feels like he could be a pretty
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straightforward addin to a unit for yet more chunkiness. The objective secure rule and that durability buff overall feels like fairly positive stuff for the ancients. Maybe there's some chance they'll be a tiny bit less niche. I still probably have more hope though. I
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still probably have more hope for the Blade Guard one and the Terminator one out of the three. Then for the Apothecaries, the regular Apothecary hasn't changed so very much. The main difference in his data sheet is that his
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super close-range reductor pistol has now become an extra attack on his melee profile with a single punch at strength five, AP minus 4, and damage two.
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Realistically though, he's not about the damage output. He's about healing models. and his healing rule now heals D3 plus one wounds to his units. So basically if he was with two wounds space wounds, he now heals on average
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one and a half rather than one. So fairly decent improvement to his healing ability there. It's still rather banking on the squad taking damage and then surviving to be able to do that healing, but certainly feels like it helps to
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nudge the math in his favor a bit. Then lastly, we have the apothecary biologist. His data sheet for the battlefield scientist from Leviathan has become a bit more niche. He no longer does anything with OC whatsoever and it's just OC1. And his lethal hits buff
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for graphics units will help out against everything but vehicles. Seems that he is able to cope with monsters with his biological ways, but not with metal things. It does mean that he's going to be a slightly weirdly binary unit. If
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the enemy comes at you with a lot of vehicles, there's a good chance this guy might well be doing pretty well nothing at all. I guess he could potentially bear that narium enhancement in one of the gravisist attachments for some
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healing, but definitely does feel awkward to have a damage buff that's just going to be completely non-functional against some important targets that might be the ones that you have to deal with. In any case though, that brings us to the end of the space
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marine character section. And this part one of the review for all the generic options for core codec space marines between detachments and units. Overall feels like quite a lot of changes to get used to both with the detachments and a
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lot of the data sheets. I feel like there's some fairly big changes here. Some of which feel like they're rather mad increases to damage. Particularly with space marines being able to obliterate hoorde infantry at the drop of a hat with all manner of different
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units now. Particularly all sorts of incidental firepower on vehicles that went from strength 4 AP0 to strength five AP1 and dedicated anti-tank firepower with melters and las cannons got that bit punchier though won't have oath of moment to carry them. I feel
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like out of the changes are a bit more infused by most of the changes to the unit data sheets on the whole as opposed to the character leaders. I feel like a lot of their characters have had their
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utility downgraded and just made a bit more niche or borderline in some way or unreliable that they're not going to help out in every matchup. I feel like for most of the more mainstream units, points cost could make most of the units
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be pretty interesting. Some Battlefield roles are going to be a bit more prominent than others, but that can be fixed by having some units just be a fair bit cheaper or more expensive, having more useful abilities. It's going
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to be interesting to see what takes off for the space marines. Certainly at first impressions at assault brethren detachment feels like quite a nice one.
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I wouldn't be too surprised to see that paired with various things. It really is going to matter what the specific chapters get though. I'll talk through the name characters in the next video here. They're also the dedicated powerful detachment should be
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interesting. It definitely feels like there's going to be a fairly overwhelming amount of options from codec space ruins to start with. Let me know what you make of all the new rules and changes though. I'll be looking forward to hearing your thoughts down in
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the comments below. If I have made any mistakes or errors, please point them out. I'll aim to keep things updated with a pin comment. As mentioned, thanks to Toy Snowman for sponsoring this one.
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If you wanted to pick up some Warhammer 40k miniatures at 15% off in Canada, they're one good place in which you can do so. You can check out their web store linked in the video description, and they will be aiming to keep some good
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stock of the new Space Marines. I'll leave that there for now, though. Hopefully, see you in the next video sometime over the next 24 to 48 hours or so. I'll be looking forward to talking some space marine characters. In any
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case though, feel free to support the channel's Patreon if you'd like to. Channel patrons get a few advantages, including seeing certain videos early and entry into the regular monthly prize giveaways. Thanks for listening, though, and I'll leave that there for now. I'll
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hope to see you guys next time.
Topics:Warhammer 40kSpace MarinesCodex review11th editioncombat doctrinesdetachmentsdatasheetsMoratorium Field ManualTranshuman StrategistWarhammer app











