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BIG Changes for the Core Codex Chapters! New Digital Army Rules Revealed...

Overview of new digital rules for core Codex Space Marine chapters, focusing on Imperial Fists and Iron Hands detachments.

Key Takeaways

  • New digital detachments for core Space Marine chapters enhance gameplay with unique stratagems and abilities.
  • Iron Hands and Imperial Fists receive significant updates with powerful vehicle-focused buffs.
  • These detachments are separate from the physical Codex and will be available on the Warhammer 40k app.
  • The changes reflect a blend of 10th edition rules with new mechanics to refresh the chapters' playstyles.
  • Players should expect these rules before the official Codex release in early October.

What the video covers

  • Games Workshop revealed new digital detachments for core Codex Space Marine chapters, hosted on the Warhammer 40k app.
  • These detachments include refreshed themed attachments and unique rules for first founding chapters like Imperial Fists and Iron Hands.
  • The Iron Hands receive the Medusa's Wrath detachment, a two-point detachment with reroll abilities and strong vehicle synergy.
  • Imperial Fists get a new version of the Camite Sentinels detachment with updated rules and stratagems.
  • The new detachments offer a mix of enhancements and stratagems, some similar to 10th edition versions, others significantly changed.
  • Stratagems include vehicle buffs, rerolls, anti-mortal wound saves, and enhanced damage potential for units like Dreadnoughts and Repulsors.
  • The Ultramarines detachment is unique with three detachment points, while others are mostly two points.
  • The digital rules are expected to release before the physical Codex on October 3rd, likely around September 30th.
  • The video discusses the strategic implications of these new detachments and how they integrate with existing 10th edition rules and doctrines.
  • The content was revealed through Games Workshop affiliated creators, with some uncertainty and potential for interpretation errors.

Answers

Questions about this video

Where will the new detachments for core Codex Space Marine chapters be available?

The new detachments will be available digitally on the Warhammer 40k app, separate from the physical Codex release.

What are the key features of the Iron Hands Medusa's Wrath detachment?

Medusa's Wrath is a two-point detachment focused on vehicle synergy, allowing rerolls on hits, wounds, or damage, with powerful aura effects from key characters.

When can players expect the new digital rules to be released?

The rules are expected to release before the physical Codex arrives in stores on October 3rd, likely around September 30th.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
So, it seems that a few of the more interesting and powerful detachments and Codex Space Marines aren't in Codex Space Marines at all. Let's talk through the new upcoming digital rules for the core Codex chapters with a refresh on their themed attachments and some really quite big damage to our new ones for the Imperial Fists and Iron Hands.
00:11
Speaker A
Hello and welcome back to Warps Tactics, where today we're talking Space Marines once more, and in this video going through the new digital content for the core Codex chapters with their themed attachments. Now their rules have been unveiled and shared around the internet.
00:21
Speaker A
In an announcement that surprised me perhaps a little bit, Games Workshop earlier last week revealed that along with the 15 detachments within Codex Space Marines, the major first founding chapters would also be getting new versions of their own unique ones that
00:34
Speaker A
they introduced towards the latter end of 10th edition, and that these wouldn't be in the Codex at all, but instead housed on the Warhammer 40k app. It's not entirely clear when they'll release, but they will turn up before the Codex
00:46
Speaker A
fully arrives in stores on the 3rd of October. I probably guess the 30th of September, as they often tend to turn up on Wednesdays. It seems that all the first founding chapters are either keeping their one or getting one on a
00:57
Speaker A
similar theme. The Iron Hands and the Imperial Fist both had First Company equivalents. Though it seems that with First Company going away, Games Workshop decided to do a redo of a different detachment from within 10th edition. So, we have a new version of the Camite
01:08
Speaker A
Sentinels of the Imperial Fist apparently, and then one called Medusa's Wrath, which is a new version of 10th Star Iron Storm for the Iron Hands. In terms of their style, it looks like the Ultramarines one is the only one that's
01:22
Speaker A
three detachment points. The rest are all two, and they're all fairly 10th edition in feel. Four enhancements and six stratagems, and they vary a little bit in how close they are to their 10th edition version. Some of them really are
01:32
Speaker A
quite similar. Other ones have changed quite a lot. Obviously at the moment these ones aren't out officially.
01:43
Speaker A
They're another one of the sets of rules that have been revealed by Games Workshop's affiliated content creators at the weekend. Notably Tabletop Battles and Art of War. These ones are a bit better and more thoroughly documented versus all the unit datasheet changes.
01:48
Speaker A
They often just shared the full text of those, so a little bit more easy to be certain about them. It's still not exactly the most helpful way to get hobby news, though, as this is Games Workshop's choice to give them the
02:01
Speaker A
content to report before they share the downloads to everyone else. Obviously, credit to them for passing on the information. It does feel like a bit of a game of Chinese whispers, though, and increases the chance for mistakes to be
02:10
Speaker A
made, perhaps through my interpretation of what they've said, so let me know in the comments below if I make any major errors. I aim to keep a pinned comment updated with any major corrections.
02:20
Speaker A
Let's jump into it though and start off with the Iron Hands. They have the Medusa's Wrath detachment which, as mentioned, seems to be a version of the 10th edition version of Iron Storm spearhead. Though obviously Iron Storm has been reinterpreted as a new one-point
02:30
Speaker A
detachment in core Codex Space Marines. This one's two detachment points and is Purge the Foe in disposition. It does have the Iron Storm unique keyword meaning that you can't combine it with the Iron Storm in the Codex, though a few
02:43
Speaker A
options do kind of overlap. The core rule for this one has a similar kind of theme, but not quite. So, vehicle locks.
02:54
Speaker A
Every single unit can reroll either one hit, one wound, or one damage roll when they make an attack. So, pretty similar to previous version of Iron Storm. And it does work in range or melee. To make it more unique for the Iron Hands,
03:00
Speaker A
though, Kukvar and Iron Father Faros both give off some really quite big auras. And instead of just rerolling one of those dice each time a unit attacks, they can reroll all of them, which for certain big hitting units with
03:10
Speaker A
very heavy weapons is a pretty massive boost. The damage roll for some guns isn't going to be quite as big as it was, as there's a lot of D3 plus three damage now, but rerolling hits and wounds is
03:21
Speaker A
pretty excellent for lascannons and multi-melters and anything else that hits hard. Iron Father Faros seems particularly well suited to sitting in a firebase. It does also seem pretty interesting to combine 10th edition style Iron Storm with being able to
03:31
Speaker A
access the combat doctrines as well. This detachment will provide a lot of damage, and the combat doctrines will give more mobility rules than you previously had before.
03:44
Speaker A
For stratagems, there's the one to level up the dreadnought for a turn as well,
03:53
Speaker A
giving a dreadnought plus one move, toughness, leadership, O.C., and plus one to hit rolls. The plus one to hit maybe feels like the most reliable gain of
04:03
Speaker A
value there. The rest is always a solid enough bonus, though. Mercy's Weakness returns as one command point one, giving you sustained hits one when you make attacks, and you can just do that regardless of what unit you're using it
04:14
Speaker A
on. It does come with a boosted version though, where if you spend two command points and you use it on a vehicle unit, it sustained hits one and also a plus one to wound rolls. And that does seem
04:23
Speaker A
like a pretty fantastic damage multiplication stratagem. Any big scary vehicle with a bunch of guns like a Redemptor Dreadnought or a Pulsar Executioner is going to do great with that. For one command point, there's Power of the Machine Spirit. This allows
04:35
Speaker A
you to return fire with a vehicle. You have to do it with snapshots unless your vehicle is below half health. So pivoted a little bit compared with Iron Storm and is overall a bit more powerful.
04:45
Speaker A
There's an anti-mortal wound stratagem giving you a five plus feel no pain type save against them that works for any unit. There's Unbounded Conviction, which allows you to ignore ballistic skill and hit roll and wound roll modifiers, but
04:57
Speaker A
you have to target a unit that's below half strength with it, meaning that realistically it's not going to come up all that often. It's quite nice for getting around the damage rule though on your vehicle units and could also
05:07
Speaker A
combine with ignoring cover. Then finally, there's Venternal Animus for one command point. A vehicle unit can automatically deliver demise, potentially for a very big bang indeed if you go with a Repulsor or Land Raider. Then for the stratagems, add up to the Omnisire 25
05:21
Speaker A
points and that's a Temp Marine Warlord to give a vehicle a reactive five plus feel no pain at once per battle round. That's really quite a nice durability boost to be able to flex into essentially plus 50% survivability, and being able to
05:33
Speaker A
hand that out to something big and scary like a Land Raider or Repulsor or a Dreadnought does seem like it could work rather well. It looks like you could combine this one with the dreadnought detachment if you'd like. Master of
05:43
Speaker A
Machine War is 25 points. This one allows you to put a vehicle into either Devastator or Assault doctrine nearby.
05:50
Speaker A
Previously, this was often used to allow you to fall back and shoot with vehicles as well, which was rather big. Though being able to jump into Devastator to gain important lines of sight is also quite nice. It definitely feels like a
05:59
Speaker A
big hit to its value compared with 10th edition though. The Target Augury Web is back. This one gives a vehicle within three inches lethal hits. That's perhaps a surprisingly nice one to let certain vehicles with a lot of spam shots punch
06:12
Speaker A
up a bit. Maybe could be nice for the Gladiator Reaper with its ridiculous 36 shots, though. Not enough for any vehicle, say Redemptor Dreadnoughts when they're slightly mid-strength macro plasma incinerator. Then finally, we have the one with the Flesh is Weak for
06:23
Speaker A
a feel no pain type save and plus one toughness. Overall, th
06:33
Speaker A
codeex. The core role for the extra damage is really nice and mercy is weakness with the sustained hits and the big buff version with two command points seems rather excellent. Plenty of the other strategiums seem nice too. Your
06:44
Speaker A
tanks might be a bit more mobile than they were before due to combat doctrines and you can still combine this with something else. Maybe the dreadnaugh detachment if you're going for the big theme. They could do something else like
06:54
Speaker A
the devastator brethren. I quite like the look of that no paint type enhancement too. Before we move on to the other chapters, I'll just give a quick shout out to today's video sponsor in Star Forge. They're a Warhammer 40k
07:04
Speaker A
merch site with really quite a ton of offerings themed around chapters and factions. For some examples of the fun stuff that they have, they have various chapter themed purity seals, so you could get one for your army if you
07:15
Speaker A
collect one of these. They have chapter and chaos legion themed hats, a whole bunch of keychains with things like bolters, chain axes, or various bits of war gear. They have chapter banner fridge magnets with designs for most of
07:27
Speaker A
the core chapters and divergent chapters and a bunch of other things such as steel pendants, pin badges and more.
07:34
Speaker A
They also do have some higherend things, some of which are fairly mad. I quite like the mechanicus incense burner and there's an umbrella for the servants of the omnisarire as well. Plus things like quite genuine 40k jewelry, some of which
07:45
Speaker A
is made out of silver. There's a creek backpack to get all your rations into battle with you and a wax stamp kit to apply the seal of Ultramar to any documents you might have. You can check them out link down in the video
07:58
Speaker A
description if you'd like to take a look over their big range. If you do wind up picking up anything from them, there's a discount code for 8% off. In any case, thanks to them for sponsoring this one.
08:08
Speaker A
Getting back to the new chapter rules though, I feel like another one of the ones that's the most interesting are the Imperial Fists. Like the Iron Hands, they've had their first company detachment replaced. Theirs was the Emperor Shield and always felt a little
08:19
Speaker A
bit lower key than the Hammer of the Verie one with Carnock Vase big hitting second oath of moment. It seems that Games Workshop has decided to pivot to a bit more of a general Imperial fist one decided to give them a new version of
08:30
Speaker A
the Camite Sentinels, a detachment that came out in the last stages of 10th edition during the end campaign. It's two detachment points and taken hold.
08:39
Speaker A
The core damage buff that it brings isn't quite as standout as previous. Before it was any units that are in terrain areas gets two rroll, hit rolls, and wound rolls of one. Now it's just wound rolls of one, but still a very
08:50
Speaker A
easy damage buff to access for basically the whole army, which isn't too bad for two detachment points. On top of that, they have a system of entrenched units where if your units are entrenched, they can usually use better versions of
09:01
Speaker A
strategys. And you get that if you're within a terrain area and haven't moved [clears throat] either more than three inches or made an ingress move this turn. One thing that's been gained on that from last time around is that Darth
09:12
Speaker A
Lander and Tor Garedon always make their units entrenched as well. They're already quite likely to be big hitting central damage combos. So usually going to be good ones to use strategys on.
09:21
Speaker A
Darth Lander does look like he's got a crazy points cost though at 160. Pay an absolutely enormous premium for that minus one to hit to the point where it just feels a bit prohibitive. Getting into those strategiums after one command
09:33
Speaker A
point there's augmented targeting. In the shooting phase you can either gain sustained or lethal hits or get both of them if you're entrenched. That's really quite a nice start as it's just two very flexible damage buffs that can be put
09:44
Speaker A
anywhere in the army at any time. Lethals are quite nice as they're slightly limited scope for most base run units punching up into tough stuff now and getting completely unrestricted access to that is rather nice. The entrenched one is slightly added value.
09:56
Speaker A
Though bear in mind that you will be getting the slightly less important one as your second pick and you will always pick the most important one first. Next up there's priority strike. Infantry and mounted units get a plus one to wound
10:07
Speaker A
against enemy monster or vehicles either shooting or fighting. In previous cereamite sentinels that was reroll or wounds though cost two command points and one command points for a plus one to wound that feels better. And this detachment is going to have lots of
10:19
Speaker A
options for taking down tough stuff. For one command point there's established supremacy. This one has to be used on an entrenched unit and it's a new one that allows an interesting objective consolidation move. You can do it even
10:31
Speaker A
if you're eligible to do an engaging or pilein style consolidation. And they put a note on it to say that the intended effect is that it means that you can use it to move out of engagement range. So
10:41
Speaker A
if you are charged on an objective potentially you might be able to drop back 3 in and then just be ready to counterattack the enemy super hard. It does feel like a slightly situational one, but also really quite a big deal,
10:53
Speaker A
particularly for a gunline unit where in theory you could use this to drop back and then shoot the enemy in the face.
10:59
Speaker A
For one command point, there's stand to the end. This one gives a non-monrol vehicle unit minus one to wound if the enemy strength is greater than your toughness. So, a nice easy reactive durability one. Things like terminators might quite enjoy that. And then it gets
11:12
Speaker A
boosted against all attacks if your unit's entrenched. And potentially that could be one way to just ignore a whole bunch of punchy smallarms. Maybe a whole load of heavy bolt shots going into standard space marines could be a good
11:23
Speaker A
target for that. It looks like that one's replaced the fights on death available for cereamite sentinels before. For one command point, there's evasive positioning. This allows an infantry or mounted unit to move d6 in after losing a wound to enemy shooting
11:35
Speaker A
attacks boosted to d3 plus 3 if entrenched. And you can't use this to embark on a transport. It's going to be far more useful on the entrenched things as you actually guarantee a minimum movement distance. Even an unreliable
11:46
Speaker A
chance could sometimes be pretty big though. Maybe dropping behind a terrain area, pushing yourself up so you're ready to heroically intervene or backing away from an enemy charge that then fails. Then for one command points, there's unyielding might plus 10 OC for
11:59
Speaker A
a unit that's on an objective until the end of the turn declared in the command phase. basically just one to look out for and use when it has the chance to score your victory points or deny your opponent some. Then finally for
12:11
Speaker A
enhancements for these, there's the Castellum Omnivox that allows you to advance or fall back and still do an action. Feeling a bit niche with a character unit really. Defensive mastery for 25 points that allows you to redeploy three infantry units including
12:23
Speaker A
the option to place in strategic reserves. Quite a common ability there and a bit mid at 25 points often best with infiltrators. on it in defatable is 25 points and this gives a Gravis model a two plus chance to revive on death
12:36
Speaker A
coming back with three wounds remaining. I believe that's slightly worse than the previous which was four wounds remaining. So not quite a standout for things like gravis captains. It maybe could be an incentive to run one on his
12:47
Speaker A
own. Then finally we have spice gold data link. This is 20 points and just gives your unit ranged attacks. Ignores cover and that one's just a really easy one to add into a shooting combo.
12:56
Speaker A
Anything with normal hit rolls will enjoy that. Overall, for two detachment points, that looks like an interesting and powerful detachment to me. The core rule gives you plenty of easy damage, and several of the strategiums remain good ones. Several easy damage dealer
13:08
Speaker A
ones that can be easily plugged in to extra damage, a couple of potentially really quite big situational movement strategims, a nice reactive durability one, and a Nord cover as an enhancement.
13:18
Speaker A
I feel like this one's really looking very nice as one that's now gained access to the combat doctrines as this one usually didn't tend to have any good movement and damage strategiums. Now you've got the option for certain units
13:29
Speaker A
to be advancing and shooting or advancing and charging. That's really quite a big win. And also dropping from a three detachment point, one to two detachment points is also big. You can combine it with something else perhaps something like the devastator brethren
13:40
Speaker A
or even going for some more damage with the dreadnaugh or tank ones. Overall seems like quite a nice one at first impressions. Pretty cool to see the Imperial Fist actually get something that looks fairly interesting. They really have had a tough time of it
13:52
Speaker A
through 10th. Next up, let's move over to the Salamanders. And they've got their new version of the Forge Father Seekers. Once again, this is two detachment points and priority assets and not quite as big a shift for their
14:04
Speaker A
new one with the core rule being fairly similar to what it was before. You get plus one strength within 12 in. Inferno squads can action even if they advance or fall back and still shoot as well.
14:14
Speaker A
Virginia Vulgan was in the army which I still suspect he will be with his melter and flamer buff even if it's not quite the same. Overall that's still a pretty interesting attachment rule particularly for melter and flamers wanting to get
14:25
Speaker A
close though helps other shooting as well. The extra use of devastator doctrine will be helpful to get units to where they need to be. Though obviously it's not quite on the same level of just advance and shoot across the entire army
14:35
Speaker A
all game long. It is a little bit more mixed. But on the other hand if you're using this detachment before you wouldn't have the option to gain advance and charge in the army. So that is one win there. For the strategiums, we have
14:46
Speaker A
forged in fire. This one allows you to fire torrent weapons in engagement range and gain plus one attack when you do.
14:53
Speaker A
That one's nice for the infernace marines, but also for lander redeemers who certainly miss being able to just barbecue things close range with the flamers. Wrath and ruin is one command point and that allows your infantry to jump into the assault or tactical
15:06
Speaker A
doctrine when they need to. Declared in the command phase. This one's a really nice strategium to be able to add in.
15:11
Speaker A
Advance and charge on demand is nice. Never mind the big turn when you get it in the assault doctrine. And the tactical doctrine is also a really useful one as well. Any close-range damage combos that just got charged
15:21
Speaker A
would be able to fall back and shoot and even declare a charge after. For one command points, there's Blazing Earth.
15:27
Speaker A
This one's a minus one debuff to charge roles for a unit that's within 12 in of a Melor torrent weapon that's currently unengaged, but you have to declare it at the start of the charge phase. feels like an interesting idea for a
15:38
Speaker A
strategium. Though, unless it's going to make an absolutely massive difference, just minus one to the charge really isn't enough. Most of the time, that's just going to be a charge that either passed or fails normally, and this will
15:48
Speaker A
have no effects. Occasionally, it could be really big, but just too low a chance to bother using this regularly. Next up, Burning Vengeance turns up again. Maybe giving this one a bit of synergy with transports. This allows you to disembark
16:00
Speaker A
from a vehicle that just got shot. Then you shoot the unit that just shot your transport, potentially making it a risky business to shoot a transport that's full of hell blasters or infernace marines or aggressors or something. That
16:10
Speaker A
could certainly incentivize some rhinos or repulsors full of guns there. For one command point, there's immation protocols. This one gives infantry torrent weapons plus one AP, which replaces the devastating wounds one that they had before for two command points.
16:23
Speaker A
That actually does seem like really quite a solid drast. It's not quite the sheer reliability of punching devastating wounds through all saves, but having infernus marines or aggressors jump to AP minus two is a really big deal for the threats that
16:35
Speaker A
they can take down. Particularly with plus one strength from this detachment and maybe vulcanist giving another plus two strength for him as well. You could have strength eight flamers with AP minus two for one command point if you
16:46
Speaker A
got them in close and that does sound rather fearsome. Then finally, we have Crucible of Battle. This one's changed from the nice easy plus one to wound that it was before for a infantry unit attacking a unit within six inches
16:56
Speaker A
getting roll ones to hit and wounds. It's more of a standard damage dealer as opposed to being one that's really good for punching up against tough stuff. Now in a vacuum if you didn't have any V-Rolls already, it's still really quite
17:08
Speaker A
a good option though. It's potentially even going to be a little bit more powerful than it was against things that you're wounding on a 3 plus, but usually a bit weaker against anything that you wounding on a five. Finally, for the
17:19
Speaker A
enhancements, the adamant mantle has just been changed to minus one damage for attacks against this model. So, a durability boost, but these are often a little bit questionable to buy in if you've got a [clears throat] character within a squad. Just means that you're
17:30
Speaker A
sort of investing in maybe keeping the character alive once the squad's already died, and it's far less useful. Forged in battle is 25 points. This one just allows the units to ignore modifiers to weapon skill, ballistic skill, and hit
17:42
Speaker A
rolls. And that seems very nice for any unit that might get affected by cover.
17:46
Speaker A
Maybe hell blasters could quite enjoy that or possibly eradicators or even bolt storm aggressors if you went for something aside from flamers. Emilator gives you plus one attack for torrent weapons for the unit. Nice to see that one stick around and very nice for big
17:59
Speaker A
squads of aggressors or infernace marines. And finally, wartempered artifice is a big 25 points for plus one strength and plus one damage for the models melee. Really quite nice to see a punchy damage deal. That's very meaningful. Plus one damage on a captain
18:13
Speaker A
or lieutenant's melee will mean a lot. You could have a damage four thunder hammer on a jump captain or bite captain with this or potentially have something like a Judas here go up to strength eight and damage three. Overall still
18:24
Speaker A
feels like it's an interesting enough detachment. The plus one strength buff is a good one. Devastated doctrine is nice to be able to get a second use out of even if it is a downgrade compared with just getting advance and shoot all
18:34
Speaker A
game long. I feel like being able to combine this detachment with advance and charge is going to be quite a big win for melee things here. and the other strategiums feels like there's some winners and some losers. There still
18:44
Speaker A
looks like it'll be good for delivering lots of Infernace marines or flametorm aggressors to burn down the phone. Next up, let's move on to the Ultramarines and they get a version of the Gladius called the Blade of Ultramar that's
18:56
Speaker A
really quite similar to the one in the Codeex. It does seem to be going for what the Blade of Ultramar was doing in the last one, having a fairly buffed core rule, though the vast majority of the other support options being similar
19:07
Speaker A
with just a couple of tweaks as it's similar to Gladius. This one's a three detachment point one where the rest are all two and you now either have the option of going priority assets or take and hold as your force disposition. The
19:18
Speaker A
core rule for this one is a flatly improved version of gladius called master doctrines. And if your army includes minus kgar, it means that you can choose each doctrine a second time in the game if you like. The main codeex
19:30
Speaker A
gladius only allows you to double up with one of them. And this one allows you to double up with any. So it means that you could have say two uses of both the assault and the devastator doctrine and one use of tactical throughout the
19:40
Speaker A
game or get that second use of tactical if it made more sense in a turn. It does seem like a nice enough level up on gladius but still maybe a slightly borderline one. In regular gladius you'd already be able to double up on your
19:52
Speaker A
favorite and realistically this might just be getting to using a slight boost on something like battle round four or something like that. So it might not be quite as impactful as you think from reading it. obviously doesn't hurt
20:04
Speaker A
though and a reason to put Kgar on the board. He does seem rather nice in himself though does have a bit of anti-inergy in that he already provides lots of doctrines in his own right. So it's sort of doubling down on something
20:14
Speaker A
that's already here for the strategiums. These ones are pretty well the same as the gladius task force for most of them.
20:21
Speaker A
There's the lance and melee the north cover shooting one armor of contempt for reducing AP and the standard one to switch out a doctrine for a different one. These ones don't get the boosted version that they get in the brethren
20:32
Speaker A
detachments. For the ones that are a bit different, there's one of the reactive move ability is slightly boosted versus the regular gladius. This one's a D3 plus 3in move for your infantry or mounted units when the enemy ends a move
20:45
Speaker A
within eight. So, a bit more of a reliable move there and really quite a nice stratum to have. The regular gladius version is only D6. Then the last one is tactical foresight. This one's the durability one that replaces
20:57
Speaker A
the fights on death option. So, similar to how it was during 10th edition. And this one gives you a minus one to wound for attacks that target your unit where the strength is greater than your toughness. As usual, a nice enough
21:07
Speaker A
durability thing to be able to trade into. You would have to be weighing this up versus armor of contempt though. A lot of the time armor of contempt might just be better. This one does have the advantage of lasting the whole phase
21:18
Speaker A
though. Say if you were about to get shot by a whole bunch of guns. Then for the enhancements, three of them are the same as the CEX Gladius. The durability two plus save and five plus feel no pain. the melee buff for extra strength
21:30
Speaker A
and armor penetration. There's the one for a captain always being in tactical doctrine, which just seems a bit confusing as he could be anyway if he wants to be. And then the blade of ultramar unique one is called veteran of
21:42
Speaker A
behemoth. It's 20 points and gives your unit sustained hits one at range. So, it's really quite a nice straightforward shooting buff for a unit that seems pretty reasonable to give to any unit that's making a hit roll and is led by a
21:54
Speaker A
character. He could add with a lieutenant for the lethal hits against anything that isn't a monster or vehicle or maybe even on a support character alongside an ultramarine leader for the same squad. Overall, it does basically seem like a slightly improved version of
22:06
Speaker A
Gladius. As before, the single biggest loss is not getting the access to fights on death, which is quite a nice strategium. Instead, you get the extra durability, slightly boosted movement strategium, the better doctrines, and the shooting enhancements. I'm really
22:19
Speaker A
not too sure how much of this will get played. It does feel to me like core gladius is going to get out competed by combos of the one detachment point ones or some of the other two detachment point ones that are unique to chapters.
22:31
Speaker A
I guess the blaze of ultramar is a pretty reasonable one though if you are playing ultramarines and does feel like it's probably got more advantages than disadvantages.
22:39
Speaker A
Next up and moving on to the raven guard and we have the shadow mart talon return. This one had a pretty great time when it was released and has been a bit up and down since then, having a bit of
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Speaker A
success in early 11th edition, often with centurions and inceptors. In this form, it's two detachment points with the disruption disposition. Its core rule are taking a downgrade going into 10th edition, but this one helps it out a bit. Shadow tactics just means your
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Speaker A
entire army gets the benefit of cover via stealth all the time. There's no restriction as to what range you get shot on. You literally just count as being in cover. So the entire enemy army is going to be minus one ballistic skill
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Speaker A
unless they have the chance to counter it. That's really quite a nice rule against any sort of gunline army and particularly impactful against some melee armies aren't going to care quite so much though. On top of that, fob boss
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Speaker A
and scout units also have minus 3 in detection range as well. So they're often only going to be shot at either 12 in or down to 9 in if they've gone to ground. And for small utility units that
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Speaker A
could make them legitimately harder to catch up with and deal with. And then finally, Ethon Shan also still has his return to reserves ability with free usage of the Into the Darkness Stratium for minus one command points. The
23:44
Speaker A
targets for that one might be a bit more niche though as centurions have gone away and inceptors already have returned to reserves natively. So they might be changing to bouncing things around at the edge of the board a bit more.
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Speaker A
Perhaps units like Hell Blasters or Stone Guard or Desolation Marines or something. Overall, it's definitely had a solid level up on the detachment rule.
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Speaker A
I did notice that someone had pointed out that it doesn't work so well for Kavon Strike's unit buff though. He also gives stealth to his unit, so it has a bit of overlap here and doesn't add anything extra. For the strategims,
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Speaker A
several of them are fairly similar to the ShadowMart Talon on previous Vanguard. There's an infantry ability to gain the tactical doctrine. So allowing them to fall back, shoot, and charge.
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Speaker A
That's a handy enough one that they didn't have before and usually quite good to be able to access. Melee things charging something more appropriate or range things keeping up the firepower.
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Speaker A
No questions asked. There's the one command point into the darkness. At the end of the enemy fight phase and unengaged infantry returns to reserve.
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Speaker A
Very nice when you can do that automatically with Ethon Shan and both has value for damage dealers and also utility units. For one command point, Leelo the tyrants is still here. This one just gives you precision to an
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Speaker A
infantry unit selected to fight. Really quite a big deal against certain characters where you can just take out an important buffing character straight out of a unit. You can use this on really big hitting things like terminators.
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Speaker A
Murderous fuselard [clears throat] gives you plus one ballistic skill and plus one AP for a unit that made an ingress move. This one feels like it's got more restrictive really. Previously, you had to be using it on something that was
25:10
Speaker A
greater than 18 in away, which was restrictive in its own right, but maybe a bit easier to control. I guess that could help out with units jumping around the edge of the board. Though it does seem particularly stand out for
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Speaker A
inceptors that can just do it natively as well. Just getting the extra AP on the assault bolter seems rather nice.
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Speaker A
They do have plus one to hit on their data sheet, but this means that you could also effectively be countering cover and still hit on a two plus even if the enemy has the benefit of cover.
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Speaker A
Then for one command point, there's raptorial vigilance. This one's every active normal move when an enemy ends a move within 8 in of your unit, either D6 in or an automatic six for scout or fobos. As ever, always a nice one when
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Speaker A
you have the chance to make a unit survive when otherwise they probably wouldn't. Good for hiding away or backing away from charges and far better for the faux boss marines as you actually have the guarantee that it's going to be a meaningful amount. Then
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Speaker A
finally for one command point we have suppressed weapons and this means an infantry unit shooting doesn't stop you from being hidden. You could use this on say eliminators and still have an absolutely tiny detection range or plugging away with shots that feels like
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Speaker A
ideally want to use it on something that's got big scary range damage is going to be very impactful. Again, maybe something like hill blasters firing out at 24 in might be interesting enough with this. It seems they've lost access
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Speaker A
to armor of contempt, but you could potentially pick it up by combining this with one of the brethren detachments.
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Speaker A
Then finally for the enhancements, the Blackwing Shroud is 25 points and gives the infiltrators keyword for your unit.
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Speaker A
That's unchanged from what it was before and can be a bit of a double-edged sword unless you're careful as it might just let the enemy get the first strike on your unit rather than the other way around if they go first. still can be
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Speaker A
kind of scary to have a big chunky and scary unit of terminators or aggressors or something or in a threatening place right from turn one. Coronal cursor used to be one of the command point debuff abilities. Now it's changed to just flat
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Speaker A
turning off strategys for units that are in engagement range. The opponent isn't allowed to target them with any of their own strategys. It's really quite a powerful ability though quite a situational one. cost quite a lot of points and would require really quite
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Speaker A
good knowledge of the opponent's options to be able to use it effectively. It feels more niche than it was before when it was just the command point increase.
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Speaker A
Umbrell raptor gives you the fights first unknown operative abilities. Previously, it was stealth unknown operatives. It could mean that your character could go running around solo for an extra 15 points and maybe it could be kind of fun for a jump pack or
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Speaker A
gravis character. Maybe it could be interesting enough for the caption on bike as well as an unusual targets. And finally, there's Hunter's Instincts for 25 points. This one allows you to make an ingress move in the first movement
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Speaker A
phase and not have to wait till later. Maybe allowing you to warp down a great big unit of terminators into the midboard, do a whole bunch of shooting, maybe attempt a first turn charge that will be a bit unreliable. That one seems
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Speaker A
like an interesting enough option, and you could even combine that with the plus one ballistic skill and AP strategium. It's nice to see a bit of an improvement for this one, particularly on the core rule. Feels like quite a lot
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Speaker A
of their other options might have been side grades in various different sorts of things. I guess inceptors will still be interesting enough here, even if Ethon Shan isn't needed to return them to reserves anymore. Other shooting combos look quite well supported though
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Speaker A
between the other strategimms and returning to reserves to gain more lines of sight. People were a bit underwhelmed by the changes to the Raven Guard 2 jump characters. Though it did feel like they did lose a bit with the translation into
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Speaker A
the codeex. And finally, we have the Spearoint Task Force for the White Scars. This one was their unique version of the 10th edition Stormlands. It's a two detachment point one that has reconnaissance as its disposition. And if you really want to
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Speaker A
go all in on the bikers, doesn't appear that there's any sort of restriction in combining it with the Stormlands, but it's not that I saw mentioned. The core rule for this one is called Storm Swift Onslaught. You can either pick the
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Speaker A
assault or tactical doctrine one additional time per battle. Two turns of advance and charge in particular probably seems like the way to go there and gets a lot of marine melee up the board very fast indeed. In this one,
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Speaker A
mounted and speeder units get a plus one to advance. So extra threat and speed when you're in that assault doctrine to slam into the enemy. The speeders would quite enjoy that with devastator doctrine as well. And then Saboden Khan
29:10
Speaker A
specifically gets a big move to be able to move at the end of the fight phase if he was eligible to fight at some point in the previous fight phase. Then he can make a normal move if he's now unengaged
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Speaker A
or make a fallback move if he's not. As with the Stormance Task Force, this one's able to zoom around and potentially charge something quite a long way away, hit them and destroy them, and then escape completely to safety and go behind terrain so he can't
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Speaker A
be caught up with quite so easily. Again, it does seem like a very hard rule to interact with. Potentially hitting and running in a very big way.
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Speaker A
Overall, feels like a strong cluster of detachment rules there. Good army support and particularly for mounted units. And then Sabod and Khan's units will be an absolute menace. for strummers. For one command point, there's a minus one to wound rolls when
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Speaker A
the enemy shoots at a mounted or speedy unit. As usual, nice enough easy reactive durability there. And doesn't seem that that one's locked to strength greater than toughness. That means that you could potentially use it to make a
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Speaker A
whole load of strength six or lower firepower completely go away. For one command point, there's flawless riders.
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Speaker A
This one gives you the mobile keyword to your mounted unit in the move or charge phase. So you can have outr rididers move straight through some dense terrain and go as the crow flies to make charges shorter. Could be nice for another out
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Speaker A
rider combo if carn is already giving that to his units. Hunter's instincts is a reactive normal move of d6 plus 3 in for infantry mounted or speeder units when the enemy ends a move within 8 in of them. As with all the other rules
30:33
Speaker A
that give the reactive move like that, that's a very nice one to be able to access. Lots of ways to get big power out of it, particularly when it saves your unit from being shot. Mobile lethality allows you to fall back and
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Speaker A
shoot and advance and shoot for any one unit. Could be nice enough for getting the range storm speeders on the targets where they want to be, but nice enough if you have a few ranged units in support of the army in general. They do
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Speaker A
have a good shooting enhancement for one command point. There's a melee damage buff called spear thrust and saber swing. It gives you lethal hits or lance in melee. Both of which are good to punch up against tough stuff. And then
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Speaker A
if you use it on a mounted keyword unit, you get both of them. That seems rather excellent for outr rididers with their sustained hits and plus one damage on the charge with a new thunder hammer and being led by bite captain. Again, seems
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Speaker A
like they'll hit super hard there. Then for one command point, there's withdraw and regroup. A nice simple one allowing a mounted or speeder unit to return to reserves. Generally good for utility to get around behind the enemy and the
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Speaker A
speedy units would also be able to come in via deep strike. Overall, that feels like a solid enough set of strategims, a nice durability boost, a nice damage boost in melee, and reactive moves and returning to reserves are both solid
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Speaker A
staples, good basically wherever they are. Then finally, we have the enhancements. The Chorian Hunt Master is a 20 point upgrade for Mador speeder units only. It allows them to make an ingress move as if it were one battle
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Speaker A
round later than it is and means that you could have speeders deep striking turn one if you like, or outr rididers turning up on the flanks. This one doesn't seem awful, but at the same time, they do have the fast movements to
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Speaker A
get where they actually need to be. So, question if they necessarily need to pay 20 points just to be able to get that bit further up the board. It might be an asset if you went first. If the enemy
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Speaker A
went first, they might already have screened you so far back that it actually hurts you more than it helps you. Hun is the nice shooting one for 25 points. It gives you both ignores cover and sustained hits one for this unit's
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Speaker A
ranged attacks. It doesn't really feel like it's got a ton of synergy with what the rest of the detachment wants to do.
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Speaker A
But at the same time, it's an absolutely awesome shooting enhancement. Putting that in literally any space between damage combo unit is going to take them to the next level and make them far more reliable. Maybe reasonable enough alongside a cheap lieutenant or
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Speaker A
something for the lethal hits against stuff that isn't monsters and vehicles. Spear point Paragon is 25 points, giving you plus one strength and AP for this model's melee and then plus two to each of those if you made a charge move. It
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Speaker A
means that you could have a strength 10 thunder hammer with AP minus 4, which sounds rather brutal. Definitely seems like a nice enough damage boost. You could also use it for the chaplain on bike as well. Feels like he'd get some
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Speaker A
excess value out of it from his lower AP Crosius. Then finally, we've got the Stormseers Wisdom. This one's 15 points and allows you to roll advanced rolls. I feel like for 15 points, that's a bit whatever. Really, not unhelpful as a
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Speaker A
little extra for a unit though. if you don't have anything better to do with the points as in this detachment certainly looks like the idea will be that they're advancing and charging.
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Speaker A
Overall, seems like a pretty reasonable reinterpretation of spear point task force for 11th edition 40k. The white scars bikers just have a fair bit more threat in the codeex. The addition of the thunder hammer and the bike captain
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Speaker A
really does seem like quite a big deal. That seems like you could have a good few combos hitting hard from a long way away. Certainly and calm with a unit, but just having another couple of characters leading three squads of outr
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Speaker A
rididers also seems very efficient and hard-hitting. That's it for the detachments though. Overall, I feel like Games Workshop have done a pretty good job to make most of these quite feelood ones on the table. I feel like the Altering Gladius one is
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Speaker A
maybe one of the most underwhelming/ boring ones, even if it is nice and general purpose and does probably feel like a leveled up version of the core codeex one. All the rest have at least some interest in their own way though.
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Speaker A
Easy damage from the imperial fist and nice supporting strategiums. Forge father seekers still has really quite interesting advance and shoot and close-range damage. They gave the core rule for shadow mark talon a much needed level up. The iron hands warn gun to add
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Speaker A
a fair bit of damage throughout the rest of the army and particularly around their two named characters for gunline fire bases and spear point for the white scars is fast moving and really quite hard-hitting which will do well with the
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Speaker A
new out rididers and thunder hammers. It's going to be interesting to see which of these get used in tournament list and competitive play. Obviously, a good deal of them also depends on the Codex chapter characters, a few of which
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Speaker A
talk nerfs, and also how well Games Workshop have managed to balance the various units from Codeex Space Marines.
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Speaker A
I feel like there are going to be some winners and losers. Let me know your thoughts on the detachments down in the comments below, though. I'll be interested to hear your thoughts on them. That's just about it for this one.
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Speaker A
Thanks to Star Forge for sponsoring this one. If you want to check out their 40k merch, they've got a whole bunch of cool things, including plenty of stuff for the various chapters out there or linked in the video description. If you do wind
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Speaker A
up picking up anything from them, there's an 8% discount code down there as well. If you'd like to see more like this, then feel free to subscribe to AllPs Tactics. I'll certainly keep the regular 40k videos coming with new ones
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Speaker A
out just about every day. If you've been enjoying all the videos on the channel, AllPs Tactics does have a Patreon page as well, and you can find that linked below. channel patrons get a fair few advantages seeing certain videos early
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Speaker A
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Speaker A
the links down below. In any case, a massive thank you for listening and I'll hope to see you guys next
Topics:Warhammer 40kSpace MarinesCodex Space MarinesImperial FistsIron Handsdigital detachmentsMedusa's WrathCamite Sentinels10th editionGames Workshop

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