**Space Marine Codex POINTS REVEALED – How Much for Improved Marines in 11th Edition? — Transcript & Summary | SozAI**
Source: https://sozai.app/transcript/space-marine-codex-points-revealed/

Detailed analysis of new Space Marine codex points and unit updates in Warhammer 40k 11th edition, highlighting cost changes and unit strengths.

## Key Takeaways

- Most Space Marine units have increased points costs reflecting improved stats and weapons.
- Intercessors remain competitively priced despite losing objective secured, focusing more on damage output.
- Assault Terminators and some veteran units have become significantly stronger with reasonable points hikes.
- New tactical rules like return to reserves and improved melee profiles enhance unit viability.
- Points previews are likely close to final values with minor adjustments possible before official release.

## What the video covers

- Overview of Space Marine points cost changes in the new 11th edition codex with updated stats and weapons.
- Intercessors see minor points increases but gain toughness 5 and stronger weapons, losing objective secured.
- Heavy and Assault Intercessors receive moderate points hikes with improved firepower and melee capabilities.
- Jump pack units and Vanguard Veterans get small points increases with notable melee and tactical upgrades.
- Company heroes and Blade Guard Veterans have noticeable points hikes with toughness 5 and melee boosts.
- Terminators gain toughness 6 and improved weapon profiles, with points increases reflecting their durability and damage.
- Points changes are generally in line with unit improvements, with some exceptions like Assault Terminators benefiting greatly.
- Discussion of potential competitive positioning of units given points and rule changes.
- Mentions of new rules like return to reserves for Inceptors and changes to weapon profiles across units.
- Video sponsored by In Baron of Dice, a dice maker for wargaming.

## Chapters

1. 00:00 Introduction and overview of Space Marine points changes
2. 02:16 Heavy and Assault Intercessors points and stats update
3. 04:39 Tacticus units and combi weapon profiles discussion
4. 07:07 Fire support units and weapon profile improvements
5. 09:01 Movement and durability upgrades for various units
6. 11:28 Missile and ranged weapon damage boosts
7. 14:36 Transport vehicles and durability changes
8. 17:03 Character units and special rules overview

Answers

## Questions about this video

How much have Intercessors' points increased in the new codex?

Standard Space Marine Intercessors have had a small points increase from 150/180 to 170/185 points, reflecting their improved toughness and weapon profiles.

What are the key improvements for Assault Intercessors?

Assault Intercessors have gained strength 6 and AP -2 chainswords on the charge, with a 13% points increase, making them more effective in melee combat.

Are the points shown in this video likely to be final?

Yes, the points revealed are from reliable content creators and are expected to be very close to the final official points, with only minor adjustments possible.

## Full Transcript — Download SRT & Markdown

00:00

Speaker A

So, let's talk through all the upcoming points cost in the new Space Marine codex with some new and boosted stats with toughness 5 and some scarier weapons.

00:07

Speaker A

How much will it cost to put our Space Marines on the board and which are the units that are looking stronger or weaker right now?

00:19

Speaker A

Hello and welcome back to Warps Tactics, where today, like most days this week, we're talking Space Marines. Games Workshop is keeping an absolute deluge of rules and previews coming for the new codex and a whole bunch of things to support it. One of the most important

00:32

Speaker A

things in the puzzle were the Space Marine points cost. These will be coming out via the Warhammer 40k app and the manual. I'd guess probably on the 30th of September. But as Games Workshop share their points cost with

00:44

Speaker A

content creators, people watch the videos and then circulate the points online. The most reliable and well-known being Art of War. And it now means that the new codex digital points are basically out and about because people have collected points from their videos

00:57

Speaker A

and they share them across most of the places on the internet where Space Marines are discussed. I suspect that most of these will be the final points that Games Workshop release. In general, they don't really tend to make changes

01:07

Speaker A

between these previewed ones and the final release. Only if there's something that's clearly going to be a problem.

01:12

Speaker A

They decided to do that for the Wasbomb Blaster Jet for the Orks, possibly thinking that its big shooting would be too much. As ever with some secondhand information, there's always the chance for some errors or incomplete things to

01:23

Speaker A

creep in either via Games Workshop content creators or the people collecting these lists. If there's anything major in terms of errors, I'll try and update with a pinned comment.

01:32

Speaker A

Otherwise though, let's jump into it and talk through the Space Marine units and how the combination of points cost and unit updates affect the models. Starting with the battle line, the standard Space Marine Intercessors only go up a little

01:43

Speaker A

bit, 185 and 170 from 180 or 150. Really quite a tiny increase there despite getting a fair bit more dangerous.

01:50

Speaker A

They've got big punchy damage two bolter profiles if they want them, upgun grenade launchers, and the strength and toughness five to boost their stat lines. They have objectively got stronger and tougher and scarier. But at the same time, their actual datasheet supporting

02:02

Speaker A

rule is far worse. The loss of objectives secured just makes them far less essential and they basically have to compete with the damage dealers now.

02:08

Speaker A

And as a result, I'm not too surprised they didn't get too much of a points hike here. It'll be interesting to see if they play with that given the vast amount of Space Marine competition.

02:16

Speaker A

Otherwise, Heavy Intercessors went up 10. They've got a bunch more shots from rapid fire. And overall, that feels like a solid improvement to their datasheet really. The Assault Intercessors went up 10 points per five of them, and they've

02:27

Speaker A

had their reroll rule swapped out for plus one strength and extra AP on the charge. They took a bigger points hike percentage-wise at a 13% increase, but a unit of them on the charge does look rather scary right now. Strength six and

02:39

Speaker A

AP minus two chainswords are very nice and they'll certainly enjoy any buffs that help out their wounding. For the jump pack units, the Jumpers went up 10 points to 95 points or 190. They didn't change so much besides their strength

02:52

Speaker A

five and toughness five profile, but strength five melee really is quite a big deal for them. They will be a bit less efficient for utility purposes, though. The Inceptors went up five points. They won't be dropping close anymore, but still drop at 8 inches. They

03:04

Speaker A

get plus one to hit on the drop and can return to reserve. I feel like just for the extra five points, that's probably worth the trade-off. They won't be able to fit in quite so tight gaps anymore, but return to reserves is a big rule, as

03:15

Speaker A

is the damage buff. For the Vanguard Veterans, they went up five points per five of them, so quite a small increase.

03:21

Speaker A

Their melee still remains strength five. They get a thunder hammer in the unit if they want it though and they've got the option to take their combat shields. I'd probably say the upgrade to the thunder hammer was worth the five points alone

03:31

Speaker A

and the plus one attack on the charge really isn't too bad either. Ideally, they really will want something to buff their wound roll though, maybe a jump chaplain. For some veteran style units, the company heroes went up by 20 points.

03:44

Speaker A

So quite a big jump there. A big 19%age wise. They got toughness five, which is quite nice with their wound debuff rule.

03:50

Speaker A

Got objective secured added to their unit, which is no bad thing, and do have some boost in melee. They also don't have to have a character attached if they don't want to. I guess adding in objectives secured to them was a bit of

04:01

Speaker A

a win, but at the same time, they're not exactly a cheap unit to buy in. Still look like a reasonable enough revenue.

04:07

Speaker A

Maybe you could start them on the home field and then move them towards the midfield with a character. The Blade Guard Veterans went up 10 points, 80 points to 90, and 180 for the bigger squad. They felt like they went up more

04:18

Speaker A

than they really needed to. They only got the toughness five boost and most of the rest of their datasheet is pretty similar. Seems like they can make some quite good use of a whole bunch of things that are aimed at Tacticus armor

04:28

Speaker A

though. I still feel like they could do well with some Tacticus armor named characters. The Stone Guard went up just five points to 105. They have the new combi weapon profiles, though they don't have the enormous rolls against an oath

04:39

Speaker A

moment target anymore. They just reroll ones to hit. Once again, they're a Space Marine Tacticus damage dealer that's going to have loads of competition. Will be interesting to see if those combi weapon profiles are considered worth it enough.

04:50

Speaker A

They do have some flexibility. Though they don't have those absolutely spectacular rerolls, though often good enough to justify them just literally to support characters. The Terminator datasheets have taken some points hikes.

05:00

Speaker A

Basic Terminators are 190 points or 380 for a squad of 10. They go up to toughness six, which is a nice durability boost. Their storm bolters are massively more meaningful with strength five AP minus one, and they get an extra

05:12

Speaker A

pip of AP if they can be within nine inches, which they can get to on the drop. Adding in a chain fist or two to the unit seems nice to make them a big threat against stuff as well. And

05:21

Speaker A

cyclone missile launchers got far more scary with damage D3 plus three. They do cost plus 10 for each one of those that you take though. Though I still feel like as an add-on to the unit, that seems really quite reasonable. At 190

05:32

Speaker A

points at first impressions, they seem fairly nice to me. They do feel like a unit that's gone up in line with their points though. The Terminator Assault Squad haven't gone up quite as much.

05:40

Speaker A

There are 170 points now from 155 and the storm shields and thunder hammers still cost five points more each after the two loadouts. It's still often tended to be the thunder hammers and storm shields that were taken before

05:51

Speaker A

even if some use a bit of a mix with some lightning claws as well. Now those thunder hammers became damage three though and you have sustained hits on the charge against certain targets. It feels like that loadout might have only

06:00

Speaker A

pulled further ahead. I feel like it just a 15 point increase. Assault Terminators really won out in a very big way here. Before we move on to the other Space Marine infantry units though, I'll just give a quick shout out to

06:12

Speaker A

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Speaker A

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Speaker A

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Speaker A

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06:57

Speaker A

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07:07

Speaker A

thanks to them for sponsoring the video. Getting back to Space Ring units and next up we have a bunch of fire support.

07:14

Speaker A

Infernus Marines are 95 points for five, 190 for 10. So up one point per model basically. They didn't really change all that much with their damage output, their flat three damage with blast one.

07:24

Speaker A

Now, the devastated doctrine might help them get into the range for other armies that didn't have advance and shoot before. But maybe the biggest win for their data sheet was they strip cover from units. That's really quite a nice

07:34

Speaker A

buffing rule. There's just the limitation of what they can actually get in range to shoot. Hell Blasters had some side grades. They only went up five points per five of them. So quite a small 4% increase there. They've lost

07:45

Speaker A

their shoots on death special rule, which was a shame thematically. And they don't have the heavy keywords to hit on a two plus anymore. But at the same time, their damage output went up by quite a lot. They have rapid fire one on

07:55

Speaker A

their rifles, so three shots within 12 in, two shots to 24 at close range, that can be a pretty massive stack of damage, potentially add to long range with that firestorm force if you took that. They do have a pretty vast amount of plasma

08:07

Speaker A

fire coming out of them now, but in a lot of detachments, their buffing rules won't be quite so easy to have them punch you up against monster vehicles.

08:14

Speaker A

They can't add in a cheap lieutenant or use oath of moment to do that. Now, for the desolation squad, they're down to 140 points. a big drop from the 180 that they were before given to them due to

08:25

Speaker A

their indirect fire shenanigans. The Vangor launcher still provides some indirect in its 11th edition version, but they're going to be a bit more of a direct damage dealer now with super crack launchers at damage D3 plus three.

08:36

Speaker A

The Castellons at strength five and AP minus one. They can ignore cover even if they're on the move now. And of course, like the other tactical, marines are a bit tougher at toughness 5. They dropped by quite a significant margin there.

08:47

Speaker A

Once again, maybe feel a bit borderline for the points, but not unusable. I think you still had to get some good value out of there. Bit of indirect with the vanguard launcher and also the direct damage and probably still don't

08:58

Speaker A

weigh up super well versus things like the battle tanks. Next up, the aggressors have gone up to 90 points or 180 from 80 or 165. So, around about a 9% increase there. Their profile got a few slightly complex stacking changes,

09:11

Speaker A

but basically they're going to be AP minus one on all their shooting now and at slightly more strength than they were before. Their melee also went up to strength nine with their data sheet rule as well. With their previous points,

09:21

Speaker A

they were fairly standout central damage dealer for combos. The 10point increase maybe seems at least kind of fair given the shooting buffs. It still seems they'll be usable to me at first impressions. Then we've got the two flavors of eradicators. The regular ones

09:33

Speaker A

go up by 10 points to 100 or 200 points for a squad of three or six, around an 11% points increase. Their melters get the common strength 10 and AP3 damage D3 plus two changes, which is broadly a

09:45

Speaker A

positive. Though their anti-tank and vehicle bossing rules went for a hunter mode, hitting on a two plus with strength 12 overall between the melter changes and that feels like they come out slightly ahead versus monsters and vehicles. Maybe not too much in it given

09:59

Speaker A

the points increase, but they'll certainly enjoy devastated doctrine for some advance and shoot to get in range.

10:04

Speaker A

The heavy bolt eradicator seem to have an unusual points change. They went up to 100 points for the standard squad, but up to 215 for the big squad. Guess Games Workshop thought that they could stack damage a bit too high when buffs

10:16

Speaker A

got applied. And overall, they've had really quite a big points hike, but at the same time, their damage went up by a flat 2/3 most of the time within 18 in with their rapid fire. Each guy spits out five shots with that strength six

10:28

Speaker A

and damage too. So really quite a punchy profile even against monsters and vehicles just due to stacks damage and if they're able to target anything that's got a big number of infantry in it. They also can get blast as well. At

10:40

Speaker A

100 points they're a lot less cheap and expendable though and not being particularly stand out into monster and vehicles is a bit of a downside if you're paying this much for a damage dealer unit. Next up we've got the

10:51

Speaker A

scouts and fobos units. Scouts are 65 points still and still looking pretty excellent for cheap expendable units.

10:57

Speaker A

I'm sure they'll still get plenty of play and have gone up a bit in damage as well, getting both a gun and their combat knife on the same guys. They look like they're about as close to auto include for just about most attachments

11:08

Speaker A

there. The infiltrators dropping cost quite a bit down to 85 points per squad of five, though they lost their big deep strike denial rule, which was the main reason to take them before. They're now going to be providing extra detection

11:20

Speaker A

range and they have more threat with their strength five and AP1 bolters and move faster. I'd be kind of surprised to see these guys too often besides scouts though. Maybe if you've got a lot of gunline things and you think they're

11:30

Speaker A

going to be a big factor in getting their actual damage out. And cursor seem to have gone up to 90 points from 85.

11:36

Speaker A

They move faster and have better damage with their strength five and AP minus one attacks. Their buffing rule did get weaker though. Roll ones to hit just not being as good as plus one to hit. Once again, they don't seem unreasonable for

11:48

Speaker A

a gunline army, provided you don't have things that give that already, like say the dreadnaugh detachment. The eliminators are 85 points and went up by 10. Their last fusels are a bit more punchy with the damage D3 plus three.

12:01

Speaker A

The instigator gain more shots if you have that. And the bolt sniper rifles are strength six, but they did lose the ability for the instigator to give them move, shoot, move, which is quite a nice movement shenanigan. For their rules

12:11

Speaker A

now, they can't be detected by an extra 3 in away compared with other things.

12:16

Speaker A

So, a pretty reasonable chance they might be able to sit around and take some pot shots, but not get hit back.

12:20

Speaker A

And then they're either able to ignore cover or to be able to hit things further away with a plus 6 in to detection range. Maybe with the big hitting last fusels, there might be a bit more chance that they get seen in

12:31

Speaker A

some of the faux boss detachments and particularly when you could decrease their detection range just down to 9 in.

12:36

Speaker A

Elsewhere though, I just struggle to see them competing with scouts or some of the other small utility units. Finally for the fur boss, the reavers are 85 points for five 165 for 10. And they look like they might be a little bit

12:48

Speaker A

more competitive with the jump intercessors now. They can drop in to be utility units. Have a lot more damage with lots of attacks at strength five, AP1, and damage one. They get both blades and also the bolt carbine now.

13:00

Speaker A

Plus also their rules to mess with objectives, snipe some characters, and maybe battle shock things from time to time. The jump intercessors still have a fair bit more damage to that against hover stuff. and they do still have

13:10

Speaker A

faster movement despite the fur boss move of eight though I feel like the gap narrow between them. Next up we have mounted units and artillery. The out rididers feel like they've got a solid stat line now. Games workshops given

13:23

Speaker A

them a plus 10 point cost up to 80 from 70. So a 14% increase but in the unit they did get their thunder hammer added now. So they went from being really quite a mediocre threat unit to far more

13:34

Speaker A

scary. They get sustained hits and extra damage on the charge rather than the plus one strength now. And as they close in, their bolters have both rapid fire and the assault keyword, so you can spam out a lot more bolt shots and maybe more

13:46

Speaker A

light infantry as they hit something else. Overall, they feel pretty solid at first impressions, particularly with the Stormlance Task Force being quite a nice one. The Outriders can't feel any invader ATVs in the unit anymore, but you can still feel them as their own

13:59

Speaker A

unit, either one or two in the squad now. and they went up by 8%. So 60 points going to 65. Both their melt and the onslaught gatling cannon got better as did their bolters for a couple more shots at close range. They no longer

14:12

Speaker A

have the return fire special rule but are able to get plus one to wound against enemies that aren't by other enemy units. They also will be able to keep firing in melee if it makes sense to leave them in close combat as well as

14:23

Speaker A

they now have the vehicle keyword to be able to fire within melee. Both these guys and the out rididers also went up to toughness sixth as well. to a little bit more durability. Overall, for 65 points, these guys again look quite

14:35

Speaker A

good. I think I still more want to use them as a cheap skirmisher unit and doing actions objective and screening things, but being a little bit harder to take down and a bit harder hitting seems like that's quite good for their

14:46

Speaker A

battlefield role. Then for the artillery, we have the fire strike servo turret. It went up by 5.280.

14:53

Speaker A

The last talon got the D3 plus three damage profile, though. Feels like the autoc cannon probably became the one to go for now. It was quite bad damage output before, but Games Workshop literally doubled its damage output within 24 in. You have six shots there

15:06

Speaker A

due to rapid fire and an extra shot on the base profile. And with twin link, strength 9, AP1, and damage three, that's really quite general purpose. Now 10th edition cover has gone away. They also move just a little bit faster at 5

15:17

Speaker A

in movement as well. And if you wanted to go for a couple of them, then their four plus overwatch just got a bit more scary as it doesn't stop you using the overwatch elsewhere too. They again seem more interesting than they were before

15:28

Speaker A

and perhaps could be interesting. Slightly static firepower. Now, Centurions are going to legends. They're still going to be competing versus the dangerous tanks and vehicles though.

15:36

Speaker A

That also gets to move a fair bit further. Next up and moving on to vehicles. First up, we have the walkers and dreadnots. The redempted dreadnots had a solid points decrease down to 170.

15:47

Speaker A

That's due to it losing the minus one damage from its 195 base. You've still got a wound roll debuff if the enemy attacks it with high strength things and you could pick up that minus one damage from the dreadnaugh detachments. Though

15:58

Speaker A

if you do that one will cost you quite a lot at a big plus 40 points. Otherwise for it stat line though most of the redemptor's guns got better in some way or another. The macro plasma strength 10

16:08

Speaker A

and the onslaught gatling cannon is way better and most of these guys get a bit more support from that ironclad champions detachment. Getting reroll ones to hit helps their damage.

16:17

Speaker A

Otherwise the ballistas is 150 points. though unchanged there. The last cannons and missiles both gained damage D3 plus three and the bolters and fragstorms got AP. Its damage buff got a bit of a side grade though going to sustained hits one

16:30

Speaker A

and getting that within 24 in though overall the roll hits was usually better particularly in 11th edition cover.

16:37

Speaker A

Maybe doesn't feel like the worst change in the world though as the weapon profiles do make up for that a bit. The brutalis has gone up slightly up to 160 from 150. So a small points increase.

16:47

Speaker A

Probably the biggest thing for it was gaining a 10-in move rather than 8 in.

16:51

Speaker A

So, it will be closing with the enemy a fair bit faster. That's generally the most important thing as it's just a very big deal whether it makes combat or not as to whether it does anything. It melee gets the same damage buff as the

17:02

Speaker A

redempted dreadnaugh with damage D3 plus three and melee. And it also got extra AP as well. If you choose the brutalized fist, if you go for the talons, they have an unusual strength 10, damage two, and cleave profile, but they don't have

17:15

Speaker A

the strike profile anymore on that. The impact hit rule was converted to crushing impact which was probably a small downgrade of anything and he can't double up and its melts and bolters were buffed. Overall doesn't feel like in the

17:26

Speaker A

worst spot in the world that was a bit niche as dreadnaugh went before the update already. Then finally the invict tactical war suit went up by 10 to135.

17:35

Speaker A

Most of the guns got a little bit more scary. It went up to toughness 9 and has a 10-in move now. It swapped his return fire style special rule to be able to mark targets, to be able to reroll some

17:45

Speaker A

ones against them. I still struggle to imagine that that's going to be particularly standout just being a lot easier to bring down than other similar vehicles and it damage profile being fairly focused on lighter things as opposed to general purpose top stuff.

17:59

Speaker A

Next up, we have the speeders. And the storm speeders got changed around a bit.

18:03

Speaker A

The hail strike just went up five points. They've got really quite significant buffs. It gets AP on all of its weapons now. and it's able to strip cover rather than buffing AP only against enemy infantry and light stuff.

18:15

Speaker A

The Inferno Squad is the other unit that can hand out cover, but this one's just got quite a lot longer range and it's a lot more mobile. I wonder if as a result we might see a few more of them. It does

18:24

Speaker A

still feel like it's contending with just having loads of spam shots that will clear out infantry rather well, but not matter against things that are tougher with better saves. The hammer strike is 140, so unchanged. It gets strength 10 and damage D3 plus two on

18:38

Speaker A

its melter and similar on the missiles. This thing used to be the one that provided ignores cover. Now it's just gets a damage buff with sustained hits one into terrain areas. So if you're taking it, it's going to be more for the

18:48

Speaker A

damage output. It can deep strike into melter range for a pretty punchy alpha strike. At the same time though, it does feel quite a lot more niche. Given that it hasn't really changed all that much.

18:57

Speaker A

It's lots access to o moment which it did quite well with and lost really quite a significant damage buff. It still seems like it all hit things like toughness 10 armor rather hard up close though. The Thunder Strike went up very

19:08

Speaker A

slightly to 140 points from 135. Again, this one gets things like damage D3 plus three profiles for its missiles. And last Talon, they now hit on a three plus, but with plus one to wound against vehicles and monsters, so got a fair bit

19:21

Speaker A

better against that kind of prey. It used to provide a plus one to wound enemy monsters and vehicles. Now it gives extra AP against them. That is a handy enough debuff particularly for things like land raiders or lemon roses

19:33

Speaker A

with good saves and feels like it could be an interesting part of the firepower mix. Maybe still handy for the dark angels and their dark flight pursuits but at the same time it's not got such a clear role in helping mid-strength

19:44

Speaker A

things shoot down tanks. Then finally the regular land speeder remains unchanged at 105 points. I guess it won't be accessing o moment anymore though does have ponchio guns on its own profile with a boosted multi melter onslaught cannon and missile. It flamer

19:59

Speaker A

got changed to a pie cannon, though I still suspect we'll see the Gatling. Moving on to the space marine battle tanks. First up, the Lancer is unchanged at 160 points that lost a bit of damage on its core gun, losing one AP on the

20:12

Speaker A

laser destroyer, and the rerolls only function against enemy monster and vehicles, maybe very slightly less powerful as a result, though it still will hit its preferred targets very hard. The Gladiator Reaper goes up to 165 points, so quite an expensive

20:26

Speaker A

antihorde tank. Now, this thing does have absolutely spectacular volume fire though. 36 shots at close range with strength five or six and AP minus one going up to AP minus 2 against most light things and the turrets getting a

20:39

Speaker A

whole bunch of buffs on top of that with sustained hits too. Devastating wounds and twin lings all into its preferred light targets. This thing looks pretty ruinous against enemy infantry and feels like it will do fairly well up close

20:51

Speaker A

even against slightly tougher infantry too. though at the same time it's investing a lot of points in a tank that isn't general purpose enough to take down strong tanks and vehicles in the enemy army and people often tend towards

21:04

Speaker A

bigger hitting things that will damage those instead as most space ring units really have quite a lot of attacks that can clear out hordes rather well the gladiator valiant has big hitting multimeters at strength 10 the damage D3

21:15

Speaker A

plus three las talon got changed for it second guns to a defensive array which I think was probably more of an upgrade for that one and then the helpful data sheet rule which gives you plus one strength within 12 in. So that's better

21:25

Speaker A

against things like toughness 10 and 11 armor. With all of that, it has gone up to 165 points though. So taking a big 10% increase. Still probably feels like it's remaining in a similar position. A tank that can deal really quite a lot of

21:37

Speaker A

damage though has to get close to do so and will very likely get killed when the enemy strikes back. Combat doctrines for all the armies might well help deliver it into melter range though with the devastator doctrine. Next up we have the

21:50

Speaker A

heavy tanks. So, some Land Raiders and Repulsers. The regular Land Raider went up to 245 from 220 and that one got the damage D3 plus three las cannons and then two added rerolls, one hit roll and one wound roll, which a fair bit of the

22:04

Speaker A

time is basically going to translate into effectively more las cannon shots pointed at the target. It's really quite a good damage boost. A lot of the time its damage output against stuff will be going up by around about 50%ish. It can

22:16

Speaker A

also transport 14 models as well now. So if you wanted a gravis squad with a leader in it, you can do that. And on all of the Land Vaders, it's small arms and top mounted multimeter also improved. Feels like quite a solid one

22:28

Speaker A

and probably rose up in the land raider pecking order there, even if it does cost more. The Lambader Redeemer dropped down a little. It's gone down to 245.

22:37

Speaker A

The Flamestorm cannons will still be scary with Overwatch. It's lost base damage output into tough stuff and less than five models though compensates a bit with devastating wounds on the flame storms at base within 12 in. That'll only function against things that aren't

22:50

Speaker A

monsters or vehicles though. It's an interesting set of changes. Really doesn't help that it won't be able to fire the flame storms in melee though unless you have a strategium like the salamander's forge father seekers. Then finally the lambader crusaders to 30

23:02

Speaker A

points so went up 10. This thing got vast amounts of strength five AP minus one bolter shots and picked up lethal hits within 12 to make it a bit more general purpose. It's going to do great anti-horde and will be a lot better at

23:14

Speaker A

hitting some slightly more armored targets with the strength and AP buff. At the same time though, I still would be surprised if it gets a lot of play.

23:21

Speaker A

As mentioned, a lot of space marine units just deal with hordes rather well with all manner of different ways. So there might not be a lot to sell the lamb raider that's just not as good against tough things. Then for the

23:32

Speaker A

repulser, it's 190 points, so up 20 from 170. I guess that one's paying for many boosted damage profiles, including that much better heavy onslaught gatling cannon and the defensive array changes.

23:43

Speaker A

I'm not too surprised it went up a bit. Maybe 20 points was a little more than I might have expected, but it's far more threatening. It will have more competition from the humble rhino, though, as a far far cheaper way to

23:54

Speaker A

deliver 10 primaris marines and their damage. The repulsor execution is 260 points with the laser destroyer plus 10.

24:01

Speaker A

That's up just five points on the previous. So pretty well unchanged. The massive amount of shots from the defensive array will miss old style over moment with the plus one to wounds. It laser destroyer picked up devastating wounds though. The heavy onslaught

24:13

Speaker A

gatling cannon got improvements and its data sheet rule got improved as well with a plus one to hit things that are more intact as opposed to heavily damaged things. That last one is really quite a serious buff. And to be honest,

24:23

Speaker A

compared with the pre-codex version, it looks like it's much improved against a lot of targets. Feels like between the core rule and the statline buffs, it's a far more dangerous tank now. Though realistically at 260 points, despite having a scary stat line, it's not all

24:36

Speaker A

that durable for the cost. Then finally for the tanks and vehicles, we have the dedicated transports. The Rhino goes up five points and is able to transport primaris marines. will be weird to have the big chunky lads all coming piling

24:49

Speaker A

out of a rhino and then probably having more mass in the unit outside of it. It does seem like it could be a very interesting option for delivering all manner of big squads though and generally good news for any primaris

25:00

Speaker A

combos where you wanted say 10 guys and an attached character. Otherwise, it got some slightly boosted top guns and is able to use smoke all the time for free, giving itself permanent cover, which will make it more survivable, which is

25:11

Speaker A

certainly helpful. And also potentially being able to provide cover to things behind it as well, including the thing that just piled out of it. Feels like this data she is going to be really quite effective and has a great ratio of

25:21

Speaker A

being able to transport lots of points inside it while not costing that much itself. The impulse is 70 points and the same price and trades off a lower transport capacity for a bunch of extra guns, a firing deck, and some other

25:34

Speaker A

interesting options. Seems that the orbital comms array now adds a plus 10 cost if you want the vehicle to scout.

25:40

Speaker A

And that does seem like a legitimate great use of it. Scout on a dedicated transport means that you can have melee threat staging a long way into the board. And I really wouldn't be too surprised to see it being used to

25:50

Speaker A

deliver some scary melee. Overall, between the small arms changes, it does seem solidly better. some good competition for the space war in transport. Perhaps on the flip side though, maybe still worth saying that regular units being able to advance and

26:02

Speaker A

shoot and advance and charge might just lessen the importance of transport and make for slogging more viable. The importer can also deliver three gravis if you want as well. Now, worth saying both aggressors and eradicators usually want to be delivered up close and can

26:15

Speaker A

deal some big damage when they get there, though at the same time compared with characterled combos, you're not really transporting all that many points in the transport at that point. Then finally, we have the drop pod buying in

26:25

Speaker A

Deep Strike on turn one for its unit for 60 points. That's near enough unchanged.

26:30

Speaker A

Again, I just feel it's a bit unlikely. They'll be super mainstream with good other options to transport things up the board and get them in range and then those transports can do more things after. There's definitely units that

26:40

Speaker A

will enjoy being in rapid fire range though. Stone guard and hell blasters would enjoy ping for drop pod and getting an alpha strike. Then we have the many many ranks of space marine characters. I'll probably focus a little

26:52

Speaker A

bit more on the classes than each of the individual ones, though. I'll put all the points on their changes up on the screen. The captains out there do combat doctrines now, shifting it around for their unit, so you can have permanent

27:03

Speaker A

advance and charge or fall back in charge. And for the most part, it looks like these guys have gone up a little bit, though not all that much. Some of them having been accompanied by some positive stat line changes. I feel like

27:13

Speaker A

that's not really all that much in terms of sheer damage output that's improved. Maybe the jump captain's fairly stand out with his damage three hammer and a few of the bolt rifles and shooting options got better. The bat captain

27:24

Speaker A

makes his debut at 110 points. He is quite big hitting with his hammer as a solid stat line and looks like he'll be all very scary alongside a squad of outr rididers. The jump captain also gained value with a plus one to advance and

27:35

Speaker A

charge as well. That really helps with the assault doctrine always on tap for him. The fobos captain has the move shoot move with the instigator bolt carbine. So it could be a way to get shots off and remain hidden with Phobos.

27:46

Speaker A

And the Terminator and Gravis captains both went up a bit, but just changed out from the freeze drasters to the combat doctrines. For the lieutenants, their core rules have shifted around a bit.

27:57

Speaker A

Their lethals only work against things that aren't monstic. And they have that demi company commander ability, the ability to clone the selected combat doctrine of a captain and apply it to the unit that they're leading as well.

28:08

Speaker A

The regular lieutenant is 50 points, still has a fairly punchy stat line. The faux boss one is 40 and he has the option to deep strike and has both blades and the carbine included. So quite a flexible one. Basically rolling

28:21

Speaker A

in the reaver data sheet, but at the same time it's not common that you'd usually buy damage buffs in for the fur boss units. They're both still relatively cheap and could join alongside another unit. The lethal hits are still handy, but have a feeling that

28:33

Speaker A

a lot of people will be put off them if they're not effective anymore against the single thing that they were best at.

28:38

Speaker A

Perhaps could be interesting to have some sort of big combine assault if you've got a captain with the assault doctrine and handing it out to a lieutenant who has another leader with him. Maybe for the comi weapon lieutenant, he dropped down to 85 points

28:50

Speaker A

from the 95 that he was before. He's slightly more threatening with a damage to combi bolter. His reactive move was slightly toned down to D3 plus three, though it's still a fairly good one for a lone operative. And then his buff

29:02

Speaker A

became a detection range one marking a building for a plus three in detection range for the things inside it. handy enough for gunline armies, I suppose, though a little bit less reliable than his rerolls. The reactive move on a lone

29:14

Speaker A

operative is still pretty big and still feels like he could be an interesting enough skirmish utility piece that could do some actions or secondaries and hopefully escape unscathed.

29:23

Speaker A

Next up for the librarians, they're fairly similar points and now have their choice of powers. The psychic hood to protect against psychic attacks, a smite that got scarier with damage D3 plus three, though losing the librarian's conclave was quite a big deal for them.

29:36

Speaker A

and they're going to go from very central units and a whole bunch of space marine armies to really quite niche ones. As a result, the standard librarian's got two good powers with his four plus invulnerable save and 6 in

29:47

Speaker A

advance. There was like plenty of the two wound tactical things will quite get on with that. Could be nice for the dark angel's inner circle companions as well.

29:54

Speaker A

The fobos librarian is another unit that can strip cover from an enemy. Perhaps could be handy enough alongside a skirmish fobos squad, but then again, you're making quite a big expensive unit that's not too hard to kill. He lost his

30:06

Speaker A

lone operative thing and the Terminator librarian no longer has the simple and effective sustained hits one. He now has either plus 6 in range for the Terminator range weapons or plus two strength in melee. On paper feels like

30:17

Speaker A

that plus two strength is probably more impactful for the lightning claws. Though overall I just wouldn't be too surprised if people go for other Terminator characters, maybe the Chaplain. Speaking of which, for the Chaplain, it seems that they remain

30:30

Speaker A

fairly similar in cost. though their core rule did get a nerf. They changed to lance from a plus one to wound. So your space rein units are really going to be wanting to get in the charge and not the other way around even more so.

30:41

Speaker A

They got some small damage buffs like a better AP on their bolt pistol and a cleave stat on their Crosius, but neither of those really make a big difference. The variant units work in a fairly similar way to how they did

30:52

Speaker A

before. The jump chaplain's pretty likely to be getting the charge and is rather nice for the Vanguard veterans.

30:57

Speaker A

The bat chaplain could certainly be interesting with the big boosted thunder hammer that the out rididers get. Now that could be quite an intimidating little unit with plus one to wound and terminators could often quite reliably get the charge with rapid ingress and

31:09

Speaker A

they hit hard in melee. At least Lance does feel like a fairly predictable help for a unit, maybe more than some of the other characters out there do. The Judas here as the chaplain in training dropped down very slightly from 55 to 50. He's a

31:21

Speaker A

support character now and provides leadership five for his unit though otherwise just adds fights first which is a bit borderline in 11th edition though does have a good fighting melee profile with precision. I still guess he's going to be niche but he is quite

31:34

Speaker A

cheap and does hit hard. Then finally for the generic characters the tap ring remains the same which is a shame given that he got worse. He just ignores hit rolls and wound roll modifiers but not ballistic skill it seems. And for

31:46

Speaker A

repairs alone I just don't think people will be taking him that much. The ancient on the other hand have been super throughout 10th edition but they gained the objective secured special rule which is quite a nice buff for them

31:57

Speaker A

particularly given that the intercessors don't have it. The regular one is 40 points. He still adds OC to his unit. It feels like he leveled up massively between both having that and also quite literally planting his flag in a point.

32:09

Speaker A

Ideally he would be wanting to go in something durable though and blade guard veterans are the most durable primaris unit but have their own ancient pattern.

32:16

Speaker A

Talking of him, he is 70 points, up a big amount from 40, though does a lot more for his unit now. He no longer provides the extra OC that does have the objective secured. He gets a sword profile himself. And then you get plus

32:28

Speaker A

one attack on objectives for his unit, which is going to be one that triggers fairly reliably. Then finally, the Terminator Ancient is also looking good.

32:34

Speaker A

He went up 10 points to 75, and he gives a minus one to wound for his unit. Now, the damage buff that he had previously was also quite good, but minus one to wound is pretty exactly what the

32:44

Speaker A

Terminators want to warp down and then survive. I could easily see him being quite commonly included, and you can run him alongside names Terminator characters like Kokvar or Darth Lander.

32:56

Speaker A

Then finally, we've got the Apothecar. The regular Apothecary went up five, though heals a bit better than he did before with D3 plus one wounds. It's still a bit of a gamble on the unit surviving in the first place, though.

33:06

Speaker A

And otherwise the apothecary biologist went down to 60 points. Those lethal hits don't work against enemy vehicles anymore. Could perhaps still be nice enough in an aggressor squad or with some eradicators with heavy bolters though I think realistically with one

33:20

Speaker A

important class of models locked out though. He is going to be more niche once again. Then finally beyond the generic characters we also have the epic heroes for the ultramarines. Rabut Gulman got some absolutely enormous stat increases up to 16 wounds at toughness

33:34

Speaker A

10 still with his low not protection. He has a five plus feel no pain. So getting on to near katan levels of durability there though his buffing rules are maybe more of a side grades than anything more impressive than last time around. Able

33:46

Speaker A

to manipulate the doctrines for a unit near him. He gets all the doctrines himself and then also has an aura of roll ones to hit and wound. Really quite an uncommon thing in 11th edition. He is charged a big 415 points for that

33:59

Speaker A

privilege though, more than 355. And that's a pretty vast and spectacular commitment into an army list if you want to have him around four games. When he does show up, he probably is going to be an absolute nightmare for the opponent.

34:10

Speaker A

But there still will be the challenge of making him worth enough that he actually justifies a whole 415 points. Even if the opponent never manages to kill him, he can still lose games if he's the only thing left and they've wiped out

34:22

Speaker A

everything else. Otherwise, Kowgar's 180 points. Feels like he leveled up both with his melee damage and also helping out others with doctrines. Getting Yuriel Ventress style deep strike on a unit was also a big deal. Tarius went up

34:34

Speaker A

to 115 points though again he leveled up a lot. Plus one to save for his unit and is a really quite monumentally dangerous psycher. Now 2d3 mortal wounds thrown out each turn with his psychic power and better damage with his storm of the

34:47

Speaker A

emperor's wrath. The new champion Kaisenorius is 100 points. It has strength 10 and damage three melee that gets better versus characters.

34:54

Speaker A

Basically, he's a fairly standard ultra rare beat stick character, though. I think I'd be a little bit too surprised if he gets an enormous amount of play at 100 points. Though, if he is a bit niche as a new model, I put good odds on him

35:05

Speaker A

getting a points decrease. Kale Sakarius went up 10 points. Didn't change all that much besides an extra attack on his strike profile. His reactive move is quite a nice one, though. Feels like he was already getting a little bit on the

35:16

Speaker A

expensive side before. I feel like he'll be more niche than he was now. Titus is also 115 points having gone up from 100 as well. He has slightly more normal and reliable special rules. His sustained hits buff can be against everything

35:29

Speaker A

though doesn't work on monsters and vehicles if he's not in the right doctrine. His heal after hitting an enemy unit is kind of fun and could revive some models and he has the option to fight on death on a two plus as well.

35:40

Speaker A

At 115 points though, that's really quite a big ask. I feel like his damage output at strength five and AP1 is probably going to have him looking a fair bit worse than plenty of his contemporaries that can really threaten

35:52

Speaker A

tough stuff. Then for their squads, we've got the wardens of Ultramar dropping five points to 115. They have slightly less OC than they had before, but do get objectives secured and they're a support unit that's able to join other units. You can make really

36:05

Speaker A

quite a big chunky ultramarine death star with them around. Then finally, we have the Vic Higgard. They're 120 or 250 points up a bit from 110 or 230. So really quite chunky there. And the ancient still cost extra though they

36:18

Speaker A

taxed on the third unit not the second. They got their toughness five which will be quite a big deal for them with their baked in minus one to wound. They have objective secured added and their champion becomes a strength six one.

36:29

Speaker A

They're still all very scary ultramarine elite damage dealers. with strength five most of the time on their base weapons though I feel like they might struggle to punch up quite as much at least for their points cost even if they're still

36:40

Speaker A

going to be really quite a fun and dangerous units overall at first impressions feels like most of the ultramarines more feel fairly costed rather than super standout I still think I'll be instinctively a bit more tempted by minus kowgar compared with most of

36:51

Speaker A

them he hits in a pretty immense way in melee now and his buffing rules are very good ones then finally we have the other core codeex chapters the salamander's characters got a pretty bad nerf here really. They both went up by 10 points

37:04

Speaker A

despite having their data sheets toned down. Adrax's wound rolls are more limited and Vulcan Han's rrolls got converted to plus two strength which just isn't quite as good. For the fist to Garodon went up by 10 points. He

37:17

Speaker A

seems pretty decent though with his big damage against monsters and vehicles. Better grab now with an extra shot and provides ignores cover which could help out the rest of the army. Darth Lander took an absolutely enormous 60point increase though despite more or less

37:30

Speaker A

having the same data sheet. Games Workshop changed his minus one two wound rolls for a minus one to hit which could stack with cover. I'd guess that and that alone is the reason for that as the Games Workshop wanted to charge a lot

37:42

Speaker A

for minus two to hit terminators effectively. It does seem like a bit of a weird idea though. It means that if you're not maximizing the use of that rule, that means he's absolutely nowhere worth that value. And I'm not sure this

37:52

Speaker A

is the best place for him. For the Raven Guard, Kavon Strike went down to 95 points. Ethon Charm went up by five.

37:59

Speaker A

Avon Strike still isn't awful, but he did get a downgrade without his lone operative protection. I feel like that was probably worth more than five points at first impressions. Athon Shan's handy enough with his roll charges and free

38:10

Speaker A

heroic intervention plus a generally fast and fatty stat line and still sounds like he's going to be a staple in the shadow mark talon with his return to reserves for the Iron Hands. Kok Var went up by 10 points. He lost his

38:22

Speaker A

redeploy, but does have quite nice buffing rules for the terminators. I feel like just because they leveled up a fair bit. Perhaps he'll wind up being even more standout, he hasn't really gained that much for the 10 points

38:32

Speaker A

increase, but I still think that's a very fair cost for him. Iron Father Faros remains 85 points as plenty of value on a few different fronts. His heal vehicle can regain three wounds and also get ignores cover as well, which

38:44

Speaker A

are quite nice, plus have plenty of buffs on the weapon stats, though he is minus one to wound for his lead unit if he has one, rather than providing a feel no pain. Then finally for the white scars, Kosaro Khan leveled up by a fair

38:55

Speaker A

bit by his melee damage, but went up to 80 points for the privilege. Probably better that he does actually hit a bit harder and also has higher points than just is super cheap though. The rerolls versus character units are nice as well.

39:06

Speaker A

And so Odin Khan went up by 15. The boost to outr riders will help him really quite a lot. Adding in a thunder hammer and to me, he still feels rather great between his own stats providing mobile and just delivering out rididers

39:18

Speaker A

to melee from a really really long way away. Broadly speaking, these guys are all going to be pretty near auto include for their chapters. Though, for some reason, Games Workshop did seem to want to go out of their way to tone down a

39:29

Speaker A

few of the more standout ones compared with where they were before. That's just about it for the Space Ring points cost, though. Let me know what you make of them down in the comments below. Kind of interesting to interpret the Space Ring

39:40

Speaker A

Codeex with the majority of their points going up at least by a small amount, but then really quite differing amounts of damage buffs handed out to their units.

39:48

Speaker A

I guess we'll be finding out what gets put on the table in the not too distant future for them. I guess perhaps for biggest winners, still looks like the scout squad are rather excellent at 65 points as general purpose cheap utility

40:00

Speaker A

infiltrate units are to imagine that they're not going to be used in good numbers. I wonder if we'll see a few more inceptorters at more or less the same cost with their return to reserves and harder hitting hell blasters with

40:10

Speaker A

their rapid fire three shots within 12 in and more or less the same cost. Also looks nice. I kind of wonder if Games Workshop wanted to include some outr rididers at 80 points with the Thunderhammer thrown in. They look like

40:21

Speaker A

they've just gone from a sort of middling threat unit to really quite a scary one. And the invader ATV feels like it leveled up a bit as a nuisance objective grabbing units. Most of the tanks and dreadnots all still seem

40:33

Speaker A

usable enough at their points cost. Though, as you'd expect, look more efficient in their own detachments compared with just random ones. Feels like the regular Land Raider got a decent buff with 25 points being a pretty reasonable price to pay for the

40:45

Speaker A

D3 plus three last cannons with the rerolls and just in general feels like a lot of the tanks are pretty punchy with their vast amount of firepower. I wouldn't be too surprised to see Rhinos delivering some primaris combos into

40:57

Speaker A

battle and as mentioned for the named characters feels like Manius Cowgar did okay though I feel like none of the named characters did quite as well as Lionel Johnson of the Dark Angels with his monumental statline increase at 335

41:08

Speaker A

points. Let me know your thoughts down in the comments below. As mentioned, if I've made any errors here, I'll try to post a pin correction, so let me know anything that you've spotted. A big thank you to Baron of Dice for

41:19

Speaker A

sponsoring the video. You can find them linked down in the video description. They have a huge amount of different dice available, lots of ones that could be very good for all manner of different chapters and armies, usually with

41:29

Speaker A

multiple different designs available, squared or rounded corners, and they do have the Allspecs Tactics merch dice there as well. Check them out down below if you'd like to take a look at their range. If you'd like to see more like

41:39

Speaker A

this, then feel free to subscribe to Orspets Tactics. I'll certainly try and keep the regular videos coming with all of Games Workshop's many updates. And take a look at the channel Patreon page if you'd like to support there. It is

41:50

Speaker A

the main thing that keep the videos coming. And there are a few benefits including entry to giveaways and seeing videos early. That's it for this one, though. An enormous thank you for listening and I'll hope to see you guys

42:00

Speaker A

next time.

Topics: Space Marine codex Warhammer 40k 11th edition points cost Intercessors Terminators Assault Intercessors Vanguard Veterans unit updates Warhammer 40k tactics Games Workshop


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