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Title: Opinion on Chaos Codex review


Darthvegeta800 - August 31, 2007 09:07 PM (GMT)
I was wondering what you all thought of this review. (maturely please)
Is he correct in the flaws he points out, what are the good things he missed?
It's quite argumented, with many examples though clearly very biassed. Still... he might make a few valid points. So experts, enlighten me, preferably without a cheesy-beardy-nerfed-wanna build a superarmy discussion that points fingers at categories of players. I'm merely aiming at two views: how fluffy is it all? And how correct is the evaluation of the rules themselves/strengths of them /flaws? Why or why not?

http://z11.invisionfree.com/Sons_of_Chaos/...hp?showtopic=92

BurnArt the Ravenbane - September 1, 2007 12:25 AM (GMT)
Amen.

This review made me realy sad. I fear now that they will make a new Chaos Armybook for WFB, in which I will have to lead great armies of cultist and barbarians led by a single Chaos Warrior...

I am sad now. :(

Going to sleep.

Khargoth - September 1, 2007 04:15 AM (GMT)
Ugh. That review put words to a lot of my frustration, and whilst he does go a wee bit far in some aspects, he is on the ball.

What made me angrier were the morons who replied. "It's my conversion skills that make an army!" Rrrright. Either he's incredibly used to getting his ass kicked at 40k, or he doesn't take much pride in his miniatures.

"Too much wargear anyway." That one infuriated me. What I enjoyed the absolute most about Chaos was the diversity and customisation options. I started a Chaos army because I was itching to personalise some models, and Necrons only offered 'take as they are' rules. I was green with envy when I flicked through my brother's Space Marine codex. So many options! Did I whinge that Necrons need more customisation? No, they're souless robots, that ain't in the cards.

That was what made the Chaos codex for me. The massive diversity. There was always a different approach to things. I'm one of the only people I know who gave a Power Weapon to a Possessed Champion. And man, was that FUN. The rest of the squad got to hand out buckets of relatively basic attacks, but I always got a mad glint in my eye when those last four dice rolled. And this guy has a similar mindset. You are never going to stop powerlisters. Right now, they are eagerly creating 18-Attack Khorne lords, and squadrons of Vindicators. The old Codex just gave them x times 10^whatever different combinations to slaughter your helpless ass, instead of 3, like the new Codex.

Just... take most of what he said, and add this mega
+1
To it.

I really can not think of anything more positive than what he pointed out. He masked the positives, Abaddon is a total badass, Slannesh and Tzeench have gotten nastier, but he's right. Unless you're taking a Marked list, you're f*&^ed. I was actually positive about the new Defiler, but that WS3 has just rung home as hard as the BS3 did to me before.

If someone could please point out some other positives, I need an excuse not to burn this $45 piece of crap.

Darthvegeta800 - September 1, 2007 08:01 AM (GMT)
Here http://www.bolterandchainsword.com/index.p...8&#entry1349788
the general reaction indicates the opposite, that the current codex is rather good.

So many conflicting, radically conflicting views! :blink:

Khargoth - September 1, 2007 08:38 AM (GMT)
*starts slapping himself across the head*
Gah!

Most of those f&%*tards don't even play Chaos, yet they're spouting their opinions about the Codex. In a lot of aspects the new Codex is good. I love the new Cult units, however the blandness of Marks and the extreme cost for Icons is a bit stupid. Why do we have two separate things anyway? Why not just grab a middle ground of expensive Marks that grant all the abilities? Sheesh.

If you play Black Legion or even a generic 'Codex' list, you aren't going to suffer too much. Units like your Dreadnoughts, Chaos Marines and Possessed are going to need a re-tool, but otherwise you're fine. Keep this in mind when you read the positive opinions about the new Codex. If you play a specialised approach like heavy use of Elites units or go for heavy long-range shooting (like us IW), you are going to be hit hard. This is why the conflicting opinions. Unfortunately, when the angered raise their opinions, GW is just going to say "Well, not everyone hates the Codex, so if you don't like it, flip off!" and pretty much give us the middle finger.

Personally, I could build one very nasty army from the Chaos list, and probably have a lot of fun playing it. My main source of anger, however, is that it will not be anything like an IW doctrine on war, and will require an entirely new army. This is nothing but good news for GW and non-Chaos players, the IW-haters are probably having little parties about it as we speak, as are GW as they watch the pre-orders for new Chaos stuff pour in. I didn't spend over a thousand dollars on my army for it to be shelved, thank you very much.

Darthvegeta800 - September 1, 2007 09:56 AM (GMT)
Well if you play 'casual' you can still say 'screw' the new codex i'm using the old one. A lot of people even use old rulebooks of WH40K as they don't like newer editions. But indeed, the dedicated Legions and most of all the specialized suffer a lot. I never invested in the units that suffered most in the new codex apparently, so i'm pretty safe.
... going to have to put silly banners on my men though Oo;

Maximillian - September 1, 2007 11:04 AM (GMT)
QUOTE (Khargoth @ Sep 1 2007, 08:38 AM)
Most of those f&%*tards don't even play Chaos, yet they're spouting their opinions about the Codex.

If you play a specialised approach like heavy use of Elites units or go for heavy long-range shooting (like us IW), you are going to be hit hard. This is why the conflicting opinions. Unfortunately, when the angered raise their opinions, GW is just going to say "Well, not everyone hates the Codex, so if you don't like it, flip off!" and pretty much give us the middle finger.

This is nothing but good news for GW and non-Chaos players, the IW-haters are probably having little parties about it as we speak, as are GW as they watch the pre-orders for new Chaos stuff pour in. I didn't spend over a thousand dollars on my army for it to be shelved, thank you very much.

The above really sums it up.

HBMC's review is a good one. YES he may go overboard sometimes, but I can certainly excuse him for that. You do not want to know how I reacted as I read the new codex. It was probably not what you would expect from a (seemingly) sane 26 year old.

Don't forget that B&C's membership is mainly SM players. Like it or not a lot of SM (and CSM) players have not reached a level of maturity above the typical: "My toy soldiers are better than yours!!! LOOK! It says so in the codex!!!" Probably because GW's marketing policy tends to target 12-years olds now... <_<

Therefore they do take an extra dose of satisfaction when the blood enemy gets nerfed.

Darthvegeta800 - September 1, 2007 02:25 PM (GMT)
Ironically i like both. CSM and SM's. Though CSM's more.
I'd find it horrible if the SM's were turned into underpowered, unfluffy goofballs lol.

Khargoth - September 2, 2007 08:54 AM (GMT)
Of course. It's no satisfaction feeding your enemies their own entrails if they didn't put up a fight first...

Maximillian - September 2, 2007 10:10 AM (GMT)
Well, mature players do exist. The sad thing is that immature players seem to be GWs target audience now.

Mutt-Man! - September 3, 2007 06:14 AM (GMT)
Do I really have to type out all the base crud again just to derail this... Alright, I'll just go find an old one and copy+paste it here. Tired of long types.

From my post on B and C

Alright here comes Mutt-Man!'s thread derailing post. (hopefully)

First off, WHAT DID YOU LOSE! Ok, the caps may be out of line but once you read this, you may be thankful of this post. Just a reminder of how you can get around what you may think you've lost. (please read further)

Before I get started however, I will say that fluff is what the game is based on and alot is possible depending on the player's chosen 'fluff'. So when you see an emperor's children army with berzerkers, its the players fault for not following fluff, for example this means YOU are responsible for following your own choices. If you have a nurgle army with some tzeentch stuff or whatever that goes against their fluff, it was your choice to deviate from your line. The whole reasons of me typing below this is based on you following your fluff in compared to what you lost.

Legion: The lost parts
The solution. (plus notes)

Alpha Legion: Infiltration and Cultists.
Use 30 chosen infiltrators, that sums up to 540 points in base troops + 15 weapon options in total. In order to GET 15 weapon options, you needed (min maxxing) 7.5 5-man squads with infiltration. If I add that up right, you needed 1.5 in classic chosen, with spendier models. Really? Thats mad. Then as for troops, you miss your cultists right? Try some kroot to replace those rules. Superior-same point models (without infiltrate, but with boltguns*, str4 and forest-walk ability AND melee) seems pretty much cult-like to me enough. (The most infiltrating powerfist/power weapons in the game in one list)
Rules are here: http://us.games-workshop.com/games/40k/tau...ist/default.htm

Black Legion: Lost nothing really.
Stick with it lads.

Night Lords: 4 Fast attack, Night Vision
Night vision I really feel your loss, no really I do....not... Who used it anyways? Even then who in their right mind would not pick fast melee as a night lords just to shoot at night? (the only scenarios in the dozen we get including night fighting/dawn/dusk rarity) Next is the 4 fast attack. Really was there a loss, was there anyone who fielded 40 total bikes? 40 bikes in the old = 1360 points total. Meaning a slim 1500 or a build for 2k force was there. Primarily melee based, and raptors were a prime at 40 raptors. You guys miss hit and run much? I would pay 9 points less a raptor to not have hit and run myself. Krak/Frag/CCW/BP all there guys, but the raptors are dirt cheap compared to the last. Not only that, you can pack 60 in 3 fast attack choices. Alot more then before right? 'Nuff said here.

Word Bearers: 9 Troop choices, demomague, cursed crozius.
Alright we can pack 5-20 in most of our options, raptors marines (marked and unmarked, havoc and otherwise) bikes, chosen and termies being the only acceptions max at 10 per. Plus daemons dont take up space, so no complaints there. Demomague, ok our lords are fearless, and our overall fearlessness has been dubbed a little. On all sides, no fearless sorcerers for example, but our daemons no longer unstable but just fearless instead. Lots of loss and counterbalance benefits here and there. Now for cursed Crozius, alright you want your 4+ inv save? Give him MoTzeentch, sure its not fluffy really but who cares, when you fling around his daemon weapon and have 4+ inv you should be happy.

Iron Warriors: Basilisk, Siege Specialists, 4th heavy slot
Alright you guys can throw together the rules for the bassi, and require consent to use it as VDR (Vehicle Design Rules) its 125 pts from the rules, or just 105 without heavy bolter, same stats but no indirect fire possible. If your a fluffy IW player, not using much in the way of marks, and daemons then your opponent should allow the basilisk. Siege specialists, well now here is a big loss, how many games you play with bunkers or fortifications? Honestly ask yourself, how much... (Plus its fluffy for Iron Warriors to have berzerkers) So you've gained a little on the offhand fluffwise, right? 4th heavy slot, well. Try packing 30 chosen with 15 special weapons, and see what you get in the old versus the new. Sure you may say oblits took that part up, but since you got 4 heavy/3 elite, each elite with just 3 special weapons you can see the difference. (Elites+Havocs) New15+12=27 versus 9+16=25. Or, 3 Vindicators for you ordinance types.

Ok undivided I covered. Now its for the cult models.

Tzeentch units, well now why wouldnt you want 5+ inv save havocs? Cool right? Alright lets say your a TSons player and want a bunch of them. How many can you fit in 2k, all 120? I doubt that, so you can still pack a pure TSons army as before. What, dont like the psychic powers? You would have to be mad to dislike the powers avalible to you now, like warptime, doombolt, wind of chaos and the improved gift of chaos. Missing auto-passing tests? How about having a force weapon on every psyker you own? That a good counterbalance to you? Plus twin-powers to pick from in case you want to multi-task your spendy units that have 4+ inv saves rather then 2 wounds. Sure flak fire beats them up, but that same flak shooter types like basic troopers have AP3 bolters to worry about. So what mostly beats your army up, your army beats them back just as good. Rhinos cost less so that counterbalances the spendy sorcerers a little. Not to mention they come with smoke... Every TSons player I know offline and online say their armies are improved and wont collect dust again. Nuff said here I believe. (Plus fluffy warped sorcerers being heavy support I.E. Obliterators and the like)

Khorne Units, ok you got quad attack raptors cheap as hell, and your basic zerks can still pack a whallop at WS, STR and I 5's on the charge! Losing chainaxes have nothing on this benefit, sure they cost a bit more but with frag+krak+furious charge under the old codex they would cost 4 points more then these guys. Think of it, krak on the zerks you own for free! As well as the loss of that zerk rage bull****. Really have you had 4 consecutive games where half your zerks chased skimmers, and your opponent held back his firepower to see if he can beat you without killing them at their weakest? I have, and it put an inch of dust collecting on my zerks for several years now. Since cheaper rhinos came around with super zerks that can harm wraithlords on the charge now hitting most things on 3+.. I come to think of it this way. Here is the average rolls last codex: 4+hit, 4+wound, 4+ save or worse. Now its 3+ hit, 3+ wound, 3+ save or otherwise, then they get to attack after their casualties, further its 4+ wound/same attack rate for MEQ. 2+ saves the difference in kill ratio only dropped 25% or so while other armor saves kill rate raised 30% or more. Great trade considering my champ kicks more butt now with those stats! (My champs one charge kill other MEQ HQ's, thats power my friend)

Nurgle Units, lost nothing, gained feel no pain, all those grenades, CCW/BP/Bolter combo, lost a single initiative but thats to be expected due to needing 72 lasgun shots to kill a single plague marine. Thats more then a terminator, buddy... 18 heavy bolter shots to kill 1 marine as well, whitch translates to 6 heavy bolters. Great for coupling plagues with tanks, dont you think? Make him wonder where to shoot his instant death high ap rounds at. The extra toughness for the mark/icon is great for havocs and the like, wonders do not cease with this plague monster landslide.

Finally slaanesh. Ok so they did away with that crazy rapturous standard and its fuggered up rules. Made the mark simpler by giving you a straight bonus rather then a crazy base-contact only thing. Made your sonic marines a point heavier but no real drawback. They gave you a krak-blast-pinning weapon, and a ap3 flamer for the champion. Still have those sonic blasters, and CCW/BP to add to anything you do giving your extra initiative some real merit. Give I5 to raptors and terminators and they still love it. Lost sonic weps on your termies and such, so what? They belong in melee anyways. They can have plasma combi's on them too now so you can still pack a punch with them, unlike before its high AP punching.


Ok unit changes and the like.
Chosen are infiltrating 5 special weapon using punks that need no griping about. Champ status to get a special weapon? Already included or done away with depending what you get.

Terminators, miss the 3 per gun ratio? Take 3 termie units. Or take 30 (at their 6 points cheaper cost) with new combi-plasma option. Give them 5 attacks each Icon of Khorne+Champ+claws and 6 on the charge, or make them tough with 4+ inv saves or T5. Alot can be done with this unit, and may I mention you can deep strike them always and potentially daemonbomb them teleport via an icon.

Possessed, who used these guys in 3rd edition rules set anyways? I like how they been changed now, with the icons giving them variable options along with potential rending/power weapons and the like. Still spendy, but considering what they can have with one good roll, its more effective in the long run if you run a few of these guys.

Dreadnoughts, sure ok they got that crazy shoot me rule back. They're elites now though, and if you make them melee oriented, and face them towards the left or right side border with nothing in their 180 degree fire arc, you will most likely be able to keep advancing them towards the enemy. You can also pack 3 defilers along with them for a stomper style army as well.

Our basic marines, even though min/max is gone, we've got the icons, bp/ccw/bolter + grenades all in our package now, cheaper rhinos and a reason to pack them with 10 marines.

Cult units already been posted above - skipping to the rest.

Alrighty pretty much halfway, 10 minute break.
Back... I hate long posts.. I do it to shut people's negativity down though, third time posting what I think of the whole codex.. Damn it to hell.

Bikes, same as before but wait, here is why they arent really cheap. Khorne Icon, 3 bikes can attack like 4 bikes on the charge. If it were 10 bikes(40 attacks), that means you had to get an extra 3 bikes (99 points) to get that sort of attack volume. Oh hey, why not give them a 2+ turbo boosting save, really! The daemonbomb was worsened. More on that later in tactics. The higher initiative for melee, and the toughness 6 bikes, it goes on and on. Sickening, really...

Raptors, want cheap bikes, give them toughness 5! How about inv saves for these cheap fellas? I mentioned before, no hit and run and benefit for nearly 30% less in cost. Icons for the various benefits, can fit 20 per fast attack choice. Insane change for these guys, really it is. Why hit and run when you get 30% more in numbers.

Predator changes, well all marine armies are getting this points change shafting. Dont worry, few will gripe once all are sporting spendy lascannon boats. Except we get the cool havoc launcher for our dakka predator, whitch is on par with the leman russ exterminator the puppies get. We rock here still even if the points standard has changed.

Havocs, ok who thought of putting 20 havocs all with inv saves together? What a firebase unit! Not only that, they can fight like our raptors in melee. What in hell gave GW the idea to make our shooty element, able to fight off a bunch of assault marines? We lost tank hunters, but with these numbers and icons, with short/long ranged weapons we've got nothing but smiles here.

Land Raider, its 30 points cheaper, nuff said.

Vindicator, same as loyalists, but as a prime melee army, we can benefit from short range punches and a vehicle to draw fire like a vindi can. A very nice selection for us. A while new option as well as putting a smile on some Iron Warrior faces losing their 0-1 limit. (Dont complain everyone can get one now IW players)

Obliterators, the most dubious trade around. No more 0-1, less toughness, and costs more, lost and gained weapon options. Fluffwise, they cant make any ammo but energy so thats understandable. Losing that toughness, well previously they get instant killed by str8 so that's not changed. Their 2 wounds can still take a decent number of non-ap2/1 shots in the long run. They still slow and purposeful/deep strike as before. They are certainly a heavy support style option fluffwise as well. But now, we get plasma cannons on them. 6 noise marine style plasma cannons (blastmaster), 3 in elites on dreads and 9 in heavy support, we got the plasma army like loyalists now! As a side note, multimeltas are a great option, seeing as our deep strike can sometimes put us out of range of the humble T-Lmeltagun's 6" melta rule. TL flamers for rerolling wounds, as effective as a heavy flamer now roughly. Move and shoot potential, plus the terminator/obliterator army of doom is possible. Teleport homing to marks and what not, making use of singles if you wish. Heavy support has a new option, the loss of the elites 0-1 for them. I say its a sound move made, but most hated by the iron warrior crowd who are now getting rid of them. I think its ok, I can see why others wouldnt see it as ok.

I miss something? Oh yeah the defiler. Here is my take on the indirect fire/fleet trade.
Why would a daemonicly fused war engine want to hang back when it has claws and is bloodthirsty? Those long legs certainly out-stride a dreadnoughts stride. Then there is the thing about indirect fire on a battle cannon in the first place, special rounds and whatnot. How could a defiler shoot at targets anyways behind stuff, special targetting system? Its beyond me fluffwise how they justified it. Great move by GW. Not like you cant put a rhino in front of it and obscure fire to the defiler for the hull down possibility. The extra melee trades is a great option as well. The BS/WS to 3's is also a great move. Its still the mutt of the army, a jack of all trades weapon. I will keep using it while others gripe about the mutated hull loss. (If GW wanted walking battlecannon melee predators with 13 side armors for 180 points, they woulda put one in there as its own entry) Nuff said here.

Characters, great great and more great, all I need to say.

Rhino Transport, cheaper, and can be as effective as a heavy bolter razorback. But still carry 10 marines, sounds weird doesnt it? Everyone getting the points shaft here and there so dont worry about the spendy extra armor ect. We're all getting that.

Daemons, ok here is the thing about these guys. Everyone hates them, because power weapons and rending and the other stuff is gone. Powergamers perspective, if they want shooty troops, they go with noise marines instead of Flamers of Tzeentch. If there was a need for power weapons, go with the cheap always deep striking terminators now, 2+ save ect icons and so on. If the powergamer wanted alot of plaguebearers, the points changes means you can take more daemons, thus balancing the loss of the toughness 5, and the extra attacks with those extra bodies balancing out the loss of nurgles rot. Then there are those griping about the guardsmen toughness costing more then a marine rending baywatch daemons. Daemonettes, specificly, the send in and hope they kill their cost gamblers. I never liked using them. So without further adeu, here is my praise of the daemons.

Lesser Daemons:
Cheaper, dont take up space in the slots, can pack many, many 5 size units to bog down the enemy, fearlessness ensures their devotion to stay in combat compared to instability rules, may have lost move+assault but since they dont scatter these days that is their own benefit, plus the godlike bikes you can send to daemonbomb them in the first place. The no moving is set there, so the enemy can move away after we turbo boost to them, allowing them a little relief from the daemon bomb massacre that wilol eventually come adding more strategy to win rather then just turbo boost and call it the game. 50 daemons is a mere 650 points anyways at MEQ stats with 5+ inv save rather then a 3+ armor save and ranged weapons, cheaper then a marine by 2 points, a very fair if unfair for the enemy IMO. We gained and lost some here, but overall terminators deep striking with them in elites, and the other daemons below and super daemonbombing many number raptors or tougher bikes is the prime for them. They also count as scoring units, I hate to see such an escillation game.

Greater Daemons:
Cheaper, and generic. They lost psy powers and wings, but thats no major loss with super-bikes getting them there now. Can come in from any champion/character, whitch is great. Instability is gone for good and they are there to munch troops and vehicles. Take no slots with a 0-1, great, now we get 2 daemon princes AND a greater daemon all in one force. Thanks GW, 3 monsters, 3 dreads, 3 defiler stomper armies may be the norm now. Oh, need I mention they cost just 5 pts more then 7 marines? For 4 toughness 6 wounds. Mad I tell ya.

Daemon Princes:
They can still pack a whallop, eternal warrior allows no instant death so we dont have to worry about str 10 now, as they get that Daemonic Rune rule as standard. Wings, marks, psy powers that are godly with wings, what ever your taste may be. He can still do it and do it while remaining cheap.

Spawns:
Dubious but still great in their own way. I wouldnt field them as their own choice but rather gift of chaos a bunch of them in. Random beasts are fun sometimes so I may field a few, but otherwise, perhaps one of the lesser choices if not a spendy "please shoot me" unit that can soak firepower for a turn for you. Unit takes no slots, can be fast and can be great depending on your rolls, just like dreads and possessed.

The loss of mutated hull, not a loss at all. We were not supposed to get leman russes to begin with, or walking predators. This was taken advanatge of, and abused royally. I am sorry to say this but as a high end chaos player I like to see this go.

Losing the other variable things, and legion specific rules was no real loss at all since we can play with generally the same sort of armies as indicated by fluff. Just depends on the player if they want to continue this. Just goes to show that players pick armies by what rules they have compared to what fluff they're allowed. This lets those players play with what they want, with what army they like fluffwise. Sure they may bark and whine about it, but really its a much needed relief from the confines of such rule sets. Play with what you want, and play with what look you want, with all those extra options to make the force you want to play with. Thats what this game is about, and so for people who want to stick with fluff still can. Just those shackles are gone now to let the more deviating players their freedom of choice.

Summary of this:
You got more stuff, and the stuff that wrecked imbalance has been stabilised. We still got overpowering armies in both melee and shooting still, just figure it out. You can still be fluffy if you stick with it. (Read the legion section above if you start complaining about that you lost something)

Tank hunting havocs, spitting cheap lascannon fire or double the krak missiles at a tank is absurd anyways, even if I took advantage of it, I am happy its gone. *sniff*


(End copy/paste)
Also, an undivided build based around icon of glory, or no icon at all can still lead to a decent army. Our marines are superior to theirs as we get melee benefits WITH boltguns, You can pack some chosen, some tanks and still have your 3 ordinance with AV13 on their front. (Think Defiler/Basilisk with mutated hull but cheaper and stronger blasts) Having 3 of them if you prefer.

Either way, you can still field an Iron Warrior army. Just because it doesnt have servo arms and daemonic tank upgrades you agree with, shouldnt be the core of why you play Iron Warriors. You can still pack 9 oblits if you really wanted to. The previous rules they were nerfed to be instant killed by str8 anyways. If your oblits arent supported when they're being shot at by a ton of small arms fire then they should die! Nothing is stopping you from putting the look you want on your models and make due with the rules to play with them. Put 10 servo arms on your daemon prince or something! I'm tired of people griping at an upgrade. Complaining "Everyone can field an army like I want now, poo" Just because a alpha legion army can have the same army composition an iron warrior can field does not mean anything. Alpha legion would come prepared to face the iron warriors if they wanted to fight IW.. Basilisks can be VDR fielded, and thunderhawks need very, very, VERY special harnesses to carry the basilisks around, while those harnesses wont allow the thunderhawk to carry any other CSM vehicle under it, meaning the deddicated transport of a super heavy flier is at one basilisks command. Sounds very stupid to me. If you have a better mention how IW fast-drop basilisks to planetside, please let me know.

I couldnt imaging a Thunderhawk, where a chimera chassis (what basilisks are based from) would suffer the heat being open topped under the thunderhawk, or being broken into pieces to fit inside a thunderhawk. Impractical, only vehicles based off rhino are viable and the land raider under the thunderhawk being carried can withstand the heat on atmosphere entry, not to mention the indentations in the design where thunderhawks CLAMP onto the tanks.

Dont you IW players get it? IW made things more streamlined while not particularly shafting anyone. All of this are just complaints riled up by someone with a decent IQ and 6 hours to type out a review with an arrogant attitude. This codex is powerful with or without icons/marks. Get it guys? Your basic army without icons/marks can field things more powerful then loyalists still. STILL!... Ive faught 8 battles against the old codex with similar builds as close as possible, old codex lost... Not only lost, but lost bad. Even exchanging armies, with me at the helm of old codex, still lost badly. Mostly due to bolters ccw frag krak and pistols being on THE BASIC MARINES. That alone won most of it.

I hope my point has reached across. The old codex is gone, and for good reason. You can still field the army style you prefer, and just because other people can play with the same kind of army does not give anyone permission to blame the codex.

You guys try rolling 20 dice, then have to write them down and do the math... Every roll.. Every turn... For 2 games... A day... For 3 years... I would get sick of warhammer if I had to do that. Think before you speak when blaming the ruleboys. At least consider what they go through when blaming something on them. Ok?

Somehow I think everyone might complain to get me kicked off here after this. If I am, it would be a story the BnC might appreciate. (copy+paste and saved)

Darthvegeta800 - September 3, 2007 08:17 AM (GMT)
A very long and good review. I'm going to link this thread with some others if it's okay, where the discussion rages too.

Two links where the discussion rages on the same article. Some players have had really good and lengthy overviews:
http://www.40konline.com/mos/index.php?opt...4011#msg1754011

http://www.bolterandchainsword.com/index.p...5&#entry1350949

http://www.bolterandchainsword.com/index.p...c=112804&st=125

Khargoth - September 3, 2007 11:54 AM (GMT)
When all's said and done, I personally think the Codex is a backstep. I mean, there's not much to get truly excited about in there, cheap Raptors are nice and it's not such a stupid move to take Thousand Sons anymore, but did it really need to kill the Undivided Legions to do it?

I've had enough of the discussion and debate, and this is going to be my last post in regards to the Codex. The format is a lump of hog s**t, sorry but I had to say it once more (stats and rules in one section, point costs in another? Would it have killed them to at least put page references between the two?!?). My opinion on the Marked and Cult lists is positive, the expensive Icons and rather boring Marks are overshadowed by the more balanced units. I dunno, I never used Marked units in the past, but IMO they're at least fieldable.

Undivided didn't need to be kicked in the gonads. I blame that solely on the writers, all of whom are either blithering idiots (Gav) or spiteful little children (Dicky). Jervis didn't even have the balls to put his name to it, and no doubt will be crowing like the little chickens**t rooster he is in the next Standard Bearer, drooling over the new models and gloating how his son can now beat those mean old Chaos players.

This has obvious overtones of bitterness, but to me 40k used to be for fans of tabletop games who liked something relatively less complex, but still had tactical elements to it. Now it seems to be going for kids who like little models and don't have the attention span to play Uno. It's boiled down to this, when I really think hard about it. The people who suffered the least were the ones who played basic, or otherwise simple armies, that are generally weaker but more forgiving in a game. The tactical gamers, the players who took a specialized approach in return for risking their battle plan going totally out the window, we are the ones who have been hit the hardest. The infantry horde Word Bearers, the long-range-doom Iron Warriors, the ambush expert Alpha Legion. To lay it right out on the table, this is a Codex for kids. Simple options, straightfoward tactics, we have the Space Marines for this! I don't mind being nerfed, as long as I can still kick your ass if I'm clever! Actually, I'm going off on a tangent here, because there are quite a few dirty little tricks that can be extracted from the new Codex. Can any of them be done by an Iron Warrior, Alpha Legionnaire, or Word Bearer, without a massive army overhaul?
Not a chance.

And that, my ferrous brethren, is my final word.

Darthvegeta800 - September 3, 2007 12:15 PM (GMT)
You make a valid point in part. But personally i take offense at yet another insinuation that a player of a more 'general' Legion like the BL would be less capable of playing with, fielding an army with and having a fluffy specialization with tactical depth.
It's the same as the constant attacks on Ultramarines. <_<

blackcell8 - September 3, 2007 12:49 PM (GMT)
QUOTE
It's the same as the constant attacks on Ultramarines.


Not so, Ultramarines, the 'uber Codex chapter' has a few things that are not Codex, such as the specialist training again Tyranids, the Tyrannic War Veterans are not Codex, same with the Honour Guard.

Anyway, it is not possible to field the army that you are used to playing with with the new Codex. A dedicated shhoting based army is now beyond useless. Unless your suicidal.

KingOfFools - September 3, 2007 03:40 PM (GMT)
Good review, very funny. Represents many of my own first impressions.

BurnArt the Ravenbane - September 3, 2007 03:58 PM (GMT)
Mutt-Man, you're right in 95% of what you say, but look at your post - you carefuly explain what to do to make our forces back to the way they were in the old Codex. So doesn't it have more sense just to use the old one?

This is an Iron Warriors forum so comment the IW part. Use VDR? Ask your opponent nicely to allow you to use the Basilisk? C'mon... and you say we don't loose anything?

The Wrod Bearers. You said that it's fluff that makes armies, and I agree fully. So the 9 troop choices are not to drown the enemy in a sea of lascannons. They're there to field the hordes of demons Word Bearers as assault troops/living(?) shields. Ok, now demons don't use any FOC selections, but I don't think that giving a Plaguebeaer and a Deamonette the same statline and no special rules reflecting the God they serve is not very fluffy for me.

Every time you say what we gain you talk about guns, ammount of troops or cc abilities of those troops. Where's that fluff you started with? In cult armies it cool, realy cool. Fluffy and useful. Night Lords and Black Legion are relatively intact, except for the general weakening of our HS choices. But Iron Warriors, Word Bearers, Alpha Legion are no longer as they were, and there's no way their forces can be represented using the new 'dex and staying true to the fluff.

And one more thing. In many of your examples you say we should use 30 chose. Now thats... 30 Chosen is a lot of the most experienced Chaos Space Marines you can get. Most of them remember the battle of Terra. I would use 30 only if I was playing for like 2500 pts at least. Plus I'd like to have some Terminators, and basicaly some diversity in the list, nut just pick the best troop type a selection offers and buy as many as I can beefed up to the teeth.

blackcell8 - September 3, 2007 04:36 PM (GMT)
They could have at least let the Daemons be Marked... <_<

I'm sticking with the good Codex for my Slaanesh, but my Iron Warriors are now purely for Apocalypse, so Tank Heavy. As in, using Loyalist formations, Basilisks, Vindicators, everything!

Maybe even the Masters of the Chapter as Warsmiths

Brother Felix - September 3, 2007 06:01 PM (GMT)
LatD allies. There problem solved. Quit your whining. Us real Iron Warriors don't give a damn that we lost our bassy & vet skills. We look forward to figuring out NEW tactics to slay those who stand against us and watching the new guys(ie marines with out vet skills) fight is fun.

As for our Alpha Legion bros LatD solves there problem too. Need something to replace cultists? You have your selves a band of traitorous dogs or some rabid mutants.

Those Word Bearers have lost nothing. They can still have there daemon swarms if they want. You've even still got your silly power weapons/priest stick.

I'll admit making all daemons the same was silly. Don't care myself. It'll be fixed any way. So smile and get back to killing those corpse worshiping fools.

I SAID GET BACK TO KILLING. MOVE IT OR LOSE IT!

IRON WITHIN IRON WITHOUT!

BF

Darthvegeta800 - September 3, 2007 07:07 PM (GMT)
QUOTE (blackcell8 @ Sep 3 2007, 12:49 PM)
QUOTE
It's the same as the constant attacks on Ultramarines.


Not so, Ultramarines, the 'uber Codex chapter' has a few things that are not Codex, such as the specialist training again Tyranids, the Tyrannic War Veterans are not Codex, same with the Honour Guard.

Anyway, it is not possible to field the army that you are used to playing with with the new Codex. A dedicated shhoting based army is now beyond useless. Unless your suicidal.

Well i play for fun myself.
Secondary the UM comment actually circulates a lot.
Thirdly my force has always been a mix of shootie and assault infantry.
I only have a small force so far so i haven't really suffered a loss of money. Except perhaps all those plasma's... <_<

Mutt-Man! - September 3, 2007 09:35 PM (GMT)
Fluffwise how can you justify a basilisk that arrives by anything slower then a thunderhawk? It cannot be done any faster, thus they would rather hot drop a siege dropship to get super heavy tanks in there instead. If not a titan!

Its speed or mass, basilisks fit neither fluffwise. That enough has been stated. Asking to use that basilisk at 25 pts more then normal cost without indirect fire is enough incentive since you must ask for each seperate VDR vehicle, even if its the same, so a 0-1 limit is fine still at permission's sake.

Its true alpha legion no longer infiltrates with 60 marines but consider this. How can an army, albeit with a strategy rating of 2 dice (not 3), have an infiltrating army when stated in fluff that alpha legion uses cultists and sabotage with diversions and other such methods, not straight putting camo and running around with powered down suits to go un-detected. Best left to the 30 chosen they are allowed, and if you play smaller games 30 chosen would be enough to consider a full marine force on par with what Alpha legion had in the first place! Why would cultists have meltabombs, and the superiorly equipped (or so called superiorly equipped) marines NOT have meltabombs? Also where did the cultists get their training to infiltrate as well, without a chaos marine leading them as a seargeant would?

Also, Night lords still get their mass of fast stuff, including now, always deep striking terminators to add to their tally. They lose the 'terror' thing but if youpack 20 raptors and charge something, and they lose, that means they suffer something -5 ld from under 50%, and the other 4 for being outnumbered badly. Still possible!

The loss of the basilisk easily traded by the vindicator in my eyes. First, its fluffy, secondly a better ordinance in the face of the enemy is how marines prefer it. The long range done by orbital bombardment and the siege weapons too large (500+ pt baneblade style tanks) do all that dirty work for them. If basilisks were to be used, they wouldnt be a mere 3000 feet from the enemy being used in the first place if they're smart with them! Basilisks are artillery, used from miles away. Not meters. I didnt use one when I had iron warriors and my many points hitting home, basilisks are unfluffy with a front line force! (Maybe if iron warriors are losing very badly and have been breached severely, maybe) But you dont want to field a basilisk stating that your army is losing the campaign, right?

Sorry, I had to state everything on my mind this time since basilisks keep getting mentioned. They are unfluffy in every way. Even when iron warriors have them, they never should see front line combat even in desperate situations. Thats a vindicators job to be front line ordinance. (In real life, a shell like a demolisher's shell would go roughly 1 or 2 miles, while basilisk would go something like 80 miles or more)

Also, I would like to point out that you can pack a decent number of heavy weapons similar to dark angels with durability to back it up. Dark angels new codex is the hallmark of what all space marine armies will be based around in the future, be patient. They will get their spendy assault cannons, 10 man per heavy weapon troops and limited yet spendy long range options. Thats why I say that Iron Warriors still pack a punch being a part of the chaos codex. With marines, like alot of speeders and sniper scouts and servitor gunners are weak and can be shot up easily, if not all die to heavy bolters alone! All of our shooty stuff, even the obliterator, are more durable then that. Not as numerous, but more durable. Thats what we concentrate on to win the range warfare. We are Legion, not chapter.

BurnArt the Ravenbane - September 3, 2007 10:07 PM (GMT)
You're going far too real now. In W40k battles (on table) 1" os more or less 2 meters. So, bolter is basiacly unfluffy. An assault rifle that has 100m of range?

Basi. 120' range. Less than half kilometer. What the hell?

Read again what exactly a Space Marine is. We should all be using the 'Movie Space Marines' list to be fluffy. One Chaos Space Marine should be able to slaughter twenty Guardsmen in cc in less than a minute.

Bassilissk represents usage of artillery. It's easier to do it that way that put it on the other side of the gaming room and give the earthshaker cannon a range of 120000' right?

Transportation. "Large ammounts of artillery are needed for sieges so Iron Warriors have learned to capture and re-construct Imperial equipment for the job (old Codex,p.41)". I think this includes transport ships and other means of transportation required to use the Basi. Like you said, Iron Warriors are a Legion, tens of thousands of warriors, maybe more. They have entire worlds dediacted to producing ammunitions, fuel, ships, you name it.

Chaos Cultits. "The Cultists that are sponsored and supported by the Alpha Legion are trained to assault and secure key objectives (...) They are skilled combatants who combine stealth with close combat (old Codex,p.40). Cultits have meltas because their only battlefield role is to deliver them to the target. It's like asking why a suicide bomber in Iraq has a full belt of explosives and U.S.Marines have only a handful of granades.

Alpha Legionaries are very good infiltrators according to their combat doctrine, they don't need cultists to do that. Cultits are used in sabotage missions, before the Legion's assault. In normal battles, Alpha Legionarries use their infiltration skills to ambush the enemy. They've been doing that for quite long ya know.

And 30 Chosen? No. 30 Chaos Space Marines, well that's alright. But to field 30 Chosen I would need like 100 'normal' Marines to justify it. How would it look, 3x10 Chosen, 2x10 CSMs and some tanks? 3/4 of the force being the ultimate elite of the elites?

And the last of your points. I hink we cannot claim that our codex doesn't suck just because others will soon suck too. What is fun in a game in which all the army books are marely a shadow of their former glory?

I remember how it was in WFB, when my Chaos Warriors lost their Chaos Armour, their WS6, I6, their 2 basic attack. Chaos Knights have become less heavily armoured when compared to the puny Imperial Knights. But generaly, new Army Books offer much more diversity, both in battle planning, army building, fluff-true-starying ( :) ) and jsut beign fun. With the new Chaos Codex, and, as you say, with the incoming Codices, W40k will degenrate into simpiler, more dull game.

Darthvegeta800 - September 17, 2007 08:52 PM (GMT)
He makes valid r/l points. BUT the gamerules indeed are not reflecting either r/l or the fluff 100 percent.
One Marine is several times the size of a Guardsmen. For example an Ultramarine can clear a building full off heavily armed human soldiers in half a minute.
A Chaos Space Marine is stronger than a common SM and would be even worse.
To reflect reality the ranges of weapons would have to be changed. Armies bigger all the time. And if i fielded a squad of SM's, the enemy if say IG or Eldar or so would need to field 20x as many common soldiers to equal out... and even than it's probably not enough. Vehicles are undersized too.

Realistic warfare, fluff and wargame rules can never overlap perfectly.
The basilisk is something my IW buddies would field in their armies. Though like i said regarding CC not all troops are long range orientated even among IW's. AND they're usually only a portion of a larger force when it's a true invasion.




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