Welcome to this week’s post here on Games-Knight where I
review the new Space Marine Codex from GW. In last week’s post I previewed the
new Codex and the miniatures that have been released alongside with it, this
week I will solely concentrate on the Codex itself. But with a quick mention to the new models I
was lucky enough yesterday to unbox the new tactical and Sternguard squads and
have a look at the sprues. I was very impressed with how many different options
and variants each kit offered, which will give any Space Marine player the
chance to really put his own stamp on how his Space Marines looks and feels. I
will concentrate on the new models in more detail at later date but for now let
us delve into the tome that is Codex: Space Marines.
CODEX THROUGH THE AGESI review this new codex as a Space Marine player so I will base my views on past Space Marine Codex’s I have used in the past and compare them with the new Codex.
Warhammer 40k 5th edition then rolled around and
for me was a vast improvement from 4th edition and the same can be
said about the Space marine 5th edition Codex. This is by far the
best Codex Matthew Ward has put together in my opinion and at 144 pages long
Space Marine players had a lot to look at. Fluff wise, despite again being very
Ultramarine heavy, we got background information on various other Codex
Chapters and a history of battles fought by other Chapters other than the guys
in cobalt blue. We also had the biological breakdown of all the extra organs
Space Marines have implanted as they become trans-humans in the making of a
Space Maine section. The layout of the
Codex was very user friendly and was broken down well for players to assimilate
the rules. 5th edition also saw combat squads introduced allowing
Space Marine players the choice of breaking down their 10man squads into 2
separate 5man squads. Vanguard and Sternguard units were added to the space
Marine forces and allowed for many players to field Deathwatch kill teams in
their games of 40k. This for me was my favourite addition for 5th
edition along with Captain Lysander being an absolute badass! For me the 5th
Edition Codex was amazing to read and easy to use and was universally
acknowledged in the gaming community as the best Space Marine Codex ever
produced. Could it ever be improved on?
So we come to it at last, the 6th edition Space
Marine Codex. The first noticeable difference is the switch from soft back to
hard back, a change all 6th edition Codex’s have made. Whilst the hard cover certainly does no harm
to the look of the Codex and has a stunning front cover, I am sure most games
could have lived with a soft back Codex had it kept it in the £20-25 price
range as opposed to the £35 you will have paid if purchased direct from GW. The
artwork is all in colour with new and old images alike featured throughout the
179 page long publication, making it the largest Codex GW have ever made. The
fluff is pretty much a copy and paste job from the 5th edition Codex
although additional background information has been added as well and the
making of a Space Marine section is better presented in this Codex. As you have
probably deduced for yourselves my main grievance with past Codex releases was
the over saturation of the Ultramarine chapter. I am very pleased to say this
isn’t the case with the 6th edition release. The Ultramarines get a
section of their own as do the White Scars, Imperial Fists, Salamanders, Raven
Guard and Iron Hands chapters which then also included successor founding
chapters. Black Templars have been merged into a Codex Chapter too which may or
may not go down well with Black Templar players, only time will tell on that
score. The Chapter tactics section is
probably the 2nd highlight of the Codex giving the Marine Space
Marine Chapters specific rules. For example, Imperial Fist players (like me)
get the Bolter Drill Chapter Tactic which allows all rolls to hit of 1 to be
re-rolled. I think this is a good touch which draws from the unique back ground
of each Space Marine Chapter. Don’t worry if you play with your own Space
Marine Chapter or one of the lesser known Chapters (Death Spectres for example)
you still get to benefit from Chapter tactics by simply picking one of the
existing ones that you feel is best suited for your Chapter. There is an all
new Warlord chart to roll on in addition to the ones in the main 40k rule book.
A few things I am not so keen on, combat
shields now only infer a 6+ invulnerable save as opposed to 4+ making a Company
Champion very average when he should stand out slightly more. Command Squads
are still limited to a 5man squad make-up and despite the new Librarian model
being cast with a cyber-cherub we still don’t have rules for Familiars. Also I
was hoping that there may have been a breakdown on the Sternguard rules
allowing you to field them as Sternguard or a Deathwatch Kill Team and maybe
some variation on rules dependent on what unit you fielded.
GAMES-KNIGHT VERDICT
Overall the 6th edition Codex does steal the show
but the 5th edition Codex still remains a favourite of mine and
remains the best Codex for the lay out of the rules and army list section.
Presentation wise the 6th edition Codex blows all previous entries out
the water but for the £35 GW are asking you to part with it should be visually
stunning.
Next week on Games-Knight, see how my Imperial Fists got on
against the Chaos War band known as the Warp Wyrms using the 6th
edition Codex rules.
In the meantime I want to hear what you guys think of the
new Space Marine Codex, drop a comment below or email – contactgamesknight@gmail.com,
till next time. Ciaran.
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