Codex Review - Space Marines



The newest edition of Codex: Space Marines went on sale a little over a week ago. Since then I’ve found time to read the Codex cover to cover, and I’ve played one trial game as well. This article will obviously only be skimming the surface of what seems to be a well-balanced and well-written rules set. I will touch on three areas of generalized information from the book, and also cover my thoughts on the content. The information will be broken down into rules, fluff, and synergy. Overall, I feel this book adds more depth to the Space Marine entity in Warhammer 40,000. This book stands as a good standard of what all Codex writers should seek to emulate.

Rules
From an initial assessment, this seems to be one of the most well-written rule sets to come out of 6th edition thus far. There are several archetypes to which a list needs to have solid counters. While I believe in constructing lists that conform to an overall mission parameter, I also think there is value in covering generalized potential threats. I usually break these down as:

            -Light Infantry
            -Heavy Infantry
            -Transports
            -Heavy Armor
            -Flyers
            -Monstrous Creatures

The Space Marines have effective choices for facing each of these unit archetypes, and have the added benefit of many units that can adequately serve multiple roles. For an easy example, consider the Tactical Squad. One build among many is ten Tactical Marines in a Drop Pod, kitted with a Multi-Melta, a Meltagun, and a Combi-Melta on the Sergeant. The build is relatively inexpensive, and can deliver a very significant punch to Heavy Infantry, Transports, Monstrous Creatures, and Heavy Armor. However, being Space Marines also means they are inherently good at fighting Light Infantry with their Boltguns. Since this unit is also a Troops choice with nearly infinite initial mobility, they have further intrinsic value by being able to hold objectives.

The point holds true for more specialized units as well. Devastator Centurions with Grav Cannons and Grav Amps are absolutely devastating against their primary targets of Monstrous Creatures and Heavy Infantry. However, they are also impressive against any armor they may face, and their Hurricane Bolters provide a significant amount of damage if they must engage Light Infantry.

So far in 6th edition, Flyers have proven a difficult target to adequately address. This seems to be caused by their introduction to the game after so many years without them. We have all experienced growing pains by their inclusion, and I truly believe Games Workshop is attempting to make them a balanced addition to the game. In the mean time, however, they remain a challenge to effective list building.

Space Marines are very fortunate in their options to counter enemy Flyers. The Space Marine Flyers are the first and most obvious option. The Stormtalon can fulfill many missions, from close air support against ground targets to air interdiction fighter. The Stormraven is even better; while a significant points investment, it has high armor and a transport capacity to bring your assault elements into position. Couple this with a ridiculous amount of firepower, and it can perform any task necessary. In addition to the Space Marine Flyers, we have the Stalker and Hunter AA platforms to further augment air superiority. Add in options for Flakk Missiles throughout the army and you have a powerful anti-air element. Many of these units also fulfill other capacities.

The most valuable addition to the Codex, however, is Chapter Tactics. Yes, there was a version of this rule in the 5th edition Codex, but it was not nearly as impressive or far-reaching as it is now. This is almost as important to me from a thematic standpoint as it is from a rules perspective. It is incredibly easy and rewarding to select Chapter Tactics that are indicative of the Space Marines Chapter you play. While the power of some Chapter Tactics are immediately evident (such as White Scars and Iron Hands), I think all of them have incredible build potential. I will discuss Chapter Tactics more fully later, but it is important to mention what a great contribution they are to the Codex’s effectiveness.

Fluff
If I’m being honest, this aspect is one of the most important in my hobby. It was the grim darkness of 40k that pulled me in, along with Mankind’s struggle against that darkness. My expectations for an author to follow the general canon are as important as the expectations I have for decent, playable rules.

Most of the story-driven content in this Codex is very good. One of my favorite pieces is the story of Shadow Captain Shrike, and how his company focuses on liberating the oppressed worlds the Imperium has largely forgotten. This portrayal shows Space Marines for what they truly are: superhuman warriors who fight for the very existence of Mankind. Superhuman, but still totally mortal. The cultural descriptions of Chapters such as the White Scars were also very fun to read. Looking into the culture of your Chapter gives tremendous insight into what drives them on the battlefield, and also gives a good picture of how this is reflected in their army structure.

With that said, some of the fluff is simply awful. The Space Marines have always been superhuman, but still mortal. The greatest offender to this canon is the Ultramarines Chapter, and chief amongst them is their Chapter Master, Marneus Calgar. Part of the appeal of Space Marines is their endless vigil against the night, their thankless task of seeing Mankind protected from its most terrible enemies. When these terrible enemies are reduced to caricatures of their weaknesses and turned into straw dummies waiting to be hacked down, it destroys the appeal of the Space Marines. The issue is further exacerbated when these particular Space Marines strut through the pages of stories with an arrogance and self-righteousness that can become nauseating. Calgar is the worst of them. His stories range from single-handedly holding a breached gate against hundreds of thousands of Orks for several days, to slaying monstrosities like Chaos Demon Princes and the Tyranid Swarmlord “with his bare hands”. These are simply unacceptable in a book with this price point. At best, they represent the writing efforts of an immature and incompetent author, and reflect poorly on a company with such prestige .

Ultramarines aside, I give the fluff a very positive rating. There are moments throughout where I raised an eyebrow, but for the most part I was very satisfied. The fluff brings to light that even Space Marine Chapters can be laid low in the cruel universe of the 41st Millennium.

Synergy

My approach to Warhammer 40,000 is a cohesive army force that is designed to accomplish the Eternal War missions, regardless of which is being played. I tend not to play counters to specific enemy units. Rather, I cover my bases and then focus on augmenting the force as a single entity that fights together.

Space Marines accomplish this synergistic approach wonderfully. Since units fulfill so many overlapping roles, a great redundancy is automatically built into your list. Every humble Space Marine has the Krak Grenade for busting almost any armored target in the game. Drop Pods deliver advanced elements on target almost invariably, and Grav Weapons have shored up a weakness against the meanest Monstrous Creatures (Swarmlord, Riptides, and Wraithknights come to mind).

Chapter Tactics are also an amazing buff to the army for no points cost. In my trial game I played a Bike-heavy White Scars army with a Land Raider Redeemer loaded with Thunder Hammer Terminators as support. The ability to make a mass Scout move before the game begins is truly impressive, and Hit & Run across all those Bikes gave me a great tactical edge.

My next game will probably be with Ultramarines Chapter Tactics, using a three-pronged approach to the mission. Drop Pod elements will land in advance of a significant armored spearhead, supported by Devastators and Devastator Centurions in the back.

What will probably be the lasting legacy for this Codex is the ability to produce so many variant army builds. When one becomes stagnant and dull to play, it will be easy to shift around Chapter Tactics and units, and form an army that doesn’t even resemble the last. I foresee a long and strong future with this book, as it answers so many demands of the hobbyist on the tabletop.

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