Post by Ponen19 on Jan 12, 2013 11:06:59 GMT -5
Not to be a complete poser, but I'll try and copy some Westriders format so we can keep some conformity among reviews. Primarily I'm going to highlight the changes between this edition and the previous one. If anyone wants to add their own observations or opinions feel free to!
General Stuff
-Fluff: Page wise theres only a few more pages of fluff as compared to the last edition, but once you take away all the pretty pictures, the edition seems to have quite a bit more fluff, at least in terms of scope and content. More legendary battles, more in depth looks at the different units and squads and more backstory on the Characters.
General Rules:
-Grim Resolve: Pretty much everything in the Codex has this special rule. Basicly the "Stubborn" rule for Marines.
-Inner Circle: Obviously a little rarer as only special people are allowed in the Inner Circle of DA's. Provides Fearless and Preferred Enemy against CSM.
Warlord Traits: The standard six traits. Five of these effect your warlord directly somehow, while the last is a twist on the "Strategic Genius" trait from the BRB.
HQ Units: All the HQ's became cheaper, except Belial who costs an extra 60 points. And most HQ's have required Warlord Traits.
-Azrael: A little better in combat and he has to be your Warlord. Biggest change is that with him in your army, BOTH Deathwing and Ravenwing are troops. Also allows you to choose your DA Warlord Trait.
-Ezekiel: Allowed to choose two powers now.
-Asmodai: Dude is a beast in CC, his "Blades of Reason" have the instant death rule, and he hates everybody.
-Belial: Better WS and better special rules, one of which allows him to snipe on 5+.
-Sammael: Better WS as well.
-Company Master: Better WS and a much better choice of upgrades. Basicly these guys are cheaper versions of named characters.
-Chaplains/Interrorgator-Chaplain: More or less the same. Chaplains have a worse BS but both are a bit more upgradeable.
-Librarian: Worse BS, allowed to choose powers.
-Techmarines: They're a thing now.
-Command Squad: Can take a special "champion" character or an apothecary, a little more upgradeable to.
-Deathwing/Ravenwing Command Squad: A command squad with bikes/termie armor.
Troops:
-Tactical Squad: They're Marines. Missile Launchers have Flakk though.
-Scouts: Now a troop choice. Worse WS and BS, but the Sergeants have the standard 4. Sniper rifles are free now.
Elites:
-Deathwing Terminator Squad: Same as before but with the splitfire rule.
-Dreadnought: Standard run of the mill walking coffins with machine guns, flamers, and power claws... For kids!
-Veteran Squad: Pretty much the same.
-Deathwing Knights: These things are scary in assault! 2-3 attacks a piece and their weapons get nasty. The main maul has an addition one shot "mode" that rips through everything. Also have a special rule that improves AP by 1 when fighting anything from the CSM Codex.
Dedicated Transports:
-Rhino: Can't really go wrong with this classic.
-Razorback: Now come with a Lascannon-Plasma gun combo.
-Drop Pod: Can't hold Termies anymore.
Fast Attack:
-Ravenwing Attack Squadron: Pretty much the same, just cheaper.
-Ravenwing Support Squadron: Multi-meltas cost points now but the Speeders are cheaper.
-Ravenwing Black Knights: A more assaulty bike squad.
-Assault Squad: Same as before, but cheaper.
-Ravenwing Darkshroud: The much hated "Flying Church", this seems like a decent thing to have if you like cover saves and assaulting. Basicly any models within range get +1 to their assault outcome and the stealth rule. More of a support vehicle than an offensive one, but helpful in the right situation I suppose.
-Nephilim Jetfighter: The better looking of the two flyer variants, this is closer to a Vendetta than a storm talon in terms of weapons and rules. Biggest things are the "Unrelenting Hunter" rule which allows the weapon destroyed damage result on vehicles to be immobilised instead. You can also switch out for an Avenger Mega Bolter, which is sorta like an assault cannon.
-Ravenwing Darktalon: Less firepower than the Jetfighter, but more douchebaggery to be had with this variant.
Heavy Support:
-Devastator Squad: More or less the same. Flakk missiles I guess.
-Predator: Doesn't have the rumored plasma cannon option.
-Whirlwind: Still a missile truck.
-Vindicator: This song also remains the same.
-Land Raider: Pretty much the same, now its the only option for Termie transports.
-Land Raider Crusader: See the "Land Raider" entry in Codex: Dark Angels.
-Land Raider Redeemer: A new Land Raider Variant. Biggest change is the model capacity of 12 and the armor melting Flamestorm Cannons. One noted feature for all Land Raiders is the "Deathwing Vehicle" special rule. This allows preferred enemy against CSM and allows re-rolls on the damage chart for penetrating hits against the Land Raider.
-Land Speeder Vengeance: Two words; Plasma. Storm. Battery. Has two modes of fire, one with more shots and another with a bigger blast.
Compliments and Complaints:
Three things really stuck out to me while reading this Codex. First was the emphasis on assault units. Maybe its a thing I've picked up from playing Guard where assaulting is a no-go, but most of the units in this book are designed or otherwise encouraged to get in close with the enemy and wreck face. Fortunately those units will do just that and do it very well. The next thing I noticed was the customization with each unit. Like Westrider pointed out with the CSM Codex, everything can do almost anything you want it to do. Granted these upgrades cost points, but they're still an option if you need them. The last thing I noticed was how cheap most things became. Like Tac Squads went down 25 points, and Librarians almost got cut in half. While this is easily balanced out by the upgrades you can buy, that still allows for a pretty cost effective squad.
Biggest complaint's so far: Maybe this is just me being picky, but this still feels like a general Marine Codex. With the exception of the Deathwing and Ravenwing related units, and new speeders and flyers, everything looks like it is or will become standard Marine units. While I understand the two Wings are what seperate the DA apart, it would have been nice to see a little emphasis on their plasma speciality, particularly in their Vet squads.
Overall Grade:
In the end this 'Dex receives an 9/10. While it is a satisfying codex with solid troops and lots of potential for customizing, some of the things that aren't in the book are kind of dissappointing. Would still recommend it for any Marine enthusiasts that want a break from an older Codex or anything that's been written by Matt Ward..... F$%k you Matt Ward...
General Stuff
-Fluff: Page wise theres only a few more pages of fluff as compared to the last edition, but once you take away all the pretty pictures, the edition seems to have quite a bit more fluff, at least in terms of scope and content. More legendary battles, more in depth looks at the different units and squads and more backstory on the Characters.
General Rules:
-Grim Resolve: Pretty much everything in the Codex has this special rule. Basicly the "Stubborn" rule for Marines.
-Inner Circle: Obviously a little rarer as only special people are allowed in the Inner Circle of DA's. Provides Fearless and Preferred Enemy against CSM.
Warlord Traits: The standard six traits. Five of these effect your warlord directly somehow, while the last is a twist on the "Strategic Genius" trait from the BRB.
HQ Units: All the HQ's became cheaper, except Belial who costs an extra 60 points. And most HQ's have required Warlord Traits.
-Azrael: A little better in combat and he has to be your Warlord. Biggest change is that with him in your army, BOTH Deathwing and Ravenwing are troops. Also allows you to choose your DA Warlord Trait.
-Ezekiel: Allowed to choose two powers now.
-Asmodai: Dude is a beast in CC, his "Blades of Reason" have the instant death rule, and he hates everybody.
-Belial: Better WS and better special rules, one of which allows him to snipe on 5+.
-Sammael: Better WS as well.
-Company Master: Better WS and a much better choice of upgrades. Basicly these guys are cheaper versions of named characters.
-Chaplains/Interrorgator-Chaplain: More or less the same. Chaplains have a worse BS but both are a bit more upgradeable.
-Librarian: Worse BS, allowed to choose powers.
-Techmarines: They're a thing now.
-Command Squad: Can take a special "champion" character or an apothecary, a little more upgradeable to.
-Deathwing/Ravenwing Command Squad: A command squad with bikes/termie armor.
Troops:
-Tactical Squad: They're Marines. Missile Launchers have Flakk though.
-Scouts: Now a troop choice. Worse WS and BS, but the Sergeants have the standard 4. Sniper rifles are free now.
Elites:
-Deathwing Terminator Squad: Same as before but with the splitfire rule.
-Dreadnought: Standard run of the mill walking coffins with machine guns, flamers, and power claws... For kids!
-Veteran Squad: Pretty much the same.
-Deathwing Knights: These things are scary in assault! 2-3 attacks a piece and their weapons get nasty. The main maul has an addition one shot "mode" that rips through everything. Also have a special rule that improves AP by 1 when fighting anything from the CSM Codex.
Dedicated Transports:
-Rhino: Can't really go wrong with this classic.
-Razorback: Now come with a Lascannon-Plasma gun combo.
-Drop Pod: Can't hold Termies anymore.
Fast Attack:
-Ravenwing Attack Squadron: Pretty much the same, just cheaper.
-Ravenwing Support Squadron: Multi-meltas cost points now but the Speeders are cheaper.
-Ravenwing Black Knights: A more assaulty bike squad.
-Assault Squad: Same as before, but cheaper.
-Ravenwing Darkshroud: The much hated "Flying Church", this seems like a decent thing to have if you like cover saves and assaulting. Basicly any models within range get +1 to their assault outcome and the stealth rule. More of a support vehicle than an offensive one, but helpful in the right situation I suppose.
-Nephilim Jetfighter: The better looking of the two flyer variants, this is closer to a Vendetta than a storm talon in terms of weapons and rules. Biggest things are the "Unrelenting Hunter" rule which allows the weapon destroyed damage result on vehicles to be immobilised instead. You can also switch out for an Avenger Mega Bolter, which is sorta like an assault cannon.
-Ravenwing Darktalon: Less firepower than the Jetfighter, but more douchebaggery to be had with this variant.
Heavy Support:
-Devastator Squad: More or less the same. Flakk missiles I guess.
-Predator: Doesn't have the rumored plasma cannon option.
-Whirlwind: Still a missile truck.
-Vindicator: This song also remains the same.
-Land Raider: Pretty much the same, now its the only option for Termie transports.
-Land Raider Crusader: See the "Land Raider" entry in Codex: Dark Angels.
-Land Raider Redeemer: A new Land Raider Variant. Biggest change is the model capacity of 12 and the armor melting Flamestorm Cannons. One noted feature for all Land Raiders is the "Deathwing Vehicle" special rule. This allows preferred enemy against CSM and allows re-rolls on the damage chart for penetrating hits against the Land Raider.
-Land Speeder Vengeance: Two words; Plasma. Storm. Battery. Has two modes of fire, one with more shots and another with a bigger blast.
Compliments and Complaints:
Three things really stuck out to me while reading this Codex. First was the emphasis on assault units. Maybe its a thing I've picked up from playing Guard where assaulting is a no-go, but most of the units in this book are designed or otherwise encouraged to get in close with the enemy and wreck face. Fortunately those units will do just that and do it very well. The next thing I noticed was the customization with each unit. Like Westrider pointed out with the CSM Codex, everything can do almost anything you want it to do. Granted these upgrades cost points, but they're still an option if you need them. The last thing I noticed was how cheap most things became. Like Tac Squads went down 25 points, and Librarians almost got cut in half. While this is easily balanced out by the upgrades you can buy, that still allows for a pretty cost effective squad.
Biggest complaint's so far: Maybe this is just me being picky, but this still feels like a general Marine Codex. With the exception of the Deathwing and Ravenwing related units, and new speeders and flyers, everything looks like it is or will become standard Marine units. While I understand the two Wings are what seperate the DA apart, it would have been nice to see a little emphasis on their plasma speciality, particularly in their Vet squads.
Overall Grade:
In the end this 'Dex receives an 9/10. While it is a satisfying codex with solid troops and lots of potential for customizing, some of the things that aren't in the book are kind of dissappointing. Would still recommend it for any Marine enthusiasts that want a break from an older Codex or anything that's been written by Matt Ward..... F$%k you Matt Ward...