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Codex pangs


Hfran Morkai

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We've had our shiny codex for quite a while now and I'm sure most of us love it (at least most of it) and we can agree it was about time for a new codex, mine literally fell apart just before the new one was released.

 

However, considering we had that codex for nine years I'm wondering if anyone got really attached to it? What things do you really miss from the old codex? Would you go back if you had the choice?

 

I really miss having multiple special close combat weapons in packs, sure Grey Hunters lacked three weapons but had true grit and could take two cheap power weapons! Blood Claws could have three! That was the staple of my lists, tooling up the basic packs to ignore armour.

 

Another thing I was particularly fond of was the ability to master-craft almost anything, especially those plasma pistols.

 

And Stormcaller explicitly saying you struck first, that was priceless.

 

Some part of me wants to run with the old codex some time in the future, I'll need to find another copy (though I think I can remember everything anyway) just for kicks, though of course Grey Hunters were 3 points more expensive than they are now, without the grenades.

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I don't miss Codex, really never been playing by it... What I miss is Gate power for Rune priests, Wolf guard pack leaders with wolf tails dishing out five attacks with PF after being charged and my Fenrisian wolves constantly assaulting Tau Fire Warriors and Traitor Guard in first turn :lol:
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What things do you really miss from the old codex?

 

The main thing that I miss is having a generic Venerable Dreadnought as one of our HQ choices. We can get Bjorn now, but he is quite a bit more expensive and there is no Drop Pod option for him.

 

Would you go back if you had the choice?

 

No, I really like the new codex. It is almost perfect. I'd have done a few things differently if I'd designed it myself, but overall I am quite pleased, and think GW, and Phil Kelly specifically, did a bang up job.

 

V

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...What I miss is Gate power for Rune priests...

Technically you can still play as 13th Company so you can still have Gate, you just can't take Stormcaller if you do.

 

The entire Eye of Terror codex is now invalid, so no you can't.

 

I'm in the same vein with Valerian. Our old codex was written very much with 3rd edition hero-hammer in mind. It's rules are now archaic and backwards, and I don't miss it at all.

 

 

DV8

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I miss runic charms and Wolf Tooth necklaces for wolf guard. I also like how the BC's were cheaper. I felt they should have been cheaper given their fluff status and possible numbers.

 

That said, I've very happy with the current dex. The only problems I have are poorly written (rules wise) and TOO MANY DANG OPTIONS!(This is actually more of a good thing) as I am having a hard time narrowing down what force to field.

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i miss the feeling of security i got with runic charms (although i never dobted they would be lost in the new codex), and i miss the exterminator (i always used to field them in my first run of space wolves but again realise why they were lost).

the biggest thing i would have liked to have seen is simple. bloodclaws should have got additional close combat upgrades rather than ranged upgrades to differentiate them from grey hunters plus a points drop (only by 1 pt). as much as i love the new codex i think bloodclaws needed something to set them apart from grey hunters. same points, the need to have a leader in there, worse upgrades and stats means that they are only added because i had a large number converted and i haven't got round to adding more ghs yet.

oh and iron priests with IC...

 

having said that i wouldnt go back, i love the new codex (although there are some options i pretend aren't there- TWC).

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I too miss the 3 powerfists in a BC pack. I also miss healing balms, I would run a priest w/ PP and GH's w/ all the plasma they could carry. My armies always seemed to crush everything within 12 inches......but it sure is nice having those Long Fangs nowadays for those pesky targets that don't come close.
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The entire Eye of Terror codex is now invalid, so no you can't.

Not trying to be argumentative but I was unaware that the Eye of Terror became invalid. I know that the models are not being produced but what makes the rules by themself invalid?

 

Codex Eye of Terror now refers you to two books that are no longer legal, Codex Space Wolves (3rd Edition) and Codex Space Marines (4th Edition).

 

Back on topic, I love the new codex, but really miss playing the old 13th Co from EoT codex. I was happy to be using a minimalist list with a challenging and special quirky rules to beat conventional forces. A Wolf Lord with Mark of the Wulfen and a pair of lightning claws busting out 7 or 8 attacks on the charge due to a good roll was just awesome. Also army wide scouting rule and units outflanking was great.

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it was a wolf pelt, and i honestly hated the idea that people in the new rules went 'yeah well you see i now get more attacks when charged, than if i had actually charged in the first place'.

don't forget origianlly counter attack was the 'defenders react' move, and no one gained a bonus for it. it was only the wolf pelt that gave you an attack as if you had charged.

then the new rules cameout and defenders react was available to everyone so for counter attack they went, 'yeah pass a ld test and you get an extra ttack'. to me, a wolf pelt over rode that and just went, 'yeah take the test, but you get the attack regardless because your so awesomely super cool dude'.

eitherway i never took it once counter attack gave you an extra attack as i felt it served no purpose, it was just cheese to try and get +2 attacks on a counter imo. eitherway, its not in he new dex and likely thats because as a bonus it is defunct with the new counter attack rules.

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I wasn't a big fan of Blood Claws in the old codex, and with less special weapons am even more inclined not to take them now.

 

I think their WS/BS should be 4 in line with the SM initiates (scouts) from the codex chapters. I would also be happy with WS 4 / BS 3.

 

I find that anything that survives the charge and proceeds to hit them on 3's, rips them to pieces; and now with less special weapons to

ensure they can't overpower other units on the charge. I would have liked to have seen 1 Special weapon per every five, received a half

priced Special weapon with a 10 strong unit, and a free one at 15; or something like that.

 

I haven't tried out Lukas yet though, and would like to run Lukas, Arjac and 13 BC's in a crusader.

 

I do miss the EoT Codex. Even before outflanking, my 13th Co. brought an overpowering force and speed to the battlefield. No matter

the points value the games only seem to last around 4 turns - either I had wiped out my opponent or he wiped me out and I liked that.

Actually, I think Outflanking slowed me down a lot. But it was good for troops to come on to claim objectives.

 

I can't get many games with the new codex as most of the players at the wargaming club here have jumped ship to Warmachine/Hordes.

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Runic charms. - Should have changed them and kept them.

Wolf pelts - Should have given a re-roll on counter-charge LD checks

HQs that cost less points. Wolf Lords are insane now. 100pts base is a little high. And all the options are really expensive.

Good Wolf Priests and Rune Priests in CC.

2 Wound Iron priests

Ironclads

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I eally liked the old codex and would've like to have waited until after Dark eldar and Necrons before getting ours...

 

I also hate and loathe the stand alone codices for marines, the way that everything is being homogenised, the way that we are being turned into Grey marines, smaller transport (Seriously ;)?) and I could go on, but I won't... Other than to say that Thundercatswolves made me throw up in my mouth a little.

 

All in all, this was my reaction when the full horror of the new codex dawned on me:

http://farm5.static.flickr.com/4019/4350433886_4ec19f9207_o.jpg

 

I'm still winning, but to me the new codex doesn't feel 'wolfy'. It just feels like we're now grey codex marines with little personality on the battle field, only in the fluff.

 

Give me the old codex any time.

 

I should probably admit that I'm one of those old fogeys with fond memories of rogue trader and I sometimes take the 2nd ed codex out to relive past glories...

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I miss the Leman Russ Exterminator.
Old Shooty, what have they done to you?!?

 

I do miss the LRE. It was one of those things I had to get "Because its Special". And I liked him.

 

Also miss all the close combat weapons we could take. Guess I better build more bolter models to thin out the powerfisted models.

 

Also the multiple-in-a-squad assualt cannon WG termies. I so wanted to field that.

 

HQ Venerable Dread. It was almost a requirement sometimes.

 

Then again, what do I Like?

 

Sorta like the change to Grey Hunters instead of True Grit. They now have Bolt Pistol, Bolter and Chainsword. Always the right tool for the job.

 

Like the new long fangs. +1 member with cheaper costs always helps

 

Do like the new way of doing Wolf Guard. Buy a squad, then split off the leaders. Means you can finally field a small squad of Termies without having to pay for a Wolf Guard Battle Leader in the same armor, and at least 4 members.

 

The Blood Claw Bikers with Jetpackers (Skyclaw) no longer seem a points sink.

 

 

 

 

Some of the fun old stuff is gone, but there is some usefull new stuff. It seems to be a good book....

 

....Still want my LRE back, though...

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I wasn't a big fan of Blood Claws in the old codex, and with less special weapons am even more inclined not to take them now.

 

I think their WS/BS should be 4 in line with the SM initiates (scouts) from the codex chapters. I would also be happy with WS 4 / BS 3.

 

I find that anything that survives the charge and proceeds to hit them on 3's, rips them to pieces; and now with less special weapons to

ensure they can't overpower other units on the charge. I would have liked to have seen 1 Special weapon per every five, received a half

priced Special weapon with a 10 strong unit, and a free one at 15; or something like that.

Actually they are in line with SM Scouts who have a WS/BS of 3. BC actually had a lower BS and WS in 3rd when SM scouts had higher state profiles.

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Actually they are in line with SM Scouts who have a WS/BS of 3. BC actually had a lower BS and WS in 3rd when SM scouts had higher state profiles.

 

Actually they are not IIRC - SM scouts are still WS/BS 4.

I don't want to be argumentative, but I'm afraid you are wrong. SM scouts where WS/BS 4 in 3rd and in 4th editions. In 5th they are WS/BS 3. If you have the various SM edition codices I suggest you look them up. :tu:

 

Edit : Checkout the GW site as well - http://www.games-workshop.com/gws/catalog/...dId=prod1060077

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There are some things I miss, mainly the 13th co mini-dex and multiple power weapons/fists in GH/BC squads. Also fewer heavy weapons in WG squads, but that's not such a big deal. And I don't feel the new scouts are a particularily good deal, although the old scouts were probably a bit too good.

 

I do feel like SW are changing, going from the best CC marine army to a SoB-esque short-range army with some added CC ability. As opposed to BA, why used to be a bit more shooty, with a few CC specialists.

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the only things i really miss are:

retinues..annoying at times, but i loved the idea of them. (and the rules)

runic charms..the ability to make my guard opponents hate the game was fun. they were pretty much min-maxers, so i didnt feel bad. now they are still min-maxers (with a much better book!) and i only get the base armor save.

 

i do like the new book now, took me a few months to get used to it.

 

WLk

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