Friday, May 27, 2011

Space Marines

So after playing numerous games with and against Codex Space Marines then playing several with Space Wolves I have come to the conclusion that the Codex Marines are just aweful. Anything a marine can do a wolf can do better, with 3 exceptions.


Exception #1. Hammernators, about 20 points per model cheaper for C:SM


Exception #2. Command squads with an Apothicary(FNP)


Exception #3. Sternguard special ammo


These are counter balanced by the fact that Grey Hunters are 100 times better than a bog standard tac marine. Acute senses(not important but its there), COUNTER ATTACK, and BOLTER/BOLT PISTOL/CCW all for about the same price. They can take an assualt weapon with 5 guys, a plasma pistol if they feel the need, 1 power weapon or fist(so no sgt is really needed), a guy with Mark of the Wulfen(makes his attacks D6 and rending), and a banner that lets me reroll all my ones in assualt a single time, and a free second assault weapon for 10 men. The only drawback is they dont get a heavy weapon. That seems to be mitigated by Long Fangs that can split fire if they need to. Wolf Claws are better than lightning claws as they can choose to reroll either hits OR wounds. Frost weapons > Power weapons or Relic blades, str 5 but can be used with a second close combat weapon. The wolves get the elusive 'commander' level HQ from the old SM codex, basically a Vet sergent with 2 wounds and better wargear options. The rune priest has better powers than the SM libriarian(arguably). I havent used the wolf priest at all so I cant compare him to the Chaplain who is probably the coolest part of the C:SM dex. Blood Claws of any flavor really dont have an advantage to thier biker/jump pack marine couneterparts, they get 2 attacks on the charge, but WS/BS 3 and the need for a leader counters it. Scouts fill two totally different roles so aren't worth compareing. No sternguard or vanguard in the wolves but a tooled up WG squad can effectivly pull the same duty, the vanguard ability is overrated and has a 1/3 chance of working and a fairly good chance to backfire. The stern loose thier special ammo but alas sacrifices..

Those are the main differences there are other such as sagas but I believe I have more than made my point.

The games that are won with codex marines tend to be won by luck more than anything, or at least a perponderance of armor, that cant score so it only works with KP. The several that I have played with space wolves have been close and competitive. To give an example the one game I have won with my marines involved a mass melee with a mostly full mob of Ork Boyz and 2 killer Kanz(one missing its CCW) with a lucky Krak grenade hit I blew 1 kan, the resulting 6" explosion caught almost all the orks in its blast killing half of them. This caused them to take a morale check at the end that they promptly failed(I had killed a number with my own assualt attacks to bring them below 10 with like a -20somthing to thier LD) the remaining kan was then the next turn felled by a volley of krak grenades. This all with a 6 man squad of sternguard with a librarian(useless) leading them. The ork Deth Star was vindicatored, speed bumped and killed with again a few lucky rolls(or unlucky depending on who you ask). What could make the marine dex work is if you use special charactors like Vulcan(is the basis of any competitive marine list, so that should tell you somthing)

In conclusion I feel that while the marine codex had potential the space wolf one is above and beyond better than anything. Therefore unless there is some grand plan invovling a special char(bah, stupid) the wolves codex should be substituted. Although cause this is a game some options really shouldnt be taken, like crimson fists wouldnt have anthing like a 'lone wolf' or 'blood claws' though the vet scouts would really feel like a crimson fist thing. This is on a case by case basis and should be discussed within a group for specifics.

No comments:

Post a Comment