Codex Adeptus Astartes – A Review

warhammer-40000-logo

I must admit, when I saw a new Codex Space Marines had been released I had to check the date of my last review to make sure I wasn’t going mad. The previous edition was just 2 years old. Now I’ve never been one to stand in the way of progress (stop laughing) but that does seem a little soon and understandably makes people nervous about committing to a £35 book if it’s going to be replaced just 24 months later. It’s little wonder the illegal download underground is getting bigger all the time.

CodexSpaceMarines2015

As with other, more recent, Games Workshop publications, the by line is absent. Presumably to stop the bilious tirade directed at any one person that ensues when a new codex comes out. Bringing a new book so soon is bound to cause a certain degree of justified gnashing of teeth.

As with the previous book it’s just lovely to look at. From the cover art to every picture on every page is glorious and much of it, if I’m not mistaken, is new. Which for us old buggers is a bit of a treat. But there’s also a couple of images realised in colour that I’ve only seen in black and white, which is nice.

The quality of production has been increasedThe lining paper is a better fit and feels less luck it was stuck down by PVA. The hateful fold-in reference sheet is gone and with it the embarrassingly shonky folds.

Sadly the increase in quality doesn’t extend to the writing. There are fewer typos than the last book and they weren’t on the first page but they are still there. There’s also some stellar mixed metaphors, the worst of which is in the opening gambit. The background of Codex Adeptus Astartes feels, if I’m honest, nearly as lacklustre as the previous version. There have been some improvements for but the overarching theme doesn’t have any of the sense of urgency, drama or presence that previous books sweated from every surface. This book kinda feels like the Codex equivalent of the Amazing Spider-man 2: it’s drips with obligation rather than inspiration. It’s fulfilling of an intellectual property requirement rather than a promise of excitement, heroism and valour.

So Codex Adpetus Astartes isn’t worse than the 2013 Codex Space Marines. Hooray! Although I’m fairly certain there’s a smaller word count despite it being a thicker book (200 pages to 180). The artwork, splendid as it is, occupies a half page apiece on average. Sometimes more. The timelines in the previous edition were not only far prettier to look at, but more substantial. Each of the first founding chapters got fluff and timelines, that’s all been replaced by three of four paragraphs. It’s shame because the Ultramarines end up dominating the book more than they did before which does nothing to smooth over the – by this point – fairly mean-spirited bitching and belly-aching that is abound within the 40k community towards them. It would be good news for Ultramarines if the their background was written with any personality what-so-ever.

That said there’s some interesting tweaks to the background, one of which actually makes the Iron Hands interesting. Like: Horus Heresy books interesting. Like they’re all a bunch of repressed, self mutilating, sociopaths that are all one tin-man joke away from losing their shit and killing everyone. It’s brilliant. The best bits about the Heresy Salamanders is also evident, emphasising their compassion and their place as leaders of humanity rather than rulers. So whilst Codex Adeptus Astartes does condense, it does work harder to draw gamers towards the more exotic adherents of the Codex Astartes.

Overall though the layout of Codex Adeptus Astartes is strong and brings it in line with Codex Orks, which is a fantastic book. The army list is long but clear. The variety of Space Marine units available means there’s going to be a fair bit of flicking backwards and forwards for the purposes of army list writing but the upside it that you shouldn’t miss any notes or special rules with everything right there in front of you.

It does get a bit woolly in places and the Imperial Fists and their successor chapters are relegated to tertiary chapters whose histories focus around Lysander, Helbrecht and Grimaldus. But the good news for Black Templar players is they get an apology by way of really good Chapter Tactics. The Black Templars used to piss me off royally with their bullshit list of special rules. Whilst this list is thankfully a thing of the past, they still fare far better than most benefiting from bonuses to running, bonuses to Deny the Witch rolls, they get Counter Attack and Rage and all its cost them is the use of Librarians.

The rest of the rules are largely unchanged with a few points changes here and there. There’s been a subtle push towards flyers and anti-flyer units as the Stormtalon’s weapons systems have been halved in points and they get +1 to their jink save when hovering which makes them a massively more appealing option albeit at the cost of the Escort Craft special rule (this has been thrown into a formation instead). Equally the Stalker’s gun has lost a shot but can now split fire with its remaining three shots at Ballistic Skill 4 or, if it shoots at a single target it’s twin-linked. That’s nasty.

One of the changes that’s tickled me and is up there with equipping Havoc squads with plasma guns and a rhino as something to try is you can turn Tactical Squads into Wraightknight hunters. All you need to do is equip the squad with a grav-cannon, grav-gun and a grav-combi bolter. Although you could do similar with Devastator squads in a Rhino. You’d need to pick your moments wisely but it’d certainly make a real mess.

Master of the Forge appears to have gone the way of the Dodo and instead the humble Techmarine has had a 15 points increase but got an extra wound for their trouble with the option of all the cool and groovy upgrades. This is by no means the end of the world as you can still have a Techmarine leading your army but you’ve saved 25 points and it’s cost 1 point of Ballistic Skill.

The formations are no doubt what will get many hot and hard as it affords lots of big delicious bonuses for taking certain combinations of models. I deliberately missed out the word ‘expensive’ because it was obvious. Unfortunately it’s those with the deepest pockets or the biggest collections (they’re not necessarily the same thing) that will really benefit from these formations and they’re bonkers special rules.

Regular readers will know that I have two full companies of Ultramarines – 1st and 5th. This means I can, and often do, field a full battle company. This means I get all my transports for free. Hurrah! I can also field a Land Raider Spearhead the bonuses of which means I get to ignore everything but immobilised and vehicle destroyed results on the damage table as long as they stay in formation. Oh, and re-roll failed rolls to wound or for armour penetration. I mean really? I would actually feel embarrassed fielding that. I mean I’m gonna, but I’ll blush slightly as I kick the shit out of whoever I’m playing against.

Although there’s still no way to take a legal 1st Company army list which is such a shame, especially as the 1st Company formation feels more like they’re trying to push expensive models than because it’s accurate. It’s not the end of the world as gamers can just use an unbound list, it just would have been nice to give the option.

The hobby/showcase section in this Codex is huge. A fairly indulgent 43 pages compared to the previous 28 pages. So 15 of the extra pages in this version have been given over to pictures basically. Although I shouldn’t be surprised as most of the pages in the book have been given over to pictures. That said, because of the way the images are presented it’s going to make painting and marking Space Marine chapters are less painful experience now which is an extremely good thing. Thinking back to my staff days, one of the hardest things younger gamers had to deal with was getting that stuff right and it’s nice to see the book written inclusively rather than targeted at one audience or the other. I just wish it wasn’t quite so much of the book.

The reality of Codex Adeptus Astartes is that it’s essentially the second edition of the previous one. The background is blah rather than bad. The rules have had a review and there’s been a few interesting changes. Some subtle, some not so much. The presentation of the army list is clear and concise. The irritating things about the old book, like the folded reference sheet, are gone. It’s a nicer, better put together book.

I do still yearn for the days of Chapter traits because they made them all far more interesting. The tactics are fine and being an Ultramarine player I certainly can’t grumble but it still doesn’t quite grab me by the hobby spot. This said, there is still some improvements in there that’ll please one or two of the wargaming community. Unfortunately this book is, again, very much aimed at gamers that use Codex chapters. It doesn’t mean there’s nothing in there for Salamander players etc but there’s just not as much. Actually I’m pretty sure there’s less than before but I suspect that’ll be remedied with supplement books.

Overall Codex Adeptus Astartes is an average offering fixing many of the bugs in the previous books whilst introducing some interesting – albeit Easter egg sized – changes that will have far more impact than some appreciate. The formations are interesting enough that people will want to take them and broken enough that they’ll feel guilty doing it. But with some of the combinations out there, they won’t be alone. The background is a little stale but it is better but there’s still huge room for improvement. It is, end to end, beautiful. It’s also a big book about Space Marines.

Codex Adeptus Astartes is available from Firestorm Games priced £31.50.

6th Edition Post Game Autopsy

On Monday I wrote a post reflecting on some of the rule changes in the latest for the 6th edition Warhammer 40,000 which was remarkably well-timed as last night I played a 1500 point game with Jeremy of The Chaps.

Knowing roughly what Jeremy would take I took a straight 5th Company force determined to give the rules a proper shake down with a mixture of tactical squads, an assault squad and a single Razorback, albeit armed with twin-linked assault cannons.

The first thing that became apparent is that vehicles are exactly as flimsy as I suspected. Jeremy got the first turn and moved his Predator forward to persecute a tactical squad holed up in a building. Snap Fire meant that his sponson weapons were all but ineffective but at least he got to fire them which I suppose is something. He didn’t hit anything mind. I moved my Razorback forwards and was able to shoot at the side armour of the Predator. 2 Penetrating and 1 Glancing hit later the tank was stripped of its hull points and left a wreck. The funny thing was that I completely spunked my damage rolls so under 5th edition the Predator would have escaped relatively unharmed.

On a separate note, twin-linked assault cannon on a Razorback is a fantastic idea. Also the fact that they’re rending makes them very scary against most things. More on point though, it highlights how vulnerable vehicles are now to mid strength weapons. Lascannons will only take out a tank if you get a descent damage roll, Contemptor Dreadnought with two twin-linked Autocannon can knock out, in theory, a Falcon Grav Tank in a single turn.

During the course of the second turn Jeremy assaulted my assault marines with his. Otherwise exposed and vulnerable, the 2D6 assault move saved them from being hammered by my base line of tactical marines and two Dreadnoughts, not to mention the follow-up charge from my assault marines. My unit snap fired killing a single marine which was more fluke than odds on which highlights how poorly elite armies, of any stripe, do out of the Snap Fire rule. The only benefit they have is when they charge an equally elite unit as they lack the fire-power to do any real damage.

The obvious rule to keep the game balanced, and fair, would have been to make the Snap Fire rule half the unit’s BS rounding down. This would mean that basic Guard, Orks & Nids would still be on BS1, which is reasonable, and elite units would be BS2. But, more to the point, characters wouldn’t suddenly be reduced to the equivalent ability of a novice whenever someone runs at them despite centuries of combat experience.

The game quickly devolved into each other lobbing shots at range, with my Dreadnoughts  stomping about the place blowing chunks out of people until the tide turned against my assault marines and the Dread’ armed with a close combat weapon waded in and started squishing Crimson Fists left right and centre. By the time Jeremy’s Terminators turned up I’d dispatched Pedro and the Chaplain with a lot of shooting and swift kick to the face.

This meant my command squad and Captain Galenus could go toe to toe with the Terminators. I did this for the simple reason that I wanted to see just how tough Terminators had become with the introduction of AP for close combat weapons. And the answer is very. I stand by the statement that the way to win 6th Edition 40k is to armour save your opponent to death so I’d hoped that pouring that many hits into the Terminators would be enough to make them fail their saves. Sadly Jeremy chose that moment to not roll like a bell end. Fortunately his hits back he did so between spunking roles and jammy invulnerable saves I was able to hold them up long enough for the Dreadnought to finish with the assault marines and then mang the Terminators.

But it’s very telling that it takes a Dreadnought to beat the shit out of Terminators. Terminators and their opposite numbers are now nails. And rightly so. Howling Banshees use to be the ultimate Terminator killers thanks to bonkers speed, piles of attacks and power weapons as standard. Until the new Codex is released they have absolutely no chance what-so-ever, the low strength just enough combined with the 2+ the Terminators now get, to inflict harm. Of course what this means is that Terminator squads are probably going to go up in points. This won’t be a total disaster as they will become the linchpin units they were always intended to be.

Now having played the game my feelings surrounding the rule changes have been pretty much confirmed but it’s still nice to put it all to the test. And having assault rules that make sense is certainly refreshing. The flow of the game, fortunately, hasn’t been disrupted too much although any sub-phase that disrupts the flow of play does irk me so. I’m looking forward to my next game, which is a positive it’s just a shame that aspects of what made an army fun – specifically tanks – are now either a waste of points or a sacrificial lamb.