Other chapter tactics have made them more mobile by giving them scout through one ability or another. ![]() Where they really shine is with the Ultra or IF chapter tactics, making best use of their boltguns. Tacs have changed in that you do not need a full squad to have the special or heavy weapon, giving flexibility that they lacked. ![]() For some reason I could have swore they did not have a pistol in the last codex but I was corrected, oh well I'm a guard player. The mainstay of the Space Marines, they bring the shooting and can assault when needed. With different Marine armies and tactics, there is no longer a single answer to how to defeat space marines. The difficulty is in figuring out how these units can be combined together, and how to counter them. The main issue for a guard player is the breadth of options and possible army combinations that can be brought to the table. The major changes are in the points, the relics, and chapter tactics. Over all I love the new codex, but they are certainly making it harder for gaurdsmen. The guys in the above picture are very hot now, among others, but they are not the only thing to watch out for in the new codex. Well the new space marine codex has been out for almost a month and its time for an anlysis of it, but from a guardsman's perspective.
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