Doctor Z here from Doctor Z's Laboratory,This week I ask the question are Codex Marines always the best meta list?
Every year I seem to take a subconscious step back from the
hobby around this time of year. Maybe it’s the distraction of Christmas, maybe
it’s the plethora of sports viewing options, or maybe it’s just the fact that
it’s too damn cold to make the trip down to the hobby shop. Whatever the case I
haven’t been playing enough games recently and that is almost always when I get
the smartest. Sometimes you need to take a step back from a situation to really
come up with the most honest realizations about that situation. A few weeks ago as I was cleaning up my hobby
corner in preparation for the possibility of none gamming family members
entering my home I made one of these realizations. Within the 10 thousand plus
points of space marines I own I have everything. When I say that I don’t mean I own everything
I mean I have access to everything. No matter what I wanted to use I could I
all I have to do is pay the points. That got me thinking are Codex Space
marines secretly the best army in 40k?
You Can Do Anything You Put Your Mind To
The thing I hear all the time from competitive 40k players
these days is that the meta is very paper rock scissors. That you can build an
army that can beat Adamantium Lance
but it loses to wave serpents, or that it can beat serpents but loses to Daemon
farms, etc. etc. etc. What makes Codex Marines special and possibly unique is
that they can be the paper the rock or the scissors at will depending on what
you want or need. If you can identify the popular meta choices for any given
tournament Marines can build a counter to it, not only that but you probably
have a couple of choices as to which of your counter options you want to use.
Just as an example If their rock is Wave Serpents then your paper could be a Centurion
star, A bike star, Drop Pods, or even an outflanking rhino rush. You can cover
that rock with your choice of wide rule, college rule, parchment, or
construction paper. That kind of flexibility is extremely valuable to a good
player. I love my Dark Eldar army but they can’t do that in fact I’m not sure I
can name another army that can.
So what gives Codex Marines that flexibility? The army has a
huge list of units to choose from to begin with but one the unique things about
marines is that the units within the book are so easily customizable. Take the
lowly Tactical Squad as solid if not spectacular or exciting choice. The squad
has the option to have a Melta Gun, Flamer, Grav Gun, or Plasma Gun, the sergeant
can have the combi version of any of those same weapons, and there are heavy
weapon options for a squad of 10 or more.
Even leaving the heavy weapon and close combat weapon options out of it,
and assuming the sergeant and special weapons guy decided to match guns that
leaves 4 different squad options that can be used for 4 very different rolls.
On top of that they have 3 different transport options in the Drop Pod, Rhino,
and Razorback. That squad then gets to pick one of 7 different Chapter
Tactics (19 if you count Forge World)
for a total of 84 (228 with Forge World) different possible combinations. Now
I’m not going to stand here and tell you that tactical marines are the most
powerful unit in 40k, they are simply representative of the flexibility of the
Codex as a whole. All those weapon options are what make Marines such an
effective take all comers army. There
are few if any other armies in the game that can spam out as many of any given
special weapon and deliver them as effectively as Codex Marines. This ability
is multiplied even further with the inclusion of Sternguard and their option to
take a combi-weapon on each and every model in the unit. Regardless of what
antagonist the tournament meta presents as a Codex Marine player you can equip
your squads with the most effective weapons for dealing with it. Titans blocking
your path? Load up on melta. Too many Wraithknights, Riptides, and Centurions
try Grav weapons and so on.
Application of Force
Possibly the most compelling reason to name Codex Marines
the best take all comers army in the game however is the number of ways they
can deliver all those weapon options to where they need to be. Think of all the
platforms a Marine player can hit you with a Melta shot from; Centurions,
Bikes, Tactical Marines, Sternguard, Legion of the Damned. There is also the
list of dedicated transports to consider. Rhinos, Razorbacks, and Drop Pods all
give you unique advantages and disadvantages.
Rhinos
You get one of the cheapest Objective Secured designated
transports in the game, it holds 10 Marines who can combat squad and still sit
in it, it blocks line of sight and has 2 fire points that can be used to fire
whatever weapon you need out of. With the right chapter tactics/ characters you
can even outflank or scout them. All in all the common rhino is one of the best
transports in the game we just forget that because we’ve had them for so long.
I promise if Games Workshop took them away tomorrow you’d notice it.
Razorbacks
Slightly less flexible than the rhino, but still very useful
the razorback has an arsenal of heavy weapon options to complement its parent
squad. An underutilized design is the twin linked heavy flamer variant which
doesn’t cost any additional points but is a nightmare for infantry armies when
it’s being Objective Secured in the wrong place.
Drop Pods
An AV 12 Objective Secured unit that costs the same as a
Rhino but can Deep Strike onto on objective on turn 4 is annoying. When you
fill it with 2 more Objective Secured units with a bunch of special weapons
it’s a B!$#H. This unit is my roommates least favorite Part of 7th
edition. The fact that The Guys in side
can get out anywhere within 6” of the pod means that it’s nearly impossible to
scatter out of 2 dice Melta, or 2 shot rapid fire range.
All of that is well and good but it’s not the reason marines
are so good overall. It’s all the other things that you can pile on to that.
Marines have one of the game’s best close combat
units in the Chapter Master.
They have the only surviving Deathstar from 6TH edition with Centurions.
They have one of if not the best allies’ matrix of any faction.
They are a holdover in their ability to turn a non troop unit (Bikers) into one.
They have one of the most underappreciated rules in the game ATSKNF.
Their rank and file guys beat most other rank and file guys in close combat.
They will always get updates. (not so much a rule but still helpful)
Also Marines look extremely bad ass
When you put all of this together it means that if you’re a guy
with a marine army you can never be completely outclassed by the meta list of
the month. That has lead me to the
conclusion that marines are if not the best army in the game for a competitive player
to play they are at least best army in the game for a competitive player to
own. The real battle for a Codex marine player is in predicting what they may
face and being sure that they are prepare for it properly. Once you’ve done that you can always put the right list in
place.
Mail bag
As always if you've hated everything I've had to say or if you have a 40k related question or comment of any type please send it to me at doctorz.evil@gmail.com and I may just but it in my impending mailbag column.
What do you think? Are Codex Marines
still the best take all Force in 40k has the paper rock scissors meta hurt or
helped them?
Yes.
ReplyDeleteYes, they are the strongest faction in the galaxy. It's obvious. I have the Idea that the "first" available character of every game is always the strongest. I guess that is something that involve the mechanic of the creation of a game: first of all you have the "basic" character that can someway "win the game". Then, to create others characters you give some "special power" to the basic character, and then you give him some weakness to "balance" the new character resulting. BUT, the "balancing nerfing" is always stronger than the basic power. For example, in role-play games such as D&D the warrior is the strongest. I know that at hig level the caster(s) can instant-kill armies or the Very Bad Guy... but put him in a fight against the warrior.... he will be punched to death before casting any spell! And they can never go out of mana. Not to talk about the poor thief that can hit in some decent way only one time per fight, only under certain conditions, only against specific kind of foes. And do you remember the "Uber-useless" Bard?
DeleteYou can check this theory even with video games. Basic characters are less spectacular than the advanced ones, but more solid.
SM are the basic army of WH. They have no weakness (every other faction has one specific weakness) and they have some really strong attack options. So, in my opinion, they are the strongest... (but, on the other side, they are boring to me. They are just super humans with advanced weapons. Arrogant bullies... )