Our data shows the Codex marines well below the goldilocks zone on the Space Marine Chapter Running total. I think the issue GW have made for themselves is the fact a buff for any Codex chapter buffs all divergent ones as well. The only way i personally think they can fix it is with rules updates such as giving each Chapter unique rules again.
@@den_of_fools I actually did a whole write up on auspex tactics comment section about this. Note I would also add a generic chapter master enhancement for captains (Get +2 save, +1 wound, +1 attack and ap on a melee weapon he has equipped, gain 1 command point at the start of your turn while the chapter master is on the field and alive) here was my thoughts: what I want for marines is a return of chapter tactics for codex marine chapters that use no suppliment units. example: White scars get a +1 strength and attack after charging. Iron hands get a 6+ feel no pain across the whole army and a 5+ feel no pain on characters. raven guard can redeploy 3 units before the first turn and can forward deploy 1 unit that doesn't have the rule. imperial fists +1 to hit when shooting from cover or when firing overwatch. salamanders get +1 strength and ap when within 6 inches of an enemy (shooting and melee). Ultra marines get to declare one unit, not a named character, and they can reroll and 1s to hit and wound. Then give each named chapter 2 enhancements tied into their lore that can be used in any detachment. Pull from the lore and pick two unique relics. In a perfect world I'd like one upgrade to take the form of a points heavy character upgrade (iron father for iron hands, forge master for salamanders, castellan for imperial fists, ect) that provides a lot of buffs to a captain. The other I'd like to see be a interesting piece of wargear, a shooting or melee weapon that can be used to boost a character's potency and killyness. The chapter tactics I listed can also be taken by any second founding chapter (call them something generic like salamanders chapter tactic is "forged in fire" and iron hands is "unyielding endurance" and imperial fists is "bolter discipline".) but when taking a founding chapter they are stuck to their chapter tactic. (ie: nova marines can use any of the of the 6 listed chapter tactics, with iron hands are forced to take the iron hands tactic).
Yeah it’s about that time for Space Marines to get that 2nd wind they get in every edition… then again, 48% win rate is right up there with basically everyone else
@den_of_fools most likely even now on the world stage ultramarines vanguard and ironstorm space marines are all that is played for generic marines. There is one ultra marines gladius though
Thanks for the vid as always boys
Cheers! And thx for keeping us updated😊
Thank you for watching.
Nerf that Unknown faction with its 65.9% win rate 😂😂😂
Boss
I’m tired
I can’t wait for this data to be used to justify no changes to bare codex marines that aren’t ultra marines.
Our data shows the Codex marines well below the goldilocks zone on the Space Marine Chapter Running total. I think the issue GW have made for themselves is the fact a buff for any Codex chapter buffs all divergent ones as well. The only way i personally think they can fix it is with rules updates such as giving each Chapter unique rules again.
@@den_of_fools That is my opinion too. I'd love if my iron hands could have their feel no pain back, regardless of detachment I use.
@@den_of_fools I actually did a whole write up on auspex tactics comment section about this.
Note I would also add a generic chapter master enhancement for captains (Get +2 save, +1 wound, +1 attack and ap on a melee weapon he has equipped, gain 1 command point at the start of your turn while the chapter master is on the field and alive)
here was my thoughts:
what I want for marines is a return of chapter tactics for codex marine chapters that use no suppliment units. example:
White scars get a +1 strength and attack after charging.
Iron hands get a 6+ feel no pain across the whole army and a 5+ feel no pain on characters.
raven guard can redeploy 3 units before the first turn and can forward deploy 1 unit that doesn't have the rule.
imperial fists +1 to hit when shooting from cover or when firing overwatch.
salamanders get +1 strength and ap when within 6 inches of an enemy (shooting and melee).
Ultra marines get to declare one unit, not a named character, and they can reroll and 1s to hit and wound.
Then give each named chapter 2 enhancements tied into their lore that can be used in any detachment. Pull from the lore and pick two unique relics. In a perfect world I'd like one upgrade to take the form of a points heavy character upgrade (iron father for iron hands, forge master for salamanders, castellan for imperial fists, ect) that provides a lot of buffs to a captain. The other I'd like to see be a interesting piece of wargear, a shooting or melee weapon that can be used to boost a character's potency and killyness.
The chapter tactics I listed can also be taken by any second founding chapter (call them something generic like salamanders chapter tactic is "forged in fire" and iron hands is "unyielding endurance" and imperial fists is "bolter discipline".) but when taking a founding chapter they are stuck to their chapter tactic. (ie: nova marines can use any of the of the 6 listed chapter tactics, with iron hands are forced to take the iron hands tactic).
Yeah it’s about that time for Space Marines to get that 2nd wind they get in every edition… then again, 48% win rate is right up there with basically everyone else
They were at 42 idk whats going on i dang sure aint win nothing lol it's gotta be ultramarines vanguard spearhead
I would guess the Ultramarines are a big factor for the Codex Chapters as they are arguably the most popular other than the divergent chapters.
@den_of_fools most likely even now on the world stage ultramarines vanguard and ironstorm space marines are all that is played for generic marines. There is one ultra marines gladius though
Game balanced as fk im just bad at it no more complaints from me
To be fair a lot of factions are below 50% meaning you lose just over half of all games.
Buff Space Marines ........ where is the Emperor on this
For the algorithm.
Thank you.