Brethren... charge forth (?!)
12 years ago
General
I played two games of Warhammer 40,000 and, I would say, put on a fairly good show for all that my models were vastly outnumbered and largely outgunned. I put down a thousand points of Space Marines for the first game, against a mechanized Imperial Guard army with lots of plasma and melta weapons, plus a tank and a gunship in support. Were it not for my opponent's First Blood score, it would have been a tie... even though I only had a dozen models out of my starting forty, compared to his assorted remaining troops, transports and gunship.
The second match was a game of Kill Team, in which the players put only 200 points on the table. I used a five-man tactical squad and a five-man Sternguard squad with a heavy flamer. I won simply by deploying models in a tall fortress and shooting down, eventually forcing his army to take (and fail) a leadership test.
We shook hands gladly. We're friends, after all.
The second match was a game of Kill Team, in which the players put only 200 points on the table. I used a five-man tactical squad and a five-man Sternguard squad with a heavy flamer. I won simply by deploying models in a tall fortress and shooting down, eventually forcing his army to take (and fail) a leadership test.
We shook hands gladly. We're friends, after all.
FA+

In general, codex marines are intended to be a generalist army. This gives a great deal of leeway for personalization, but few real strengths.
I think the new rules allow for individual playstyles while still giving the army some much-needed teeth ( They've always had great armor, but somewhat lackluster weapon option).
And having techmarines not take up a slot on the force organization chart is freakin' awesome!
My only major complaint is the warlord traits; each warlord trait is only really useful for a SPECIFIC type of HQ. Unless you roll a 1 in 6 chance to get the one you need, you may end up gimped.