Since the release of the Vanilla Marines codex back in the beggining of the 5th edition, we have seen some huge updates according the Space Marines in general.At first, there was the release of the new Space Wolves codex, which rapidly developed to one of the most competitive codeces in the 40k scene, due the large amount of quality choices it contains.All in all, it pretty much looks like an upgraded Vanilla Marines codex.Then we had the release of the Blood Angels codex.The philosophy of this codex defers to the typical marine playstyle.Here we see some really fast and mobile units supported by a very decent assault punch.Recently we also got to know the new FAQ concerning the Black Templars and the Dark Angels codeces and we also made the first acquitances with the new Grey Knights codex.Suddently the Vanilla Marines codex looks inferior to the other Space Marines codeces, not only because of all the new updates, but also because of its "oldness" and its "well-known" options.The critical question therefore is: Are the Vanilla Marines able to compete in such a hard Space Marines metagame?
First of all, I would like to point out the main difference between the Vanilla Codex and the other SM codeces.The HQ choice in the Vanilla Codex plays a huge rule according the muster of your army.Thing is, that the named HQs of the codex come together with a certain playstyle, that influences the rest of your army choices.For example if you choose Pedro Kantor as an HQ then you most likely gonna also choose some Sternguards, in order to benefit from his abillities.Same goes also with Vulkan, Khorsarro Khan and Kayvaan Shrike.However, creating a vanilla army in such a way will lead in my opinion to strong, but also very inflexible and fragile army lists.Additionally, those playstyles are by now very well-known to each player and in my opinion also kind of old.Therefore, they dont have the surprise element to count on.By choosing the related to a Space Marine HQ playing muster, you will most-likely choose specific units that get improved by the abillities of the HQ.As a result of this, the list you will create will be very "HQ-oriented" and also very one-sided, because it will be built around a single abillity.This means that you will only have good matchups against certain lists, that have problems facing your specific playstyle.However you will have to make ends meet against each other possible matchup, because you will be specialized only against a certain opponent and not tooled-out to face lists that need other ways to get beaten.
If you dont choose an HQ like those stated above, you will probably create a balanced army list, but also an average one.Fact is, that the choices of the Vanilla Space Marine codex have nothing special from their own.They are just balanced units, that dont have notable highlights in order to make your army list competitive enough for the current metagame.By adopting to this balanced playstyle, you are adopting to the typical Vanilla philosophy.You will not have large weaknesses against each possible opponent, but at the same time you will not have a certain special element to rely on.Therefore the latter playstyle is very disputable especially in the current metagame, where all Vanilla choices are inferior to the respective choices in the other Space Marines codeces.
Finally, I believe, that the solution lies somewhere in the middle between the above-stated playstyles.This means that if you want to create a competitive Vanilla Marines list you have to pick an HQ, who boosts your army, but at the same time you have to also choose some units that have no relation to the certain playstyle of the HQ in order to add more flexibillity.If for example you choose Vulkan as your HQ its probably better to sacrifice some of the Meltas or Flamers that get improved by him in order to make your army able to defend itself against opponents tha cannot be beaten by just Meltas and Flamers.
Just-a-Justicar
First of all, I would like to point out the main difference between the Vanilla Codex and the other SM codeces.The HQ choice in the Vanilla Codex plays a huge rule according the muster of your army.Thing is, that the named HQs of the codex come together with a certain playstyle, that influences the rest of your army choices.For example if you choose Pedro Kantor as an HQ then you most likely gonna also choose some Sternguards, in order to benefit from his abillities.Same goes also with Vulkan, Khorsarro Khan and Kayvaan Shrike.However, creating a vanilla army in such a way will lead in my opinion to strong, but also very inflexible and fragile army lists.Additionally, those playstyles are by now very well-known to each player and in my opinion also kind of old.Therefore, they dont have the surprise element to count on.By choosing the related to a Space Marine HQ playing muster, you will most-likely choose specific units that get improved by the abillities of the HQ.As a result of this, the list you will create will be very "HQ-oriented" and also very one-sided, because it will be built around a single abillity.This means that you will only have good matchups against certain lists, that have problems facing your specific playstyle.However you will have to make ends meet against each other possible matchup, because you will be specialized only against a certain opponent and not tooled-out to face lists that need other ways to get beaten.
If you dont choose an HQ like those stated above, you will probably create a balanced army list, but also an average one.Fact is, that the choices of the Vanilla Space Marine codex have nothing special from their own.They are just balanced units, that dont have notable highlights in order to make your army list competitive enough for the current metagame.By adopting to this balanced playstyle, you are adopting to the typical Vanilla philosophy.You will not have large weaknesses against each possible opponent, but at the same time you will not have a certain special element to rely on.Therefore the latter playstyle is very disputable especially in the current metagame, where all Vanilla choices are inferior to the respective choices in the other Space Marines codeces.
Finally, I believe, that the solution lies somewhere in the middle between the above-stated playstyles.This means that if you want to create a competitive Vanilla Marines list you have to pick an HQ, who boosts your army, but at the same time you have to also choose some units that have no relation to the certain playstyle of the HQ in order to add more flexibillity.If for example you choose Vulkan as your HQ its probably better to sacrifice some of the Meltas or Flamers that get improved by him in order to make your army able to defend itself against opponents tha cannot be beaten by just Meltas and Flamers.
Just-a-Justicar