Zap's Incomplete Review of the New Space Marines.
Codex: Had some time with it, and it's an improvement over the previous codex. The six sets of chapter tactics don't shoehorn in a playing style, but rather seem to benefit different play styles. The biggest complaint I have, though, is equal representation. The major characters of the last codex and the Black Templars return, but this means The Ultramarines get six characters, the BTs three, RG get one, WS get one, Salamanders get one, IFs get one, and the Crimson Fists get one. The Iron Hands, on the other hand, get none. They could not come up with a single character for that chapter/tactics category. The Iron Hands do boast the best generic character, as it gets It Will Not Die and a 6+ Feel No Pain. Take the shield relic and a bike, he gets T5, a 3++, and Eternal Warrior. That's a damn tough and fast chapter master that can take on anybody else just shy of Abbadon and maybe the Swarmlord. Add in cheap Honor Guard, and it's a brutal assault unit. I'm leaning towards an IH successor. An entire army with FNP and vehicles with IWND is pretty appealing.
Decent amount of fluff. Most of the art is the old black and white art with digital color added. Fewer chapters are shown in the lineups. Most of the painted models in the gallery are UM. (Surprise, surprise.) But it's meaty, and when you get used to the funky rules with the named characters, it's actually pretty dang good. It sticks to the SM spirit of old - solid, balanced army capable of taking on any threat.
The Black Templar still get their flavor. It feels like one of those codex updates with two pages of rules without the forty dollar cash grab.
Storm Talons are surprisingly affordable. Might see more play.
Legion of the Damned got a little bit better, but they're still just not quite worth it.
The new anti-air units are exactly as you've heard, and pretty useless against ground units.
The Centurions will only get played as Devastators. They can easily shred an entire unit of power armor models each turn. They're very slow (ensuring the assault variant never sees the light of day) and the Grav cannons have a short range, but god help the Terminators that take a bad scatter or the monstrous creature that wanders too close. These guys are a hard counter to the big bads in the other codexes. You field three as a basic unit, but can add up to three more. Doubt that will happen, as they are very expensive, both in terms of dollars and points. They will draw fire, which could give a SM player time to grab objectives.
Grav Cannons have salvo, and Thunderfire Cannons get barrage. Techmarines no longer take up a spot on the FOC, but you can only have one per IC.
Sternguard combi-weapons are a bit pricier, so lists might not rely on them as much.
Drop pods are still going to be the transport of choice. Rhinos really didn't change, and Razorbacks ticked up in points a bit.
Sternguard Kit: I have the sprues in hand, and I have to say, this is the most ornate kits GW has ever done. Tremendous variety, a ton of special weapons, and plenty of leftovers. If you've got the extra bits for relic blades, they would make an incredible Honor Guard. It comes on two sprues.
Centurions: Got it, but it's still in the box.