Today I'm going to look at the Troops slot, the core of the army and crucial in the current edition with so many objective missions. This section usually makes or breaks a codex. Remember that bikes can be made into Troops and Sternguard can become scoring.
Like their DA counterparts they got access to flakk missiles but I've spoken before about why I think they're a waste of points. The big news from the new book is access to the excellent grav weaponry (which I'll talk about in more detail when I cover bikes). Otherwise there isn't much to say here. They won't be devastating but they'll do their bit as stoically as ever.
Scouts will still do the same thing they always did, hug objectives for dear life and use their camo cloaks to make themselves irritating to shift. They'll still die in droves to AP4 or better flamers and they'll still fold in combat but they'll often win you the game as they hang onto objectives and get overlooked. What's interesting is the comparison to kroot. They share a lot of the same rules and fulfil a similar role but they're nearly double the points. Sounds bad but they're probably twice as hard to shift as they don't succumb to bolter fire as easily. Like kroot it may be tempting to outflank cheap squads onto objectives but I suspect most will use them as cheap home objective holders.
Ultimately the decision is more about whether or not you want to take Templars at all rather than whether crusader squads are worth it. If you are taking templars then by all means swap your tacticals for Crusader units but they certainly aren't worth choosing the chapter for.
I can actually see Drop Pods making a bit of a come back. Of course the Tau codex and it's Interceptor shenanigans might throw a spanner in the works but Ultramarines with that first turn twin-linked volley from tactical squads are certainly worth considering. Sternguard should remain popular too and a Kantor pod list might make an appearance here and there.
Land speeders are pretty much a joke thanks to the hull points system combined with AV10 but fans of scouts might still consider them for the jamming beacon and Blind from the launcher. Great way of delivering a scoring unit in an otherwise slow foot-slogging force.
Nothing particularly new here. Obviously Crusader Squads are making their first appearance but they're largely similar to the BT book. Both tactical squads and scouts will get plenty of use in armies that haven't manipulated the FOC. Neither unit is going to shine but they'll do their job as reliably as ever. The humble space marine might not be the fearsome foe it once was but they're still better than most of the troops offered by the xenos forces. The tactical squads also make a bit of a mockery of their supposedly tougher CSM counterparts thanks mostly to ATSKNF.