(Raw Transcript from multiple pages compiled by myself)
I have seen the new Marine Codex the command tanks are not in it. Tac Squads can take Grav, All dreadnoughts now have 4 base attacks. Only LOW is Calgar. No master of the Forge but Techmarines can take Conversion Beamers. Iron Hand Chapter Tactics now add +1 to feel no pain.
Raven Guard lost Scout but not get Shrouded turn 1 and +1 to roll for Night fight. Most others stay similar.
Sallies get 4+ FNP against flame weapons and preroll to wound with them. Scars can no longer scout land raiders. Templars can't take Librarians and get rage if they take damage from shooting the previous turn or overwatch. Bolter Drill can use special ammo now. Tac Doctrine lets tacsquads preroll all hits in shooting and assault.
Raven Guard got shafted I was really disappointed with them. Jump packs stay the same so can use them in both phases but lose of scout is huge.
Formations looked ok nothing amazing. The termi one can DS from turn 1. No assault marine formation
. Bike are troops if you take any HQ on a bike, no need to be five man now. Temis squads of both kinds got a 5 point drop but TH SS cost the same as before after buying the upgrade for them. Centurions are pretty much the same.
Ultras get the 3 doctrines other chapters can use the tac one once a game if they take the decurian which is call Gladius Strike force.
Yeah grav canons on tac Squads. RG can add +1 to the dice roll for night fight. No grav on dread that I saw.
Templars get counter attack too after getting shot. Other armies only get the tac doc if they take the extra expensive formations. The docs look a lot better Ultras probably have the best chapter tactics still. Twin links grav centurions in pods seems scarey. Chapter Master is now an upgrade for a captain.
Iron Hands get 6+ as standard or +1 to any other FNP, vehicles and characters have IWND and tech marines +1 to repair.
(In reference to The Emperor's Champion)
Fear, reroll ld, FNP, can't remember the others, only the FNP stood out as being really good. EC has no stances, 2+ 4++ 2 base attacks, I5 WS6 plus a pistol, In a challenge can preroll to hit and wound and causes ID on a 6
Sternguard are the same rules wise. A few of the units have got cheaper by a few points. Not sure on Termi weapons, assault squads can take an evissorator for every 5 guys
Honour Guard and Command Squads are Elites now you don't need characters to take them. Fist is still unwieldy. All termis are 5 cheaper TH SS upgrade is 5 points more.
Calgar the same just LOW and can choose his Warlord trait so will pretty much always have FNP. He still lets you use a doctrine twice and now they are better he is better.
Calgar can pick his Warlord Trait from the marine list the best one being FNP. Shrike and any jump unit he joins can infiltrate. Vulcan master crafts melt weapons. Khan gives scout to bikes rhinos and razors. No Iron Hand character. You can take a librarian formation where one librarian can know any of the powers the others have if they don't cast and warp charges are on 3+
Lysander has 4 wounds and Eternal warrior still and Fist or Dorn is +6S. Kantor makes Sternguards objective secured
Didn't read Grimaldus, Helbrecth gives all units Hatred and Fleet once per game. Kahn, Sicarius and Him still only ap3. Sicarius lets you effect reserves and give one tac squad a usr.
The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle
All vehicles can squadron you get bonus if you take 3. Whirlwinds get shred and pinning. Preds get monster and tank hunter.
Assault and Devastator Doctrine applies to all other squads on 1s like the Tactical Doctrine.
Basically they all allow to reroll ones for either shooting or assault depending on which one it is. Tacs reroll everything for the tac doc. Assault marines and assault centurions reroll all hits in combat for assault. Devs and Dev centurions reroll shooting to hit for theirs.
(Ultramarines) can use it twice. The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle