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Codex: Imperial Guard coming soon!!! Goto Page: [] [<] 1 2

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Hoxtalicious

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PostPosted: Sat Sep 30, 2017 2:38 am
Breaking some of it down.

- Removal of Rough Riders is sad, but this could be GW clamping down on their "no model, no rules" stance, plus the design studio potentially not knowing what to do with such a unit to make it feasible and interesting enough to field.

- Super-heavy tanks all go down by 40 points, making the stock Baneblade (without any weapons tacked on yet) 390 pts. The Stormsword goes even lower, at 350 pts! Add in the removal of the movement penalty to heavy weapons, some of the main guns getting a buff in the amount of shots they put out, plus the potential of further increasing the effectiveness of super-heavies through Regimental Doctrines and nobody wants to play you any more because this just isn't fair to other players. Or something. Forums are on fire in some places over this.

- Russ tanks down by 10 is another source of gnashing teeth for some, as not only did it get cheaper, but also better with an updated Lumbering Behemoth (or whatever it is called) special rule and Regimental special rules further buffing tanks, actually making them worth taking again!

- Hotshot volleygun down by 3 points is generous and probably done as a concession to upping the plasma gun to 15 pts due to a massive increase in command squad / veteran squad plasma spam. The plasma pistol will thankfully remain as cheap as it is right now though.

- Melta cannon down from 35 to 20 is generous, as it is a short-ranged heavy D3 weapon. Lowering the cost certainly makes it less of an expensive gamble to pick.

- Tank Orders! Quite chuffed that regiments also get their own flavour of unique tank orders for the most part.

- Stratagems. No comment yet, these are a bit patchy but look decent enough overall.

- New psychic powers.. Full context (range etc) is still missing, but these certainly have their uses. Nightshroud is the kind of power all armies get in some form or the other. Mental Fortitude in particular is just begging to be cast on Conscripts while Psychic Maelstrom is perhaps perfect for dealing with vehicles or isolated enemy characters and is certainly worth spending a CP on to try and get some extra hits out of it.  
PostPosted: Sat Sep 30, 2017 10:25 am
BrookM
Seeing as our cheerleader is still indisposed,
Sorreh, things went a bit crazy and I never want to visit a hospital ever again. emotion_facepalm  

Vikki Stardust

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Hoxtalicious

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PostPosted: Sun Oct 01, 2017 1:13 am
Vikki Stardust
BrookM
Seeing as our cheerleader is still indisposed,
Sorreh, things went a bit crazy and I never want to visit a hospital ever again. emotion_facepalm
emotion_hug  
PostPosted: Sun Oct 01, 2017 1:50 am
Okay, so FLG is doing a two part review, which thankfully isn't a video like so many other put up: https://www.frontlinegaming.org/2017/09/30/codex-review-astra-militarum/

First part is all the orders, relics and regimental stuff, with tomorrow being the units.

ORDERS
- Take Aim!: Re-roll hit rolls of 1 for the unit.
- First Rank, Fire! Second Rank, Fire!: Changes Lasguns and Hot-shot Lasguns to Rapid Fire 2.
- Bring it Down!: Re-roll wound rolls of 1.
- Forwards, for the Emperor!: Ordered unit may shoot even if it advanced.
- Get Back in the Fight!: Ordered unit may shoot even if it Fell Back.
- Move! Move! Move!: Instead of shooting, the unit may move+advance but cannot charge.
- Fix Bayonets!: The ordered unit may fight as if it were the fight phase.

TANK ORDERS
- Full Throttle!: The model can move+advance instead of shooting.
- Gunners, Kill on Sight!: Re-roll hit rolls of 1 for the unit.
- Strike and Shroud!: The unit can shoot and then pop smoke.

STRATAGEMS
- Command Re-Roll: 1 CP.
- Counter-offensive: 2 CP.
- Insane Bravery: 2 CP.
- Crush Them!: 1 CP, lets a vehicle advance and still charge and in the fight phase, hits on a 2+.
- Aerial Spotter: 2 CP, lets a Basilisk or Wyvern re-roll failed hit rolls in the shooting phase.
- Jury Rigging: 1 CP, one of your Astra Militarum vehicles heals 1 wound but can not move at all.
- Consolidate Squads: 1 CP, join 2 Infantry Squads (the actual, basic Astra Militarum troop unit, not any infantry unit) together and treat them as 1 unit.
- Imperial Commander’s Armoury: The generic “get more relics” stratagem available to pretty much every army. 1 CP for 1 more relic, 3 CP for 2 more.
- Officio Prefectus Command Tank: 2 CP, Makes one of your Astra Militarum Leman Russ tanks a “Commissar Tank” for the rest of the game, giving all units within 6″ LD9.
- Mobile Command Vehicle: 1 CP, an Officer within a Chimera may issue an order and counts as being within 3″ of a Vox Caster, giving the order an 18″ range.
- Inspired Tactics: 1 CP, allows an Officer to issue another order after issuing one.
- Defensive Gunners: 1 CP, hit on a 5 or 6 in Overwatch for an Astra Militarum vehicle.
- Take Cover!: 1 CP, grants one of your units +1 to their saving throws. The unit is chosen in your opponent’s shooting phase after they have nominated that unit as a target.
- Grenadiers: 1 CP, allows up to 10 models in an infantry unit to throw grenades.
- Fight to the Death: 1 CP, used at the start of the morale phase, one of your infantry units takes a morale check on a D3 instead of a D6.
- Go! Recon!: 1 CP, this stratagem allows a unit of Scout Sentinels to move 2d6″ in the shooting phase but cannot shoot or charge.
- Vengeance for Cadia!: 1 CP, grants a unit re-rolls to hit AND wound if they are targeting a Chaos keyword unit.

HEIRLOOMS OF CONQUEST (relics)
- The Emperor’s Benediction: Commissar or Lord Commissar only, replaces their bolt pistol. Pistol 3, strength 4, AP -1, 2 damage. May target a character even if that model is not the closest unit.
- The Laurels of Command: Officer with the voice of command ability only, this relic allows you to issue a second order to a unit you have already issued an order to on a 4+, this extra order is “free,” not counting towards the total the officer can issue.
- The Deathmask of Ollanius: Infantry model only, this model gains a 4++ and can once per game heal D3 wounds.
- The Dagger of Tu’Sakh: During deployment, you can set up one Infantry unit along with the bearer in reserves and they appear within 6″ a table edge of your choice, within 3″ of one another and more than 9″ away from enemy models.
- Kurov’s Aquila: Officers only, this relic allows you to gain a Command Point on a 5+ every time your opponent uses a stratagem.
- The Blade of Conquest: Replaces a model’s power sword. Strength +2, AP-4, D3 damage.

WARLORD TRAITS
- Grand Strategist: Your Warlord can re-roll a single hit, wound or save, once per battle. Additionally, for every Command Point you spend, on a 5+ it is refunded.
- Old Grudges: After deployment, choose an enemy unit. Friendly Astra Militarum units within 6″ of your warlord can re-roll failed wound rolls when attacking that unit.
- Implacable Determination: Your warlord and a single friendly units within 3″ automatically advance 6.”
- Draconian Disciplinarian: Re-roll failed morale tests for friendly AM units within 6.”
- Bellowing Voice: Add 3″ to the range of aura abilities.
- Master of Command: Warlord gains the Voice of Command ability or Tank Orders if a tank, if they already have that ability, they gain an additional Order.

PSYCHIC POWERS
Smite (WC5)
Terrifying Visions (WC7): 18″ range, -2 leadership to an enemy unit.
Gaze of the Emperor (WC6): Draw a line 2D6″ in length, each model under the line triggers a mortal wound to their unit on a 4+.
Psychic Barrier (WC6): A friendly Astra Militarum unit within 12″ gains +1 to their saving throws.
Nightshroud (WC6): A friendly AM unit within 12″ is -1 to hit for ranged weapons.
Mental Fortitude (WC4): 12″ range, makes a friendly AM unit automatically pass morale tests.
Psychic Maelstrom (WC7): Select an enemy unit within 18″ and they take continuous mortal wounds on a 2+, 3+, etc. until the roll is failed or you destroy the unit.

ARMAGEDDON STEEL LEGION
Regimental Doctrine: Industrial Efficiency: Infantry may double the number of shots they get with Rapid Fire weapons at 18″ and vehicles ignore AP-1.
Regimental Order: Mount Up!: Ordered unit may shoot and then embark on an Armageddon transport vehicle within 3″ so long as the unit did not disembark this turn.
Regimental Stratagem: Armoured Fist: For 1 CP, you can give an infantry unit re-rolls of 1 to hit if they disembarked from a transport that turn.
Regimental Relic: Skull Mask of Acheron: 3″ -1 LD debuff to enemy units, -2 to Orks.
Regimental Warlord Trait: Ex-Gang Leader: +1 attack and +1 to wound rolls in the fight phase for your Warlord.

CADIAN SHOCK TROOPERS
Regimental Doctrine: Born Soldiers: Re-roll hit rolls of 1 in the shooting phase for Cadian units that didn’t move. If infantry receive the Take Aim! order, they re-roll all misses if they didn’t move.
Regimental Order: Pound Them to Dust! This is a Tank Order that lets you re-roll the number of shots when firing a Leman Russ turret weapons, such as a Battle Cannon.
Regimental Stratagem: Overlapping Fields of Fire: 2 CP, after a Cadian unit has wounded an enemy unit, add +1 to hit for any other Cadian units that target that unit this phase.
Regimental Relic: Relic of Lost Cadia: Once per game, re-roll all hit and wound rolls of 1 for Cadian units within 12″ of the bearer. Re-roll all failed hit and wound rolls for Cadian units targeting Chaos units.
Regimental Warlord Trait: Superior Tactical Training: After issuing an order, on a 4+, your Warlord can apply the effect to another Cadian unit of the same type within 6.”

CATACHAN JUNGLE FIGHTERS
Regimental Doctrine: Brutal Strength: Catachan infantry gain +1 strength and if they are within 6″ of a Catachan officer, +1 leadership as well. Their vehicles can re-roll a single D6 for any weapons that have a random number of shots.
Regimental Order: Burn Them Out!: You can re-roll the dice when determining the number of shots the ordered unit can make with Flamers and heavy Flamers and these a unit targeted by these weapons does not receive cover for the rest of the phase.
Regimental Stratagem: Vicious Traps: If an enemy unit finishes a charge within 1″ of a Catachan unit fully in or on a terrain feature, on a 4+ they take D3 mortal wounds.
Regimental Relic: Mamorph Tuskblade: +2 Strength, -3 AP, 2 damage power sword.
Regimental Warlord Trait: Catachan Warlord Trait: Lead From the Front: 6″ Heroic Intervention and you can re-roll failed hit rolls for your Warlord if they Heroically Intervene, Charge or were Charged.

MILITARUM TEMPESTUS
Regimental Doctrine: Storm Troopers: At half range, a model with this doctrine can make another shooting attack on a 6+ to hit with shooting weapons.
Regimental Order: Elimination Protocol Sanctioned: You can re-roll failed wound rolls for models in the ordered unit when firing at Vehicles or Monsters.
Regimental Stratagem: Superior Intelligence: For 1 CP, after an enemy unit sets up on the battlefield, a Militarum Tempestus infantry unit within 12″ may fire on them with a -1 to hit.
Regimental Relic: The Tactical Auto-Reliquary of Tyberius: A model with it may issue another order on a 2+.
Regimental Warlord Trait: Faithful Servant of the Throne: Your Warlord can Deny the Witch.

MORDIAN IRON GUARD
Regimental Doctrine: Parade Drill: +1 Leadership and +1 to hit with overwatch if all models in the unit are in base to base with at least one other model in their unit. Vehicles get +1 to hit with overwatch if they are within 3" of another Mordian vehicle.
Regimental Order: Form Firing Squad!: The ordered unit can target a Character with Rapid Fire weapon, even if the Character is not the closest unit.
Regimental Stratagem: Volley Fire: 1 CP, the ordered unit gets another shot with the same weapon on a 6+ to hit.
Regimental Relic: Order of the Iron Star of Mordian: 4+ “Feel no Pain” style save.
Regimental Warlord Trait: Iron Discipline: Each time a model flees within 6″ of your Warlord, on a 4+ they do not flee.

TALLARN DESERT RAIDERS
Regimental Doctrine: Swift as the Wind: Infantry can advance and shoot any weapons normally (apart from heavy weapons), and vehicles can move and shoot Heavy Weapons with no penalty to hit, finally titanic vehicles can advance and shoot heavy weapons as if they were assault weapons.
Regimental Order: Get Around Behind Them!: Tank Order, a Leman Russ may move 6″ before or after it shoots, and this doesn’t impact the Grinding Advance special rule.
Regimental Stratagem: Ambush: 3 CP, place 3 Tallarn units in reserves, these enter the battlefield within 7″ of any board edge, more than 9″ away from enemy units.
Regimental Relic: Claw of the Desert Tigers: Power Sword, AP -3, 2 damage, +2 attacks.
Regimental Warlord Trait: Swift Attacker: Your warlord and friendly Tallarn units within 6″ can charge even if they fell back this turn.

VALHALLAN ICE WARRIORS
Regimental Doctrine: Grim Demeanour: Halve the number of models that flee from a failed morale check and vehicles double the number of remaining wounds when determining what their stats are.
Regimental Order: Fire on My Command!: You can shoot enemy units even if they are within 1″ of friendly models. On a 1, you hit your own units, though.
Regimental Stratagem: Send in the Next Wave!: If a Infantry unit is wiped out, you can bring them back in on your deployment zone more than 9″ from enemy unit and 6″ from the table edge.
Regimental Relic: Pietrov’s MK 5: Replaces a Bolt Pistol, 12″, Pistol, Strength 4, AP -1, 2 damage. Turns the bearer into a “Commissar” limiting friendly Valhallan units to no more than a single lost model due to a failed Morale check within 6.”
Regimental Warlord Trait: Tenacious: 5+ “Feel no Pain” save, 6+ if it is on a vehicle.

VOSTROYAN FIRSTBORN
Regimental Doctrine: Heirloom Weapons: Add 6″ to the maximum range of Heavy and Rapid Fire weapons if they can normally fire 24″ or more.
Regimental Order: Repel the Enemy: The ordered unit can fire on enemy units even if they are within 1″ of the firing unit.
Regimental Stratagem: Firstborn Pride: For 1 CP, you can give a Vostroyan unit +1 to hit.
Regimental Relic: The Armour of Graf Toschenko: Toughness +1, with a 2+ save.
Regimental Warlord Trait: Re-roll failed hit and wound rolls in the fight phase for your Warlord.  

Hoxtalicious

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Vikki Stardust

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PostPosted: Sun Oct 01, 2017 7:11 am
So, what flavour of flak are you going with for this edition?  
PostPosted: Mon Oct 02, 2017 1:53 am
Vikki Stardust
So, what flavour of flak are you going with for this edition?
Maybe Mordian / Praetorian, depending on how much I want to paint more blues or cave in and learn to paint red instead, though I've decided to read the codex a fair few times first before fully committing to an army aside from Scions.

I just need to figure out how to best represent conscripts that fight alongside such a disciplined regiment.

Also, do a poll. We need more of those already. ninja  

Hoxtalicious

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PostPosted: Mon Oct 02, 2017 5:12 am
BrookM
Vikki Stardust
So, what flavour of flak are you going with for this edition?
Maybe Mordian / Praetorian, depending on how much I want to paint more blues or cave in and learn to paint red instead, though I've decided to read the codex a fair few times first before fully committing to an army aside from Scions.

I just need to figure out how to best represent conscripts that fight alongside such a disciplined regiment.

Also, do a poll. We need more of those already. ninja
DO RED. emotion_dowant

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PostPosted: Wed Oct 04, 2017 3:43 pm
I definitely love the level of subfaction flavor they've been putting into the new codexes. I wonder if the Hivefleets will be as unique?  

DarkElf27
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PostPosted: Thu Oct 05, 2017 10:14 am
DarkElf27
I definitely love the level of subfaction flavor they've been putting into the new codexes. I wonder if the Hivefleets will be as unique?
Probably? Haven't the other books so far provided special rules for the big snowflake factions?  
PostPosted: Sat Oct 07, 2017 12:38 am
DarkElf27
I definitely love the level of subfaction flavor they've been putting into the new codexes. I wonder if the Hivefleets will be as unique?
Sub faction flavour? Yes. If they can pull it off for the Adeptus Mechanicus and Imperial Guard, they can do it for the Tyranids as well.

Unique though? Oh no, don't count on that.

Already we're seeing duplicate warlord traits and sub faction traits popping up across the codex books, which may be due to the small window of time they've been putting these out in, or because they've found those that work best and are sticking to them without upsetting the balance too much.  

Hoxtalicious

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Hoxtalicious

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PostPosted: Sat Oct 07, 2017 12:46 am
But yes, new codex is shiny, as are the data cards, which are surprisingly not any more expensive than packs of other factions, despite having twice as many cards in there.

Some new art in there as well, plus reprint of older pieces that before were only used for White Dwarf articles / covers.

Now comes the laboriously hard part of figuring out what regiment to go with. sweatdrop  
PostPosted: Sat Oct 07, 2017 11:10 am
BrookM
DarkElf27
I definitely love the level of subfaction flavor they've been putting into the new codexes. I wonder if the Hivefleets will be as unique?
Sub faction flavour? Yes. If they can pull it off for the Adeptus Mechanicus and Imperial Guard, they can do it for the Tyranids as well.

Unique though? Oh no, don't count on that.

Already we're seeing duplicate warlord traits and sub faction traits popping up across the codex books, which may be due to the small window of time they've been putting these out in, or because they've found those that work best and are sticking to them without upsetting the balance too much.


I´m betting on the small window,
recent errata for the AdMech fixes the missing "6"th wound issue on Onagers
that was also in the index aswell. xp
 

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