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Codex: Imperial Guard coming soon!!! Goto Page: 1 2 [>] [»|]

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Vikki Stardust

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PostPosted: Sun Sep 24, 2017 12:08 pm
Sauce: https://www.warhammer-community.com/2017/09/24/daemon-engines-a-battlefield-in-a-box-and-a-new-codex/

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No new cover art. emo


Quote:
We’ve seen rules for Space Marine Chapters, Traitor Legions, forge worlds, and now there are rules for 8 regiments of the Astra Militarum. Which regiments, you ask? Cadia and Catachan will, of course, be included, as well as new rules for Armageddon, Tallarn, Valhalla, Vostroya, Mordian and the Militarum Tempestus. Each one of these factions will be getting its own regimental doctrine, order, stratagem, relic, and warlord trait – the codex is absolutely brimming with content, aimed at letting you customise your army to suit your style of play.

Similarly, the codex is set to diversify Astra Militarum lists with tweaks to rules and points aimed at putting each unit on an even footing. Conscripts, for example, have been changed to better reflect their inferior discipline compared to professional soldiers. It’s not just about rules, either – the new codex contains loads of new background and art, including a look at some of the more unusual regiments of the 41st Millennium and advice on how you might want to convert them.


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This should cheer at least someone up though! emotion_yatta  
PostPosted: Sun Sep 24, 2017 12:32 pm
Please stop spamming my chat.. talk2hand

Looks like I'll need to revise the release charts now, just after I told my friend the store owner that October would be a quiet month with nothing of note coming out!

For a moment there I thought there would be new plastics, but alas, these are all conversions using the Cadian, Genestealer Cult and Militarum Tempestus kits, with the last one throwing in Empire Pistoleer bits for good measure.

At least they're putting in more regiments than just the Cadians, makes me feel less bad about having bought seven of those Start Collecting! Militarum Tempestus boxed sets.. sweatdrop  

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Vikki Stardust

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PostPosted: Sun Sep 24, 2017 12:54 pm
BrookM
Please stop spamming my chat.. talk2hand
Oh quit whining you tosspot, I brought good news! emotion_awesome  
PostPosted: Mon Sep 25, 2017 1:07 am
They're also doing new terrain:

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Quote:
Of course, if you’re starting a new Astra Militarum army, you’ll need somewhere to play them, and Moon Base Klaisus is perfect. Building your own boards is a fun and rewarding experience, but it’s not always practical for gamers who are limited by space or just want to set their games up quickly – the new Moon Base Klaisus set gives you everything you’ll need to get gaming in minutes on a great looking 6’x4′ board. Made up of modular card tiles – designed to be interchangeable to vary your battlefields – and featuring push-fit ruins, Moon Base Klaisus is great for gamers looking for an easy way to make sure they’ve got a cool-looking place to play, wherever they are. The ruins themselves are designed to fit in with both the Sector Mechanicus and Sector Imperialis terrain, meaning if you do decide to build a more bespoke gaming board you’ll be off to a head start.


Depending on the price and amount of scenery included, I may need to pick this up as well.  

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Vikki Stardust

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PostPosted: Mon Sep 25, 2017 8:00 am
Bits of printed cardboard, exciting! talk2hand

Rambo preview!!!

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Tomorrow Mordians!  
PostPosted: Mon Sep 25, 2017 12:11 pm
A bit of an odd mix, the +1 S is a nice one, finally justifies the grotesque musculature of the miniatures and the +1 Ld bonus is also a nice one, perhaps a bit of a throwback to the old rules where commissars were a nuisance and your commanding officer was the baddest dude of the company.

The vehicle buff though.. feels odd being applied to Catachans. Though this could be a dig at Hollywood firing and how the US military in general tends to deal with its ideas: by throwing enough lead at it until it goes away. lol Nice buff to stuff like the Basilisk and Wyvern though, especially nasty on the 2D6 and 3D6 of the Manticore and Deathstrike respectively.

The strategem for the Deathstrike is.. okay? Normally it's 4+ for D3 extra wounds, now 6+ for D6 wounds. Not sure if this is worth 3 CP's..

The traps one is nice though, especially nice against certain beat stick units. Not enough to kill them, but any damage done before they wade in is always good.

This is promising, I have some hope that my army of choice, the Militarum Tempestus, will also receive its share of goodies, if only to justify buying all those Start Collecting! boxed sets! emo  

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Vikki Stardust

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PostPosted: Tue Sep 26, 2017 8:40 am
Mordian preview!!!

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PostPosted: Tue Sep 26, 2017 9:47 am
I have a boner right now.

Unless Pask is the end-all answer to all-tank lists for the Imperial Guard, from now on all my tanks are "Mordian" (actually Praetorian, given that the tank commanders wear St. Gloriana crimsons).

Close Order Drill makes a return and is decent enough, +1 Ld is always good, especially now that lining up units into neat little firing lines with zero spacing is no longer suicidal. +1 to Overwatch is also nice, if you're one who enjoys receiving it instead of dishing it out. +1 to vehicle Overwatch is also nice, it does give them a bit more bite. Toss in Defensive Gunners though and it becomes sick, overwatching at regular BS. Which is kinda situational with regards to what tank does it, but if say, a Baneblade were to get charged.. emotion_dowant

Bigger boner inducing bit though is the BUFFING of Leman Russ tanks. Move less than half your movement distance and DOUBLE the amount of shots from your turret weapon? Don't mind if I do! I feel like I need to get some Punishers in my army now!

Their specific order is situational and best suited towards veterans with plasma guns (oh, this one would be filthy on Tempestus Scions, damn it!), which makes it a shame that Guard can no longer blob up and have 20-50 chaps with a few special weapons and a lot of lasguns blaze away at your Ancient or Warboss.  

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Vikki Stardust

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PostPosted: Tue Sep 26, 2017 2:51 pm
gonk  
PostPosted: Wed Sep 27, 2017 7:11 am
RUSSIANS!!!

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Tomorrow, moar Russians! emotion_zzz  

Vikki Stardust

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Hoxtalicious

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PostPosted: Wed Sep 27, 2017 9:46 am
Bit boring today, mundane but functional. Though seeing as the extra ranges also the weaponry of tanks and walkers, stuff that is usually quite short-ranged is now.. less short ranged? sweatdrop

The order is good though, situational, but good. Only problem is surviving long enough to be able to pull it off though!

The Sentinel special rule is nothing new and the stratagem is again situational, but not really worth it in my eyes.  
PostPosted: Thu Sep 28, 2017 7:58 am
New day, new problems, or something like that. Valhallans preview is now up: https://www.warhammer-community.com/2017/09/28/regiment-focus-valhallans-sep28gw-homepage-post-2/

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Quote:
The Valhallan Ice Warriors are ruthless, even by the standards of the Astra Militarum, and are renowned for their willingness to expend the lives of their troops to secure victory for the Emperor. On the tabletop, Valhallan armies can keep fighting regardless of horrific casualties, fire directly into units engaged in close combat and even return destroyed units to the field. Not bad!

The Regimental Doctrine
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Grim Demeanour helps make up for the generally poor morale possessed by Astra Militarum units – after all, the last thing you need on the battlefield is for a few casualties on a unit of Veterans to cause your key special weapons to flee. Similarly, vehicles in the Valhallan army have a much longer effective life span than others, meaning your opponent will be forced to fully destroy them rather than just relying on crippling you.

Best Units
CONSCRIPTS
Conscripts have seen some changes in the new Astra Militarum codex, designed to make them fit their background more appropriately. If you’ve got loads of these guys on hand, don’t worry! They’re still a very handy unit (particularly in the Valhallan army). Firstly, Conscripts can only be taken in units of 20-30, reducing the effectiveness of stacking orders on a block of 50. Secondly, orders only work on Conscripts on a 4+, and, should they fail, no more orders will work on the unit for the rest of the turn.

Conscripts are still very useful, and in a Valhallan army, we’d recommend using yours to hold enemy units in place before using Fire On My Command, the new Valhallan Order, to shoot into the combat. In this way, you can neutralise an enemy unit’s shooting without any loss of effectiveness for your own!

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Should all your conscripts die, you can always Send in the Next Wave! – this stratagem is also a great way to recoup the loss of an expensive unit of Veterans, or a Command Squad.

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STORMLORD

What better way to transport your infantry to the front than with the Stormlord? With more than enough room for almost an entire platoon of Guardsmen, this tank suits the close-assault tactics of the Valhallans to a T, while Grim Demeanour ensures that even devastating damage won’t stop you from making the most of the Vulcan mega-bolter. What’s more, the Steel Behemoth rule has been updated so that Baneblades of all types don’t suffer penalties for shooting Heavy weapons after moving.

One very scary combo with the Stormlord involves a deadly new vehicle stratagem, Crush Them! All Baneblade variants are equipped with adamantium tracks and have 9 Attacks, but only have a Weapon Skill of 5+. With Crush Them!, all your attacks will be hitting on a 2+, and you’ll be able to advance and charge. Use this to get your Stormlord across the table quickly, destroy a key enemy unit and then disembark your infantry next turn before falling back and firing on the enemy.

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Armageddon tomorrow, though someone who listened in on the stream already spotted the following bits:

Quote:
They just had an Inside the Studio stream (if you're a subscriber I think you can watch the video on twitch). I'm told that they gave away some of the other doctrines:
Tallarn: advance and fire (not heavy weapons), vehicles can move and fire heavy weapons
Steel Legion: rapid fire up to 18", vehicles ignore AP of -1
Cadians: re-roll 1s to hit if they don't move

I caught the end where they said that Basilisks are now AP-3.

There's a grenade stratagem like the Death Guard one, where every model in the unit can throw.
There has also been mention of commissar tanks, woot!

Okay.

The Doctrine is decent when it comes to the infantry, as while it saves you on having to buy a commissar, you still lose more than one model in most cases. The vehicle portion however is filthy good! It now takes a whole lot longer for a Leman Russ to become utterly useless in a fight, remaining at top BS longer without suffering those annoying penalties for it.

The conscript nerf is not as bad as hoped, 20-30 models per unit is still good and orders passing on a 4+ isn't bad either, as they're not really a unit you want to boss around all that much to begin with.

The unique order is also filthy good, especially when paired with say, a unit of conscripts tarpitting something mean and having several heavy weapon squads shoot into the fray.

Send in the Next Wave! is situational, really depends on the unit and the situation, seeing as it needs to walk onto the table again from your deployment zone, so perhaps good for a last minute conscript rush towards an objective in your own zone, or for a squad of veterans heavy on plasma needing to erase something.

Stormlord, eh. But the mention of all Imperial Guard super-heavies also coming with Steel Behemoth suddenly makes them all the better again. Crush Them! is also a good strategem, a bit situational, but as the example points out, a super-heavy has 9 attacks, which can now hit on a 2+ at S9, AP-2, D3 damage per hit. lol  

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Hoxtalicious

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PostPosted: Thu Sep 28, 2017 2:35 pm
Quote:
From Warhammer TV:

Tallarn
Infantry units can Advance and fire any weapon type except Heavy. When they do so they do not suffer the usual penalties to hit for Assault weapons.

Vehicles do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. Titanic Vehicle can Advances and fire and then it treats all Heavy weapons it is equipped with as Assault weapons until the end of the turn.

Cadian
Re-roll hits of 1 in shooting phase if they didn't move in the previous movement phase. If an Infantry unit with this Doctrine is issued Take Aim! and did not move in the previous movement phase, re-roll all failed hits.

Militarum Tempestus
Get an extra shot with their guns for each 6+ to hit when the target is within half range.

Steel Legion
Infantry double their rapid fire at 18" instead of half range. Steel Legion Vehicles treat AP -1 as AP 0.
 
PostPosted: Fri Sep 29, 2017 8:00 am
Seeing as our cheerleader is still indisposed, here is the final preview before the pre-orders go up tomorrow: https://www.warhammer-community.com/2017/09/29/regimental-focus-armageddon-sep29gw-homepage-post-2/

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Armageddon is one of the most famous worlds in the entire Imperium, having been the final battleground of a series of enormous wars. In the aftermath of the Third War for Armageddon, the planet is plagued by invasions from Ork and Daemon alike, the entire planet a training ground for the regiments of Astra Militarum that call it home.

Armageddon armies have long been known for their armoured regiments, but recent events in the Warhammer 40,000 universe have changed the character of the Steel Legion. Constant warfare with Orks has resulted in some regiments being dedicated wholly to Ork hunting, making them deadly combatants at close range – check out this particularly fierce looking Ork Hunter from the codex!

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On the tabletop, Armageddon armies have a series of abilities designed to privilege fast-moving, mechanised warfare.

The Regimental Doctrine
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Industrial Efficiency allows your Guardsmen to lay down a withering hail of fire at midrange – an Infantry Squad with lasguns and the First Rank Fire! Second Rank Fire! Order will be putting out 36 shots at 18” and closer! This is great for units deployed from Chimeras, with the second part of the doctrine helping your light vehicles resist being destroyed by popular weapons like autocannons and heavy bolters.

Best Units
CHIMERA
Both the Chimera and the Taurox are perfect for getting your infantry into rapid fire range as quickly as possible. Armageddon armies can also deliver a deadly one-two punch by combining their unique order and stratagem:

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Using these rules in tandem, you’ll be able to do maximum damage when disembarking, then re-embark and redeploy without losing a turn of shooting. Armageddon mechanised infantry are going to be very, very hard to pin down in the new codex.

COMPANY COMMANDER
The Company Commander may not, on the surface, seem like the most imposing of characters, but the new Astra Militarum codex is packed with Heirlooms of Conquest designed to let you turn your HQ choices into powerful tactical assets. The Dagger of Tu’Sakh suits Armageddon armies, allowing you to bring in a unit of Veterans on a particularly vulnerable enemy flank:

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Meanwhile, Kurov’s Aquila is a great way to pick up some bonus Command Points and take advantage of all the awesome new Stratagems in the codex:

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Finally, the Blade of Conquest can turn a Company Commander into a surprisingly threatening close combat character. An Armageddon Company Commander using the Ex-Gang Leader warlord trait can handily dispatch even a Chaos Lord with some lucky rolls!

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OGRYN BODYGUARD
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Worried about your Company Commander not being durable enough? There’s a brand new unit in the codex designed to protect your heroes. The Ogryn Bodyguard can be built from the Ogryn plastic kit, and essentially acts as a customisable Nork Deddog with an ability that allows him to intercept wounds meant for your commanders.

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Breaking it all down!

An increased rapid-firing range is good, much alike to what the Death Guard have, plus the ability to ignore -1 AP on a lot of weapons means vehicles will be a bit more durable at least.

The stratagem is okay, but there are better ones out there, especially as a free order does pretty much the same thing already!

The order is good though, as vehicles no longer have firing ports or the like, making a last burst of fire before ducking back into safety a good thing.

The Armageddon warlord trait is fun, but ehhhhh, do you really want your squishy 5+ save commander in combat with ******** the Terminator Lord?

Relics.. they're free upgrades for the most part, so there's no longer the agony over whether or not to toss one in. The Dagger is ace, the Aquila can be fun if there's the option to take a second relic (probably through the spending of CP's) and the Blade of Conquest is just screaming to end up in the hands of a Lord Commissar!

New unit! A generic Ogryn bodyguard. Bodyguards are always good, as long as they are affordable and are as customisable as they claim them to be. The model shown is quite tasty though, as a brute shield and Bullgryn power maul are a good combo to have when you need to wade into a squad of enemy assaulters.  

Hoxtalicious

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Hoxtalicious

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PostPosted: Sat Sep 30, 2017 12:38 am
Quote:
AM Summary:
Rough Riders are not in codex.
All Baneblades down 40.
Valkyries down 20.
Hyrdras down 10.
Leman Russes down 10.
Hotshot down 3.
Melta cannon down 15.
Talarn tank order: move 6" before or after shooting. Doesn't affect any modifiers that mention moving.
Cadian tank order: reroll dice to determine tank shots.
Tempestus order: reroll wounds against vehicles and monsters.
Catachans order: reroll flamer hit dice, ignores cover All Baneblade main cannons fire 1d6 more than usual.
3d6 instead of 2d6 for baneblade cannon for example.
Shadowsword is now 3d3 instead of d6.
Other stuff, stratagems etc.
Voice of command: 1cp for officer in Chimera to issue orders while inside.
Vengeance for Cadia: Any AM unit. reroll hits and wounds vs Chaos. 1cp
Inspired Tactics: officer can issue 1 more order. 1cp
Fight to the death: AM unit can take a morale test on a D3 instead of D6. 1cp
Aerial spotter 2cp: reroll hits with hydra or basilisk model
Consolidate squad 1cp, at end of movement phase, merge two infantry squads which are within 2" of eachother.
Mordian Stratagem 1cp, shooting attack hits of 6 can trigger another hit
Cadian stratagem 2cp, if a unit of yours has inflicted a wound on an enemy which wasnt saved, all other units gain +1 to hit vs that unit till the end of the phase
Vostroyans stratagem 1cp, +1 to hit on any vostroyan unit
Tallarn stratagem 3cp, use during deployment. Choose up to 3 tallarn units, they go hide. At the end of any movement phase, any can emerge within 7" of any battlefield edge but not within 9" of enemy.
Tempestus stratagem 1cp, if enemy deep strikes within 12", you can shoot them at -1 as if it were shooting phase
New power: Nightshroud, value 6. Give a unit -1 to hit from shooting attacks till next psychic phase
Mental fortitude power: give fearless to unit.
Psychic maelstrom power: pick enemy unit within 18". Roll a dice, on 2+ do MW, then on 3+ do a MW, 4+ etc till one is saved or fails.
 
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