Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
The Hammer wrote:Does anybody remember a piece of rumor about a landraider with half its body being a cannon? or the one many gk flyer? any new rumours on that?
That was posted by Stickmonkey months ago, but he hasn't talked about it in his more recent posts. At the same time he also talked about a heavier/armored land speeder vehicle. The Storm Raven is fairly obviously going to be the "big toy" to accompany the GK release.
8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.
8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.
Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)
Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
The school/discipline system I guess would be GW's ways of having varieties of inquisitors without allowing their variety or customization to overshadow or dominate the GK.
Oh my! That could definitely indicate their attitude or dogma- Puritans, Moderates, and Radicals. They would have very different gear, even within the same Ordos.
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
But I couldn't see GK being happy fighting with anyone other than a puritan. You only need a minute amount of warp taint to be purged by the GK. Tbh I was suprised you could have arco-flagellants in the current codex. I wouldn't use them, as I don't think it fits the fluff . . . but then this is my interpretation of what a GK would be like. So probably has no relation to what they're like in books or fluff I haven't read.
Oshova wrote:But I couldn't see GK being happy fighting with anyone other than a puritan. You only need a minute amount of warp taint to be purged by the GK. Tbh I was suprised you could have arco-flagellants in the current codex. I wouldn't use them, as I don't think it fits the fluff . . . but then this is my interpretation of what a GK would be like. So probably has no relation to what they're like in books or fluff I haven't read.
Oshova
but gk 's themselves are warp tainted as they are all psykers
"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
I don't know... A lot of this seems very unlikely and we are still pretty far out from the release date. I am still holding out for a pure Grey Knights book no matter how foolish that makes me...
Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato
When the first rumons of the DE's weird Strength through Pain thing showed, I blew them off as unlikely as well.
With as big a pair of nuts as the DE were given, I wont feel bad in the least for having 3+/5+ rerolls with Discipline bonuses and Strength 6 Rending powerweapons that can drop out of the sky and still contest objectives while firing snot-rockets that ignore invuls and armor and explode for d6 wounds per model covered under the template.
Indeed. And hell, even back in the day they weren't really as good as Dark Eldar were.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Oshova wrote:But I couldn't see GK being happy fighting with anyone other than a puritan. You only need a minute amount of warp taint to be purged by the GK. Tbh I was suprised you could have arco-flagellants in the current codex. I wouldn't use them, as I don't think it fits the fluff . . . but then this is my interpretation of what a GK would be like. So probably has no relation to what they're like in books or fluff I haven't read.
Oshova
Arco's weren't in the DH codex. They were in the WH 'dex. The DH codex DID have the Daemonhosts,but with the caveat that any DH army that included Daemonhosts couldn't also include GK's. You had to have an Inquisitor to take Daemonhosts,but if you did,the Inquisitor was branded a Radical and the GK refused to work with them.
No Daemonhosts? That is truly depressing. I really enjoyed running them against my opponents. they were a true measure of chaos theory on the board and made for some entertaining games. I am also saddened to hear that the assassins will be different.
I guess it remains to be seen regarding both as we are still in the rumors stage of the game. I have a large metal PA and Termie armored force of these guys and am looking forward to it being better able to stand on its own two feet.
The Assassins and Death Cultists and Daemon hosts were just an immense amount of flavor and while maybe not always effective, they were FUN to play.
I am currently very happy with the Dark Eldar release. I'm looking forward to blasting apart mech armies. I'm so tired of them now. Must DEEEESTROY!
Old age and treachery will always overcome youth and skill
Roundup of rumours on Warseer, everything all in one place. Most from StickMonkey, a few from others. This is a TLDR post as it contains ALL compiled rumours from the Warseer thread.
Thanks to jimbo1701 for trolling through 80 pages of thread to compile it.
Release date:
Originally January, now looking more like March.
Organisation/fluff:
Codex: there is much less focus on Inquisition aspects, and no SoB. No Allies. A GK army.
No allies from/to other Codii. new fodder units in codex. not same as guard units. (penal legion troops are the fodder unit I was mentioning in the past, cause I know someone will ask)
Interesting bit here. Got to see some layout work on the new codex. I'll confirm the rumors of a fleshed out chapter org chart, but it's not your typical SM structure of 10 companies of 100 marines for sure.
The organization of GKs chapter being fleshed out has opened a number of new "roles"
The relation of Ordos Malleus to the Inquisition is also expanded upon
Officio Assassinorum also has an interesting fluff piece...albeit very short
To respond to the WL of justicars being treated similar to WG, don't place bets on that.
It was apparent from my last contact Inq forces were still present...incl storm troopers...but there are other new units there as well. From everything I've been told/heard the focus has definately shifted to GK. Not as many options for Inq, Assassins combined to a single unit with wargear to dictate functional role, Inq retinue changes that will effectively kill the tried and true power tactic of shooting everything in sight as it DSs in. The utter removal of use of allies from other codex books, or inclusion of units from this book with other armies (Self contained...no surprises there.) Overall I always felt the prior incarnation was inquisition with a dash of GK. The feel I have now is reverse of that...but there will still be very effective Inq builds to be had...so far as I know.
Special rules:
Combat squads were an option I know was ptd.
Some interesting Psychic abilities. just about all squads have psychic options. Heavy on they disabling side. Enemy psychers beware.
Not a lot of Mech. But quick to deploy.
Army wide. Daemonic Infestation makes summoned demons less instable?
The basic GK marine profile looks very similar to a SM sergeant.
A conversation earlier centered around an ability named "Out the Heretic" which could be used against non-daemon forces causing one unit to "count as" daemons. 'Out the Heretic' is well received by PT
While External Allies rules are gone by all accounts, it does not mean allies in the codex are gone. Inquisition forces ARE present, just not as dominant. And you will recognize others.
'Shrouding' basically unchanged...aka nightfighting...one source suggests possible grant 6+ cover save (commentary: does this work with Annointed armor? IDK)
'Rites of Exorcism' daemon units charging as if into diff terrain.
'Aegis' enemy Psykers w/i 12" take psychic tests with +1d6
Chaos icons work to oppose Gk units teleport ability. A unit with a chaos icon will block the ability of Gk to teleport into battle within the icons area of influence. I'm hearing that there may also be other items that hinder this deployment tactic from other armies as well.
Wargear:
The new codex has new options (weapons, equipment, etc.) that will be included in those box sets.
Also, I under stand there to be a standard 1 special weapon per 5 man squad, plus special options for the upgraded leader.
Yes, beyond psycannon and incinerator, there are 2 other special gk weapons I know were ptd...but these I can't go into detail on at this time. I'll say one had pretty poor response from the pt group, but there could be some nice tactics developed to make it effective if it did move forward.
Corrected Psycannon profile:
24" A3 AP3 S6, no invul saves, pinning test for units or models with psykers.
or 36" H1 AP4 S5 5" blast, no invul saves, no cover saves. (does not cause psyker pinning)
Incinerator, no profile changes noted: S5 AP4 A1 template, no invul or cover saves.
NFWs: NFW lose the changing abilities based on rank of user. standardized to PANFW is PW with special abilities vs Daemons, TANFW is FW with same. I've seen "other" sites reporting I said nfw gave wound daemons on 2+. I never said that. Not sure where that is coming from. From what I know right now nfw will be +2S across the board as now, but pagks will all count as pw, and tagks will all count as fw. Then on top of that, all nfw gain additional capabilities vs daemons. Plus unit leaders may have master crafted nfw...not sure if it's upgrade or standard.
GK Annointed Armor: All GKs (TA, PA, AA, etc.) wear ornate armor which has been blessed and annointed to provide additional protection both physically and spiritually. Any GK may always Re-roll any failed armor, invul, or cover saves. Annointed Armor is not wargear. Has point cost. Works w/ SS. Not as good at might seem...(aka something else to this rule I dont know yet)
The rumor I had earlier about "Annointed armor" got some additional legs with a small twist. Looks like this could be granted to a unit containing a Gk chaplain. Much like other chaplains elsewhere grant re-rolls on charges, the gk chaplains are rumored to grant counter attack and re-rolls of armor saves...caveat being the reroll is only 1st round of cc... It's a complex confirmation, and taken alone I'd pour salt on it, but given I've heard of the anointed armor prior and recent codexes have some charge related chaplain ability...I thought I'd go ahead and post it. It's definitely taking more realistic tones...
New options for Dreadnaughts including libby. psycannon arm. Purge weapon...large pie plate, special abilities include forcing instability test for daemons, including DoC armies, pinning in other armies.
Army list:
Do not hold too tightly to past structures and expectations.
As far as TAGK as troops? I havent seen anything indicating this. However, I do recall a discussion of TAGK filling roles in two slots though, possible H and E.
The gk jet bike sketches did not look at all like sammaels...no plasma gun. Knights on them has nfw in lance style. Very bullet bike rider stance...ie leaning forward over bike, not upright like marine bikes. Had the swept front faring, but not wing motifs. Looked like tl storm bolters under slung beneath handles. Very aggressive looking. Too bad they got 86d.
according to a tiny bit I got overnight, GKTAs will have access to the standard marine upgrades, plus NFW, incinerators, psycannons, etc., of course. But he is saying the cyclone launcher for them will be arm mounted like their SBs. I'm very skeptical of this, but this source is close enough to know, so I thought I'd pass it along.
Inq lords are hq and unlock ISTs as troops
ISTs are elite otherwise
ISTs can take chimera or valkerie as dt Inq lord retinue looks more like ig command characters with some seritors thrown in
Temple Assassins one entry in elite, one stat line, options allow for customization into temple variants...but the actual temples are only mentioned in fluff, so some special rules look lost
Demonhosts look to be out
In troops we have ig conscripts...like an ig platoon, but conscripts only
Death cult assassins still elite, larger unit sizes, though
Penal legion squad in troops, different than ig codex entry
chimeras or valks as dt only, and only ig Valk only dt, no vendetta option
Hellhounds in fast, same as ig, but not variants (Ed: ???)
Deathstrike launchers in heavy, same as ig...replacing orbital strike
Also, some weird dynamics in the ruleset if you have both inq and gkhq present. But details were not given.
(Ed: so from this batch it looks like inq is going to be viable, but I question really this more from a why standpoint. If gw did this, only the hq really separates it much from ig, but handicapped ig. Hope to see more soon once the nov nastiness ends. Damn de are blocking all my insight into the future...)
From what I've been able to gather, the codex has the following counts...caveats apply:
Including SCs, not including variant units ex. exterminator/demolished
The PT list posted was played against 2k of Orks including nobs, mek with kff, lots of boys in trukks, a BW and dread mob. It was C&C with DoW.
GKs held most in reserve.
PAGKS in RB came in turn 2 and moved to boys flank. 1 squad got tarpitted with boys, the other fought thru boys to take objective 1.
unknown unit had HQ attached, spent game trading shots with dread mob until TAGKS arrived to help.
TAGKs TP in turn 4 and later assaulted Dread mob. 4 standing at end of game.
The SR took out one trukk turn 3 and the bw turn 5. Dread and HQ w retinue arrived in it and assaulted Nob mob. wiping it out in 1 round. then started after other boys.
It was reported as a pretty one sided battle. GKs nearly unassailable. GK win with 1 objective and second contested in turn 6. supposedly orks were close to 4:1 outnumbering GKs
Models:
The box sets should all be plastic.
The gk models are ornate.
The biggest issue you'll find with the TAs is scale. The new plastics are in scale with the other TA models. The metals are old scale sized. Its a noticable difference.
But even the AA marines look "bigger", though not to such a great extent, to me.
Once painted, the new models have better depth of detail IMO. And more small details not present in the metals. This is in both TA and AA. The best examples to look at are the Blood Angel plastics to understand how much detail can be crammed onto a figure, but still look good.
Plastics:
Storm Raven. obvious choice. Options for BA, GK and ??? (note, other sources say that a BA second wave containing storm raven and librarian/furioso dread are slated for a separate January release) I've had personal conversations with direct individuals, which would surprise me if the SR model was not a keystone of this release. I've personally seen a few mockups of the SR from the modelling teams, many more from the art team. I know what the final selected design is. It looks better than I imagined.
TA knights: 5 pack, Paladin upgrades, squad upgrades. Psycannon, NFW, SSTH, banner? Supposed options for all will be on sprue. Plus NFW will NOT all be halberds. But the exact nature of them was not revealed to me. If this pans out we could see a lot of weapon options in the sprue...a lot more than would be used. Assault Cannon, PsyCannon, Incinerator, SS, TH, NFWs, Cyclone launchers...seems like a lot to jam in, but if we look at SW and BA boxes those were loaded with bits. The GKTA sprues:
5 legs
6 torsos
8 heads
6 nfw 5 SB unknown # Special Weapons (includeing SS), but if above holds it could be 6+
GKTA back banner
6-8 shoulder shields
12 shoulder pads
~12 upgrade bits (books, scrolls, crux terminus, etc.)
8 arm sets (sounds like the arms have no hands, similar to sanguinary guard)
4 hands (right/left?)
more?
PA knights: 10 pack, justicar upgrades, squad upgrades, extra bits. NFW, psycannon, incinerator, banner?
walker: There have been some rumors of a GK driven walker. I have not personally seen this in any incarnation. However, there is a boxed walker of some type. I suspect this is a dreadnaught box set that will also have bits for BA. (see above) I've seen other people posting rumors of a penitent engine style walker, with a PAGK driver...I have absolutely no confirmation of such a beast. However, if GW wanted to avoid the cries of "GK dont have Dreads, it isnt fluffy" that could be a way...
Tank: I have not seen mention of a GK troop transport. Rhino based with psycannon options has been in some PT. I list this as possible, but unlikely, 4 box sets of this size are about par for a release, 5 would be a surprise.
Blisters:
New Stern
New Chaplain?
Justicar upgrade character
Paladin upgrade character
Inquisition character
2 other blisters unknown contents
Other:
Later release of GK themed terrain set? Concepts are out and some "preview" shots are floating around if you hunt. Nothing more I can say on this.
This message was edited 1 time. Last update was at 2010/10/29 18:26:35
A lot. 5K +
DH: 750
3K
800
Back to 40K after a 6 year absence. Grey Knights and a new SM Army planned.
4 Sucessful Trades! TY Swap Shop!
And despite this, I bet even when the codex is out there's still going to be a bunch of ██████ running around claiming Sisters are in the book and that I can't play using my codex because they're in the new one. Just watch, it will happen, I have money riding on it.
This message was edited 2 times. Last update was at 2010/10/30 20:36:47
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Also, I under stand there to be a standard 1 special weapon per 5 man squad, plus special options for the upgraded leader.
Looks like GKs will be forced into the SM model of having set 10 strong squad numbers or else no special weapons.
Hope this is not true as such expensive models need flexibility in varied unit sizes.
The anointed armour is also strange, if it is not a wargear and is priced but all GKs have it...something doesnt seem right here.
Maybe it is a chaplain ability only then.
The Hammer wrote:Does anybody remember a piece of rumor about a landraider with half its body being a cannon? or the one many gk flyer? any new rumours on that?
That was posted by Stickmonkey months ago, but he hasn't talked about it in his more recent posts.
Maybe it was a reference to the LR Achilles that was revealed at GD.
WH40K Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
puma713 wrote:
Maybe it was a reference to the LR Achilles that was revealed at GD.
What is this Wonderous machine? The Land Raider Achilles? Is it week at the Achilles heel? Did finnaly own Paris?
Did it kill Hector? Did it steal a princess of Troy?
Or is it a badass land raider just called Achilles, because noone could think of a nongreek name?
From whom are unforgiven we bring the mercy of war.
puma713 wrote:
Maybe it was a reference to the LR Achilles that was revealed at GD.
What is this Wonderous machine? The Land Raider Achilles? Is it week at the Achilles heel? Did finnaly own Paris?
Did it kill Hector? Did it steal a princess of Troy?
Or is it a badass land raider just called Achilles, because noone could think of a nongreek name?
None of the above. It's a Land Raider with a Thunderfire mounted in its hull.
WH40K Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
puma713 wrote:
Maybe it was a reference to the LR Achilles that was revealed at GD.
What is this Wonderous machine? The Land Raider Achilles? Is it week at the Achilles heel? Did finnaly own Paris?
Did it kill Hector? Did it steal a princess of Troy?
Or is it a badass land raider just called Achilles, because noone could think of a nongreek name?
What like the greek-named Annihilator, Destructor, Vindicator, Whirlwind, Redeemer, Crusader and Godhammer? Sure.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of." - Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now." - Magnus the Red, to a statue of Leman Russ
Roundup of rumours on Warseer, everything all in one place. Most from StickMonkey, a few from others. This is a TLDR post as it contains ALL compiled rumours from the Warseer thread.
Thanks to jimbo1701 for trolling through 80 pages of thread to compile it.
Release date:
Originally January, now looking more like March.
Organisation/fluff:
Codex: there is much less focus on Inquisition aspects, and no SoB. No Allies. A GK army.
No allies from/to other Codii. new fodder units in codex. not same as guard units. (penal legion troops are the fodder unit I was mentioning in the past, cause I know someone will ask)
Interesting bit here. Got to see some layout work on the new codex. I'll confirm the rumors of a fleshed out chapter org chart, but it's not your typical SM structure of 10 companies of 100 marines for sure.
The organization of GKs chapter being fleshed out has opened a number of new "roles"
The relation of Ordos Malleus to the Inquisition is also expanded upon
Officio Assassinorum also has an interesting fluff piece...albeit very short
To respond to the WL of justicars being treated similar to WG, don't place bets on that.
It was apparent from my last contact Inq forces were still present...incl storm troopers...but there are other new units there as well. From everything I've been told/heard the focus has definately shifted to GK. Not as many options for Inq, Assassins combined to a single unit with wargear to dictate functional role, Inq retinue changes that will effectively kill the tried and true power tactic of shooting everything in sight as it DSs in. The utter removal of use of allies from other codex books, or inclusion of units from this book with other armies (Self contained...no surprises there.) Overall I always felt the prior incarnation was inquisition with a dash of GK. The feel I have now is reverse of that...but there will still be very effective Inq builds to be had...so far as I know.
Special rules:
Combat squads were an option I know was ptd.
Some interesting Psychic abilities. just about all squads have psychic options. Heavy on they disabling side. Enemy psychers beware.
Not a lot of Mech. But quick to deploy.
Army wide. Daemonic Infestation makes summoned demons less instable?
The basic GK marine profile looks very similar to a SM sergeant.
A conversation earlier centered around an ability named "Out the Heretic" which could be used against non-daemon forces causing one unit to "count as" daemons. 'Out the Heretic' is well received by PT
While External Allies rules are gone by all accounts, it does not mean allies in the codex are gone. Inquisition forces ARE present, just not as dominant. And you will recognize others.
'Shrouding' basically unchanged...aka nightfighting...one source suggests possible grant 6+ cover save (commentary: does this work with Annointed armor? IDK)
'Rites of Exorcism' daemon units charging as if into diff terrain.
'Aegis' enemy Psykers w/i 12" take psychic tests with +1d6
Chaos icons work to oppose Gk units teleport ability. A unit with a chaos icon will block the ability of Gk to teleport into battle within the icons area of influence. I'm hearing that there may also be other items that hinder this deployment tactic from other armies as well.
Wargear:
The new codex has new options (weapons, equipment, etc.) that will be included in those box sets.
Also, I under stand there to be a standard 1 special weapon per 5 man squad, plus special options for the upgraded leader.
Yes, beyond psycannon and incinerator, there are 2 other special gk weapons I know were ptd...but these I can't go into detail on at this time. I'll say one had pretty poor response from the pt group, but there could be some nice tactics developed to make it effective if it did move forward.
Corrected Psycannon profile:
24" A3 AP3 S6, no invul saves, pinning test for units or models with psykers.
or 36" H1 AP4 S5 5" blast, no invul saves, no cover saves. (does not cause psyker pinning)
Incinerator, no profile changes noted: S5 AP4 A1 template, no invul or cover saves.
NFWs: NFW lose the changing abilities based on rank of user. standardized to PANFW is PW with special abilities vs Daemons, TANFW is FW with same. I've seen "other" sites reporting I said nfw gave wound daemons on 2+. I never said that. Not sure where that is coming from. From what I know right now nfw will be +2S across the board as now, but pagks will all count as pw, and tagks will all count as fw. Then on top of that, all nfw gain additional capabilities vs daemons. Plus unit leaders may have master crafted nfw...not sure if it's upgrade or standard.
GK Annointed Armor: All GKs (TA, PA, AA, etc.) wear ornate armor which has been blessed and annointed to provide additional protection both physically and spiritually. Any GK may always Re-roll any failed armor, invul, or cover saves. Annointed Armor is not wargear. Has point cost. Works w/ SS. Not as good at might seem...(aka something else to this rule I dont know yet)
The rumor I had earlier about "Annointed armor" got some additional legs with a small twist. Looks like this could be granted to a unit containing a Gk chaplain. Much like other chaplains elsewhere grant re-rolls on charges, the gk chaplains are rumored to grant counter attack and re-rolls of armor saves...caveat being the reroll is only 1st round of cc... It's a complex confirmation, and taken alone I'd pour salt on it, but given I've heard of the anointed armor prior and recent codexes have some charge related chaplain ability...I thought I'd go ahead and post it. It's definitely taking more realistic tones...
New options for Dreadnaughts including libby. psycannon arm. Purge weapon...large pie plate, special abilities include forcing instability test for daemons, including DoC armies, pinning in other armies.
Army list:
Do not hold too tightly to past structures and expectations.
As far as TAGK as troops? I havent seen anything indicating this. However, I do recall a discussion of TAGK filling roles in two slots though, possible H and E.
The gk jet bike sketches did not look at all like sammaels...no plasma gun. Knights on them has nfw in lance style. Very bullet bike rider stance...ie leaning forward over bike, not upright like marine bikes. Had the swept front faring, but not wing motifs. Looked like tl storm bolters under slung beneath handles. Very aggressive looking. Too bad they got 86d.
according to a tiny bit I got overnight, GKTAs will have access to the standard marine upgrades, plus NFW, incinerators, psycannons, etc., of course. But he is saying the cyclone launcher for them will be arm mounted like their SBs. I'm very skeptical of this, but this source is close enough to know, so I thought I'd pass it along.
Inq lords are hq and unlock ISTs as troops
ISTs are elite otherwise
ISTs can take chimera or valkerie as dt Inq lord retinue looks more like ig command characters with some seritors thrown in
Temple Assassins one entry in elite, one stat line, options allow for customization into temple variants...but the actual temples are only mentioned in fluff, so some special rules look lost
Demonhosts look to be out
In troops we have ig conscripts...like an ig platoon, but conscripts only
Death cult assassins still elite, larger unit sizes, though
Penal legion squad in troops, different than ig codex entry
chimeras or valks as dt only, and only ig Valk only dt, no vendetta option
Hellhounds in fast, same as ig, but not variants (Ed: ???)
Deathstrike launchers in heavy, same as ig...replacing orbital strike
Also, some weird dynamics in the ruleset if you have both inq and gkhq present. But details were not given.
(Ed: so from this batch it looks like inq is going to be viable, but I question really this more from a why standpoint. If gw did this, only the hq really separates it much from ig, but handicapped ig. Hope to see more soon once the nov nastiness ends. Damn de are blocking all my insight into the future...)
From what I've been able to gather, the codex has the following counts...caveats apply:
Including SCs, not including variant units ex. exterminator/demolished
The PT list posted was played against 2k of Orks including nobs, mek with kff, lots of boys in trukks, a BW and dread mob. It was C&C with DoW.
GKs held most in reserve.
PAGKS in RB came in turn 2 and moved to boys flank. 1 squad got tarpitted with boys, the other fought thru boys to take objective 1.
unknown unit had HQ attached, spent game trading shots with dread mob until TAGKS arrived to help.
TAGKs TP in turn 4 and later assaulted Dread mob. 4 standing at end of game.
The SR took out one trukk turn 3 and the bw turn 5. Dread and HQ w retinue arrived in it and assaulted Nob mob. wiping it out in 1 round. then started after other boys.
It was reported as a pretty one sided battle. GKs nearly unassailable. GK win with 1 objective and second contested in turn 6. supposedly orks were close to 4:1 outnumbering GKs
Models:
The box sets should all be plastic.
The gk models are ornate.
The biggest issue you'll find with the TAs is scale. The new plastics are in scale with the other TA models. The metals are old scale sized. Its a noticable difference.
But even the AA marines look "bigger", though not to such a great extent, to me.
Once painted, the new models have better depth of detail IMO. And more small details not present in the metals. This is in both TA and AA. The best examples to look at are the Blood Angel plastics to understand how much detail can be crammed onto a figure, but still look good.
Plastics:
Storm Raven. obvious choice. Options for BA, GK and ??? (note, other sources say that a BA second wave containing storm raven and librarian/furioso dread are slated for a separate January release) I've had personal conversations with direct individuals, which would surprise me if the SR model was not a keystone of this release. I've personally seen a few mockups of the SR from the modelling teams, many more from the art team. I know what the final selected design is. It looks better than I imagined.
TA knights: 5 pack, Paladin upgrades, squad upgrades. Psycannon, NFW, SSTH, banner? Supposed options for all will be on sprue. Plus NFW will NOT all be halberds. But the exact nature of them was not revealed to me. If this pans out we could see a lot of weapon options in the sprue...a lot more than would be used. Assault Cannon, PsyCannon, Incinerator, SS, TH, NFWs, Cyclone launchers...seems like a lot to jam in, but if we look at SW and BA boxes those were loaded with bits. The GKTA sprues:
5 legs
6 torsos
8 heads
6 nfw 5 SB unknown # Special Weapons (includeing SS), but if above holds it could be 6+
GKTA back banner
6-8 shoulder shields
12 shoulder pads
~12 upgrade bits (books, scrolls, crux terminus, etc.)
8 arm sets (sounds like the arms have no hands, similar to sanguinary guard)
4 hands (right/left?)
more?
PA knights: 10 pack, justicar upgrades, squad upgrades, extra bits. NFW, psycannon, incinerator, banner?
walker: There have been some rumors of a GK driven walker. I have not personally seen this in any incarnation. However, there is a boxed walker of some type. I suspect this is a dreadnaught box set that will also have bits for BA. (see above) I've seen other people posting rumors of a penitent engine style walker, with a PAGK driver...I have absolutely no confirmation of such a beast. However, if GW wanted to avoid the cries of "GK dont have Dreads, it isnt fluffy" that could be a way...
Tank: I have not seen mention of a GK troop transport. Rhino based with psycannon options has been in some PT. I list this as possible, but unlikely, 4 box sets of this size are about par for a release, 5 would be a surprise.
Blisters:
New Stern
New Chaplain?
Justicar upgrade character
Paladin upgrade character
Inquisition character
2 other blisters unknown contents
Other:
Later release of GK themed terrain set? Concepts are out and some "preview" shots are floating around if you hunt. Nothing more I can say on this.
(spoilered for size)
That was simply amazing. I peed a little bit
S_P
Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky.
And despite this, I bet even when the codex is out there's still going to be a bunch of ██████ running around claiming Sisters are in the book and that I can't play using my codex because they're in the new one. Just watch, it will happen, I have money riding on it.
There are always those. It falls under the whole 'wimmin needs ta be in ta kichin barefoot en pregnant' mentality of a certain subgroup of 40k players. I really love the ones who claim that female IG is non-canon because it only appears in BL.
This message was edited 1 time. Last update was at 2010/10/31 14:35:25
Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora