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Made in de
Boom! Leman Russ Commander






I just ordered 3 of the old Sentinels yesterday...

~6550 build and painted
819 build and painted
830 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 BlackoCatto wrote:
There is a weird fascination with removing options from Guard for some reason.


I think expectations of different regiments etc with the expanse of the current range isn't something they can ever hope to match, a more condensed range however might stand a chance.
   
Made in fi
Locked in the Tower of Amareo





 BlackoCatto wrote:
There is a weird fascination with removing options from Guard for some reason.


Gw has this no model no rule Syndrome. That's why gw has fascination.

2024 painted/bought: 109/109 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Guard can have all the options they want in terms of characters/support. However I am of the opinion absolutely every one should be attached to a squad, bar a commissar perhaps, who should have the autonomy to stroll across the lines.

Everything else should be wrapped up in commands squads, or embedded within units. It would also bring the amount of data sheets down in the codex. Guard have something like 10x 25-45pts(ish) characters across HQ and Elites (without special characters and tank commanders)

Have command squads, allow unto 2 advisors to be attached to each company/regiment command squad and 0-1 per platoon command squad, allow priests to be attached directly to squads, same with crusaders etc.

Ditch plenty of the unit specific auras they grant for the advisors in favour of granting abilities to one unit in line of sight to the command squad etc.

Just yeah, no need for so many individual characters knocking about in terms of data sheets and independently in a guard force.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
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Made in pl
Longtime Dakkanaut




Germany

God, I wish there was a fascination with removing options from Marines. We do not need an entire page entirely dedicated to different versions of a Bolter.

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in de
Hardened Veteran Guardsman




Knee deep in bone ash, gore and mud

It's more a morbid fascination on my side. GW has hacked away at IG ever since 5th edition. The only real additions were the Scions in 6th and some units that were leftover models that they had to have somewhere to sell them and the odd marketing stunt. It's only been a beating besides that and I don't think that GW is done by now. On the contrary, my cynic nature tells me, that the worst is still to come.

The only good news is, that it will be hard for GW to top my negative expectations. It would need a tremendous screw up to surprise me in a bad way by now.
   
Made in ca
Regular Dakkanaut





 Wha-Mu-077 wrote:
God, I wish there was a fascination with removing options from Marines. We do not need an entire page entirely dedicated to different versions of a Bolter.


Just so long as they leave my 4 different versions of captains and 6 different versions of chaplains alone. It would be unforgivable if a quarter of the Marine HQ section had fewer units than the entire LoV codex...
   
Made in gb
Dakka Veteran




 Wha-Mu-077 wrote:
God, I wish there was a fascination with removing options from Marines. We do not need an entire page entirely dedicated to different versions of a Bolter.


There is but it'll make the manlets start crying again.
   
Made in pl
Longtime Dakkanaut





 Wha-Mu-077 wrote:
God, I wish there was a fascination with removing options from Marines. We do not need an entire page entirely dedicated to different versions of a Bolter.

Yeah, why do we need 10 tank guns for Leman Russes? Generic 'tank gun' will do just fine. Or all these aspect warriors, pointless bloat, just make 'aspect warrior sword' and 'aspect warrior gun', there, done. Or Tau battlesuits, why do we need 20 weapons, again? Just 'bro'khen g'hun' would be enough. Giving units different roles based on loadout, what's that?

This is literally as stupid take as the above, and I like how repeating this 4chan gak always conveniently 'forget' about the state of SM melee weapons, because it doesn't suit the narrative, eh?
   
Made in pl
Longtime Dakkanaut




Germany

Edited for Rule 1 - ingtær.

This message was edited 4 times. Last update was at 2022/09/21 16:26:58


"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in gb
[MOD]
Villanous Scum








Time to get back to the News and Rumors.

On parle toujours mal quand on n'a rien à dire. 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




Valrak over on B&C:

Did a video on rumour of the guard release this November from my source, apparently new boxset is coming in November with:



New Command Squad
New Squads of Cadians
New Sentinel
New Ordinance Battery (Super Heavy Weapon team)
Cards, Codex, Etc
Again, just because I trust the source doesn't mean you have too, anyway, have a good day
   
Made in us
Hurr! Ogryn Bone 'Ead!





Mordian Glory shared some rumors he was sent. He stresses that he is relaying these so buyer beware. As such, huge grains of salt, but I figured I'd share the link anyway:
https://youtu.be/-aUF855Xxt0
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Guess I'll take stenographer duties tonight.

https://www.youtube.com/watch?v=-aUF855Xxt0

Source is a play test codex
First Rank Fire = lasguns are heavy 3
Sgts (maybe Cadian sgts only) can get an autogun with 3 shots
You can take either Hammer of the Emperor (auto wound on 6) or regiment traits
DKK, Catachans and Cadians each get a new vet squad, this might replace the current vet squad.
+++ Catachans get Cat Devils
+++ Cadians get a multiple special weapon squad
+++ DKK something involving a plasma gun
New Catachan models on the way
Ogryn and Bullgryn get -1 damage (I assume to minimum of 1?)
Tanks get turret rule, +1 to hit and can shoot out of combat.
No more grinding advance
Battlecannons and Demolishers get d6+3 shots
He really, really needs to add more images to his slide show
New Macharius type super heavy, maybe the Rogal Dorn/Praetorian, with the 'oblivion cannon', no further info
Shadowsword gets a flat damage of 14
And that's all folks!

This message was edited 2 times. Last update was at 2022/09/24 18:53:14


 
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

Sorry i'm just catching up, but was there any truth to those Attilan rough riders rumours in the end?
   
Made in gb
Towering Hierophant Bio-Titan






 Kroem wrote:
Sorry i'm just catching up, but was there any truth to those Attilan rough riders rumours in the end?


Still unconfirmed, but at least one previously reliable source said they're coming and there's a rumour engine pic which fits them quite well.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Kid_Kyoto wrote:
You can take either Hammer of the Emperor (auto wound on 6) or regiment traits
Really? That fething rule is making it to print?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Hurr! Ogryn Bone 'Ead!





 Kid_Kyoto wrote:
Guess I'll take stenographer duties tonight.


Thanks! One internet to you, good dakkanaut. I was in the middle of something but wanted to share the video at the very least.
   
Made in ca
Gargantuan Gargant






Hmmmm, I guess we'll have to see but depending on how tuned things are with regards to strats and points, I could see the Hammer or the Emperor being similar to the Emperor's Chosen shieldhost for Custodes where everyone just goes with that since it's a pretty strong baseline ability.

Other than that, not sure if the new FRSRF order is great given that you get more shots at long range, but -1 to hit if you moved makes it a lot more restrictive for damage output.

I am glad to hear that Vets are still present, even if they seem to be regiment-locked.

-1D I guess can help Bullgryn out a bit in terms of tankiness, but their real problem is the anemic damage output they have alongside just being power creeped out on fighting for the objective game. Ogryn will still be irrelevant unless they price them obnoxiously cheap or if they can put out a silly amount of attacks.

The turret changes seem like a nerf at first glance, since +1 to hit is okay....but missing out on double the shots from Grinding Advance going away makes a big difference for variants like Punishers.

   
Made in us
Boom! Leman Russ Commander








Could the new box of Cadians just be the Kasrkin?????

I'll roll with the changes to the codex, but having new models that are not going to match the old ones.....that is a kick to the jimmy. Especially with guard and the number of infantry many of us would have to replace.

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






The Krieg vets with plasma gun specifically is weird, I think that is just a lost in translation thing, or comes as standard with the squad that can be swapped out considering the special weapon options in the kit.

The Krieg Vet kit has plenty of other options, so I assume they will be represented in some capacity.

Not looking like we'll get Krieg Grenadiers though which makes me a little sad personally, though they could just have Karskin rules and a switch of keywords if they did come back about, hopefully the engineers are still an option.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in de
Hardened Veteran Guardsman




Knee deep in bone ash, gore and mud

He, so big news:
GW still has no idea how to fix guard. All these changes sound like worthless shifting of some numbers. The core issues are glaringly still there. Too little damage output, too squishy models, wiped off the board in turn 3-4.

Hammer of the emperor gets canonized? Ridiculous!

But this is the first mention that they won't kill of Regimental traits, that's the only "good news" I'm hearing here. Still, codex sounds dead on arrival so far.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

 GiToRaZor wrote:
Still, codex sounds dead on arrival so far.


Well the good news is we'll only have it for 6 months or so before 10th edition drops.


Automatically Appended Next Post:
 endlesswaltz123 wrote:
The Krieg vets with plasma gun specifically is weird, I think that is just a lost in translation thing, or comes as standard with the squad that can be swapped out considering the special weapon options in the kit.



Maybe Krieg automatically die when using the plasma gun, thus lifting them up to the Emperor's side for all eternity?

That would be win right?

This message was edited 1 time. Last update was at 2022/09/25 15:17:52


 
   
Made in de
Hardened Veteran Guardsman




Knee deep in bone ash, gore and mud

You're right, I forgot that 10th is around the corner. Let's see what they come up with in the next 6 weeks to convince us that it's reasonable to buy this codex. I hope at least the Cadian players will be happy, this is the most attention they got in the last 20 years.

I did forget though, the Catachans rumour surprises me. I was dead sure they'd send this Regiment to the other lost ones. All the range has currently is the plastics from 1998, one good command squad and a boat load of finecrap. I don't want them to leave, as much as I didn't want any Regiment to go. But I can't see any legitimate business case for them. The 80s muscle guys are not really a trending theme.
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

 xttz wrote:
 Kroem wrote:
Sorry i'm just catching up, but was there any truth to those Attilan rough riders rumours in the end?


Still unconfirmed, but at least one previously reliable source said they're coming and there's a rumour engine pic which fits them quite well.


Ah cool, thanks! That is a release Id be very interested in!
   
Made in gb
Towering Hierophant Bio-Titan






 Grimskul wrote:

The turret changes seem like a nerf at first glance, since +1 to hit is okay....but missing out on double the shots from Grinding Advance going away makes a big difference for variants like Punishers.


Generally when double shot rules have been removed, they have been replaced by weapon profiles with more base shots / damage output. The Tyrannofex fleshborer hive had an almost identical profile to the punisher cannon in 8th; that went from Heavy 20 shooting twice at BS4+ to Assault 30 firing once at BS3+, with improved range & ap too. With that +1 to hit rule I'd expect punishers to be at least 30 shots.

 GiToRaZor wrote:
He, so big news:
GW still has no idea how to fix guard. All these changes sound like worthless shifting of some numbers. The core issues are glaringly still there. Too little damage output, too squishy models, wiped off the board in turn 3-4.

lol. Quoting this for when the new guard codex is wiping Votann off the board turn 1.

   
Made in us
Hurr! Ogryn Bone 'Ead!





Given the amount of indirect firepower guard has, I'm worried the codex will be overpowered (although I assume they'll revoke the indirect fire nerf exception for guard). I suppose there's still the issue of our troops having zero staying power.
   
Made in gb
Gore-Drenched Khorne Chaos Lord




DeadliestIdiot wrote:
Given the amount of indirect firepower guard has, I'm worried the codex will be overpowered (although I assume they'll revoke the indirect fire nerf exception for guard). I suppose there's still the issue of our troops having zero staying power.


There's little so far that suggests they have more indirect fire than now and they're not currently OP.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






I would make a rule interaction with troops with vox casters for the indirect fire buff to work. As long as a troop with a voxcaster has line of sight, then no -1. If that troop squad happens to be a command squad with a master of ordinance attached, it is an additional +1 to hit.

Guard are always going to have squishy troops, that's their thing.

Though, I do think there should be a mechanic where they can dig in for the start of a battle, gaining numerous defensive buffs until they move. The game requires movement so it wouldn't turn them into an unstoppable gun line, but it would allow them to survive the first turn. This is troops I'm talking about btw, I don't think their vehicles needs such a buff.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in us
Hurr! Ogryn Bone 'Ead!





Honestly, if they could just give us back go to ground as an order and I think that'd help a fair bit (but honestly, my real hope for guardsmen is a combination of giving us go to ground and a 10th edition return to the old system of cover saves acting similar to an invuln)
   
 
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