Switch Theme:

IG codex  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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.




Made in dk
Stormin' Stompa





Remember dead naked children with wings sown on and their brains replaced by a small computer is ok.........Live psychic naked children is not. OK, I think I got it.

Amazing what some people get a hissy fit about in the context of a miniatures game. *shakes head*

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in us
Rough Rider with Boomstick





WARNING OFFENSIVE MINIS




But seriously.

Is there going to be any reason to take Conscripts?! for the savings on ONE point, you have to loose 1 BS, 1 WS, and 3 LD... seems like a bad deal imho.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

1 point might not seem like a lot, but if it was 2 points, you could get nearly twice as many bodies as guardsmen, and that could be a bit too strong.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Nigel Stillman





Austin, TX

Normal Guardsmen should have been 4 points and Conscripts should have been 3 points.

But really, there's no real use for Conscripts unless you take Chenkov.

Actually, imagine both Creed and Chenkov together, using 'For Cadia!' on the conscripts and all that jazz.

That would be fun.
   
Made in us
Rough Rider with Boomstick





Vladsimpaler wrote:Normal Guardsmen should have been 4 points and Conscripts should have been 3 points.

But really, there's no real use for Conscripts unless you take Chenkov.

Actually, imagine both Creed and Chenkov together, using 'For Cadia!' on the conscripts and all that jazz.

That would be fun.


True, but I hope that conscripts will be useful w/out spending 100+ points in overhead

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Implacable Skitarii




BoxANT wrote:Is there going to be any reason to take Conscripts?! for the savings on ONE point, you have to loose 1 BS, 1 WS, and 3 LD... seems like a bad deal imho.


Kujo wrote:Are we pretty sure about Chenkov's next wave special rule? As I understand it, he can remove the conscripts at any time and then walk them back on the board at full strength.

Does that mean that you could string a 50-man conscript unit in front of your gunline, have them eat a nob biker unit's assault, then after pile-in moves just remove them so your whole army can shoot the clumped-up bikes?

EDIT: bad example. I doubt conscipts would stay for consolidation at all lol. The question is if I can remove them even when in combat with an enemy unit so that I can shoot it. (Also, if that enemy unit is within 12" of my board edge, could my respawned conscipts charge it again after my shooting and repeat the whole process?


Seems like a very good deal, especially since you can potentially stop bikers/bloodcrushers from multicharging with a big conscript squad. This still depends on if you can remove them in combat but its still decent without it.

3 questions about this
1. Can we remove/walk on while engaged in CC?
2. Can we walk on when the unit has died (running from CC)?
3. Can we attach a commissar directly to the squad, as in a squad option, so it comes back with them? (How would an IC work with that since he is part of the unit? sounds like FAQ question)
   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

JohnHwangDD wrote:
True, but NOT earning points back very often loses you the game, and I'm not sure I can envision any scenario in which 2 or 3 pie plates from the sky don't earn back 30 or 80 pts, scatter and all. Given that Guard don't move much anyways, standing still isn't a big deal.


Lol, indeed. Point taken. Still, there's obviously a difference between SIGAFH and the officer himself. When I look at the many new possibilities, gunline is just one of several archtypes of list. The future Guard can be a very mobile if not outright speedy force.


Inq + Mystics will kill whole units if they're positioned properly. I currently field Inq/Mystic in LR within 12" of 3 Demolishers (star pattern). My S10 AP2 Demolisher plates have wiped multiple whole units from the board in a single shot.


I did the exact same thing (well, within range of two Demolishers but hey) and the combo didn't kill anything. 4d6 just doesn't cut it.

sourclams wrote:

This:

The INQ + Mystics is a gimmick. People make it sound as if he would kill whole units all the time but that isn't the case due to its limited range.


doesn't make sense. Not really because it's wrong, but because if protecting your gunline is important to you, then you WILL take this unit. The average range of effectiveness for Inq+Mystics is 14 inches, which is precisely what you need to protect yourself from deep striking [multi-] meltas.


Perhaps. It has never worked for me, not against SM, not against Daemons. In slightly bigger games, it simply cannot protect every part of the line, and it's 2 KP's, something I'm trying to avoid at all cost, at least in my first games with the new codex.

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in fi
Calculating Commissar







Gestalt wrote:
3 questions about this
1. Can we remove/walk on while engaged in CC?
2. Can we walk on when the unit has died (running from CC)?
3. Can we attach a commissar directly to the squad, as in a squad option, so it comes back with them? (How would an IC work with that since he is part of the unit? sounds like FAQ question)


1. No
2. No
3. No

Chenkov's ability happens at the start of your turn, and you need to have at least one model of the squad alive to use it. You can't remove 0 models from the table. It's also not an Order, but happens automatically.

The supply does not get to make the demands. 
   
Made in fi
Rough Rider with Boomstick




Finland

Agamemnon2 wrote:
Gestalt wrote:
3 questions about this
1. Can we remove/walk on while engaged in CC?
2. Can we walk on when the unit has died (running from CC)?
3. Can we attach a commissar directly to the squad, as in a squad option, so it comes back with them? (How would an IC work with that since he is part of the unit? sounds like FAQ question)


1. No
2. No
3. No

Chenkov's ability happens at the start of your turn, and you need to have at least one model of the squad alive to use it. You can't remove 0 models from the table. It's also not an Order, but happens automatically.


Interesting. That restricts how aggressively you can play the conscripts. Conscripts+HtH= dead conscripts ( and loss of second wave ). So the trick is to keep them out of HtH and with at least one survivor. Not necessarily the easiest thing to do.

Clarification. Is Chenkovs ability cumulative? Can you remove multiple conscript squads during the same turn? Does your opponent get a Kill Point for the squad you remove?

This message was edited 3 times. Last update was at 2009/04/04 10:04:51


12001st Valusian Airborne
Chrome Warriors
Death Guard
 
   
Made in au
Hardened Veteran Guardsman





Australia

..nevermind..

This message was edited 1 time. Last update was at 2009/04/04 11:08:28


Her Majesty's Buxom Commissar

I've told you a million times, do not exaggerate! 
   
Made in il
Guard Heavy Weapon Crewman




Studying abroad in Jerusalem. Soon to return to Utah.

Sorry. Misread the post.

This message was edited 1 time. Last update was at 2009/04/04 13:50:28


10k points steel legion

My lasgun-toting dogfaces can dig some foxholes on their homeworld and make a defiant stand against an entire galaxy bent on their destruction and damnation.

IG forever 
   
Made in de
Dominating Dominatrix






Piercing the heavens

I'm going to use the concript rules as cultists in a Chaos army, the bad stats fit just fine.

I miss the option to field Sentinels with CC weapons....
   
Made in fi
Longtime Dakkanaut






Are Vendetta squadrons 0-1???

I've seen mixed info.



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
Made in us
Storm Trooper with Maglight





Ellicott City, MD

Has anyone else noticed that the Earthshaker cannon on a Basilisk is barrage? Meaning that if you take three of them you'll be using the barrage rules with large blast templates? If you roll a hit when scattering you can seriously wipe out anything except terminators, and large groups of them. Still not sure if the investment would be worth it given their minimum range though. A group of three griffons might be worth while though, only a bit over 200 points for 3 of them. Not the insta-death that the Basilisk is but still...

Vonjankmon
Death Korp of Krieg
Dark Angels 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

JohnHwangDD wrote:Why not? Because it'd be *actual* grimdark instead of ersatz grimdark?

The Imperium of the 41st Millennium is supposed to be a place, in which the end *always* justifies the means. There is no limit to the brutality that the Imperium would go to, and I think that this kind of modeling piece is a perfect way to show it.


Ah but as gamers looking for fun we're usually not looking to be reminded of the true cruelty of war. That's why I won't be modeling up 13 year Angolan boys as conscripts or building my Imperial Concentration Camp diarama.

Besides why would they be naked?

that being said I think creepy kids (clothed) would be awesome. Reaper and Westwind make kids, I think Mordheim might have them too. Westwind's Victorian horror kids are probably your best bet.

 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

vonjankmon wrote:Has anyone else noticed that the Earthshaker cannon on a Basilisk is barrage?


This is nothing new. As soon as you bought the Indirect Fire option, it became Barrage. Now, it just comes standard.

And in Squadrons.

This message was edited 1 time. Last update was at 2009/04/04 16:15:30


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Implacable Skitarii




Agamemnon2 wrote:
Gestalt wrote:
3 questions about this
1. Can we remove/walk on while engaged in CC?
2. Can we walk on when the unit has died (running from CC)?
3. Can we attach a commissar directly to the squad, as in a squad option, so it comes back with them? (How would an IC work with that since he is part of the unit? sounds like FAQ question)


1. No
2. No
3. No

Chenkov's ability happens at the start of your turn, and you need to have at least one model of the squad alive to use it. You can't remove 0 models from the table. It's also not an Order, but happens automatically.


Well 2 was expected, but having neither 1 or 3 really makes them pointless for anything besides preventing multicharges, and 20 of them will do for that. Not much point in spending 75 points to have a squad come back when for 80 you can have a whole second squad.
   
Made in us
Storm Trooper with Maglight





Ellicott City, MD

Well the important part about the Earthshaker is that you can now take them in squadrons. And thus make use of the barrage rules for multiple barrages in a unit.

Vonjankmon
Death Korp of Krieg
Dark Angels 
   
Made in us
Steadfast Grey Hunter





What are the stats of penal troops? 'Cause if they're BS 4, then they'd be better than vets!

-A.

Haddi wrote:
Hello Guardsmen, look at your Leman, now back to mine, now back to your Leman, now back to mine. Sadly, your Leman isn't mine, but if they stopped using standard engines and switched to Lucifer Pattern, they could move like they're mine. Look down, back up. Where are you? Your in a battlefield with the Rhino your Leman could move like. Whats in your hand, back at me, I have it, it's the fire control for the Twin-linked Assault Cannons aimed at you. Look again, it's a Deep-Striked Land-Raider. Anything is possible when your Tanks move like Blood Angels, and not like Guardsmen. I'm on a Baneblade. 
   
Made in us
Hardened Veteran Guardsman



The vast open plains of North America

Platuan4th wrote:
Biophysic wrote:Well, in 5th edition, it's not a rule anyway, your whole army deploys at once, so I wouldn't be surprised if deployment as a unit or deployment as a whole choice wasn't even mentioned.


Go ahead and read the Deployment rules for Dawn of War.

I'll wait.


I'm not sure what Dawn of War deployment has to do with anything. It specifically mentions units deploying (not choices), and you still deploy all the units being deployed together. Okay, I see where I was unclear/inaccurate. My intention with the statement from my previous post was to say that each side deploys all of its forces together, not alternating as in previous editions. Many other armies have ways of deploying multiple units from a single choice (combat squad, dedicated transports), and to my knowledge, no rules address any exceptions to "choice" vs. "unit" in deployment, so I'd be mildly surprised to see Guard get an exception.

My apologies if I made you wait too long.
   
Made in us
Fixture of Dakka






Columbia, SC (USA)

augfubuoy wrote:What are the stats of penal troops? 'Cause if they're BS 4, then they'd be better than vets!

-A.


According to Warseer, penal troops have almost the same stats as ordinary infantry. The only difference is the LD which is 8 for Penal Legion but this makes no difference due to the LD 8 sergeant that leads every ordinary squad.

IMO, Penal Troops might be useful for flanking. They also appeal to folks that want more variety in their army. But their inability to use SW or HW make them a much less desirable option than veterans. The 33% chance to get Assault 2 lasguns as well as their inherent Scout, and Stubborn does not outweigh their disadvantages. Reportedly the Custodian of the squad also is limited to a laspistol so you only have nine lasguns. I prefer ordinary squads and/or veteran squads where the sergeant adds his lasgun or bolter to the squad's firepower.

This message was edited 3 times. Last update was at 2009/04/05 01:43:15


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Rough Rider with Boomstick





When Penal Squads were first mentioned, they were only 50 points, and sounded like they'd be a great value. But IIRC their points now is said to be around 80?

They have stubborn, and have a chance to get some interesting rules, but i can't see them ever making it into competitive lists :( However, for a fun flavor unit, they're not that bad I am going to convert up a couple squads and either use them as Penal, Conscripts or normal infantry.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in il
Guard Heavy Weapon Crewman




Studying abroad in Jerusalem. Soon to return to Utah.

You don't think flankers with rending or furious charge are worth 8 points? Even if they can also scout with their dedicated transports?

10k points steel legion

My lasgun-toting dogfaces can dig some foxholes on their homeworld and make a defiant stand against an entire galaxy bent on their destruction and damnation.

IG forever 
   
Made in us
Implacable Skitarii




I dont think they will do anything besides die. IF you roll furious charge AND IF you get the charge you might strike simultaneously and kill a couple models. If you roll rending you will lose most of the models before they swing anyway. If you roll gunslingers they shoot just like a normal guard squad rapid firing, but after can charge and still have I3 S3.
Fun, yes. Useful, not so much. I think I would rather have ogryns than them though.
   
Made in il
Guard Heavy Weapon Crewman




Studying abroad in Jerusalem. Soon to return to Utah.

Still think it might be fun to flank my friend's carnifex with 18 rending attacks that only cost 80 points.

10k points steel legion

My lasgun-toting dogfaces can dig some foxholes on their homeworld and make a defiant stand against an entire galaxy bent on their destruction and damnation.

IG forever 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Guys, per Iorke's "request", if you have questions / comments to me WRT my possible modeling of a Psyker Choir, please PM me directly. Thanks.
____

Also, Penal Legion sounds interesting. I might dig up some Necromunda gangers for that.

This message was edited 1 time. Last update was at 2009/04/05 07:01:59


   
Made in us
Implacable Skitarii






michigan

so has anyone gotten their hands on a book yet?

DQ:80+S+++G+++M++++B++I+++Pwhfb06#+D+++++A++++/mWD186R+++T(s)DM+
 
   
Made in de
Dominating Dominatrix






Piercing the heavens

I looked into it at the local GW.

First thing I noticed was that the army list are now structured as they were before the Marine book.
HQ - Elites - Troops - Fast Attack - Heavy support.
In the Marine books troops and elites swapped places, but appearantly this was too confusing to some players

Unit entries and their gear are still all over the place, just as in any of the last books.

The color section features more diverse Guardsmen that I would've thought the 'Eavy Metal team was still capable off, since most of the new books just featured out-of-the-box regiments.

Commisar Lords and Psykers are ICs, so they'll probably be boned once they reach CC with another unit.
   
Made in us
Rough Rider with Boomstick





Kujo wrote:You don't think flankers with rending or furious charge are worth 8 points? Even if they can also scout with their dedicated transports?


I could see rending coming in handy, but the fact that you only get it 1/3 times :(

Furious Charge + Fleet, might be nice. Assault2 lasguns, hmmm would rather have vets.


I think they'll be a fun unit, and awesome to model, but again, not too certain on their competitiveness.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Dakka Veteran






Chicago

I'll be taking two squads just so I can use the Forgeworld Renegade models I have. File off or fill in a few Chaos arrows and they're perfect.
   
 
Forum Index » News & Rumors
Go to: