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Made in us
Rough Rider with Boomstick





Oh, that PlasmaCannon Sentinel looks awesome

Please don't be over 65 points!! (but honestly, I think they'll be 80).





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I wonder how that missile pod would look mounted on the roof of an enclosed Sent. I wonder if the missile pod will be worth bothering with.
   
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Ivan wrote:I wonder how that missile pod would look mounted on the roof of an enclosed Sent. I wonder if the missile pod will be worth bothering with.
It's just a missile launcher. You're probably better off with the cheaper multilaser or autocannon.

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Or you could save them and upload them somewhere like tinypic, considering all images there will be gone after a day at most.

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This message was edited 4 times. Last update was at 2020/03/14 05:11:16


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Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

Has anyone seen that GW:UK website [Aussie one isnt worth anything nowdays, bloody fix it GW!!!] that they have advanced orders for IG now?

Have a look: http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1430057&rootCatGameStyle=wh40k

This message was edited 1 time. Last update was at 2009/03/21 03:35:22


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BoxANT wrote:Oh, that PlasmaCannon Sentinel looks awesome

Please don't be over 65 points!! (but honestly, I think they'll be 80).
A nice fellow who refuses to give exact points costs says the armored sentinel is about half again as much as a scout sentinel and loses the scout and move through cover USR. If the plasma cannon costs as much as the lascannon that should end up costing about 65 points.

Agitator noster fulminis percussus est 
   
Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

Dakka foks, here it is, a super large leak from warseer and others:

General info

Release date is 2 May 2009.

The new codex will be 104 pages long.

Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.

Rules

Army-wide Special Rules

Doctrines

Doctrines may have been replaced by Platoons options. No details on exactly what upgrades are available have emerged as yet. Recent codex sightings indicate this may be far more limited than first thought.

Orders

reds8n broke the news on Orders with the following:

Originally Posted by reds8n View Post
I believe that command squads will in fact be able to give actual orders to their troops-- I assume perhaps only the ones under their direct command perhaps ? These have various affects, the ones I heard about being one that reduces their chance to hit ( for guard ! ) but ignores/lowers cover saves.

.... and one that in affect puts the platoon onto overwatch.
Company Commander can issue up to two Orders to any squad with Vox or within 12".
Platoon Commander can issue one Order to any squad in their platoon with Vox or within 6". Some squad leaders can issue Orders to their own squad. Supposedly a double 6 on the Orders Ld test will prevent any further Orders being issued that turn.

Orders are given at the start of the shooting phase. The Company Commander HAS to place their orders first, then Platoon Commanders and so on. If a unit is "activated" before it receives an order then it cannot benefit from one that turn. The receiving unit has to pass a LD test with the following affects:

Double one - They follow the Order and can be given another Order
Pass the test – They follow the Order
Fail the test – They fail the Order, but can act as normal
Double six - They do nothing.

Platoon Commander Orders are:

“First rank fire, second rank” - + 1 shot for Rapid Fire weapons (so 3 at 12", 2 at 13-24)

"Down!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.

“Move, move, move!” – Allows the squad to roll more dice when they run and take highest.

Company Commander Orders (all of the Platoon Commander ones plus):

"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.

Some form of rallying Order which rallies a unit or even unpins them. This possibly works after they have used the “Down!” Order that round.


Overwatch has been rumoured and would supposedly allow them a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).

Miscellaneous

Some squads will supposedly have access to heavy flamers, but it is not clear which ones.

All vehicles supposedly come in squadrons of 3 with subtypes mixable, i.e. Russes, Hounds and Artillery. Deathstrikes do not come in squadrons. This means you could have a squadron of 2 LRBTs and a LR Demolisher

Special Characters

Creed and Kell take the place of Officer and Standard Bearer (probably) in a Command Squad. Can issue up to 4 Orders per turn, including a unique order "For Cadia!" that bestows Fearless and Furious Charge on a unit. He allows one unit to gain Scout (in a similar fashion to Sicarius' special rule).
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+

Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" letting the squad be removed immediately from the table and enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+

Commissar Yarrick’s eye is a Hell Pistol.He has a forcefield that “does something a bit weird”. Not the old “reduces the strength” but it's similar.
Commissar Yarrick 5 5 3 4 3 3 3 10 4+

Artillery Sergeant Harker is most likely a Catachan upgrade for veterans who then count as having defensive grenades (booby traps)
Artillery Sergeant Harker 4 4 4 3 1 3 2 8 5+

Lukas Bastonne is a Stormtrooper upgrade who allows his squad to always try to rally regardless of casualties etc.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+

Iron Hand Straken is a Company Commander choice. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) nearby Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+

Sly Marbo is a separate Elites choice, and deploys pretty much like a Callidus assassin. He also supposedly wounds on a 2+ in assault.
Sly Marbo 5 5 3 3 2 5 4 7 5+

Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge
Moghol Kamir 4 3 3 3 2 3 3 8 5+

Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+

Nork Dedog has a rule that as he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won .
Nork Dedog 4 3 5 5 3 3 4 8 4+

There is supposedly a tank commander upgrade character too who has to ride in a Leman Russ. He cannot disembark if the Tank is destroyed.

HQ

Company Commander
Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
Company Commander 4 4 3 3 3 3 3 9 5+

Primaris Psyker
Powers:
'Lightning Arc' - S6 Assault 2D6
'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+

Commissar Lord
Newer rumours say he is described as having lots of inspirational powers (possibly fearless) and will supposedly allow more freedom in selecting Commissars for other squads.
Commissar Lord 5 5 3 3 3 3 3 10 5+

Inquisitor and Retinue
Very early rumours pointed to an entry for IG as an HQ choice, which would supposedly appear much like the elites from the current Daemon Hunters/Witch Hunters books. This has since been completely blown out of the water. THEY ARE NOT IN THE CODEX.

Regimental Advisors
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Fleet 3 4 3 3 1 3 1 7 5+

Astropath
Add +1 to reserves rolls. I think it says they can do something with orders too, although the pic is unclear.
Astropath 3 4 3 3 1 3 1 7 5+

Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn
Master of Ordnance 3 4 3 3 1 3 1 7 5+

Other Advisors
Commissars
Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them.
Commissar 4 4 3 3 1 3 2 9 5+

Ministorum Priest
Special Rules not known
Ministorum Priest 3 3 3 3 1 3 2 7 5+

Sanctioned Psyker
Sanctioned Psykers are rumoured to appear in squads, but it is unclear if they will no longer be available as advisors.
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

There are apparently a few other things that you can give the Command Squad to affect the army. No further details are available as yet.

Elites

Psyker Battle Squad
1 Overseer, and between 4-9 Psykers (number not certain). Two powers rumoured so far.
“Soulstorm” - Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
A focused attack that drops enemy LD=number of psykers in the squad.
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

Stormtroopers
The assumption has been made based on the WIP Stormtrooper mini that Stormtroopers will be able to take shotguns this has since been refuted, with the new rumour being they are for WH Arbites-style Stormtroopers.

You can supposedly have a Storm Trooper Squad/Platoon as a Troops choice (not clear if this means both or one of), but this is reliant on an upgrade to the Officer leading the army.

16 points each. Hellgun, Hellpistol, CCW, frag and krak grenades, carapace armour and targeters as standard.
Have both Infiltrate and Deep Strike for free. Can take 2 special weapons.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
- Recon/Sabotage - Scout and Pinning the first time they shoot.
- Deep Strike – Not known what the bonus is at the moment.
They can supposedly re-roll the scatter dice when deep striking. This may or may not be the Spec ops bonus for DSing.
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hellgun 18 3 3 Rapid Fire
Hellpistol 6 3 3 Pistol

Techpriest Enginseer
Special Rules not known
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+

Ogryns
Rumoured to have Furious Charge
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3

Ratlings
3-10 per squad. 10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper

Sniper Squads
Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.

Troops

Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 or 2-5 Conscript squads

The Conscripts form one unit of 20-50 men and the Infantry squads can be merged to one's heart's desire (counting as 1 KP), but everything else is set in the unit sizes. There is apparently no maximum number of squads. The entire platoon with all these squads will only take one Troops selection in the FOC.

Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+

Platoon Command Squads can take Standards giving them +1 Combat Res in assaults.

You can have a potential 21 HW teams in one Troops slot: 1 in the Command Squad (1), 1 in each of 5 Infantry squads (5) and 3 in each of 5 Heavy weapon squads (15). Heavy weapon squad basic armament is 3 mortars for 60 points total. Other weapon fit outs can then apparently be upgraded at additional points cost. Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.

Special Weapons teams will be 6-man teams.

Platoons will supposedly benefit from a special rule called "Platoon Drill" which grants the ability to ignore any other squad within the Platoon for the purposes of determining the enemy's cover save. Basically the Guard squads will get a cover save when being shot at through a squad in the same Platoon, but their enemy will not get one when the squad shoots back. This will supposedly only work if the Vox network is still intact.

Platoons may be able to attach sentinels, chimeras, and hellhounds as support vehicles. Support Vehicles would still take up a FOC spot, but become part of the platoon and so would benefit from “Platoon Drill” and other Platoon-wide rules.

Points have been rumoured to be 50pts for an Infantry squad (10 men with Sgt, HB & Flamer). Another rumour says the basic squad load-out will be 10 Lasguns or 9 Lasguns and a Laspistol for 40pts.

Veteran Squads
Have now become a Troops Choice. Rules are apparently fairly similar to now.
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+

Penal Battalion
50 pts. 1 Penal Guard and 9 Penal Legionnaires. Equipped with a Lasgun and close combat weapon. Stubborn.
They also roll for their 'Crime' at the start of their game and get appropriate bonuses:
Psychos: better fighters. Not sure what this entails.
Scroungers: start with more gear. (probably grenades, maybe pistols)
Gunslingers: Shooting becomes Assault 2.

Chaosftw on Heresy online says:

Quote On a 1-2 they get extra shots (basically always count as double tapping) on a 3-4 then get fleet and furious charge, and on a 5-6 they get an extra dice when fighting in Close combat and gain RENDING.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+

Transports

Chimera
55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
Chimera 3 12 10 10

Valkyrie
Fast Skimmer. Apparently 90-100pts. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check. Was rumoured to allow embarked troops to deploy after deep striking. Another rumour says they will be able to DS more accurately like Drop Pods. It was originally rumoured to only be a transport for Stormtroopers, but more recently it has been said it will be available to all units that have access to Chimeras. This may be tied to a Special Character.
Valkyrie 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only

Fast Attack

Rough Riders
Special Rules not known
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+

Recon Sentinels
Retain Scout, but only have the option to be open topped.
Recon Sentinel 3 3 5 10 10 10 3 1

Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon.
Spearhead Sentinel 3 3 5 12 10 10 3 1

Hellhound
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1

Devildog
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta

Banewolf
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)

Valkyrie Vendetta
The “up-gunned” version of the Valkyrie. 1-3 as a single Fast Attack choice
Vendetta 3 12 12 10
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Hellstrike Missile 72 8 3 Ordnance 1, One use only

Heavy Support

Leman Russ
Russ’ have been rumoured to cost 150 points with increased Sponson cost, so a LR will supposedly cost 180 points with 3 HB.

They have been rumoured to come with a hull heavy bolter, smoke launchers and searchlight as standard. All variants will have all the sponson options, except apparently heavy flamer sponsons which are gone now.


Leman Russ Battle Tank
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance , Large Blast

Leman Russ Exterminator
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked

Leman Russ Vanquisher
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration.

Leman Russ Eradicator
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.

Leman Russ Demolisher
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance , Large Blast

Leman Russ Punisher
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20

Leman Russ Executioner
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.

Lumbering Behemoth rule - The turret gun does not count towards the number of weapons fired (Ordnance or not) but cruising speed is only 6+D6" instead of 12".

Basilisk
Open Topped. Can possibly be enclosed
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance , Large Blast

Medusa
Open Topped. Can possibly be enclosed
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance , Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.

Hydra
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)
It supposedly has special tracking systems that ignores cover saves for skimmers and bikes going fast etc

Colossus
Open Topped. Can possibly be enclosed
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast

Griffon
Open Topped. Can possibly be enclosed
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\

Manticore
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast

Deathstrike
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.

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That is indeed a good summary of the rumors so far but I see nothing new in the last few days.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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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
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Thats the summary that has the colossus without barrage
   
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Yeah those a more updated version on WarSeer that has rumored rules on RR, priests, ect.

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Austin, TX

focusedfire wrote:
Vladsimpaler wrote:Evidence, please? Please don't talk about how using evidence when you don't even provide your own.

In fact I do believe that this will make halfway across the board. AV14 does that to you. That's why this codex is Leman Russ spam.


Which army is shooting you up? Am I using the vendetta and 2-less stormies and who strikes first? The russ and infantry are very slow. 260 points of Tau would do the trick as would several other combos I can think of. I didn't list them because I didn't want to wander off into a discussion about how many armies can do what. But rather, wanted to focus on what the IG could potentially do.

Hmm, 10 T3 4+ save troops? Guess what, 260 points of practically anything will annihilate a Vendetta and the stormtroopers.


If you want we could each playtest the storms vs the russ in our home areas and see what happens in a best of 5 rounds. If I can run the unit at less thsn 10 men then it would leave room for some meltas thus keeping me from trying to rely on grenades.


Bring it on, Stormtroopers vs. Leman Russ. Have fun with those Str 3 weapons! Oh wait, you're not even using a full squad. Coolio. Now you're down to 8 T3 4+ troops. I hope that you're a very lucky person.


Vladsimpaler wrote:I don't understand, how would this hurt my credibility?

Because of the same reason that the Harlequins are so valuable. A multi-use squad good at a variet of tasks in a specialist army. Having a flexible unit is pure gold in armies like these.


Really? Multi-use? There is no multi-use! Are you fething serious?!

Stormtroopers have fething AP3. Now, if they had Str 4 Ap - Assault 2 guns, then they'd be multi-purpose. But no, Robin "The Idiot" Cruddace made them AP3.

Stormtroopers will kill as many marines as they will Orks. When 10 stormtroopers fire at 18", they will kill 2 Orks, or 2 Marines.

2 Orks is 12 points just in case you were wondering. Assault 2 Str 4 Ap- is multipurpose. Why?

Because 20 shots from 10 guys will kill about 6 Orks, but only about 2 Marines. Hmm...good against hordes and marines. Wait, isn't that multi-purpose? Whoops, just kind of sunk your battleship there.

Stormtroopers were made to be Marine killers, not multi-purpose, whether you like it or not.

And you didn't answer my question. Do you play Guard or not?

:Edit: Oh yeah, expect for Sentinels to be about 50 points. Plasma cannons are probably going to be around +25 points.

This message was edited 1 time. Last update was at 2009/03/21 07:01:35


 
   
Made in fi
Calculating Commissar







The nerfing of the last unmolested Elites slot was confirmed in the last couple of pages on Warseer. Ratlings lost their ability to go to ground in response to a failed morale check. This, together with Ld 6, pretty much seals their fate as a viable unit.

For whatever reason, Robin Cruddace has what can only be described as an unrelenting hatred towards Guard specialist units. There's nothing worth putting into the Elites slot anymore, and I expect future IG armies will all be forced into the same mould of massive squad-blobs huddling together to survive with none of the Ld-fixing abilities of the previous codex.

The supply does not get to make the demands. 
   
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Monstrous Master Moulder




Sacramento, CA

The Techpriest and Psyker squad are not yet confirmed to be nerfed.

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Made in us
Rough Rider with Boomstick





Noticed this over on Warseer, from The Knowing.

Since answering your question I have managed to come across another special rule for Griffons. I give you: Accurate Bombardment - the controlling player can re-roll his scatter dice if he wishes. Not great but something at least.


All I have to say, Griffion, awesome

Going to be running a squad of 2 or 3 of these bad boys!

The Happy Guardsman
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Stalwart Veteran Guard Sergeant




Essen, Ruhr

alarmingrick wrote:does anyone else find it funny that we're agrueing Over things that aren't even 100% known for sure yet?


I don't have much reason to laugh at this point. You seem to forget that 99 % of this stuff comes from people who are looking at the codex when answering questions.

"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







Well, the TP is reputedly better at what he does now, on par with the techmarine, which I suppose is something.

The Chorus, I suspect, will be fragile. Whether or not it's worth it depends on the points cost, but even at the best case, it needs to pass a Ld8 psychic check every turn it wants to use a power (which I believe is a 13/18ths chance, or 72%).

I suspect the latter will at the very least be a fun unit to use. Fluffwise it's a very strong concept, and maintains the Sanctioned Psyker's status as an inept and useless psychic powers user, but in a way that prevents one from having to take such crappily-endowed models.

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





Agamemnon2 wrote:Well, the TP is reputedly better at what he does now, on par with the techmarine, which I suppose is something.

The Chorus, I suspect, will be fragile. Whether or not it's worth it depends on the points cost, but even at the best case, it needs to pass a Ld8 psychic check every turn it wants to use a power (which I believe is a 13/18ths chance, or 72%).

I suspect the latter will at the very least be a fun unit to use. Fluffwise it's a very strong concept, and maintains the Sanctioned Psyker's status as an inept and useless psychic powers user, but in a way that prevents one from having to take such crappily-endowed models.


French Data Sheet says that Sanctioned Psykers are Ld9.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in fi
Calculating Commissar







Oh, sorry my bad. That boosts their success rate, then., to 83%. I'll take those odds. Especially if their Leadership-wrecker has a good range.

The supply does not get to make the demands. 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Agamemnon2 wrote:Oh, sorry my bad. That boosts their success rate, then., to 83%. I'll take those odds. Especially if their Leadership-wrecker has a good range.
Is 24" good? That's the only guess I've seen at the range.

Oh, and somebody is disputing the rough rider nerf. The lance might in fact still be a power weapon. I've only heard one uncorroborated report but I'm inclined to believe it because that would make sense.

Agitator noster fulminis percussus est 
   
Made in us
Regular Dakkanaut





San Francisco

Agamemnon2 wrote: I expect future IG armies will all be forced into the same mould of massive squad-blobs huddling together to survive with none of the Ld-fixing abilities of the previous codex.

Wait, are IG losing the "Leadership" special rule? That's been in the Codex since 2nd Edition. We'd have to go back to 1993 to have an IG army without that rule.

What about the Standard Bearer? He's just as much a part of the Guard. We're not losing him, are we?
   
Made in us
Monstrous Master Moulder




Sacramento, CA

Dave47 wrote:What about the Standard Bearer? He's just as much a part of the Guard. We're not losing him, are we?
There are both company and platoon standards. I don't know what the company standard does. The platoon standard adds +1 to combat resolution. I don't know who it applies to.

Agitator noster fulminis percussus est 
   
Made in us
Rough Rider with Boomstick





I refuse to believe the rumors that IG officers are loosing "Leadership" rule, i am closing my eyes and ears.

However, if we do loose it, it better be replaced by free voxes for all squads.

But if not, then GW is dead to me.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Regular Dakkanaut





San Francisco

Raxmei wrote:
Dave47 wrote:What about the Standard Bearer? He's just as much a part of the Guard. We're not losing him, are we?
There are both company and platoon standards. I don't know what the company standard does. The platoon standard adds +1 to combat resolution. I don't know who it applies to.

Until I hear otherwise, I'll assume the Company Standard is the re-roll. I understand why Platoon would be different; multiple 12" re-roll bubbles would be broken. (That's probably why Creed and Kell are rumored to replace the CHQ instead of supplement it.)

Hopefully, the CHQ Standard won't also force you to gain the +1 CR. The majority of the time as a Guard player you want your squads to brake.
   
Made in fi
Rough Rider with Boomstick




Finland

BoxANT wrote:I refuse to believe the rumors that IG officers are loosing "Leadership" rule, i am closing my eyes and ears.
However, if we do loose it, it better be replaced by free voxes for all squads.
But if not, then GW is dead to me.


Yes, that sounds bad ( if true ) and would force a reassessment of the role of the Vox. Considering how the Orders-system is becoming the new standard feature it really would make sense to make Voxes an integral part of all squads. If they are not included in the basic makeup of squads ( sergeant+vox+troopers ), I really hope the points cost is not crippling.

12001st Valusian Airborne
Chrome Warriors
Death Guard
 
   
Made in fi
Drop Trooper with Demo Charge



Helsinki

Death By Monkeys wrote:
Dexy wrote:
Death By Monkeys wrote:
ShumaGorath wrote:I kind of like the idea of triple tapping plasma. A one in two chance of overheating and killing yourself for mistreating the gun is fluffy and would be effective.


Somebody's going to ninja me on this, but that's not the way 'Get's Hot!' works anymore. Only on rolls of a 1 - doesn't matter how many shots you fire anymore.


1/6 chance of rolling a 1 has a 50% chance of happening when you roll 3 Dice.


Doh. Yeah, brainfart on the math. Thanks.


I realise this is a bit late, but the actual math for getting or not getting overheats when firing three plasma shots isn't 3 x 1/6. in fact, the chances of getting overheats is alot harder to calculate than the chance of not getting one, hence why I choose to do the latter.
The chances of not overheating are:

5/6 x 5/6 x 5/6 = 125/216, or approximately 0.57, meaning that the chances of getting one or more overheats is "only" 43%.

Please bear in mind that there's a small chance of getting multiple overheats, which is why you always want to roll the dice for each plasma gun separately.

---

On a more on-topic note, I'm really sad to see all the elites get hosed again. I haven't used them so far, due to my army being only 1k pts and mechanised, but it doesn't look like I will be even considering them in the future. The pricetags just don't make any sense when compared to infantry squads in Chimeras.

The Chimera is still making me very happy, lots of little tweaks that really allows my army to go on the offense as well. AV 12 Sentinels are a great addition too, I finally get to use my four Armageddon patterns for more than one turn per game. I expect AV 12 spam to be alot of fun, even to the point of expanding my army another 500 pts just to get more of it.

The only thing I'm slightly concerned with is the automatic indirect modes on pretty much all the artilley pieces. I have a Basilisk converted to resemble a StuG III, and there's no way it could ever crank up elevation of the gun to fire non-direct. Looks like I'll be losing some points there, with the mandatory indirect mode. And while I'm talking aobut artillery, I really like the advisor who lets you call in the off-board strikes. I can finally have some indirect fire without having to compromise on my theme.

   
Made in gr
Rough Rider with Boomstick




Gentlemen... I just finished reading all the concerning threads about the matter... And burned my eyes out in the process. I 'm new to 40k and guard and believe that the new codex will change a lot of things in the fundamental way that the army plays. I for one am looking forward to see how the orders system brings tactics and strategy back to the table instead of "my whole army just deepstriked in your board edge and is droping hot plasma everywhere" .

Are ogryns expensive? Yes! Are they worthless? Don't know.... maybe they will break the stride of those Raptors, Berzerks, Stealers and other assaulters i see in my nick of the woods. In the first DOW game they were a wall for the troopers to hide behind and shoot. If they become that in the tabletop i for one will be pleased. Someone said (i realy can't go back and read 50+ pages of script) that for the same cost he can feed the assaulting squad grunts and keep shooting the assaulters. Maybe with ogryns you don't have to worry about them any more. They will be forced to throw wound to the ogryns to drop them when they could be multicharging your gunline. They have large bases and have good footprint on the table. Use that to block assaulters way.

Stormtoopers need playtesting. Pure and simple. In my last game i used 3 5man squads to try and take the opponents hold on the objective. The way the game went had my hellguns been Ap3 i miight have succeded... I for one will persist in using my Vostroyans as Storms! A unit that can force the opponnent to draw units from his assault to deal with a threat to a home objective is worth the points.

Divide and conquer. We now have fast vehicles and the punch required to force our opponents off the objective. Valk drops combined with a (or 3) helhound variant assault will cost a lot but can finally drive enemies back... Poison cannons? Melta cannons? i will try this out Gents. I like the idea a lot.

Orders look cool. I 'm eager to try and see how they work

Psykers look like they finally are worth something. We get to deal with enemy drop trops. We can fry (for real this time) with warp lightning. We can lower enemy morale (Lash anyone?)

The time is approching for our beloved grunts to get some attention. We will have to find new ways to use them. Hell if we wanted to win all the time we would have turned to other more competitive armies with uber brutal lists. Admit it!
(and NO! My only relation with GW is as a customer! I am NOT on their payroll)

You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

@Lord Solar Plexus

"I don't have much reason to laugh at this point. You seem to forget that 99 % of this stuff comes from people who are looking at the codex when answering questions. "

about 99% of the "rumors", not 99% of the 'dex. i'm trying to be upbeat and positive. you're probably right about us not having much to laugh about, but until i have the book in my hands i refuse to jump off my nearest tall building.


@ BoxANT
"All I have to say, Griffion, awesome

Going to be running a squad of 2 or 3 of these bad boys!"

i couldn't agree more! i already have three i've collected off of Feebay that i have to put the finishing touches on!

This message was edited 2 times. Last update was at 2009/03/21 14:57:07


"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Fixture of Dakka






San Jose, CA

konst80hummel wrote:Gentlemen... I just finished reading all the concerning threads about the matter... And burned my eyes out in the process. I 'm new to 40k and guard and believe that the new codex will change a lot of things in the fundamental way that the army plays. I for one am looking forward to see how the orders system brings tactics and strategy back to the table instead of "my whole army just deepstriked in your board edge and is droping hot plasma everywhere" .

Are ogryns expensive? Yes! Are they worthless? Don't know.... maybe they will break the stride of those Raptors, Berzerks, Stealers and other assaulters i see in my nick of the woods. In the first DOW game they were a wall for the troopers to hide behind and shoot. If they become that in the tabletop i for one will be pleased. Someone said (i realy can't go back and read 50+ pages of script) that for the same cost he can feed the assaulting squad grunts and keep shooting the assaulters. Maybe with ogryns you don't have to worry about them any more. They will be forced to throw wound to the ogryns to drop them when they could be multicharging your gunline. They have large bases and have good footprint on the table. Use that to block assaulters way.

Stormtoopers need playtesting. Pure and simple. In my last game i used 3 5man squads to try and take the opponents hold on the objective. The way the game went had my hellguns been Ap3 i miight have succeded... I for one will persist in using my Vostroyans as Storms! A unit that can force the opponnent to draw units from his assault to deal with a threat to a home objective is worth the points.

Divide and conquer. We now have fast vehicles and the punch required to force our opponents off the objective. Valk drops combined with a (or 3) helhound variant assault will cost a lot but can finally drive enemies back... Poison cannons? Melta cannons? i will try this out Gents. I like the idea a lot.

Orders look cool. I 'm eager to try and see how they work

Psykers look like they finally are worth something. We get to deal with enemy drop trops. We can fry (for real this time) with warp lightning. We can lower enemy morale (Lash anyone?)

The time is approching for our beloved grunts to get some attention. We will have to find new ways to use them. Hell if we wanted to win all the time we would have turned to other more competitive armies with uber brutal lists. Admit it!
(and NO! My only relation with GW is as a customer! I am NOT on their payroll)

You are young; life has been kind to you.
You will learn...

--No Place Like London; Sweeney Todd, The Demon Barber of Fleet Street

This message was edited 1 time. Last update was at 2009/03/21 14:41:37


Quis Custodiet Ipsos Custodes? 
   
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Implacable Skitarii




From reds8n on warseer in response to

1. Do Officers still have leadership rule? Can squads within 12" use the officers leadership?
2. Can squads in the Vox network use the officers leadership?


1. I don't think so .
2. I believe vox help with the receiving of the new orders, not 100% on that though.


Looks like orders have replaced leadership bubbles. A lot more running is gonna happen.
   
 
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