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https://www.warhammer-community.com/2018/12/06/6th-dec-imperial-specialist-detachments-rules-previewgw-homepage-post-4/

Some interesting stuff.


Automatically Appended Next Post:
Does anyone recall what the Grey Shield warlord trait is?

   
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Regular Dakkanaut




Multi-warlord traits are intriguing
   
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Longtime Dakkanaut




Cool stuff, but how are factions without specialists detachments going to use those stratagems?
   
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Falls Church, VA

I like the Emperor's Fist Tank Company preview and have 10,000,000,000,000,000,000,000 leman russ tanks.

But!

I like my Baneblades better; while understandably they don't have the Emperor's Fury Tank Company yet, merely the Emperor's Fist.

Some people say they know no fear. What they mean is that they have encountered and conquered it. I, on the other hand, truly know no fear. It is as alien to me as doubt, rage, or mercy.

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Karol wrote:
Cool stuff, but how are factions without specialists detachments going to use those stratagems?


The same way that you'd use a stratagem from another codex.

You wouldn't.

   
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Ultramarine Terminator with Assault Cannon






The Hammer of Sunderance sounds like a really cool Relic... 3 damage instead of D3 would make it a fairly major upgrade for Tank Commanders. Unflinching Resolve will be nasty when combined with Defensive Gunners. Hitting on 5+ and re-rolling misses will make it pretty dangerous to charge a Leman Russ.

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 Horst wrote:
The Hammer of Sunderance sounds like a really cool Relic... 3 damage instead of D3 would make it a fairly major upgrade for Tank Commanders. Unflinching Resolve will be nasty when combined with Defensive Gunners. Hitting on 5+ and re-rolling misses will make it pretty dangerous to charge a Leman Russ.


The only problem I have with it is that I will be calling it the Hammer of Sundance 99% of the time I read it.
   
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Karol wrote:
Cool stuff, but how are factions without specialists detachments going to use those stratagems?


You don't, but GW have said they're going to be releasing more books with more of these detachments for armies not include din the Vigilus book. When this will happen hasn't been revealed.

These all look fine so far. The cost in CP is a decent balancing mechanic so far, though I do worry that eventually GW will write a broken one that becomes must-take for the army that can use it. The multiple warlord traits stratagem is another CP-hungry way to get some extra usefulness out of your specialist detachments.
   
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Boom! Leman Russ Commander




Manchester, UK

the_scotsman wrote:
 Horst wrote:
The Hammer of Sunderance sounds like a really cool Relic... 3 damage instead of D3 would make it a fairly major upgrade for Tank Commanders. Unflinching Resolve will be nasty when combined with Defensive Gunners. Hitting on 5+ and re-rolling misses will make it pretty dangerous to charge a Leman Russ.


The only problem I have with it is that I will be calling it the Hammer of Sundance 99% of the time I read it.


At least vanquisher models have a use now.


Automatically Appended Next Post:
I'm liking that field commander is a stratagem that you can choose to not use. So, for example, you can save the 1cp for your tank company if facing a gunline. That is some nice flexibility.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

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I'm not sure how I feel about these. They are pretty cool but I don't like that it is always the same CP cost.
Like for my guard army 1 CP to unlock this is basically nothing, but for my primaris army 1 CP to unlock is like 10% of my CP, just so I can spend more CP.
   
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East Bay, Ca, US

Imperial Guard - the faction that literally didn't need anything, gets something! Woo!

Although strike first for Ultramar does look pretty neat for marines.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
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Flamephoenix182 wrote:
I'm not sure how I feel about these. They are pretty cool but I don't like that it is always the same CP cost.
Like for my guard army 1 CP to unlock this is basically nothing, but for my primaris army 1 CP to unlock is like 10% of my CP, just so I can spend more CP.

Yep. And it is worse than that, the Primaris detachment is hella CP intensive. In addition of the CP for unlocking the formation, you need to pay a CP per squad so that you can even start spending the CP on stratagems (The stratagems can only be used by units with the veteran upgrade.)

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Manchester, UK

 Marmatag wrote:
Imperial Guard - the faction that literally didn't need anything, gets something! Woo!

Although strike first for Ultramar does look pretty neat for marines.


Well the new Guard stuff seems very focused on movement and getting close, which is a change from all the gunline you see with vehicles right now. You get improved overwatch, an advance and shoot stratagem and a charging stratagem. It would make Guard more fun to face if they didn't just sit in a line anymore.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

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the_scotsman wrote:
Karol wrote:
Cool stuff, but how are factions without specialists detachments going to use those stratagems?


The same way that you'd use a stratagem from another codex.

You wouldn't.



Ok, was just asking because the articles mentiones marines over and over again. But GK don't get a special detachment in the book, was wondering how they would get access to some of the stuff.
   
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Ultramarine Smash Captain just became a thing. Spend 3 fight during the charge phase, then fight normaly, and then spend another 3 and fight after the combat.

Hello to the new overlord and master.
   
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The question is, if a captain has the keyword <victrix guard> or only <victrix guard captain>.


EDIT: NVM it says captains [...]gain <victrix guard> in the first stratagem

This message was edited 1 time. Last update was at 2018/12/06 16:10:36


 
   
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America

People who run Tau Eldar and Guard (Low armor save armors) are gonna be real unhappy when their leader gets sniped off the table at 36 inches away by 10 man intercessor squads with stalker rifles

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 rayphoton wrote:
People who run Tau Eldar and Guard (Low armor save armors) are gonna be real unhappy when their leader gets sniped off the table at 36 inches away by 10 man intercessor squads with stalker rifles


Considering nobody with functioning synapses takes SBRs, giving them a reason to be on the board isn't a bad thing.
   
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Iowa

 Trickstick wrote:
 Marmatag wrote:
Imperial Guard - the faction that literally didn't need anything, gets something! Woo!

Although strike first for Ultramar does look pretty neat for marines.


Well the new Guard stuff seems very focused on movement and getting close, which is a change from all the gunline you see with vehicles right now. You get improved overwatch, an advance and shoot stratagem and a charging stratagem. It would make Guard more fun to face if they didn't just sit in a line anymore.

And, Militarum Tempestus get something as well, and they needed something. The dual Warlord trait may be interesting.

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Manchester, UK

 rayphoton wrote:
People who run Tau Eldar and Guard (Low armor save armors) are gonna be real unhappy when their leader gets sniped off the table at 36 inches away by 10 man intercessor squads with stalker rifles


I mean, commanders are small and tanks are big. It's not that big of a deal if it becomes a problem.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

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 Apple Peel wrote:
 Trickstick wrote:
 Marmatag wrote:
Imperial Guard - the faction that literally didn't need anything, gets something! Woo!

Although strike first for Ultramar does look pretty neat for marines.


Well the new Guard stuff seems very focused on movement and getting close, which is a change from all the gunline you see with vehicles right now. You get improved overwatch, an advance and shoot stratagem and a charging stratagem. It would make Guard more fun to face if they didn't just sit in a line anymore.

And, Militarum Tempestus get something as well, and they needed something. The dual Warlord trait may be interesting.


Dual warlord traits sounds great, able to take both Grand Strategist and Old Grudges will be very powerful I think. Now I just wanna see which Guard units are going up in price to pay for all these fancy new things.

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Manchester, UK

 Horst wrote:
Dual warlord traits sounds great, able to take both Grand Strategist and Old Grudges will be very powerful I think. Now I just wanna see which Guard units are going up in price to pay for all these fancy new things.


It's just the specialist detachment traits you can choose to give out, not any normal ones. And only to a character with that specialist keyword.

This message was edited 1 time. Last update was at 2018/12/06 16:20:14


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
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Flamephoenix182 wrote:
I'm not sure how I feel about these. They are pretty cool but I don't like that it is always the same CP cost.
Like for my guard army 1 CP to unlock this is basically nothing, but for my primaris army 1 CP to unlock is like 10% of my CP, just so I can spend more CP.


You've summed up one of the major problems of the CP system in one go. This is indeed something GW seems completely oblivious to, but they've also caused their own problems by allowing such easy, no-penalty souping of armies, which means you can't even be sure how many CPs a player is likely to have to spend on upgrading any given detachment using these rules.
   
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Slipspace wrote:
Flamephoenix182 wrote:
I'm not sure how I feel about these. They are pretty cool but I don't like that it is always the same CP cost.
Like for my guard army 1 CP to unlock this is basically nothing, but for my primaris army 1 CP to unlock is like 10% of my CP, just so I can spend more CP.


You've summed up one of the major problems of the CP system in one go. This is indeed something GW seems completely oblivious to, but they've also caused their own problems by allowing such easy, no-penalty souping of armies, which means you can't even be sure how many CPs a player is likely to have to spend on upgrading any given detachment using these rules.

Well, at least with the soup existing you can ally IG for some CP to make your Primaris Crusade somewhat functional, even though that might not be ideal. Otherwise it would be pretty much 'play goard or go home' on the Imperial side. Tying CP to how cheaply you can fill troop and HQ slots was one of the first mistakes in this edition, and it keeps hurting a lot of things and kneecapping otherwise good design ideas.

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I like the D3 battle cannon.

The two strategems they described for Leman Russes don't sound amazing [moving less than 5" is easy, and why would I want my tanks to run people over? I've both already got a strat for that, and I generally try to be not going that way with the tanks], but 3CP to get a flat D3 tank commander and re-rolled overwatch sound nice enough. I have CP at least.

I'm looking forward to the artillery company. If it's good, or even mostly passable, I might need to look into filling my elite and fast attack slots for a Brigade + Battalion + ??? instead of Battalion + Battalion + Supreme Command

This message was edited 2 times. Last update was at 2018/12/06 16:50:17


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I run a full primaris force of ultramarines and I don't use too many CP with it. Its not a force that has access to a huge amount of relevent Stratagems after rerolls.

I'm very interested in this. In conjunction with the CA, this is going to be crazy.
   
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It is at least 4 CP to fight first once. Pretty hefty if you ask me.
   
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Manchester, UK

 Inquisitor Lord Katherine wrote:
I like the D3 battle cannon.

The two strategems they described for Leman Russes don't sound amazing [moving less than 5" is easy, and why would I want my tanks to run people over? I've both already got a strat for that, and I generally try to be not going that way with the tanks], but 3CP to get a flat D3 tank commander and re-rolled overwatch sound nice enough. I have CP at least.

I'm looking forward to the artillery company. If it's good, or even mostly passable, I might need to look into filling my elite and fast attack slots for a Brigade + Battalion + ??? instead of Battalion + Battalion + Supreme Command


Close in tank work has been such fun in the past. With improved overwatch it may not be such a death sentence now. Also, an armoured push to objectives with obsec russes sounds nice. I'm interested in the new charging stratagem. Assuming it will be limited to russes, I can see it being better than crush them.

I just hope they didn't make a silly mistake with the relic, like not have it able to fire twice because of the name.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
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 rayphoton wrote:
People who run Tau Eldar and Guard (Low armor save armors) are gonna be real unhappy when their leader gets sniped off the table at 36 inches away by 10 man intercessor squads with stalker rifles

Deathwatch is going to break this strategem in half. Kraken rounds to wound on 2+ with rerolling 1s for the right mission tactic. Add in the +1 wound if you really need more mortal wounds.
   
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Phanobi





East Bay, Ca, US

 rayphoton wrote:
People who run Tau Eldar and Guard (Low armor save armors) are gonna be real unhappy when their leader gets sniped off the table at 36 inches away by 10 man intercessor squads with stalker rifles


This can already happen for less points with Scout Snipers. It isn't happening now, so I don't see why it would suddenly start happening.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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