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![[Post New]](/s/i/i.gif) 2023/02/14 09:01:39
Subject: Re:Imperial Guard 9th Edition Tactics
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Nihilistic Necron Lord
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What is a key character ? My guess would be any named character ?
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![[Post New]](/s/i/i.gif) 2023/02/14 09:42:21
Subject: Imperial Guard 9th Edition Tactics
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Locked in the Tower of Amareo
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Possibly reference to the extra characters in elite slot you can take? But yeah clarification to that. Maybe he's working from non-english rules. There's no key character term in english rules.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/02/14 18:10:12
Subject: Imperial Guard 9th Edition Tactics
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Humming Great Unclean One of Nurgle
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Do you mean, which units are compulsory?
You need one HQ, and then three Troops OR Elites OR Fast Attack OR Heavy Support OR Lords Of War.
Then you get a bunch of extra slots.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2023/02/14 23:40:02
Subject: Imperial Guard 9th Edition Tactics
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Student Curious About Xenos
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JNAProductions wrote:Do you mean, which units are compulsory?
You need one HQ, and then three Troops OR Elites OR Fast Attack OR Heavy Support OR Lords Of War.
Then you get a bunch of extra slots.
Maybe its in reference to the "Heroic Support" stratagem? In which case it would be anyone with the "Commandant" keyword. Allowing you to take two ina detachment
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Imperium:
Salamanders – 2500, Raven Guard – 3000, Imperial Fists – 3000
Imperial Guard – 5000, Militarum Tempestus – 2000, Grey Knights – 1500
Xenos:
Tau – 2500, Tyranids – 1500, Eldar - 500
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![[Post New]](/s/i/i.gif) 2023/02/17 21:48:29
Subject: Imperial Guard 9th Edition Tactics
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Storm Trooper with Maglight
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spiderman518 wrote: JNAProductions wrote:Do you mean, which units are compulsory?
You need one HQ, and then three Troops OR Elites OR Fast Attack OR Heavy Support OR Lords Of War.
Then you get a bunch of extra slots.
Maybe its in reference to the "Heroic Support" stratagem? In which case it would be anyone with the "Commandant" keyword. Allowing you to take two ina detachment
So 2 tanks commanders would still be allowed?
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"Elysians: For when you absolutely, positively, must have 100% casualties" |
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![[Post New]](/s/i/i.gif) 2023/02/17 23:10:23
Subject: Imperial Guard 9th Edition Tactics
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Perfect Shot Ultramarine Predator Pilot
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Yes, why wouldn't they be?
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![[Post New]](/s/i/i.gif) 2023/02/18 00:04:01
Subject: Imperial Guard 9th Edition Tactics
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Locked in the Tower of Amareo
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If the limit to 1 per detachment isn't detachment rule like say be'lakor&daemon princes and ork specialist mobs
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2023/02/18 01:11:25
Subject: Imperial Guard 9th Edition Tactics
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Whiteshield Conscript Trooper
Valhallan 12th
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Salted Diamond wrote: spiderman518 wrote: JNAProductions wrote:Do you mean, which units are compulsory?
You need one HQ, and then three Troops OR Elites OR Fast Attack OR Heavy Support OR Lords Of War.
Then you get a bunch of extra slots.
Maybe its in reference to the "Heroic Support" stratagem? In which case it would be anyone with the "Commandant" keyword. Allowing you to take two ina detachment
So 2 tanks commanders would still be allowed?
Correct, tank commanders do not have any 0-1 limit on them and never have (at least since 8th edition). Automatically Appended Next Post: What are people doing with all-infantry armies these days, now that AoO took away our troops slots? I miss being able to clog the table with 300 conscripts and win by default, is there anything like this play style anymore? I know "send in the next wave" was tragically nerfed and then removed from the game.
Thought for the day: the heretics and xenos can not win if your first movement phase takes four hours and there is no time left in the round.
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This message was edited 1 time. Last update was at 2023/02/18 02:12:07
SEND IN THE NEXT WAVE! |
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![[Post New]](/s/i/i.gif) 2023/02/18 06:23:20
Subject: Imperial Guard 9th Edition Tactics
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Imperial Recruit in Training
USA
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Conscript #760714 wrote: Salted Diamond wrote: spiderman518 wrote: JNAProductions wrote:Do you mean, which units are compulsory?
You need one HQ, and then three Troops OR Elites OR Fast Attack OR Heavy Support OR Lords Of War.
Then you get a bunch of extra slots.
Maybe its in reference to the "Heroic Support" stratagem? In which case it would be anyone with the "Commandant" keyword. Allowing you to take two ina detachment
So 2 tanks commanders would still be allowed?
Correct, tank commanders do not have any 0-1 limit on them and never have (at least since 8th edition).
Automatically Appended Next Post:
What are people doing with all-infantry armies these days, now that AoO took away our troops slots? I miss being able to clog the table with 300 conscripts and win by default, is there anything like this play style anymore? I know "send in the next wave" was tragically nerfed and then removed from the game.
Thought for the day: the heretics and xenos can not win if your first movement phase takes four hours and there is no time left in the round.
Mordian Glory took a pure infantry army to a tournament and went 5-1 or 5-0-1 i forget. It looks like our infantry went up in killing power and the Kreigers are surprisingly tough.
His list was like
Regimental Traits: Swift as the Wind and Heirloom weapons
HQ
2x Kreig Marshals
Cadian Command Squad with Nork, Death Mask, and Superior Tactical Training: Prefectus orders. Its the "Unkillable" command squad he calls the DredNork.
Primaris Psyker
Troops
12x Kreig with medic and 2x Meltas
Elites
3x Karskin
Then in a separate patrol detachment, the "Scion Deathball"
HQ
Tempestus Command Squad, with the Drill Commander trait, and the Final of Nemordesh First
Troops
3x Scions with Plasma and Hotshot Volley guns
The Kreigers march forward and die gloriously for the Emperor, while the Karskins and Scions, especially the Scions, just melt the enemy army. Im actually looking forward to running a similar list, since infantry guard was my thing back in 5th and 6th before i took a break
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![[Post New]](/s/i/i.gif) 2023/02/21 13:16:02
Subject: Imperial Guard 9th Edition Tactics
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Dipping With Wood Stain
Sheep Loveland
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I'm currently looking at starting a WW1 inspired Astra Militarum army, in which I'm looking at lots of troops, cavalry support, lots of artillery and little to no armour or air support (although I will field some at some stage.)
The following list I've put together would strictly be for casual games and less formal tournaments I go to (more charity fundraisers than actual WAAC games!)
HQ:
1 x Death Corps Marshal
1 x Death Korps Rider Commander
Elites:
1 x Commisar, power sword, plasma pistol
Troops:
6 x Death Korps of Kreig Infantry Squads, Vox Caster in each
Fast attack:
1 x 10 Model Death Riders Squad
1 x 10 Model Death Riders Squad
1 x Scout Sentinels, each with Heavy Flamer
Heavy Support:
1 x Earthshaker Carridge Battery, 3 Guns
2 x Quad Launcher Battery, 6 Guns
2000pts exactly.
As for regimental doctrines, etc. I'm not sure. I was toying with grimm determination to avoid combat attrition debuffs, and expert bombadieers to get more milage from the artillery.
Kreigers are tough, and anything to stop mass casualties (and aesthetic choices!) makes them pretty good for this list.
I'm using the death riders and sentinels to give turn one pressure to an opponents flanks, to clog up his deployment and to simply kerp them in a position for my artillery and squads to not get shot at/objective control.
Any input is very much wanted - hoping this type of Army is at least viable!
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40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company |
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![[Post New]](/s/i/i.gif) 2023/02/22 03:17:25
Subject: Imperial Guard 9th Edition Tactics
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Stalwart Veteran Guard Sergeant
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Dr. Mills wrote:I'm currently looking at starting a WW1 inspired Astra Militarum army, in which I'm looking at lots of troops, cavalry support, lots of artillery and little to no armour or air support (although I will field some at some stage.)
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Any input is very much wanted - hoping this type of Army is at least viable!
Great minds think alike! I’ve put together an infantry/artillery WWI army inspired by the Somme, replacing Krieger gas mask helms with the ones used by the British instead.
I haven’t played any games yet in the new edition, but I have been having fun with the list building for now. If I may offer some suggestions.
1) Aegis Defence Lines! They’re so cheap in the new edition and, they were nice before but with orders they make your objective holding artillery rearguard actually way more survivable. If you are willing to model sandbag and muddy trenches in lieu of the more imperial prefab heavy stone barricades, it’s both fluffy AND feasible!
2) Master of Ordnance. Non-negotiable in larger lists where you have artillery at play, it’s 25pts for wonderfull re-roll 1’s. And he doesn’t even have to be near your artillery units for this to work in the new edition! Given that he is part of a unit that has a character officer in it, you don’t have to be worried about being singled out either if placed well.
3) You and I are of like minds with regimental doctrines. Not that expert bombardiers can be redundant if combined with the order take aim, unless the enemy has -1 modifiers at play. But in that case just use a different order.
4) I don’t rate cavalry, but that’s just me and the particular theme I’m after. If you aren’t set on having that much Calvary in your list, consider taking Kasrkin. Stormtrooper outfits are certainly in keeping with the WWI theme, and that born warrior doctrine is nothing to sniff at. Snipers are also very fluffy, but outside of rat longs I think you can only get units of them if you do up a platoon squad for that purpose.
Overall, I like the cut of your jib and wish you best of luck. I find that Sabaton - ‘Price of a Mile’ is always a good pre-game tune.
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Psienesis wrote:I've... seen things... you people wouldn't believe. Milk cartons on fire off the shoulder of 3rd-hour English; I watched Cheez-beams glitter in the dark near the Admin Parking Gate... All those... moments... will be lost, in time, like tears... in... rain. Time... to die.
"The Emperor points, and we obey,
Through the warp and far away."
-A Guardsman's Ballad |
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![[Post New]](/s/i/i.gif) 2023/02/22 03:39:19
Subject: Imperial Guard 9th Edition Tactics
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Regular Dakkanaut
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Humble Guardsman wrote: Dr. Mills wrote:I'm currently looking at starting a WW1 inspired Astra Militarum army, in which I'm looking at lots of troops, cavalry support, lots of artillery and little to no armour or air support (although I will field some at some stage.)
…
Any input is very much wanted - hoping this type of Army is at least viable!
1) Aegis Defence Lines! They’re so cheap in the new edition and, they were nice before but with orders they make your objective holding artillery rearguard actually way more survivable. If you are willing to model sandbag and muddy trenches in lieu of the more imperial prefab heavy stone barricades, it’s both fluffy AND feasible!
I have been waiting for the new Aegis Gun line metrics for this purpose. The raised platform allows for potential diorama details below.
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![[Post New]](/s/i/i.gif) 2023/02/24 16:14:46
Subject: Imperial Guard 9th Edition Tactics
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Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
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I've seen this mentioned.....but what do you guys mean when you say that double plasma on cadians is a typo????? Is this on an FAQ or something?
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17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2023/02/25 09:39:55
Subject: Re:Imperial Guard 9th Edition Tactics
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Crazed Spirit of the Defiler
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There is a belief that the following will get FAQd at some point because it is currently written in a nonsensical way:
WARGEAR OPTIONS
• Up to 2 Shock Troopers can each have their lasguns replaced with one of the following: 1 flamer; 1 grenade launcher; 1 meltagun; 1 plasma gun.*
• 1 Shock Trooper equipped with a lasgun can be equipped with 1 vox-caster. This model's lasgun cannot be replaced.
• The Shock Trooper Sergeant's laspistol can be replaced with 1 bolt pistol.
• The Shock Trooper Sergeant’s laspistol and chainsword can be replaced with 1 drum-fed autogun.
* You cannot select the same weapon more than twice per unit.
The nonsensical bit if it isn't clear is:
* You cannot select the same weapon more than twice per unit.
As currently you could remove that line and not change the wargear selection rules as written.
But, if the line said:
* You cannot select the same weapon more than once per unit.
It would make sense and would be a valid use of printer ink to put that in a codex.
However, I think it will remain and you will be able to take 2 plasma guns in your squads until the next codex.
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![[Post New]](/s/i/i.gif) 2023/02/27 12:40:27
Subject: Imperial Guard 9th Edition Tactics
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Raging-on-the-Inside Blood Angel Sergeant
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To me its a pretty clear typo, it makes no sense being there as its currently written plus GW writes new rules to match the kit so two of each weapons wouldn't be in line with that.
Whether they actually FAQ it, who knows but its pretty obvious to me.
On a different note, can anyone point to to some maths hammer regarding comparing the Russ Turret Weapons and Sentinel weapon options?
As they all cost the same I suspect various ones are just better - think I know which (plasma) but would like to actually know and also see if some come out ahead in edge cases.
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40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts |
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![[Post New]](/s/i/i.gif) 2023/02/27 13:40:47
Subject: Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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WisdomLS wrote:To me its a pretty clear typo, it makes no sense being there as its currently written plus GW writes new rules to match the kit so two of each weapons wouldn't be in line with that.
Makes perfect sense when you compare it to the Catachan Jungle Fighters unit entry, which is 1 Flamer per 5 models.
Or if you realize that it was likely written at a time that the Cadian Shock Troops and Death Korps of Krieg units were able to be fielded in 5-20 model units...
Whether they actually FAQ it, who knows but its pretty obvious to me.
Frankly, I'm more concerned with things like the Kasrkin Sergeant being able to take a hotshot lasgun. It's an entry given from Shadowvaults and it's buildable out of the kit.
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![[Post New]](/s/i/i.gif) 2023/02/28 05:34:20
Subject: Re:Imperial Guard 9th Edition Tactics
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Regular Dakkanaut
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Hi everyone, had my Grand Tournament last weekend. Went 3-2 and ended up placing 17th out of 42. It was player placed LOS blocking terrain with every table having several magic boxes (which suck btw). My meta is fast assault armies and/or unkillable bricks with small-medium shooting.
My opponents were:
Game 1 vs Knights (win 100-76)
He had a freeblade Lance with 1 Errant, 3 helverns, 2 moiraxes, and 5 Warglaives.
Game 2 vs Creations of Bile (win 70-61)
He had a winged prince, master of possessions, dark apostle, 10 chosen, 10 plague marines, 2x10 legionaires, 3 possessed squads and fillers.
Game 3 vs emissaries custodes (loss 28-35)
Trajann, -1 to hit banner,, 2 bike units, 2 vegetarian, 2 Sagittarius, aquilon terminators
Game 4 vs world eaters (loss 48-100)
Invocatus, Executioner, 2 jackals, 3x5 berserker, 3x5 eight bound, 3x3 exalted eight bound, 3x1 spawn
Game 5 vs Darks Angel's (win 97-52)
2 talonmasters, special banner, apothecary, 2×10 death wing, 1×2 tornados, 3×1 vengeance, 2x1thunderstrike, Infiltrators
I picked grind them down (game 2) or boots on the ground (game1,3-5), inflexible Command and either bring it down (game 1) or retrieve Battlefield data (game 2-5).
I had several lessons learned. When i set up terrain i would make a large LOS block on one flank and set up fire lanes going into it on the other side. Then set up the Executioners or thunderers going on the LOS blocking side. The entire point is to get their good units placed in the firelanes behind the terrain thinking its safe. After set up and before first turn, if I was going first I would master Tactician my tanks into places where they could quickly get into the firelanes and blast the forward units. If i went second I would take the forward units and set them up conservatively. That worked every time!
I learned the vanquisher should not be a Commander. She sat back or only moved around the backfield most of the time (away from ordering units after the first turn)
My list leaned into armor and the tricks Infantry guard can do, but I need to change the Infantry to be secondary Squads only. IE change the Platoon Command to a Scion command for boots secondary in the backfield, drop the lascannons, Infantry Squad, commissar, and Castellan for something else.
The thunderers were MVPS every game! Counting as 5 is big when all you need is a toe to take an objective away from 4 enemy models. I tried not to charge them into someone unless I needed to take enemy units out of a turn or I needed extra movement. The demolisher Cannon is very focused on who opponents like to take midfield objectives with and are cheap enough that it doesn't hurt when they bite the dust.
Executioners over Battle cannons anyday. I was Always faced with 2+ save models and unless they had an invulnerable save they melted.
I honestly don't know about the rough Riders. The people I was running against must have been reading up on them because they were focused down or matched up against heavy weights way out of their league. I will still run them, because when they work, the hills sing!
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This message was edited 1 time. Last update was at 2023/02/28 05:35:40
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![[Post New]](/s/i/i.gif) 2023/03/01 12:14:31
Subject: Re:Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Guard FAQ up. Page 91 – Cadian Shock Troops, Wargear Options Change the asterisk note to read: ‘* You cannot select the same weapon more than once per unit.’ Page 92 – Death Korps of Krieg, Wargear Options Change the first asterisk note to read: ‘* You cannot select the same weapon more than once per unit. Pages 100, 101, 146 – Militarum plasma cannon Change the ability text of this weapon’s supercharge profile to read: ‘Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.’ Pages 113 – Valkyrie, Abilities Add the following ability: ‘Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can Fly. You can only fight with this model if it is within Engagement Range of any enemy units that can Fly, and this model can only make melee attacks against units that can Fly. Enemy units can only make melee attacks against this model if they can Fly.’ Page 114 – Aegis Defence Line, Abilities Change the first sentence of the Terrain Feature ability to read: ‘Terrain Feature: After this model is set up, it is treated as an Obstacle terrain feature with the following terrain traits, as described in the Warhammer 40,000 Core Book:’ Page 124 – Tempestus Scions, Wargear Options Change the fourth bullet point to read: ‘The Tempestor’s hot-shot laspistol can be replaced with one of the following: 1 bolt pistol; 1 plasma pistol.’ Q: If an Officer unit is embarked within a Chimera and uses the Mobile Command Vehicle ability to issue an Order, can that Officer issue additional Orders after disembarking, using the Disembarking Officers rule detailed in Voice of Command? A: The Officer unit can issue an Order using the Chimera’s Mobile Command Vehicle ability, followed by as many Orders as it can normally issue after disembarking from a Transport model as per the Disembarking Officers rule. Example: While embarked within a Chimera, Josh’s ‘Iron Hand’ Straken issues one Order using the Mobile Command Vehicle ability, and then disembarks from the Chimera and issues ‘Iron Hand’ Straken’s two normal Orders using the Disembarking Officers rule, for a total of three Orders issued. Q: If Ursula Creed issues an Order to a unit, and that Order is replaced by another Order, does the unit continue to receive any modifier to the Strength characteristic of its ranged attacks conferred by the Lord Castellan’s Fury ability? A: No. If the Order that triggered the Lord Castellan’s Fury ability is replaced by another, the affected unit loses the associated modifier. Q: Can the Trophy Hunters doctrine be selected for the purposes of a Kasrkin unit’s Warrior Elites ability or the Veteran Commandeer Tank Ace upgrade even if my army has a different Regimental Doctrine? A: Yes. Q: Can I use the Field Promotion Stratagem to select the same Warlord Trait as the Warlord that was just destroyed had, or likewise for any other previously destroyed model which had a Warlord Trait? A: No. Q: If I use the Field Promotion Stratagem to select the Old Grudges Warlord Trait, am I able to select an enemy unit for the purposes of the Old Grudges ability? A: No. You can only select an enemy unit for the Old Grudges ability at the start of the first battle round
Lazy, lazy garbage. Who submits these questions? This is absolutely trash. What's the bloody point of these named regimental units, if not to let them do something unique? Might as well just trash the ability to take two specials and just slap a Heavy Weapons Team in there.
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This message was edited 2 times. Last update was at 2023/03/01 12:21:47
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![[Post New]](/s/i/i.gif) 2023/03/01 12:35:08
Subject: Re:Imperial Guard 9th Edition Tactics
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Nihilistic Necron Lord
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Most important, no kasrkin MW bomb nerf. The FAQ is absolute garbage, it changes nothing. AM will still be the no.1 faction.
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This message was edited 1 time. Last update was at 2023/03/01 12:35:43
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![[Post New]](/s/i/i.gif) 2023/03/01 12:50:36
Subject: Re:Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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p5freak wrote:Most important, no kasrkin MW bomb nerf. The FAQ is absolute garbage, it changes nothing. AM will still be the no.1 faction.
They also didn't even address the Sergeant discrepancies from the KT->Main rules.
All in all, pretty pathetic showing. Makes me wonder what the hell the point of having the FAQ was.
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![[Post New]](/s/i/i.gif) 2023/03/01 12:52:22
Subject: Re:Imperial Guard 9th Edition Tactics
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Raging-on-the-Inside Blood Angel Sergeant
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Kanluwen wrote:Guard FAQ up.
Lazy, lazy garbage. Who submits these questions?
This is absolutely trash. What's the bloody point of these named regimental units, if not to let them do something unique? Might as well just trash the ability to take two specials and just slap a Heavy Weapons Team in there.
The change to a single of each weapon is just fixing the obvious typo on their datasheet and making sure that the unit entry matches what is available in the kit. Do I like the unimaginative, no conversion, no kitbash approach they are taking with units option now - No, but we all know that's how its being done so just live with it.
As p5freak mentions above, I'm mostly concerned that they didn't nerf Kasrkin - I just want an official fix for them. I've been playing that they can do a max of 6MW total but they likely need a further nerf as that's still far to good. I think changing born soldier so that it loses the "counts as a 6" part would be good as that rule just asks for trouble.
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This message was edited 1 time. Last update was at 2023/03/01 12:55:23
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![[Post New]](/s/i/i.gif) 2023/03/01 13:03:08
Subject: Re:Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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WisdomLS wrote: Kanluwen wrote:Guard FAQ up. Lazy, lazy garbage. Who submits these questions? This is absolutely trash. What's the bloody point of these named regimental units, if not to let them do something unique? Might as well just trash the ability to take two specials and just slap a Heavy Weapons Team in there. The change to a single of each weapon is just fixing the obvious typo on their datasheet and making sure that the unit entry matches what is available in the kit. Do I like the unimaginative, no conversion, no kitbash approach they are taking with units option now - No, but we all know that's how its being done so just live with it.
If they were "fixing the obvious typo on their datasheet", then Catachans would have seen a change as well. Spoiler! They didn't. Also, what the hell are you talking about "no kitbash, no conversion"? Have you built any of the new Cadians or Krieg? You're conflating "what's in the box" with other stuff. Don't do that. As p5freak mentions above, I'm mostly concerned that they didn't nerf Kasrkin - I just want an official fix for them. I've been playing that they can do a max of 6MW total but they likely need a further nerf as that's still far to good. I think changing born soldier so that it loses the "counts as a 6" part would be good as that rule just asks for trouble.
Don't care. More interested in them fixing the loadouts. At this point, it's obvious that they take too much feedback from tournaments. Thanks tournaments for ruining yet another of my frigging armies before I ever get a chance to play with them.
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This message was edited 2 times. Last update was at 2023/03/01 13:07:28
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![[Post New]](/s/i/i.gif) 2023/03/01 14:37:54
Subject: Re:Imperial Guard 9th Edition Tactics
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Raging-on-the-Inside Blood Angel Sergeant
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Kanluwen wrote: WisdomLS wrote: Kanluwen wrote:Guard FAQ up.
Lazy, lazy garbage. Who submits these questions?
This is absolutely trash. What's the bloody point of these named regimental units, if not to let them do something unique? Might as well just trash the ability to take two specials and just slap a Heavy Weapons Team in there.
The change to a single of each weapon is just fixing the obvious typo on their datasheet and making sure that the unit entry matches what is available in the kit. Do I like the unimaginative, no conversion, no kitbash approach they are taking with units option now - No, but we all know that's how its being done so just live with it.
If they were "fixing the obvious typo on their datasheet", then Catachans would have seen a change as well.
Spoiler! They didn't.
Also, what the hell are you talking about "no kitbash, no conversion"? Have you built any of the new Cadians or Krieg? You're conflating "what's in the box" with other stuff. Don't do that.
As p5freak mentions above, I'm mostly concerned that they didn't nerf Kasrkin - I just want an official fix for them. I've been playing that they can do a max of 6MW total but they likely need a further nerf as that's still far to good. I think changing born soldier so that it loses the "counts as a 6" part would be good as that rule just asks for trouble.
Don't care. More interested in them fixing the loadouts.
At this point, it's obvious that they take too much feedback from tournaments. Thanks tournaments for ruining yet another of my frigging armies before I ever get a chance to play with them.
I sorry but you don't seem to understand the point here.
GW are moving their rules to a point where the datasheet covers the unit that can be built out of the boxes they sell. This isn't good, but it is a fact. It discourages people from combining kits and parts from different units -this is partly due to the chapter house case from a few years back and partly no doubt in the hope to increase sales.
The new cadian box comes with one of each special weapon, thus the squad can only take each one once.
The Krieg box comes with one of each special weapon, thus the squad can only take each one once.
This was obvious intended from the codex entry but was cocked up by a copy and paste error,
The Catachan entry hasn't been changed because it doesn't need to - they can take two flamers because the kit comes with 2 flamers.
If GW took the feedback from tournament players then fixing Kasrkin would be the first thing they did.
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![[Post New]](/s/i/i.gif) 2023/03/01 15:06:31
Subject: Re:Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Nah, I get it just fine. You parroted a common argument that doesn't fly.
GW are moving their rules to a point where the datasheet covers the unit that can be built out of the boxes they sell. This isn't good, but it is a fact. It discourages people from combining kits and parts from different units -this is partly due to the chapter house case from a few years back and partly no doubt in the hope to increase sales.
lol, then they wouldn't lock you to one of each per squad if they wanted to "increase sales". The Scion and Kasrkin Sergeants would get lasgun options.
Seriously, do you lot actually read your own arguments?
The new cadian box comes with one of each special weapon, thus the squad can only take each one once.
Except it doesn't come with "one of each special weapon". It comes with one of each weapon listed. But since the DKoK and Cadian Shock Troop boxes are also meant to double for the "Infantry Squad" unit entry, this argument falls flat every. frigging. time.
The Krieg box comes with one of each special weapon, thus the squad can only take each one once.
Same thing.
This was obvious intended from the codex entry but was cocked up by a copy and paste error,
No actually, it wasn't "obvious intended". You lot keep parroting these things to the point where GW just does it because they're swamped with crying comments from people who haven't even read the frigging book yet, just some half-cocked scan or whatever trash you got from Wahapedia or Battlescribe.
The Catachan entry hasn't been changed because it doesn't need to - they can take two flamers because the kit comes with 2 flamers.
Sure it does, after all--you have to convert them to hold the flamers.
If GW took the feedback from tournament players then fixing Kasrkin would be the first thing they did.
Or they wouldn't, because the only place I've seen complaining about the "Kasrkin Deathball" has been from theoryhammering sessions.
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![[Post New]](/s/i/i.gif) 2023/03/01 16:22:54
Subject: Imperial Guard 9th Edition Tactics
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Raging-on-the-Inside Blood Angel Sergeant
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You obviously don't want to listen to reasoned explanations of why things are the way they are.
There is no conspiracy, things are the way they are for pretty obvious reasons.
Keep enjoying (or not) the hobby in any way you like :-)
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![[Post New]](/s/i/i.gif) 2023/03/01 16:30:55
Subject: Imperial Guard 9th Edition Tactics
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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And yet, we don't get options for Hotshot Lasguns on Kasrkin Sergeants or Tempestors or Tempestor Primes. And yet, we don't get Heavy Weapon Squads with Vox-Casters despite the new kit literally including them. If you really want to talk down at me? Know that I've actually built the bloody kits. I also was actually around for the Chapterhouse case and saw the fallout of it--and the simple fact that it didn't affect what you claim it did. This push for the contents of the box to be the contents of the datasheet is all tourney player complaints, primarily focused around bits sellers and the like.
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This message was edited 1 time. Last update was at 2023/03/01 16:36:32
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![[Post New]](/s/i/i.gif) 2023/03/01 16:43:25
Subject: Imperial Guard 9th Edition Tactics
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Lord of the Fleet
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Hysterics aside, the Kasrkin change is probably something they'd sort out in the Balance Datasheet, same as they did with Flamers.
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![[Post New]](/s/i/i.gif) 2023/03/01 23:40:55
Subject: Re:Imperial Guard 9th Edition Tactics
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Fresh-Faced New User
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Kanluwen wrote:They also didn't even address the Sergeant discrepancies from the KT->Main rules.
Why would they? Kill Team is not 40k and there is no rule that models must be valid for both games. In fact the precedent was set from day one with the original KT 2.0 box that KT would have models that are not included in 40k.
No actually, it wasn't "obvious intended". You lot keep parroting these things to the point where GW just does it because they're swamped with crying comments from people who haven't even read the frigging book yet, just some half-cocked scan or whatever trash you got from Wahapedia or Battlescribe.
It absolutely was obviously intended. There were two separate statements:
The unit may take up to two special weapons.
The unit may not take more than two of the same special weapon.
The second statement as-written is redundant and nonsensical. If you can only take two weapons total you don't need a separate rule that you can't take more than two of the same, taking more than two of the same is already banned by the first rule. The only reason the asterisk note had any reason to exist was if it was meant to be a limit of no more than ONE of each weapon. And GW made the obvious correction that everyone was expecting from the moment Cadia Stands was released.
Whether or not you agree with GW's decision to prohibit duplicate special weapons or any supposed reason GW made that decision it is indisputable fact that the rules as originally printed contained a typo and now GW has corrected the error in the way we expected.
What's the bloody point of these named regimental units, if not to let them do something unique?
They do something unique. Basic infantry squads get heavy weapons but only one special weapon. Cadians have buffed lasguns and double special weapons. Krieg have increased durability and up to three special weapons, though in a less-efficient configuration that leaves room for Cadians. Catachans get a melee buff and double flamers. You may not be able to take the double plasma that would be the optimal tournament netlist option for them (ironic given your complaints about tournament players) but they all have very clear roles to fill. Automatically Appended Next Post: p5freak wrote:Most important, no kasrkin MW bomb nerf. The FAQ is absolute garbage, it changes nothing.
It wasn't really expected. The first FAQ rarely addresses balance issues, it is focused on correcting print errors and clarifying ambiguous rules. Kasrkin are arguably a balance issue but their rules are very clear and functional as-written. The only thing that might have happened to Kasrkin in this FAQ was if GW decided that the split fire trick was an error in writing the stratagem text and changed it to a limit of 6 MW total, but apparently they've decided that 6 per unit is intended and will be treated as a (potential) balance issue.
AM will still be the no.1 faction.
Actual tournament data disagrees with you.
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This message was edited 1 time. Last update was at 2023/03/01 23:44:42
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![[Post New]](/s/i/i.gif) 2023/03/02 03:12:30
Subject: Imperial Guard 9th Edition Tactics
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Dakka Veteran
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Shame on the double weapons, it was fun while it lasted. Glad I waited before converting extra plasma models.
Kasrkin I personally don't feel need a nerf. Not like Tau commanders or a bunch of other more busted things. Now maybe the full combo with split fire might but I don't use it so I wouldn't know. If they do I hope it's sensible and not unit ending.
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![[Post New]](/s/i/i.gif) 2023/03/02 10:15:38
Subject: Re:Imperial Guard 9th Edition Tactics
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Raging-on-the-Inside Blood Angel Sergeant
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Similarly I haven't played with the split fire mortal trick, I assume it wasn't intended and have told my opponents that how I'll be playing it. Had hoped the FAQ would have confirmed that but as you say they may treat it as a balance issue for the next dataslate.
Having used the Kasrkin a few times now I think they may be a problem - sure it costs a couple of CP but being able to put that much targeted firepower anywhere (outside of 9") that you want is a bit much for 100pts.
Its the stacking buffs issue, the unit itself isn't an problem, the strats themselves aren't an problem but add in full reroll from LS and the extra hit & AP order and it becomes oppressive.
One of my hopes for 10th edition is they bring in some classes of "buff" and each unit can only benefit from one of each at a time. Would make it alot easier to balance the game and lead to alot less multiplicative damage bursts or defensive walls.
All buffs could class as either defensive, offensive, moral or mystical. Only one of each on a unit, should cover most abilities and stop stacking.
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:Custodes: 4,000pts |
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