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Post by yvain on Apr 10, 2014 21:14:39 GMT -5
Yarrick looks the same
On CCS, Company Commander can take a shotgun for his laspistol. Carapace, Krak, and Camo gear are all availible to veterans in CCS only. Krak = searchlight price, Camo and Carapace is price of boltgun currently. It specifically says veterans, though the CC can take other wargear from the list. You can go laspistol and CCW instead of lasgun now.
Nork price reduced 2.5 ratlings
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Post by yvain on Apr 10, 2014 21:51:26 GMT -5
Ok updated: SWS can take demo charge for same price. Company commander can take Carapace for half a ratling and camo for a full ratling. This annoyingly leads to a full carapace CCS being 2 points shy of a number ending in 0 or 5. Only CC and LC can take relics; no special characters. Lord Commie down one ratling. Stormtroopers cannot take snipers and they are the only ones that can have Hotshot volley guns. Sniper Rifles are reduced to current boltgun price. Looks like pask is more expensive than previously thought. He costs three ratlings for the upgrade to Tank commander than an additional four ratlings to become Pask. In a final insult to Harker, his unit entry which was a page long is reduced down to two sentences.
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Post by Comrade on Apr 11, 2014 6:41:42 GMT -5
it pretty much looks like if you didn't play with charachters, our codex is almost pretty much the same
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Post by yvain on Apr 11, 2014 8:05:37 GMT -5
For the most part yes. Some key units like the Leman Russ and the stormtrooper were improved at the cost of small price increases for other equially key units. (Minus the Vendetta nerf which was kind of necessary)
On a whole, I think guard is still more powerful. I despise the loss of the flexibility options. Harker infiltrate, Marbo, and special operations were key to my own list. In addition, I feel like it is much harder to make a theme army now because the special characters are gone. Chenkov and Al'Rahem were hardly enough to meet their regiments, but they at least go the point accross. Creed, Harker and Straken are more generic fill in hole in any army characters. Harker really makes me sad because he has been in my army since my first game and I cannot see a use for him now. The exception is Yarrick who is pretty great now in my opinion. He still fits his theme well and has a nice trait that matches his unit. In addition, with Tank Commanders you can really make a steel legion style list with Yarrick and TC has your HQ choices.
I suppose now that the book is out we should stop talking about rumors and start a AM:IG tactics guide that we all discussed.
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Post by Julian Sharps on Apr 11, 2014 10:38:47 GMT -5
For the most part yes. Some key units like the Leman Russ and the stormtrooper were improved at the cost of small price increases for other equially key units. (Minus the Vendetta nerf which was kind of necessary) On a whole, I think guard is still more powerful. I despise the loss of the flexibility options. Harker infiltrate, Marbo, and special operations were key to my own list. In addition, I feel like it is much harder to make a theme army now because the special characters are gone. Chenkov and Al'Rahem were hardly enough to meet their regiments, but they at least go the point accross. Creed, Harker and Straken are more generic fill in hole in any army characters. Harker really makes me sad because he has been in my army since my first game and I cannot see a use for him now. The exception is Yarrick who is pretty great now in my opinion. He still fits his theme well and has a nice trait that matches his unit. In addition, with Tank Commanders you can really make a steel legion style list with Yarrick and TC has your HQ choices. I suppose now that the book is out we should stop talking about rumors and start a AM:IG tactics guide that we all discussed. You mean like this one?
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 12:36:17 GMT -5
I just got back from acquiring the Codex, Hydra/Wyvern, order cards, and also snagged a set of the Quake Cannon craters. Will get the codex and kits unwrapped and evaluate them...
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 12:45:37 GMT -5
The Hydra/Wyvern is eminently floppable between configurations. The Hydra AC barrels plug into a hole in the receiver body, and the Stormshard mortar barrels plug over top of that same area; may not need magnets at all to change the guns over. The ammo canisters for the AC and the ammo boxes for the mortar each plug onto pegs on the side of the receiver, and I think just putting corresponding small magnets inside of them and the receiver should allow them to be swapped with a minimum of fuss.
Edit:
The receivers themselves mount onto, and should rotate freely around, a round peg that is built into the gear arrays for elevation that connect to the gunnery platform.
The prayer shrine/targeting screen is a separate bit from the gunnery station's shield, for those who want to dispense with the chapel on treads look and drop in a different set of bits to make a screen.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 13:49:19 GMT -5
Speculation:
Based on the artwork for its entry, we may be seeing a re-working of the Manticore. The missile rack in the artwork is shown as mounted on a raised swivel (sort of like the FW Manticore, but not a big turret it's more like the current plastic missile rack) as opposed to the fixed straight ahead way the plastic Manticore/Deathstrike kit is configured...
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Post by yvain on Apr 11, 2014 13:56:46 GMT -5
How is the fluffy section? Any new stories and artwork? I have pretty much seen all the rules through the leaks and I am very disappointed by the shortening of the unit entries, but I will forgive it if it makes looking up rules easier provided there is some substance.
Right now I feel like just getting the digital version and I want to know if the hardback is worth it.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 13:58:06 GMT -5
Hot damn! We now have some new vehicle equipment...
Recovery Gear (so the picks, shovels, cables, and hammer bits now actually can serve a purpose): Immobilized is repaired on a 6 at the end of a movement phase in subsequent turns to when the vehicle became immobilized. Doesn't restore hull points.
Augur Array: A Deep Striking unit will not scatter if it deploys within 6" of a vehicle equipped with one.
Fire Barrels: The crew torches off barrels of fuel lashed to the vehicle and causes d6 S4 AP5 randomly allocated hits on the first unit that tries to charge the vehicle.
Camo Netting now gives a +1 to cover save (and a 6++ to a vehicle in the open).
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:01:54 GMT -5
How is the fluffy section? Any new stories and artwork? I have pretty much seen all the rules through the leaks and I am very disappointed by the shortening of the unit entries, but I will forgive it if it makes looking up rules easier provided there is some substance. Right now I feel like just getting the digital version and I want to know if the hardback is worth it. Didn't look through too much of the fluff, except for the 'Chan stuff. It's somewhat reduced, but seems like they've come up with some new battles to hold up as examples, and some details about 'Chan and Cadia. Small picture blurbs about Mordians, Elysians, etc. but Cadia and 'Chan are the main focus for regimental descriptions. Good bit in there about how incompetent the Munitorum can be (working in the example of a missed decimal place sending a unit off to die uselessly while a scribe just shrugs from "Fifteen Hours," and basically stating that the Guard wins through sheer bloody mindedness and overwhelming numbers and firepower despite the Munitorum making constant mistakes).
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:06:08 GMT -5
Veteran squads are still their own separate entry under Troops. Three veterans can take special weapons still, unless the squad includes a heavy flamer in which case they can only take two special weapons. Greandiers, Forward Sentries, and Demolitions are still in as Doctrines for them. Harker disallows Grenadiers like before, and is still Relentless, Payback is rending.
Edit: Heavy flamer is a separate upgrade from Heavy Weapon team. So theoretically you could have a HF, HWT, and 2 X SW veterans in a squad. Or 3 X SW veterans and a HWT, etc.
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Post by ogguardsman on Apr 11, 2014 14:13:11 GMT -5
The Hydra/Wyvern is eminently floppable between configurations. The Hydra AC barrels plug into a hole in the receiver body, and the Stormshard mortar barrels plug over top of that same area; may not need magnets at all to change the guns over. The ammo canisters for the AC and the ammo boxes for the mortar each plug onto pegs on the side of the receiver, and I think just putting corresponding small magnets inside of them and the receiver should allow them to be swapped with a minimum of fuss. Edit: The receivers themselves mount onto, and should rotate freely around, a round peg that is built into the gear arrays for elevation that connect to the gunnery platform. The prayer shrine/targeting screen is a separate bit from the gunnery station's shield, for those who want to dispense with the chapel on treads look and drop in a different set of bits to make a screen. I've got an old Griffon which I've built with the metal mortar section not glued in place so I can remove it leaving the chimera looking like an el camino. Are there enough Wyvern bits that I could cobble together a Wyvern platform to slot in if I used the kit to build the Hydra?
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:15:02 GMT -5
Stormies can now be taken as a Platoon under Elites: 0 - 1 Stormy Command Squad + 1 - 3 squads of Stormies (5 Stormies base per squad, but can add up to 5 more per squad).
Edited the requirement on the Command Squad based on Comrade's catch.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:18:10 GMT -5
The Hydra/Wyvern is eminently floppable between configurations. The Hydra AC barrels plug into a hole in the receiver body, and the Stormshard mortar barrels plug over top of that same area; may not need magnets at all to change the guns over. The ammo canisters for the AC and the ammo boxes for the mortar each plug onto pegs on the side of the receiver, and I think just putting corresponding small magnets inside of them and the receiver should allow them to be swapped with a minimum of fuss. Edit: The receivers themselves mount onto, and should rotate freely around, a round peg that is built into the gear arrays for elevation that connect to the gunnery platform. The prayer shrine/targeting screen is a separate bit from the gunnery station's shield, for those who want to dispense with the chapel on treads look and drop in a different set of bits to make a screen. I've got an old Griffon which I've built with the metal mortar section not glued in place so I can remove it leaving the chimera looking like an el camino. Are there enough Wyvern bits that I could cobble together a Wyvern platform to slot in if I used the kit to build the Hydra? If you can find the artillery platform bits, elevation gear pylons, the receivers for the guns, ammo containers, and the barrels when bits sellers start breaking the kit down and making parts available, this might be viable. And you could also flop it between being a Hydra if you need one. I'll take a closer look at the kit to make sure the basic dimensions of the rear part of the Chimera chassis hasn't changed. There are not enough parts included in the Hydra/Wyvern kit (as everything but the AC and mortar barrels are shared parts) to build a second complete variant using a spare Chimera hull.
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Post by Comrade on Apr 11, 2014 14:22:05 GMT -5
slight thing on the stormtroopers, it states: "must include between 1-3 scions, and may include a scion command squad" Reading that as : 1-3 storm squads, 0-1 SCS
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:26:36 GMT -5
slight thing on the stormtroopers, it states: "must include between 1-3 scions, and may include a scion command squad" Reading that as : 1-3 storm squads, 0-1 SCS That is correct, my bad (just fixed it above, good catch Comrade!). The Command Squad is optional (0 -1), but you must have 1 - 3 squads of Stormies per platoon. So theoretically one could use all 3 Elite slots to field 3 - 9 Stormy squads and 0 - 3 Stormy Command Squads... So, take a mandatory HQ and 2 Troops (perhaps Veterans?), and then you could have the rest of the infantry composed of (up to 105) Stormies! Edit: Oh, and all Stormies have access to the Chimera as a Dedicated Transport, they aren't just limited to the ISB.
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Post by gamma016 on Apr 11, 2014 14:34:53 GMT -5
How do the command tanks work? Can you take just a lone rus for your HQ or is their a second rus tax? I was hoping I could just run a single Vanquisher with Pask in HQ BUT I don't want to have to take a second tank with him.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:38:47 GMT -5
How do the command tanks work? Can you take just a lone rus for your HQ or is their a second rus tax? I was hoping I could just run a single Vanquisher with Pask in HQ BUT I don't want to have to take a second tank with him. You purchase the Tank Commander as an HQ mounted in any type of Russ (so points of the Commander + points of the Russ they're mounted on), and they must be accompanied by 1 or 2 additional Russes in a squadron (which do not seem to count against Heavy Support, they are all part of one HQ unit). One Tank Commander may then be upgraded to Pask if you have multiple Tank Commanders.
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Post by Comrade on Apr 11, 2014 14:41:19 GMT -5
but if you roll under a 9 on 2d6 your hq tank can fire at a seperate target then the rest
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Post by yvain on Apr 11, 2014 14:42:55 GMT -5
Tank Commanders need a buddy tank. slight thing on the stormtroopers, it states: "must include between 1-3 scions, and may include a scion command squad" Reading that as : 1-3 storm squads, 0-1 SCS That is correct, my bad (just fixed it above, good catch Comrade!). The Command Squad is optional (0 -1), but you must have 1 - 3 squads of Stormies per platoon. So theoretically one could use all 3 Elite slots to field 3 - 9 Stormy squads and 0 - 3 Stormy Command Squads... So, take a mandatory HQ and 2 Troops (perhaps Veterans?), and then you could have the rest of the infantry composed of (up to 105) Stormies! Edit: Oh, and all Stormies have access to the Chimera as a Dedicated Transport, they aren't just limited to the ISB. Well the Command squad is pretty money because they can take 4 special weapons. A command squad with 4 volly guns is pretty sick There is also no option to take a rifle on the Sgt, which is frustrating. Even worse, it looks like the Veteran Sgt cannot take a shotgun.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:46:48 GMT -5
but if you roll under a 9 on 2d6 your hq tank can fire at a seperate target then the rest Those are the Tank Orders: At start of shooting roll 2d6, 9 or less allows them to issue one of three orders: 1) Full Throttle: Whole unit moves Flat Out 6+d6" 2) Kill on Sight!: The Tank Commander's tank blams aways at a different target from the rest of the squadron, and their shots are resolved first. Units that are shot out of a transport by the Tank Commander may not be targeted by the other tanks in the TC's squadron for purposes of their shooting after the TC's attacks are resolved. 3) Strike and Shroud: The TC's unit makes a shooting attack and then all vehicles in the TC's squadron that haven't previously popped smoke must pop smoke.
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Post by yvain on Apr 11, 2014 14:49:00 GMT -5
Also Oygrns and the new commissar are up for pre-order. The tank company bundle and new battle forces as well. They look to save you a good amount of cash.
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Post by Trooper One-Nine-Seven-Four on Apr 11, 2014 14:50:54 GMT -5
Tank Commanders need a buddy tank. That is correct, my bad (just fixed it above, good catch Comrade!). The Command Squad is optional (0 -1), but you must have 1 - 3 squads of Stormies per platoon. So theoretically one could use all 3 Elite slots to field 3 - 9 Stormy squads and 0 - 3 Stormy Command Squads... So, take a mandatory HQ and 2 Troops (perhaps Veterans?), and then you could have the rest of the infantry composed of (up to 105) Stormies! Edit: Oh, and all Stormies have access to the Chimera as a Dedicated Transport, they aren't just limited to the ISB. Well the Command squad is pretty money because they can take 4 special weapons. A command squad with 4 volly guns is pretty sick There is also no option to take a rifle on the Sgt, which is frustrating. Even worse, it looks like the Veteran Sgt cannot take a shotgun. Yes on 4 volley guns in the Stormy Command Squad. Stormy Sarge can take Bolt Pistol, or Plasma Pistol in place of Hotshot Laspistol, along with a Power Fist or Power Weapon. Also appears to be yes that Vet Sarge cannot have a shotty, although they can take a Power Fist, Power Weapon, Bolt Pistol, Boltgun, or Plasma Pistol. Regular Sarge does not have a rifle, has a laspistol that can be upgraded to Bolt Pistol, Boltgun, or Plasma Pistol, and can upgrade "stabby fing" to a Power Weapon. Guard Infantry Units (CCS, PCS, Squads, HWS, SWS, Conscripts, and Vets) come with frags standard.
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Post by Comrade on Apr 11, 2014 15:06:09 GMT -5
I think volley guns are an excellent choice for non-ds scions, but for DS stormies, whats better then a SCS w/ 4 meltaguns popping up beside you saying whats up? along with 3x 5 man squads with melta/plasma (Side note: Commissars can now be attached directly to conscript units. )
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