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Post by RedCuffs on Sept 24, 2017 15:23:17 GMT -5
Any official intelligence updates regarding how our units will operate in the near future will have links posted here Guard Codex Int Update www.warhammer-community.com/2017/09/24/daemon-engines-a-battlefield-in-a-box-and-a-new-codex/Catachan Int Update www.warhammer-community.com/2017/09/25/regimental-focus-catachan-sep25gw-homepage-post-2/Mordian Int Update www.warhammer-community.com/2017/09/26/regiment-focus-mordian-sep26gw-homepage-post-2/Vostroyan Int Update www.warhammer-community.com/2017/09/27/regiment-focus-vostroyan-sep27gw-homepage-post-2/Valhallan Int Update www.warhammer-community.com/2017/09/28/regiment-focus-valhallans-sep28gw-homepage-post-2/Armageddon Int Update www.warhammer-community.com/2017/09/29/regimental-focus-armageddon-sep29gw-homepage-post-2/www.belloflostsouls.net/2017/09/40k-breaking-codex-astra-militarum-new-death-guard-models.htmlThis should interest all of us ... Then there's this too. spikeybits.com/2017/09/gw-teasers-astra-militarum-codex-next.htmlPasted here is the relevant texts for Guard. We’ve seen rules for Space Marine Chapters, Traitor Legions, forge worlds, and now there are rules for 8 regiments of the Astra Militarum. Which regiments, you ask? Cadia and Catachan will, of course, be included, as well as new rules for Armageddon, Tallarn, Valhalla, Vostroya, Mordian and the Militarum Tempestus. Each one of these factions will be getting its own regimental doctrine, order, stratagem, relic, and warlord trait – the codex is absolutely brimming with content, aimed at letting you customise your army to suit your style of play. Similarly, the codex is set to diversify Astra Militarum lists with tweaks to rules and points aimed at putting each unit on an even footing. Conscripts, for example, have been changed to better reflect their inferior discipline compared to professional soldiers. It’s not just about rules, either – the new codex contains loads of new background and art, including a look at some of the more unusual regiments of the 41st Millennium and advice on how you might want to convert them.
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Post by nutty on Sept 25, 2017 5:32:29 GMT -5
Sounds good It'd be interesting to see how they ar going to differentiate the regiments ruleswise.
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Post by RedCuffs on Sept 25, 2017 20:51:20 GMT -5
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Post by imperatordeus on Sept 25, 2017 21:51:36 GMT -5
They weren't what I was expecting, but I quite like the Catachan rules. I play Cadians, but I have a small force of Catachans. I was building up to a Catachan Ambush Patrol formation for 6th Ed. Apocalypse, however after I bought the models, but before I finished building them, 7th Ed. came along and rolled Apocalypse into regular 40K and invalidated all of the old Apocalypse Formations. A Company Command Squad; Platoon Command Squad; 5 Infantry Squads; 2 Special Weapons Squads; 3 Heavy Weapons Squads; and 2 Veteran Squads have been sitting in a figure case for a few years now. Maybe I'll write up a Catachan Batallion Detachment for them to add to my Cadians and finally put them on the table after the Codex is released! It would be an excuse to paint something other than Cadians for a change too, lol!
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Post by RedCuffs on Sept 26, 2017 3:35:41 GMT -5
I was wondering if they'd discontinue the Catachan line. I never seem to see many of them around. Not in the flesh or online. And hoping a new guard infantry line would pop up. Maybe we'll get a new one anyway. Time will tell.
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Post by RedsandRoyals on Sept 26, 2017 9:30:35 GMT -5
Leman Russes got a nice boost. Their turret weapons do not suffer a penalty for moving and firing a heavy weapon. Additionally, if the tank moves less than half of it's movement characteristic, it can fire it's main gun twice.
The Punisher just got insanely nasty.
Mordian infantry get bonuses to Ld and Overwatch for being in base to base contact with one another. Vehicles get overwatch bonuses for being within 3in. Additionally, Mordians can use a regiment-specific order to target characters with rapid fire weapons even if they're not the closest model. That sounds like it can turn vets or special weapon squads toting plasma guns into nice little assassin units.
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Post by Aeon on Sept 26, 2017 13:59:23 GMT -5
I can't seem to get my photo bucket working. I will try again later
I'm unsure if these have been officially released yet, but I have seen a snap shot of Mordian doctrines. They have the close order drill doctrine. We can now run regiments like we used to back in 4th edition. Feels like so long ago
I am ready to serve the Emperor again
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Post by RedCuffs on Sept 26, 2017 14:24:03 GMT -5
Exactly what I thought ... Regimental doctrines ... C'mon !!! Really hoping there's a "Drop Troops" version (But with sentinels too).
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Post by RedsandRoyals on Sept 26, 2017 14:39:45 GMT -5
I can't seem to get my photo bucket working. I will try again later I'm unsure if these have been officially released yet, but I have seen a snap shot of Mordian doctrines. They have the close order drill doctrine. We can now run regiments like we used to back in 4th edition. Feels like so long ago I am ready to serve the Emperor again Going to run your Fists as power-armored guardsmen? RedCuffs: We'll see. Out of all the regiments listed, none of them strike me as drop troops and Elysians are staying in the FW camp. I was a little surprised that Catachan didn't get the Raven Guard/Alpha Legion/Stygies doctrine of being hard to hit at range, and being able to spend a CP to infiltrate units, but we'll see. GW has had some trouble balancing out these sort of "Chapter Tactics', so I'm hoping that doesn't render some regiments functionally worthless.
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Post by RedCuffs on Sept 26, 2017 15:25:27 GMT -5
Yep, I get it. But I've got my fingers crossed. Also hoping for some kind of "Grenadiers Doctrine" thing. Don't know who'll (what regiment) could have that one. Also "Mechanised" could be cool. Yep ... I want "Mechanised" too !!!
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Post by stovrose on Sept 26, 2017 16:56:35 GMT -5
Well this is kind of nice...
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Post by RedsandRoyals on Sept 26, 2017 19:18:15 GMT -5
Pinned this thread and consolidated a few others into it so we can keep the discussion centralized.
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Post by imperatordeus on Sept 26, 2017 22:18:56 GMT -5
And I thought I would have to shelve my Russes in favour of Basilisks and Manticores this edition. This puts them back in the mix, which is good because I have 12 Russes of various types. I think they're easily the coolest looking tanks in 40K and they were a big part of the reason I chose Guard in the first place. I was pretty disappointed in them for 8th, I'm not really too concerned about their points cost, especially with the new Grinding Advance. Here's hoping Chimeras come down in price a little to make Mechanized units a little more worthwhile again!
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Post by RedsandRoyals on Sept 26, 2017 22:59:15 GMT -5
Yeah, the love was much needed. The removal of templates really hit them hard, and made the basic LRMBT a bit... well, poo. I'd love to see Chimeras and Sentinels go down a bit, or at least their weapon options. I'd like to see the Taurox Dakkabox actually come UP in price a touch, and I think we'll see a 1pt increase for Scions, or an increase to the cost of the plasma gun.
Plus the conscript nerf, but we knew that was coming already.
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Post by Major Downer on Sept 27, 2017 1:59:19 GMT -5
Leman Russes got a nice boost. Their turret weapons do not suffer a penalty for moving and firing a heavy weapon. Additionally, if the tank moves less than half of it's movement characteristic, it can fire it's main gun twice. The Punisher just got insanely nasty. So you're saying I move under half movement (4") Then I nail off 18 shots at Orks with my Punisher cannon and then I get to do it again? That's just disgusting. Say If I killed all the Orks in the first line of shooting, could we pick another target to use the second line of shooting?
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Post by nutty on Sept 27, 2017 2:05:11 GMT -5
Some exciting changes for sure, the Russ buff in particular is very welcome.
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Post by Machine Gun Kelly on Sept 27, 2017 5:23:44 GMT -5
Seems like good things are coming to my tanks. Perhaps it is time to buy myself a Punisher. And as I really never liked conscripts I don´t mind them being nerfed.
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Post by RedCuffs on Sept 27, 2017 5:33:19 GMT -5
Can you imagine facing an armoured company and you get second turn ... Stealing the initiative ... C'mon sixes ... and you roll a one ... COMMAND POINT ... C'mon sixes ...
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Post by RedsandRoyals on Sept 27, 2017 9:57:13 GMT -5
Leman Russes got a nice boost. Their turret weapons do not suffer a penalty for moving and firing a heavy weapon. Additionally, if the tank moves less than half of it's movement characteristic, it can fire it's main gun twice. The Punisher just got insanely nasty. So you're saying I move under half movement (4") Then I nail off 18 shots at Orks with my Punisher cannon and then I get to do it again? That's just disgusting. Say If I killed all the Orks in the first line of shooting, could we pick another target to use the second line of shooting? I'd caution against an armored company, simply because they'd lack the meat shield needed to protect the tanks. I don't actually know. My gut impression, though, is that you can shoot at different targets. In essence, it acts as a second attack you can make from the unit. Between this and the Catachan doctrines, it weirdly looks like Catachan armored regiments will the way to go for tanks, at least based on what we know so far. Vossie rules are out. They get a flat 6in range boost to any rapid fire or heavy weapon with a range of 24in or more.
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Post by RedCuffs on Sept 27, 2017 10:25:56 GMT -5
Do you think that that the rapid fire range will extend to 15" for a lasgun? Or will it remain 12"?
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Post by RedsandRoyals on Sept 27, 2017 10:41:36 GMT -5
If it works like galvanic rifles, then they'd be 15in.
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Post by imperatordeus on Sept 27, 2017 21:46:32 GMT -5
Grinding Advance specifically states that the second shot(s) with the turret weapon, must be at the same target. If you kill the target with the first shot, I would presume that the second shot is wasted. Still pretty awesome if you ask me!
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Post by imperatordeus on Sept 27, 2017 21:56:00 GMT -5
Do you think that that the rapid fire range will extend to 15" for a lasgun? Or will it remain 12"? The Core Rules specify that Rapid Fire weapons double the number of shots when the target is within half of the weapon's maximum range, so Vostroyans would double-tap up to 15".
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Post by treadiculous on Sept 28, 2017 7:20:53 GMT -5
The Punisher just got insanely nasty. The Punisher finally became a viable weapon choice don't get me wrong, it was handy back in 5th, 6th, and 7th though was never the damage dealer.
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Post by RedsandRoyals on Sept 28, 2017 9:09:13 GMT -5
The Punisher just got insanely nasty. The Punisher finally became a viable weapon choice don't get me wrong, it was handy back in 5th, 6th, and 7th though was never the damage dealer. Fair, although in 8th, the lack of templates was a bit of a nerf for both of our mainstay Russ variants (MBT and Demolisher), and volume of shots became much more critical. That gave the Punisher a relative buff, I'd argue, as does the option to take it as a command tank. This supercharges that buff, although it does bring some of the other variants back into play.
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