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Post by RedsandRoyals on Sept 28, 2017 12:00:44 GMT -5
Limp-wristed nerf for conscripts. They can only be taken in squas of 20-30, and orders only work for them on a 4+. If you fail you can't issue any more orders to them that turn. We'll see if there's a cost increased to Guard infantry to pair with this. V In other news, Combined Squads are back as a strategem (no details yet, though), as is Send In The Next Wave. Valhallen strategies are up too. They're seriously boosting Guard armor. www.warhammer-community.com/2017/09/28/regiment-focus-valhallans-sep28gw-homepage-post-2/
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Post by RedCuffs on Sept 28, 2017 12:12:07 GMT -5
You beat me to it Reds, it would appear combined squads are available again. I refer all honourable board members to the fourth line.
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Post by RedCuffs on Sept 28, 2017 12:47:55 GMT -5
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Post by RedCuffs on Sept 28, 2017 13:57:13 GMT -5
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Post by Kassill on Sept 28, 2017 22:40:37 GMT -5
Damn, I'm bad at looking. I checked "News" and "General" but somehow missed "Rumor"......
Regardless, new rules for regiments and stratagems look spicy.
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Post by emptyhat on Sept 29, 2017 0:59:25 GMT -5
Is the Punisher gun still range 24" (was it 24" before, it's been a while)
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Post by Major Downer on Sept 29, 2017 4:58:04 GMT -5
Is the Punisher gun still range 24" (was it 24" before, it's been a while) Punisher is still 24" not sure on previous.
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Post by RedCuffs on Sept 29, 2017 12:31:31 GMT -5
So our Holy Codex is out on pre-order tomorrow. Grab yer piggy banks kids !!! Also, depicted in the last Int Update ... For some reason I see a guardswoman here. What could it mean ? Could it be that we're going to see some female guard models ?
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Post by RedsandRoyals on Sept 29, 2017 15:40:42 GMT -5
Maybe in the future. I think that image may have been pulled from an Only War book, actually.
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Post by RedCuffs on Sept 30, 2017 2:06:34 GMT -5
Well it looks like it's bye-bye to the Rough riders. Unless you want to stick with the index entries. But were not going to allowed to do that forever.
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Post by RedCuffs on Sept 30, 2017 2:15:38 GMT -5
Maybe in the future. I think that image may have been pulled from an Only War book, actually. I knew it was too good to be true Is it a woman ? Or am I looking at an exceptionally effeminate and baby faced Catachan ?
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Post by RedsandRoyals on Sept 30, 2017 9:21:23 GMT -5
Well it looks like it's bye-bye to the Rough riders. Unless you want to stick with the index entries. But were not going to allowed to do that forever. Why do you say that? Did an article somewhere mention they're gone? Edi: Last three doctrines are on BOLS commissar.proboards.com/thread/18928/redsandroyals-time-on-hands?page=12&scrollTo=397928Cadians- Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an Infantry unit with this doctrine is issued the “Take Aim!” order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead. Tallarn- Infantry units with this doctrine can Advance and still shoot any weapon type (except Heavy weapons). When they do so, they do not suffer the usual penalties to hit rolls for Assault Weapons. Vehicles with this doctrine do not suffer the penalty to their hit rolls for moving and firing Heavy weapons. If a Titanic Vehicle with this doctrine Advances, it treats all Heavy weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Heavy D6 weapon is treated as an Assault D6 Weapon). Stormtroopers- If a model with this doctrine is shooting a target at half range or less, it can makes an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots. I quite like all of these.
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Post by Julian Sharps on Sept 30, 2017 21:04:26 GMT -5
If the rules as listed work how I think they will, I'll have a hard time picking between Catachan and Steel Legion for my Corpsmen.
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Post by RedsandRoyals on Oct 3, 2017 15:51:04 GMT -5
So, plasma guns for units with BS now are almost twice the cost of what they were, nerfing veterans and Scions.
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Post by nutty on Oct 4, 2017 5:18:16 GMT -5
Plasma guns did have the potential of getting silly with their index costs. Especially with Cadians re-rolling ones and all.
I'm looking forward to getting my hands on the new codex, I'll probably stick with Cadians myself: it seems like an allround solid set of perks. And I'd feel cheesy running them as Mordians or one of the other regiments.
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Post by RedsandRoyals on Oct 4, 2017 7:42:31 GMT -5
Agreed. It's a nerf that makes Special Weapon Squads a viable alternative without rendering Scions or Vets pointless.
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Post by Major Downer on Oct 5, 2017 1:11:30 GMT -5
I'll probably stick with Cadians myself: it seems like an allround solid set of perks. And I'd feel cheesy running them as Mordians or one of the other regiments. It's a good job I love Cheese.
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Post by treadiculous on Oct 5, 2017 5:02:41 GMT -5
Well, looks like my army got a bit better at handling Orks... a nice +1 strength will come in very handy and quite often too!
It does mean I'd have to learn to play 8th ed though!
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Post by RedsandRoyals on Oct 5, 2017 16:01:50 GMT -5
So, between the stuff on the community site and the previews places like BOLS have been doing, we've got a pretty clear picture. It sounds like nothing in the codex is objectively bad. Even those units that initially got smacked with a nerf bat (wyvrens come to mind) have been buffed due to interactions with stratagems and other units. There are certainly some units that don't punch in the same weight class as the others competing for their FOC slots, but the whole codex is powerful enough that you can take them and still have a really good list.
Has anyone been eyeballing doctrines for regiments other than the one you usually play? I've been thinking of running my Skitarii Vanguards as guardsmen because I love how they look, but they're a bit crap. They also use similar heads as my scions, so there's an aesthetically unifying element. I'm trying to decide between Valhallans or Vossies for their doctrine, though. Both would fit emotionless killer cyborgs pretty well, and both offer really, really great advantages (Insanely tough tanks and the ability to shoot into melee for Valhallans, extra weapon reach and the ability to shoot at their opponents while in Melee for the Vossies).
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Post by nutty on Oct 6, 2017 3:20:59 GMT -5
I think they did a pretty good job making all the regiments worth while. And the different doctrines effect certain units more than others so that'll add some nice variety. Once the codex is released and all the info is available I might get tempted to go for a certain doctrine over the others because it opens up a playstyle that appeals to me.
Tallarn sounds interesting to me: advancing and shooting can be pretty handy.
But for now I think I'll stick with the Cadian doctrine. All my guardsmen are Cadians miniatures anyway, and mastercrafted guns + twin-linked through orders sounds pretty neat to me. Especially when it comes to HWT's and artillery: which I both like to use.
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Post by Julian Sharps on Oct 7, 2017 8:56:51 GMT -5
Well, I only use meltaguns on my Scions, anyway. I'll have to give serious thought to modifying my mech build to run on SWS and command squads instead of vets. Do plasma guns cost this much for Space Marines?
I'll probably go Cadian for my Russes, Steel Legion for my infantry (I run a mech build), and Tempestus for my Scions (I typically run a Spearhead, a Battalion, and a couple Vanguard detachments).
I'm also probably fitting my Chimeras with dozer blades as standard now, given how much I like to use them as formation breakers.
A question I have about Grinding Advance: does a Russ have to move in order to benefit from this ability? Going RAW, it looks like it does, but that just seems ridiculous to me (that a tank's rate of fire would *increase* on the move).
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Post by nutty on Oct 7, 2017 19:28:57 GMT -5
A question I have about Grinding Advance: does a Russ have to move in order to benefit from this ability? Going RAW, it looks like it does, but that just seems ridiculous to me (that a tank's rate of fire would *increase* on the move). the wording is a bit strange, but I guess moving 0" is moving less than half the vechicle's total movement allowance in inches. If people resort to ruleslawyering; you can resort to moving up half an inch and moving back the same distance.. I've seen plenty of skimmers do the jink shuffle in previous editions; we might aswell return the favour
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Post by treadiculous on Oct 8, 2017 13:01:19 GMT -5
I liked how imperial armour 11 (2nd ed) made it really really clear that if you wanted to get a save thingy bonus from moving, the model could absolutely not be placed where it was at the start of the phase by the time the phase finished. seemed they had a little deviance against this kind of thing.
However, that was for a shield which was based on a vehicle moving fast, a tank sitting still would shoot even better than one on the move!
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Post by Trickstick on Oct 10, 2017 17:32:27 GMT -5
I'm loving the look of the Tallarn doctrine. That -1 whilst moving with heavy weapons is one of my least favourite things in this edition, as it is almost punishing me for not playing gunline. Add to that my love of Al'rahem in 5th and the crazy "move and shoot" tank order and I'm quite happy. Still trying to work out a good list though, so many things I want to try! One thing I have noticed with Guard though is that command points are just so important. With the amount of good stratagems that we can now do, it is like having a whole new order system that we have to think about. That is why I'm going with brigades.
Oh, and outflanking devil dogs seem rather fun.
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Post by RedsandRoyals on Oct 22, 2017 14:23:58 GMT -5
New FAQs out. - Clarification that Russes can sit still and get to use the Grinding Advance rule, in case anyone was still insisting you had to move a bit. - Commissars now let you reroll morale tests, instead of autopassing. A rather significant change, and one that provides the nerf Conscripts probably should have gotten in the codex. - No more Ogryn Bodyguard mobius loops or screening for tank commanders. They only work on IG infantry characters who aren't Ogryns. - Take Cover! now only works on IG units - The Dagger of Tactical Genius Tu'Sakh can only be taken by infantry now. Full FAQs here. whc-cdn.games-workshop.com/wp-content/uploads/2017/10/Codex_Astra_Militarum_ENG.pdf
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