Friday, 2 July 2021

Detachment rules

First up are the general, army wide rules that every army has access to. These are grouped in to two main areas, the detachment rules and army abilities. First up we'll have a look at the detachment rules.

Defenders of humanity is the most basic rule here and is shared by all armies under one name or another. The main difference here is the inclusion of Leman Russ tanks when in a Spearhead detachment. As things stand there is one main issue with this setup, taking a Spearhead detachment costs CP, even if your warlord is within that detachment. Hopefully we will get the same benefits as things like Dark Angels received and that if the detachment contains your warlord, the CP is set to 0. This will make tank heavy armies a properly viable option again, especially at the smaller end of the points scale. 

Regimental doctrines are, in my opinion, an excellent idea, giving each army a unique feel. There is little that needs changing to this core rules, although some of the individual doctrines need a little bit of work but I will go over those in a separate post. 

Militarum Tempests doctrines follow very closely to Regimental Doctrines, following all the same rules. However, there is one thing that I feel should change here. Now, I know that what I'm about to suggest will be controversial but I think that if you mix MT units and AM units then each should receive the benefit of their own respective doctrines. I.E. the guard units receive the Regimental Doctrine and Scions receive a MT Doctrine, even though they are within the same detachment. There are several good reason for this; firstly they are part of the same overall force, unlike things like space marines where each chapter is completely separate. Secondly, why would the Scion, the cream of the crop, not get to have any bonuses or abilities? Surely they should get something. Lastly, the Scions do not have the ability to field a full force, only being able to field a patrol, battalion or vanguard detachment, and need guard units to field anything else. This change would not break the game and enable all the units to act and operate as they should. The alternative is to move to a system similar to the Dark Eldar patrol detachments and give guard the ability to bring different detachments without giving up CP. Being able to bring a free patrol detachment of scions for every other detachment would be one way of dealing with the problem. Either way, I feel that there needs to be a change to the way that scions are handled.

Lastly we have Advisers and Auxilla. These units can be included in any AM or MT army without affecting the doctrines received by the army. I think that these are generally fine, however, there is a similar problem with Tech-priet Enginseer's as there is with scions. These are supposed to be Mars (or whoever) trained specialist but they seem to have forgotten much of this when they are attached to the guard. Now I don't really see a solution to this problem as it would be silly to put all of the forge world dogmas in the guard codex just in case you want to take a Tech-priet. I think that really this one will just have to remain as it is and we'll just have to assume that the AdMech send us all the stupid Tech-priets.

Next up are the general army abilities. These are a bit more specific but are still applicable across a whole army. The first one is Grinding Advance. Now we've had a similar rule for quite a while, from the Lumbering Behemoth rules of old through to the various iterations of Grinding Advance. The rule is a good rule, however I think it needs a little bit extra to it. I think that it should apply to all weapons not just the turret weapons, maybe this makes it a little too powerful but I don't think so. I don't see what the difference between the turret weapon and the other weapons is really, they are all on the tank and attached to the same systems. Giving all the weapons the Grinding Advance rule would really make the Leman Russ the true beast it should be.

Next are guard orders or as they are properly known, the Voice of command ability. The base orders, the seven original orders, are pretty good and there is nothing there that I think needs changing. With the inclusion of hot-shot lasguns in to FRFSRF, all the issues I had with orders were solved. We must also consider the Tank Orders at this point. While I have no issues with the orders that exist, I think there needs to be more of them though. 

There are also the Regimental orders, orders specific to individual regiments. Of these there are a couple which I think need some work. The two that jump out most are the Cadian and Tallarn orders. These are both tank orders and while there is nothing wrong with the actual order, it's the fact that they are tank orders that the problem. Personally I would have preferred to have each regiment get an infantry order and tank order, even if the order was the same for both, one such example would be the valhallan or vostroyan orders, which would work for both. Of the others the only others that I think need work are the Catachan order and the stormtroopers order. The Catachan order needs works as I think this is too focused, as most squads will only have 1 weapon that can take advantage of the order. Command squads and veterans can take more flamers but then your loosing out on the extra ballistic skill, so it's not very popular. I think expanding the order to include grenades and grenade launchers would be better. The stormtroopers order is a good order, however with the new MT regiments it needs changing. I suspect that what will happen is that we will loos the generic stormtrooper order and receive new Tempestus regiment orders, one for each of the new regiments. I think that there will be some duplication of the AM regiment orders but that's perfectly fine. 

Next, Doctrines.






Friday, 25 June 2021

The Guard Codex in 9th


 Over the next few weeks I have decided to take a look over the guard codex and think about what we might hope for from the new codex. We don't know when the new codex is going to be released, there has been no mention of it yet but hopefully it will be this year sometime, as we are in need of a new one. Whilst there have been a number of changes over then last few years to the core codex with the release of things like Psychic Awakening and Imperium Nihilus, there are still several issue with the codex. 

The plan is to go through all of the various parts of the codex from warlord traits and regimental doctrines through to each unit and abilities, I will only be focusing on things that I think need changing, either because they are not very good or because they are really to good and we can expect that something will change. This will not be a comprehensive list and I have not sources of information other than my own thoughts and ideas, so don't read to much in to what I'm going to say. 

There will be quite a few posts in all this but I will try to keep everything as compact as I can and not go wondering off on tangents or into fantasy land to often!

I think most people will agree that the guard codex is in need of an update, as we're are one of the weaker codices around. We are not the weakest and we do have a few good units, but there are really only one or two builds that are competitive and both involve Demolisher tank commanders and full payload manticores, both of which we can reasonably expect to receive some sort of nerf. 

There are also some obvious holes when it come to units, whether these will be fixed or not is a different matter but we can be hopeful. I've touched a few times on units I think need including to fill gaps in certain lists and options but I will go in to them again in their relevent sections.

We know that we will get a some secondary objectives, what these will be is another matter but I suspect that there will be at least one that will revolve around orders. Hopefully these secondaries will give us the ability to play to our strengths but that's not guaranteed. 

I will start this process off by looking through all the various detachment rules and options before moving on to the actual units and talking through all of them. So first up will be the basic detachment rules and standard abilities.



Tuesday, 15 June 2021

Eagle Knights Librarian

 The last of my Eagle Knights Elites is finished, mostly anyway. The Primaris Librarian has had his wings built and painted and I have to say, I've pretty impressed with the results. However, the wings are just not quite what I was hoping for. I had hoped for them to be a little more ethereal in colour, as they are supposed to be of psychic origin, as in the psychic power Wings of Sanguinius, but they currently look more bone like. While I do like the wings and I if I decide to leave them as they are then I will be perfectly happy, I have purchased some Aethermatic Blue contrast paint to put over the wings, although I am very nervous about ruining the whole thing. I will try it out on a spare bit before doing it for real just to check it a) works and b) looks how I want it too. 

Anyway, here are some photos of it currently. The pack is just blue tac'd on at the moment and I think I will have to magnetise it for storage reasons. 






As you can see the wings are very white with dark shading. I was working with what I had available but I really should have gone for a brighter shade than Drakenhof Nightshade. There are some details that I really like of the model, such as the orange shoulder pad, which really stands out against the blue of the armour and also the silver of the right arm and shoulder. One of the other things that I'm tempted to do is to add some shading to the sword and try and make it feel a bit more like a force sword than just a normal sword, how I do this I have no idea, however I may use the Aethermatic Blue contrast paint on it. 

I really do like this model as it is but I'm hoping that a few finishing touches can really take it to the next level. I'll let you know 8f I ever pluck up the courage to do it!

Tuesday, 1 June 2021

Objectives

 Just a short post today but I thought I'd show you my objective markers. There are now 8 after a quick building session to make two more. Why 8? Well because 2 of the onslaught missions require 8 objective markers. So I'm not going to play these very often, if at all, but at least I have the option to place all the markers down properly if I wanted too.

The markers are all very simple, just some spare bits and pieces placed on a 28mm base which is then placed on a larger 40mm base, or at least they will be when I find all my spare 40mm bases. The plant bits are all from the Catachan jungle fighter boxsets and the rest of the bits are just spares from various sets I've collected over the years. 

The full selection

The blue colouring of the larger base is to help the objectives stand out from the surrounding terrain. I think it strikes a nice balance between being visual enough to be easily seen but not so much that they are all you notice on the board. The main 28mm bits will get a basing of grass as well as the grey paint, I just have been waiting to do a whole load to them at the same time, after I've army painter quickshaded a whole bunch of stuff. 

A slightly better photo

The mainly "bits" based objectives

The "plant" based objectives

The full colour spectrum. The crappy photo doesn't do the colours justice


I have tried to keep.the objectives very distinct from each other, to try and make telling them apart easy but still keeping a common theme running through all of them. I will usually use 4 of the plants, adding in a couple of others as necessary. With the plants being coloured differently, orange, red, yellow, blue and purple, being able to identify which objective we are talking about should be easy, especially as objective numbers are not really a thing in most game. I may well add numbers on to the blue bases if I need to, but I don't plan on doing so at the moment. 

Hopefully these will just add another little detail to the boards and make the game just that little bit more fun to play.