Friday 6 August 2021

Hq units

 


Having looked at the various rules for the guard detachments we now move in to the actual units, starting with the HQ units. Now there aren't many HQ options for the guard and even less for the Militarum Tempestus units. In addition nearly half the HQ options are named characters. This is not very many option compared to some armies, such as marines who have 20 odd generic HQ options.

Most of the generic options, the unnamed characters are, I think reasonably priced. They are in general, relatively cheap, which they should be for the stat line they have, which again, is perfectly reasonable for them. There is only two exceptions to this, and to be honest one of these is more of a wishlist type things. We'll start with this one, which relates to Pask. Now, there really isnt anything wrong with his stat line but I would like to see him received some sort of Invulnerable save, even a 6++ would be great. His tank, Hand of Steel, is supposed to be a bit of a relic tank, so I would have though he would get something. I'd even be happy putting the points up for it as well. 

The other generic HQ option that I think needs looking at is the Tempestor Prime. This unit is Scions equivalent of the company commander, he costs more points, lacks an invulnerable save and can only issue one order a turn, unless he gives up the ability to shoot. Yes he has a 4+ save rather than a 5+ but with the amount of ap-1 weapons out there these days this really means nothing, and the Company commander always has a 5+\5++ as well. For his points he needs an invulnerable save at the very least and really needs a second order as standard. Being able to take the command rod for a third order should be an option, rather than currently being a necessity. At the moment the Prime is more like an up armoured platoon commander than a company commander, which doesn't really fit the fluff about being the leader of an elite force. 

Next up we have the named characters and the main point here is not about their rules but about their points cost. We'll start with the one that I think needs the biggest drop in points, Commissar Yarrick. At his current level he is well over twice the cost of a Lord Commissar for just a couple of extra rules and an extra point of toughness. I really don't see how he is worth twice the price. Yes, he should be worth more points, maybe 10 to 15 points more, but certainly not twice the price. 

Colonel 'Iron Hand' Stracken is up next. He is currently twice the price of a company commander but at least his stat line is better in pretty much every way and he has a few extra rules. Yes, he is definitely worth more points, but I'm not sure about twice the price. Again I think he should be about 20 points more than the standard commander, meaning he's still expensive but not overly expensive. 

Lastly we have the Lord Castellan Creed and, honestly, I'm not sure if he's over coated or not. I might like to see a small points drop, maybe 5 or so but I don't think he needs anything more than that. 

The last thing I would like to mention is about the command structure of the guard. I am hopeful we will see similar treatment to several other codices where you have the option to upgrade your characters. What I would like to see is the option to upgrade your company commander to a regimental commander and maybe even higher. The same could be done for commissars and tank commanders, effectively giving us back the Junior and Senior commanders of old. This system could easily be implemented, with senior officers getting more order and greater range for auras. I can see them doing something as they have for most of the other codices, what they do we will have to wait and see.

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