Wednesday 26 October 2022

Guard leaks - additional information

So having looked over various parts of the codex there are a number of other rules bits that have been leaked as well. These don't fit into any specific area so they are lumped together here. 

Hammer for the emperor stays but possibly has a new name, in addition adds the ability for units to use an officer's leadership if within 6" or 12" with a vox. There still seems to be some debate about whether you retain HotE if you take a regimental doctrine. For some.of the other rules I've seen then I suspect that you will. This could be one of the key choices when constructing your army.

The new Chain of command rules mean you must select an officer to be your warlord if your army includes one, in addition you can only have 1 castellan in each detachment and he must be your warlord. You can also have one of the new Lord Solar units and he must be your Warlord if you do. This is now pretty standard and also goes along with the way guard armies are fielded. 

Command squads are also back and you can now attach people to them like in the old codices. Each squad contains an officer and 4 guardsmen and you can add an officer of fleet, Master of Ordinance or an astropath. All but the officer apparently have just 1 wound. You can also attach an Ogryn body guard which has the “big rule”, this means that if you attach one, and the unit is targeted, you use his toughness etc.

One last bit of information about officers and orders, is that they will still spread out in the same way as they do now.

Other changes mean that Scions are now elites. However if you bring a full Scion detachment they may be taken as troops. There is also something about other keywords being added, but as yet we don't know what these are. There is another way of getting scions as troops and that's by taking  the Lord Solar as your warlord. There is some downsides to taking a pure Scion detachment as well, apparently if you do you loose a lot of the abilities and it makes about a quarter of the codex unusable. I honestly don't know what this means, as if you took scions on their own now, you loose a lot of units as well, so it seems, if you only loose 25% of the codex, you might actually be gaining units your can use. Hopefully it will make more sense when we see the full rules. 

Platoons are back, just in a very different way (not lik in 2nd or 3rd edition). It seems to be a Special Detachment rule, likened to the dark eldar real space raider detachment and there is a new platoon keyword that enables this.

There are a few changes and additions to various units in the new book. The one we all know about is that Cadian shock troops can carry two special weapons but are not allowed to take heavy weapons. It is also rumoured that Catachan can only take flamers. However the rumour states that for every 5 models you can take a flamer. So does this mean that you can take a squad of 5 or that you can take more than 10? Or is it just a wording issue that means you can take up to 2 flamers. DKoK also get an infantry squad, which come.with a plasma and can have up to 2 more special weapons plus a medic for ignoring the first damage a turn. The last bit about squads is that sniper rifles are now Tanith only. This seems a little strange as Tanith only have Gaunts Ghosts and as there doesn't seem to be an option for named regiments, I'm not sure how this will work.

Artillery finally seem to be the death dealing machines they should be as they apparently will dish out mortal wounds for hits. How many mortal wounds is unknown but hopefully it'll be more than 1!

There are a few now models, such as the new Castellan and Lord Solar. The new Lord Solar is apparently a cavalry unit with a move of 12 inches and some rumours have put him as a supreme command detachment model. Most characters have been rolled in to squads but Preachers (I'm guessing Priests) and engineers (techpriests enginseers) are still independent characters and apparently have more wounds.

However, it's not all good news, there are a number of options that have been removed from the codex! To be honest I don't understand why any of them have been removed, all can be built from existing boxsets. 

Conscripts have been removed but there are conflicting rumours about white shields. Some saying that whiteshields are out and others saying they are in. Personally if white shields are in then they will be just a 10 man squad, rather than the 20 to 30 man squads were use to.

Veterans are out as well. I don't understand this at all, they are a viable unit from the current boxsets with just a few rules tweaks. However, I guess with the various options for troops, they are kinds of surplus to requirements. In addition to vets, special weapons squads are also gone. Again this is strange as with a few tweaks you could easily make this squad out of a current box, like the command squads by just dropping a lasgun and restricting weapon options. 

There are also changes to Scion squads and how special weapons work. Currently you can take 4 weapons of any type for a ten man squad but now it looks like you'll only be able to.take a max of two of the same, so no more 4 plasma squads. 

Unfortunately there are also some characters being removed. Some are understandable, such as old man Creed and Kell. Paso has also been removed, which I don't think is a good move but the one that I really think is a mistake is the removal of the old man of Hades hive, Commissar Yarrick. As Ghazghkull got a brand new plastic model, I thought that Yarrick might have got a nice new model too. If he had, it would have sold well.

I'll just leave this here, Rough riders confirmed to be back

Lastly there are a couple of vehicles rules. One piece of good news is that vehicle squadrons are still around, so we still have a little bit of wiggle room on the "rule of 3". Whether all the current squadron options remain is yet to be seen. Lastly we have lost the Grinding Advance rules but gained the Turret Waeapon rule, which applies a +1 to hit to turret weapons and enables turret weapons, including blast, to be fired out of combat. Loosing grinding advance is a shame but having a +1 to hit and the ability to fire out of combat (always a major issue for Leman Russ tanks) is a good substitute.


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