Wednesday 19 October 2022

Guard leaks - regiments

 Im a few days behind the curve on this one but I'm going to cover it anyway, as I've a few thoughts on what's been leaked. Unfortunately they are not always good thoughts! As of writing this post I haven't actually had time to listen to the video, so I'm going from the list only but even so, I'll post up several post covering the whole leak, broken down in to sections that are related, at least vaguely. First up the main army wide rules, the Regimental Doctrines.

We don't have full details of these yet just a name and brief description but it's enough to get the idea. 

1)Mech infantry - may disembark after moving.

Could be useful for full mechanised armies

2)Parade Drill - remain stationary, lasguns and hotshot lasguns become heavy 2

Maybe useful for turn 1 and 2 but after then everything is going to be in half range and your loosing movement. 

3)Cult of Sacrifice - gain "cult of sacrifice" l, +1 hit below starting strength

We don't know what "cult of sacrifice" means yet but the +1 to hit is always useful.

4)Armoured superiority- Sentinels count as 3 models for objective’s. Other tanks 5. Super heavies count as 10

It's likely we'll loose our spearhead ability, so could be useful on armoured and mechanised lists.

5)Blitz Division- costs halve PL when working what goes in reserve. Can deploy on turn 2 with the “turn 3” rules for setup

I guess this means you can put a greater percentage of your army is reserve and come on further up the board earlier, good for the "alpha" strike type armies but leaves you weak turn 1.

6)Bombadiers - if a Vox or sentinel can see a enemy unit and is within 12 from an artillery piece add +1 to hit

Should be good for artillery heavy lists, how useful artillery will be is yet to be seen but currently this wouldn't have much use.

7)Heirloom weapons +4 inch range

Extra range is always good, just depends on which weapons this affects, all weapons and it's very good, just 24" plus weapons and less useful. 16" flamers anyone?

8)Brutal Strength - moving and shooting heavy weapons no -1 hit, first turn in combat and +1 str for infantry

No negative to moving heavy weapons is good but confused by the second one, does it mean you get strike first and +1 strength or +1 strength in first round of combat? Either way, not great as guard don't like combat.

9)Grim Demonour - do negative rolls for combat attrition

Could be useful but guard tend to either not suffer enough that combat attrition is an issue or completely wiped out, might have some worth depending upon other rules.

10)Guerilla fighters - ranged attacks more than 18 inches away give infantry and sentinels soft cover

Cover is always useful and will help out early game, but late game it's probably not going to have much affect.

11)Elite shock troops - reroll one hit roll per unit

Free rerolls are always useful, again though will this affect all units or just infantry. All units will be great, just infantry is still good but possibly end up only usable by half your army.

12)Industry efficiency - treat Ap1 as AP0

Armour of contempt. If this works on everything it's will be great, even ap1 is bad for guardsmen, as with a few others, if this only works on vehicles your not making full use of the doctrine. 

13)Swift as the wind - infantry gain +1 inch movement. All others gain +2. Also add +1 to charge rolls

Great for fast moving armies, in a game where movement is key, this could be very useful.

14)Trophy hunter - attacks against monsters and vehicles get +1 str

Limited use no matter how you look at it. Also does this affect all weapons and attacks or just melee attacks? If all attacks, then it's good but if just melee, it's a bit weak.

15)Recon operators - Cavalry and sentinel units get a pre game move must end further than 9 inches away from the enemy.

This could be very useful for stopping early game assaults and things but again, your using half a your doctrines before the game and that's it. Unless your going heavy on cavalry and sentinels this isn't very useful.

So that's all the doctrines, however, these seems to be some confusion over whether you will loose Hammer of the Emperor when you choose a doctrine. If you do loose it, it makes a number of these look very weak and not worth while taking, however, if you get to keep it then there are very few weak option just very niche, like Recon Operators.

Personally there is still a lot of unknowns for me, such as whether some abilities work for every unit or only certain types, hopefully when I get around to.watching the video there will be some additional information.

Also I thought I would cover tank aces here. I don't yet know if they will operate the same way as before or if you'll be able to pay points for them. 


1)Name Unknown - SUPER-HEAVY model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit.

Possibly useful if you have multiple super heavies but I think your better off with one of the other tank aces.

2)METICULOUS CALIBRATOR – Ignores Enemy Light Cover

Could be very useful for some of the weapons, such as demolisher cannons by reducing saves or even bypassing them altogether.

3)MECHANICAL PACK RAT- Transhuman on a tank

Useful for a high priority tank to keep it alive but there is very little in the game that can wound a LRBT on less than a 4.

4)VETERAN COMMANDEER - Pick a bonus regimental doctrine

This looks one of the best options, being able to give your tank an additional doctrine could be big, especially if you don't have much armour in the list.

5)KNIGHT OF PIETY - This model has a 5++ invulnerable save. Ignore mortals on a 5+,

Invulnerable saves are good, not as good as they once were but will help keep your tank alive for longer, especially against the dedicated anti-tank weapons that tend to push your saves up this high.

6)MASTER OF CAMOUFLAGE- Get light cover from ranged attacks over 12 inches away. Titanics must be 18”

Being able to get a cover save for a vehicle is good, it will help early game to keep you valuable tank alive but becomes less useful as the game goes on.

7)STEEL COMMISSAR – Gains Commissar Orders, can order ogryn.

The main question is whether it gains the rest of the commissar abilities, such as leadership and moral bonuses.

Overall, there are a number of good options here, it will mostly come.down to how they work, as they like present options as replace a warlord trait or are they a point bases upgrade.

So far I'm happy with these options, there are definitely some better than others but on the whole I'm positive about these changes 



 






No comments:

Post a Comment