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Groupe : Membre Honoraire
Messages : 1262
Inscrit le : 19/04/03
Lieu : Bourges
Membre no. 90

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nouvelle supplémentaire: (en anglais) Ive heard from various sources that Ogryns will be 25 points, can get a SGT and that the ripper gun and the Ogryn cc weapon has been combined (so the ripper gun now adds +1 str in melee) not sure about the squad size or points cost of the sgt
La trappe de survie ne fera pluspartie des options accesibles aux tanks de la garde.
The Last Chancers are included, but in a new (better) form. Basically, you've got Colonel Schaeffer and Lieutenant Kage as the two compulsory characters, both with special rules. Then, to more realistically reflect the ever-changing nature of the Last Chancers (as they'll always be getting killed), you can have up to 20 of them (they count as an HQ choice, and with more than 8, as a troop choice as well), with the same statline, but you can equip them however you see fit. Any number of them can be upgraded to specialists, for 5 points, and they can be given a special or heavy weapons, and equipment from the Armoury up to 15 points (including "Officer Only" equipment). For any heavy specialist, there must be at least one more non-specialist to carry the ammo. Non-heavy or special weapon specialists can become vox-operators or psykers.
The Last Chancers can be broken into five sub-units (of one or more models!)
The Mordians are still in here, with the suggested doctrines of Sanctioned Psykers, Ratling Squads, Heavy Weapon Platoons, Sharpshooters, Close Order Drill and Die-hards, and the preferred special and heavy weapons of Grenade Launcher and Lascannon, respectively.
The Tanith First & Only (Gaunt's Ghosts) are represented by Light Infantry, Priests, Sharpshooters, Veterans, Hardened Fighters. Indepedent Commissars, and Special Equipment: Cameleoline, and the preferred special and heavies of Flamer and Missile Launcher.
You could, of course, customise your own Taniths, or use the one in the book.
As for Plastic Mordians (and/or Praetorians, who they've conveniently LEFT RIGHT OUT OF THE BLOODY BOOK, THE BASTARD SLAGS), we may as well give up hope. The next (and probably last) IG plastics'll be around 2005, for heavier, greatcoated troops, Valhallan/Steel Legion crossovers (presumably there'd be non-specific heads, or heads of each type in the box). (Ndc c'est bon, j'ai encore 2 ans avant de commencer une nouvelle garde impériale)
Nothing's been taken out (Except the Griffin, or however it was spelt, and the Exterminator, but these'll be in Imperial Armour, and doubtlessly in Whit Dwarf), and the points are more or less the same (although I haven't studied the new and old codices side-by-side, yet).
The command HQ is slightly different, in that it can be led by a Junior (40pts), Senior (55pts), or an Heroic Senior Officer (70). (NdC : Voilà qui permettra d'avoir un colonel incompétent, hi hi !)
As well as the usual Heavy and Sentinel Squads attached to the HQ, you can now have Special Weapons Squads, of six guardsmen, three of which can have a flamer, grenade launcher, meltagun, sniper rifle, or demo charges.
Sanctioned Psykers are back (up to five of them), Priests (up to five), Techpriest Enginseers (up to two, counting as an elites choice, with a retinue of servitors of the gun, combat or technical variety. Technicals increase the Techpriest's roll to repair by 1). A very sexy model, and a shame about the backpack.
There's now Conscript infantry platoons (similar to Cadian Whiteshields), costing two points less than the usual guardsman (4 points) in squads of ten, fielded as a single unit of 20-50 models (ie, retaining 2" coherency), with no sarges.
Sentinels are now offered as a single 35 point model, upgraded to a pattern, depending on the weaponry (Mars = Multilaser, Catachan = Heavy Flamer, Armageddon = Lascannon, and Cadian Pattern = Autocannon. The points costs are 5, 10, 20 and 15 respectively. Cadian Sentinels are - open topped but armoured, with openable hatches, big lights and stowage). (Ndc : L'autocannon voit son prix monter depuis le codex EoT, ça rassurera (si peu) mes adversaires qui sont terrifés par la sentipatte cadienne.)
Heavy Weapons Platoons now exist as Heavy Support choices, with 1-3 support squads (ie, 3-9 heavies) and a Junior Officer (Lieutenants, which are very nice models, too) and his attendant staff. No limit on these babies. (Ndc : Faudra tout de même sacrifier du leman russ pour avoir de l'arme lourde, pas glop)
Macharius and Deddog are gone (thank Christ), and the new characters are (to give him his full title) Lord Castellan Ursarkar E. Creed (and Colour Sergeant Jarran Kell), Good Old Commissar Yarrick, Colonel-Commissar Ibram Gaunt (sans his Ghosts), and Colonel Schaeffer (and Kage) with the Last Chancers.
The new Chimera is the old one, with a new accessory sprue. They'll be doing the same to the Russ, and Basilisk. The accessories are fantastic - a properly beefy dozer blade, with pistons; a cupola-mounted searchlight; sandbags, shovels, fuel cans, oil tanks (with straps), lasguns; a chain; modular track guards (that fit all the IG tanks); pintle mounted storm bolter or heavy stubber (36", S4, AP6, Heavy 3); several different commander options, with three bodies (including one with a complete set of legs, out of a hatch), three heads (one with a peaked cap), and lots of arms (some with nifty braiding - I feel a Lieutenant conversion coming on!)
Death Korps of Krieg
Preferred special weapon: Meltagun Preferred Heavy weapon: Heavy Bolter Rough Rider squadrons (this allows Rough Riders to be taken) Iron Discipline Die-hards Hardened Fighters Storm Trooper squads Heavy Weapon platoons
Interestingly, Rough Riders no longer come with the hunting Lance as standard. It costs three points to upgrade each one, as they come with a laspistol and CCW.
The flamer's now 6 points, grenade launcher's still 8, the plasma is 10, and melta is also 10.
The mortar is now 5 less at 10 points, and the lascannon's also cheaper by 5. (NdC : Ca va être la fête du slip si c'est vrai)
As I understand it, they're trying to get it more "realistic", in terms of the 40k universe. Plasma technology, while very powerful, is supposed to be nigh impossible to replicate, and as such is only given to important and honoured types (Dark Angels, etc.). Also, the slight increase is going to cut down on the amount of people taking all plasma guns for sniping Marines with. (NdC : Ouais, et le lascannon moins cher, c'est pour justifier quoi ?)
The doctrines work as follows: You're allowed five doctrine points to define your regiment's specialisations.
All the "restricted" unit tpyes are unavailable (leaving you with a very basic HQ, troop platoon, tank, veteran and sentinel kind of organisation), unless you spend doctrine points "buying back" the units.
Restricted Units
Priests Techpriest Enginseers Sanctioned Psykers Storm Trooper squads Ratling squads Ogryn squads Special Weapon squads Conscript Platoons Rough Rider Squads Heavy Weapon platoons
The next category of doctrine is the Regimental Organisation type.
Drop Troops - Allowing any infantry or sentinels to deep strike (NdC : Les paras elyséens sont tranquilles, même s'ils perdent leurs précieux fusils à pompe en route) Grenadiers - 0-3 Storm Trooper squads can be used as Troops (without being allowed to Deep Strike or Infiltrate Mechanised - All infantry must take Chimeras whether or not they are usually allowed
Next is Skills and Drills
Die-hards - no negative morale modifiers for being outnumbered in Close Combat
Iron Discipline - Units using the Ld of officers with Iron Discipline ignore the -1 modifier for being under half strength when taking morale or pinning tests. May regroup if under half strength. Officers get the ability for 5 points.
Independent Commissars - Commissars areindependent characters, with 1-3 forming a single elite choice. Deploy as a single unit, but operate independently and go not need to be placed together. Cannot be used as both elite and HQ. Each Commissar costs +10 points. (NdC : Ca fait le commissaire a 60 points, c'est cher pour avoir le droit d'éxécuter tous les officiers sur le champ de bataille)
Close Order Drill - Very sexy ; when all models have base-to-base contact, +1 Initiative and Leadership (leadership bonus only applies when uint is using its own Ld). (Ndc : Et le whirlwind il est content)
Hardened Fighters - +1 to WS. Sentinels get +1 attack, as they have chainsaws, rams, etc. Availble to any infantry squad for +15 points, and Sentinels at +10 per Sentinel.
Jungle Fighters - +10 points per unit; see 12" through forest, recieve 4+ cover save in forest, move at full speed in aforementioned forest, infiltrate and deploy in forest, can take a heavy flamer instead of a heavy weapon, may never use Lascannons, Armour save reduces to 6+. (NdC : Le marcel pare balle du catachan devient moins efficace)
Light Infantry - +10 per unit, no transports; roll additional dice to determine movement through difficult terrain, infiltrate, may have a sniper rifle instead of heavy, for normal infantry squads.
Sharpshooters - infantry with BS of 3 re-roll for 1s. 10 points per model, no effect for plasma or sniper rifles.
Xeno-Fighters - Any guard infantry or sentinels get this at 5+ per sentinel or infantry unit. These guys hit with a 3+ regardless of respective WS values, when fighting a particular alien race (Eldar, including Dark Eldar, Orks and 'Nids). Doesn't apply against Monstrous Creatures. The Xenos must be apparent on the model by representation on the regiment (heads, trophies, etc.) Not acceptable to switch specialisation to match opponent's army.
Veterans - 0-1 limit on Hardened Vets. is removed. (NdC : Ah bon ? Y'en a qui les jouent ?)
The last bit is Special Equipment
Chem-inhaler - naughty undisciplined types using narcotics in their rebreathers. This confers a bonus of ignoring negative modifiers for Morale, Leadership and Pinning tests. If they fail a morale check for 25% shooting casualties, they count as pinned rather than falling back. +10 per unit
Cameleoline - +1 to cover save, +10 per unit Carapace armour - +20 points per unit, 4+ armour save Cyber-enhancement - +20 per unit. Invulnerable save of 6.
Warrior Weapons - Any model without access to the armoury and normally armed with a lasgun gets a laspistol and CCW, or two CCWs, at +2 points per model (NdC : On pourrait se faire des troupes d'assaut, encore un bon truc pour se ridiculiser face à l'adversaire)
Certain doctrines cannot be combined, such as those that'd make no sense - like Warrior Weapons (which represent a low-tech guard) and Mechanised (the opposite), or those that'd confer a certain camembert-esque odour to ones army, such as giving Cameleoline to Jungle Fighters. Carapace Armour on Light Infantry, and Chem Inhalers to Iron Discipline are more examples.
Now, a note on the documented regiments - these include the Cadian Shock Troops, Valhallan Ice Warriors, Tallarn Desert Raiders, Mordian Iron Guard, Armageddon Steel Legions, Tanith First and Only, Catachan Jungle Fighters, Savlar Chem-Dogs, Terrax Guard, Harakoni Warhawks (looking an awful lot like Cadian Kasrkin with the plastic Vox-Caster's head), Death Corps of Krieg, and the Kanak Skull Takers.
Each regiment has a bit of background, a decent illustration of uniform and equipment, and a list of doctrines and equipment.
Some of the regiments have more than five doctrines listed (Cadians have 7, as do the Ghosts). Valhallans, Mordians and the Death Korps also go over the limit. However, this is to represent the glorious history of these regiments, and they can use all their doctrines with no limitations.
What comes in the new Cadian army box? 2 boxes of Cadians, Mk II Chimera, Cadian Pattern Sentinel (open-topped, extra armour, Cadian pilot, Autocannon, sandbags and various luggage), 3 heavy weapons teams, Command HQ box (Senior officer, medic, company standard, master Vox-xcaster, meltagun, wounded Cadian), 1 Junior officer, 2 Cadians with plasma guns, 2 Cadians with meltaguns, additional medic, and a special edition Regimental Standard Bearer (based on the Jarran Kell model, but without any reverence to the 8th on the banner, normal Cadian uniform, normal Cadian head, no power fist, a chain instead of power sword. Not a bad limited edition, really), and the Imperial Guard Codex.
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Pensée du jour : L'Empereur est immortelle mais vous non.
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