happycamper Posted September 26, 2017 Report Share Posted September 26, 2017 6 minutes ago, necrontyr said: You absolutely can. 😱 Quote Link to comment Share on other sites More sharing options...
happycamper Posted September 26, 2017 Report Share Posted September 26, 2017 11 minutes ago, necrontyr said: Except that Heavy Weapon teams come in units of 3, so you could have 9 or 12. Ok then 9 😝 Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted September 26, 2017 Report Share Posted September 26, 2017 2 hours ago, andozane said: Pics of your Mortarian or STFU 😂 2 Quote Link to comment Share on other sites More sharing options...
WestRider Posted September 26, 2017 Report Share Posted September 26, 2017 3 hours ago, necrontyr said: Except that Heavy Weapon teams come in units of 3, so you could have 9 or 12. But the Transport Capacity is actually 40, with 20 Models allowed to fire out, and the HWTs only count as two Models for the former. So you can actually put 18 HWTs (6 Squads) in there, and have them all fire out. Quote Link to comment Share on other sites More sharing options...
pretre Posted September 27, 2017 Author Report Share Posted September 27, 2017 Regiment Focus: Vostroya Vostroyan armies are well known for their ornate appearance, both in the background and on the tabletop! Armed with ornate weapons and wargear that hearken back to ancient eras of warfare, the Vostroyans are obsessed with duty and lineage. Indeed, every Vostroyan goes to war armed with priceless heirlooms, built and maintained to a much higher standard than that of the rest of the Astra Militarum. On the tabletop, this is represented by Heirloom Weapons: The Regimental Doctrine Heirloom Weapons is one of the simplest of the Regimental Doctrines, providing a flat bonus to your entire army. At the most basic level, having 30″ of range on your lasguns allows you to keep your guardsmen a little further away from the enemy, while shorter ranged Heavy weapons will be able to reach targets across the tabletop. Best Units Heavy Weapons Squads are already very handy in an Astra Militarum army – throw in Heirloom Weapons and they’ll be even better. Few enemies are going to be able to escape a 54″ lascannon, while if you get charged, the Vostroyan order, Repel the Enemy, is potentially punishing. Scout Sentinels are a great choice for a Vostroyan army, thanks to their huge threat range. All the sentinel’s weapons (barring the heavy flamer) benefit from Heirloom Weapons, while the Scout Sentinel’s Scout Vehicle ability gives it a free 9″ move before the game begins – that’s effectively an extra 15″ worth of range. Combine this with the Go! Recon! Stratagem and there are few places on the table your enemy can hide. If you want to outrange your opponents (or just need an excuse to pick up some beautiful models), start playing Vostroyans! Don’t miss tomorrow’s preview, where we’ll be looking at the Valhallans, the highly anticipated changes to conscripts, and the return of a classic and much-loved rule… 1 Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted September 27, 2017 Report Share Posted September 27, 2017 51 minutes ago, pretre said: the return of a classic and much-loved rule… Creeding Warhounds into enemy face is back Quote Link to comment Share on other sites More sharing options...
pretre Posted September 27, 2017 Author Report Share Posted September 27, 2017 I'm guessing combined infantry squads. Quote Link to comment Share on other sites More sharing options...
generalripphook Posted September 27, 2017 Report Share Posted September 27, 2017 That vostoryn rule seems kinda meh. I guess it extends rapid fire range.... 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted September 27, 2017 Report Share Posted September 27, 2017 30 minutes ago, necrontyr said: 30" Plasma guns? 30" Demolishers? 42" Heavy Bolters? 15" FRFSRF? Sounds pretty awesome to me. Agreed, though I imagine it won't work on vehicles... Quote Link to comment Share on other sites More sharing options...
Frowbakk Posted September 27, 2017 Report Share Posted September 27, 2017 As long as a vehicle has a Rapid Fire or Heavy weapon, it'll get the extra 6" range (per the Scout Sentinel example.) Ordnance, you're out of luck. Quote Link to comment Share on other sites More sharing options...
fluger Posted September 27, 2017 Report Share Posted September 27, 2017 13 minutes ago, necrontyr said: Why not? All the other Regiment rules work on vehicles. I guess that's true. Wow. Quote Link to comment Share on other sites More sharing options...
happycamper Posted September 27, 2017 Report Share Posted September 27, 2017 15 minutes ago, Frowbakk said: As long as a vehicle has a Rapid Fire or Heavy weapon, it'll get the extra 6" range (per the Scout Sentinel example.) Ordnance, you're out of luck. What's Ordnance now though? Haven't seen any, everything is Heavy now Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted September 27, 2017 Report Share Posted September 27, 2017 My IG are definitely "feeling" this new wave of rumors. I own many. I can field many. I will field many. Quote Link to comment Share on other sites More sharing options...
pretre Posted September 28, 2017 Author Report Share Posted September 28, 2017 The Valhallan Ice Warriors are ruthless, even by the standards of the Astra Militarum, and are renowned for their willingness to expend the lives of their troops to secure victory for the Emperor. On the tabletop, Valhallan armies can keep fighting regardless of horrific casualties, fire directly into units engaged in close combat and even return destroyed units to the field. Not bad! The Regimental Doctrine Grim Demeanour helps make up for the generally poor morale possessed by Astra Militarum units – after all, the last thing you need on the battlefield is for a few casualties on a unit of Veterans to cause your key special weapons to flee. Similarly, vehicles in the Valhallan army have a much longer effective life span than others, meaning your opponent will be forced to fully destroy them rather than just relying on crippling you. Best Units Conscripts have seen some changes in the new Astra Militarum codex, designed to make them fit their background more appropriately. If you’ve got loads of these guys on hand, don’t worry! They’re still a very handy unit (particularly in the Valhallan army). Firstly, Conscripts can only be taken in units of 20-30, reducing the effectiveness of stacking orders on a block of 50. Secondly, orders only work on Conscripts on a 4+, and, should they fail, no more orders will work on the unit for the rest of the turn. Conscripts are still very useful, and in a Valhallan army, we’d recommend using yours to hold enemy units in place before using Fire On My Command, the new Valhallan Order, to shoot into the combat. In this way, you can neutralise an enemy unit’s shooting without any loss of effectiveness for your own! Should all your conscripts die, you can always Send in the Next Wave! – this stratagem is also a great way to recoup the loss of an expensive unit of Veterans, or a Command Squad. What better way to transport your infantry to the front than with the Stormlord? With more than enough room for almost an entire platoon of Guardsmen, this tank suits the close-assault tactics of the Valhallans to a T, while Grim Demeanour ensures that even devastating damage won’t stop you from making the most of the Vulcan mega-bolter. What’s more, the Steel Behemoth rule has been updated so that Baneblades of all types don’t suffer penalties for shooting Heavy weapons after moving. One very scary combo with the Stormlord involves a deadly new vehicle stratagem, Crush Them! All Baneblade variants are equipped with adamantium tracks and have 9 Attacks, but only have a Weapon Skill of 5+. With Crush Them!, all your attacks will be hitting on a 2+, and you’ll be able to advance and charge. Use this to get your Stormlord across the table quickly, destroy a key enemy unit and then disembark your infantry next turn before falling back and firing on the enemy. Valhallan armies are perfect for you if you want a truly relentless regiment. Tomorrow, in the last of our previews of the codex, we’ll be checking out the armies of Armageddon, and looking at how the warping of Armageddon has changed how this regiment fights. 2 Quote Link to comment Share on other sites More sharing options...
pretre Posted September 28, 2017 Author Report Share Posted September 28, 2017 Combined squads are back and SITNW is back. Quote Link to comment Share on other sites More sharing options...
Frowbakk Posted September 28, 2017 Report Share Posted September 28, 2017 I forsee someone misreading the Grim Demeanor rule to claim their Valhallan vehicles have 2x the wounds of non-Valhallan vehicles, rather than if a vehicle has 3 wounds remaining it counts as if it had six wounds left ONLY for determining how far it can move/how well it can shoot, etc. 3 Quote Link to comment Share on other sites More sharing options...
spagunk Posted September 28, 2017 Report Share Posted September 28, 2017 35 minutes ago, Frowbakk said: I forsee someone misreading the Grim Demeanor rule to claim their Valhallan vehicles have 2x the wounds of non-Valhallan vehicles, rather than if a vehicle has 3 wounds remaining it counts as if it had six wounds left ONLY for determining how far it can move/how well it can shoot, etc. Yeah, too me a minute to figure out how that rule worked. It's wonky and very open to mis interpretation. Quote Link to comment Share on other sites More sharing options...
Gorgosaurusrex Posted September 28, 2017 Report Share Posted September 28, 2017 I am very happy that my Valhallans get regiment rules again! That's not the regiment rule that I expected but it's pretty good. I like the return of "Send in the next wave", the new Valhallan order, and the updated rules for Baneblades removing the movement penalty. Lots of good stuff in this book so far. Very excited to get my guard on the table with new rules! Quote Link to comment Share on other sites More sharing options...
andozane Posted September 28, 2017 Report Share Posted September 28, 2017 23 hours ago, necrontyr said: 15" FRFSRF? Sounds pretty awesome to me. I'm pretty sure that last one you just mashed your fingers on the keyboard to make up another IG weapon.... Quote Link to comment Share on other sites More sharing options...
Prophecy Posted September 28, 2017 Report Share Posted September 28, 2017 I hope steel legion gets better artillery, transports, and conscripts. Quote Link to comment Share on other sites More sharing options...
fluger Posted September 28, 2017 Report Share Posted September 28, 2017 The conscript nerf is perfect. Quote Link to comment Share on other sites More sharing options...
MikhailLenin Posted September 28, 2017 Report Share Posted September 28, 2017 3 hours ago, fluger said: The conscript nerf is perfect. Not really. All it does is increase the army Drop count which already was high but in the world of just +1 means almost nothing. Additionally, they seem to still benefit from Commissar which was what was really OP. Coupled with the Un-restricted abuse of FW Artillery has achieved the proverbial little. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted September 28, 2017 Report Share Posted September 28, 2017 25 minutes ago, MikhailLenin said: Not really. All it does is increase the army Drop count which already was high but in the world of just +1 means almost nothing. Additionally, they seem to still benefit from Commissar which was what was really OP. Coupled with the Un-restricted abuse of FW Artillery has achieved the proverbial little. Losing orders and dropped squad size does eliminate some of the strength they had but yeah if commissars still apply it changes little. Quote Link to comment Share on other sites More sharing options...
WestRider Posted September 28, 2017 Report Share Posted September 28, 2017 But on the flipside, the return of Combined Squads should make Infantry Squads a more attractive proposition. Depending on how exactly that works. 2 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted September 29, 2017 Report Share Posted September 29, 2017 1 hour ago, WestRider said: But on the flipside, the return of Combined Squads should make Infantry Squads a more attractive proposition. Depending on how exactly that works. exactly guard should be infantry screening tanks... we also don't know points values yet... Quote Link to comment Share on other sites More sharing options...
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