So it has arrived, new shiny 104 sheets hardback codex for Imperial Guard. Finally writers of GW made a serious push and made flluffy part of Imperial Guard more detailed by adding a version of Ministry of War. This however is not a significant change just a polishing of details. In short, entire codex (who does not have a leading author this time) have a feel of polished version of previous codex. Now lets talk about biggest changes.
1. Points.
Yes, majority of weapon upgrades have been changed. Most of plasma and power weapons are at least 5 pts more expensive. On the other side, majority of other weapons like lascannons, grenade launchers, flamers, are at least 5 or 10 points cheaper. Same goes for most infantry upgrades like doctrines for veterans, medi-packs, Comissars, ect. Valkyries and Vendettas are much more expensive, 125 and 170 pts respectively. Most of surviving characters are cheaper as well, Yarrick is 145 pts, for example.
2. Tank commander.
Finally those pesky armored units can upgrade to have a character with their own Orders and tactics. This is one of the biggest changes and improvements for the Imperial Guard. Three orders give and extra move, allow to split fire and use smoke immediately after firing weapons. Good old Pask is still here and as any other Tank commander is BS4.
3. Modified units.
Some of the Elite units have been upgraded.and improved. Long standing outcry for Stormtroopers have been heard. Now they are called Militarium Tempestus Scions, have their own command squad, improve morale of friendlies in vicinity of 18", may shout orders and may be grouped up to 10 models in the unit. Hot-shots got an extra support weapon with Strength 4, range 24" and salvo 2/4 ability.
Ogryns got an assault version called Bullgryns, with carapace armour and 5+ invulnerable due to the huge shield they are carrying.
Vendetta lost 6 places for passengers. Hydra is 10 points cheaper. Ratlings now have the ability to shoot and run (not like they ever needed it). Psyker battle squad now called Wyrdane psyker and follows rules for Brotherhood of Psykers with 4 disciplines under their belt.
Minitorum Priest ever useful in close combat are even more awesome, since they can boost combat effectiveness for each fight sub-phase. In short: re-roll any save, re-roll to wound or gain Smash rule. Zealot comes handy as well.
Enginseer gained an extremely useful ability to bestow a Power of Machine Spirit to any friendly vehicle in 12" for one turn. So now we can jump around and fire at will with any heavy tank.
Enginseer gained an extremely useful ability to bestow a Power of Machine Spirit to any friendly vehicle in 12" for one turn. So now we can jump around and fire at will with any heavy tank.
4. New vehicles.
Well strictly speaking there is only two Taurox APC and Wyvern mobile mortar. Latter one is an improved version of old Griffon, without rule for accurate bombardment. Instead we get two mortar shots with Ignore cover, Shred and small blast. Yawn.
Taurox on the other hand is a new beast. In functionality in resembles Rhino, same stats and access points, plus two firing points and ability to re-roll dangerous terrain test. The biggest downfall is that it is a HUGE target, as tall as Basilisk.
Taurox Prime, is a version of light tank/APC for Scions has a BS 4 and a huge variety of weapons, like battle cannons, missile launchers, hot-shot volley gun, autocannon or Gatling cannon. In addition it is a fast vehicle. But then again, it is a lightly armored HUGE target.
5. New orders.
Well there is only two new orders, "Smite at Will!" which gives a unit a Split Fire option and "Suppressive Fire!" giving infantry a Pinning option. Others are just slightly rephrased versions of previous commands.
Taurox and Scions command squad |