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We are now officially on a countdown to the new 5th edition of Warhammer 40,000! Now for those of you who haven’t seen the list of new ‘possible’ rules that GW is considering to feature in the new book look at this first (the 5th reply to the topic): http://gobstyks.freeforums.org/40k-v5-is-on-it-s-way-t188.html
“So how do you think the new 5th edition rules will affect the Imperial Guard?”
So far I have thought of 3 things…
1. Firstly the fact all infantry now has the ‘run’ ability (fleet of foot) which means they move faster and therefore meaning less shooting time for the guard. (See rule 3).
2. Also there is a rule stating that models who are shooting out of more than 2” of terrain will give their target a cover save not good considering the amount of guard with have to place in cover!
3. Tanks are tougher with the exception of smoke launchers (see rule 50-51).
Can anyone else think of other ways that the new rules could effect the Imperial Guard?
1. Firstly the fact all infantry now has the ‘run’ ability (fleet of foot) which means they move faster and therefore meaning less shooting time for the guard. (See rule 3). [/quote]
It's not quite "Fleet", as if you Run in lieu of shooting, you cannot assault. However, Fleet will be changed to allow a model to charge following a "Run" move in the shooting phase. So, yes, it will mean most infanty will be able to cover ground considerably faster, most things won't be able to Move->Run->Assault.
I don't think the new "Run" rule is all doom and gloom.. though it's quite a bit of it. All it means for us, however, is that every assaulty unit essentially gains the fleet of foot ability, except on the turn they want to actually charge. For those that already have Fleet o Foot in 4th (ie Genestealers, et al), little will change.
It is good for us in some ways, though. I'm quite tired of always having to expose my guardsmen to unecessary fire just trying to cross a street, or move anywhere outside of terrain, where they will undoubtedly be left in the open for a turn and get shot to pieces. Now they're better able to redeploy, capture objectives on the last turn, and what not (although so is the enemy..)
The cover thing is a bit of a pain; I'd like to see someone try to set up 40 Guardsmen in one building, let alone do it without any Guardsmen being more than 2" in.
And while tanks are tougher, it seems we may be losing the ability to fire more than one weapon at a time when moving (not counting ordnance)... so moving my Russ 6" and letting loose with 9 HB shots may be a thing of the past. I'm not looking forward to that. But on the flipside, seems our ordnance weapons will be getting better, as will all template and blast weapons, ie the plasma cannons on Demolishers, grenade launchers, etc, will more often than not be able to do a lot of damage even without scoring a direct hit.
I also like that glancing shots can no longer kill a vehicle (unless they're AP1). So generally, any anti-tank weapon not a Brightlance/Lascannon won't be killing our tanks, at all. Best S8 can do is glance and take a weapon off or stun. This will be a huge improvement against armies which have relatively few S9+ ranged weapons; Orks, Tyranids, etc (which may balance them being able to hit us in CC faster).
On the flipside, though, our S8 battlecannon becomes less effective against tanks (especially other Lemans, Super Heavies, Land Raiders and other AV14 vehicles, which it won't be able to kill). I may have to peel the front heavy bolters off all my Russes and put Lascannons back on..
Other things: If the rumour about "Kill Points" is true, ie that in missions that result in a draw, tiebreakers are determined by how many enemy units slots you've killed, we're going to be in trouble. Generally it means that the average Guard army will "contain" 20+ killpoints (ie how many KP the enemy can gain by killing units) while most other armies save for maybe Orks and Tyranids will be in the ~10 KP range; we'll somehow have to figure out a way to kill more units of the enemy than they kill of us, which is almost impossible given that.. well, we're Guard!
Also, Troops selections now being the only scoring units capable of capturing objectives will be tough. All of our troops suck balls, and are hands-down maybe the worst troop type in the game. I can't remember the last time I finished a game and had even a single scoring Guardsman squad, let alone several able to capture multiple objectives.
An advantage though is that while previously most armies are played with a large emphasis on minimum Troops and stocked up Elites/HS etc, they're going to have to adapt and drop specialized units in favour of more scoring-capable regular Troops. We've pretty much always had to do this so we don't have to adapt much, but it means we'll be facing more toned-down regular enemies than ultra-elite Chaos Chosen Veteran Warp Spiders Jumpsuits and crap.
Lastly, rending being toned down is a definate plus for us, particular when we face Nids. It means that not only do the Nids lack any weapon really capable of destroying a Leman Russ from the front, but now their coveted Genestealers won't be ripping us apart either, they'll get a measly 3+ or d3+ strength for rending which, although I dont remember Genestealer strength, probably isn't enough.
Takka n' Wakka's Dakka Attacka! 33W / 6L / 1D
As of Today I begain the painstacking process of removing my sponsons on my LRBT. Plus having to redo the Side Schurzen Armour that I had on there aswell. Though we are losing basicaly the use of Sponson weapons. Look at the bright side of things at least we get to ram stuff and be really effective at it according to the pdf
I pray to god that the ‘setup first, goes first’ and ‘2 inch terrain’ rule is false because that’s going to cripple guard armies like mine who rely on shooting from cover.
As for you Russ’ heavy bolters ask yourself how often do you move you’re Russ or the main armament is destroyed in a game.
But I’m afraid you’re wrong about Glancing Hits: Unfortually I've asked this same question in regard to my Necron army, at first Necron players were upset about not being able to kill vehicles with glancing hits anymore with their gauss weapons.
But then someone revealed that in the new rules a 2nd ‘immobilized’ result is no longer downgraded to a ‘weapon destroyed’ instead it is upgraded to a ‘destroyed’ result instead!
Speculation is rampant about 5th ed. Anything anybody posts, shy of something by JvK, should be taken as highly suspect until the actual book comes out.
My god people have absolutely no patience nowadays, enjoy the old rules while they still exist because the new chages will bring a whole new perspective to the race. So for better of worse, all we can realy do now is wait and see how good/bad the GW chages will be.
Last edited by WraithGuardian; May 12th, 2008 at 02:13.
Like item #5 and #14: Terrain does not block LOS unless it actually does.
Bah! This is something that is not clearcut, and will lead to arguments. Rules for games like 40K should be straightforward, with a clear answer to obvious disputes. If you are wondering what I mean by this, well, lets say I model my new imperial fist assault squad to be wading through a swamp, with only their heads and the occasional powerfist poking out through the mud. Suddenly, they are blocked from enemy LOS by the smallest wall, by the tiniest rubble pile! They're going to reach the enemy untouched!!! And my devastator squad all standing on large piles of rocks? Thats right folks - they can reach out and touch everyone.
47. Defensive weapons are now S4 or less.
Bah again! This is merely a way to sell more mini's. How many vehicles will be ruined by this? No more sponson weapons. And its not just IG minis that will be effected - so will things like space marine dreadnoughts. Currently one of the best options for a dreadnought is assault cannon/heavyflamer fist. With this change, its either assault cannon OR heavy flamer. And landspeeder typhoons? Its so great to be able to move 12" and blast away with a heavy bolter and dual strong frag. Wont b possible anymore! At least people will have to fear landspeeder tornados less - I'm sorry buddy, that's an assault cannon OR a heavy bolter, not both.
So they sell more bits for people to replace the old.
But yeah, I'm reserving judgement on this 'till it comes out. If my fears hold true, and the new rulebook is merely a streamline of rules, where some old good stuff is made bad in order to sell more product, well, we'll see then where I stand with the game.
Heh - And I just got offered a full time job at GW!
Last edited by Cadaver Junkie; May 12th, 2008 at 03:58.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
...............so will they let us take sponson heavy stubbers like the forgeworld tanks(twin heavy stubbers on sponsons+main weapon+pintle heavy stubber......hopefully) can sentinels fire weapons on the move?
smoke launchers will be useful now......
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"