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Well, enough folks replied that I'll go ahead an put down my next round of musings. As in the first installment, this is my take on the trends in Games Workshop's philosophy in Codexography.
'ere we go:
The top of every Regiment Commander's list of problems with 5th edition is Kill Point missions. Now, the current rumors are than either platoons will only give up a single kill point, or that squads will be worth fractional kill points. I favor the former over the latter because GW no longer believes their customers can perform simple math operations.
Therefore let's look at how they could pull off making platoons worth a single KP. The obvious answer, at least to me, is to require something like a squadron coherency rule for platoons. Each squad will have to be within 6" of another squad. Not only does this allow for the logic behind making a platoon worth a single KP, but it can be defended as totally fitting the background since squads should generally stick near their command structure.
An added bonus is that those who disdain suicide command squads will have a rule that pretty much kills them as an option.
This also leads into my next thought...
This is one of the more persistent rumors around. For those who haven't heard, this rumor says that Guard Units will not provide cover to enemies when other units from the same platoon fire through them. This rumor also connects with the Attached Unit rumor that says a tank, heavy weapons squad, etc are going to be able to attach to a guard platoon to benefit from platoon drill.
This sounds like an awesome rule, but the only way I can think of balancing it is using the 6" coherency rule I mention under Kill Points. (2" would be an Orky mob, so I say 6")
Either way, it makes sense and sounds great. For once in my life I'm going to pretend GW might actually make a positive decision towards Guard and implement this.
and now for a total WAG:
Sacrificial units: If GW doesn't go with the 1KP per platoon, they might.... MIGHT... allow use to declare sacrificial units. Something along the line of having a conscripts unit that doesn't count for Kill Points, but also can't contest objectives... It is a thought, and really far out there, but there is precedent in that they did something similar to Nurglings.
and now for some more ideas
Medics: Medkits will provide Feel No Pain to the squad they are in, just like every other "new" codex. I'll fly to England and slap some puffy pale blokes if they do otherwise.
No More Armored Fist Option: I say this because it will be redundant. I think they will just allow all squads will be chimera-upgradeable. Armored Fist as a separate troops choice just clutters the armylist.
Speaking of clutter Doctrines options we'll never see again:
We pretty much know the doctrine system is going away. Here are options that will probably be on the chopping block:
Veterans: It was dumb to ever limit them in the first place. Hell, if Eldar can take THREE Harlequin squads, vets should be unlimited.
Close Order Drill: If by some chance they let us still take this as an option, it certainly WON'T be free. Either way, the +1 initiative portion is pointless due to the 5th edition counter charge rules. you are forced to break formation in every assault, so this little boost to initiative is dead.
Drop Troops: I hate to say this, but it certainly won't be free anymore. It might not even be available unless you take some expensive HQ and it will probably force you to have the whole army drop in. Think Guard playing like Daemons...
Xeno-Fighters: Fluffy, but totally against the take-all-comers setup the current design philosophy is following. If a deamon can be subject to poison, all race-specific hatred is also coming to an end. For further evidence see Chaplain Cassius in the Space Marine Codex.
Just about all Special Equipment doctrines: Now, here is where I am very iffy. GW seems to be swinging back to giving players more options. However, the laundry list of options vs. exceptions that these doctrines provide would make the IG Codex the most complex of the modern era*.
So they have two options, remove the exceptions and allow Carapace-armored Cyber-enhanced chem-inhaling Warrior-weapons-wielders ... or they can trim the list.
-Carapace? Might be redundant if they allow for an entire Grenadiers-type list.
-Chem-Inhalers? Fluffy for exactly one regiment they don't have models for. Dead.
-Cameoline? Sounds like something one of those Special HQs might open up...
-Cyber-enhancement? Other than Skiitarii players, who uses this? My guess: Dead.
-Warrior Weapons? Never should have cost points and should just be a regular, FREE, option for all squads. Naturally, it will instead be dropped. They have never, and PROBABLY WILL NEVER support this with models. Dead. (For duther evidence, see the featured guard regiments in the Big Rule Book color section. Even the feral-looking regiments have lasguns.
Well, that is my current stand on where I suspect things are going. If you disagree, please post on up and politely tell me where you think my views are askew.
Otherwise, your silence is considered total agreement.
*When I say Modern Era, I'm thinking about every Codex since Eldar. Design philosophy shifted sharply ever since.
I can't really see that extending to armored vehicles though.This is one of the more persistent rumors around. For those who haven't heard, this rumor says that Guard Units will not provide cover to enemies when other units from the same platoon fire through them. This rumor also connects with the Attached Unit rumor that says a tank, heavy weapons squad, etc are going to be able to attach to a guard platoon to benefit from platoon drill.I agree, I would also suspect the chimera to come down in points. The razorback is currently 30 points cheaper, they used to be the same price. However, I would not expect the guard version to come down as much.No More Armored Fist Option: I say this because it will be redundant. I think they will just allow all squads will be chimera-upgradeable. Armored Fist as a separate troops choice just clutters the armylist.
I'll be glad to see COD and Drop Troops go; they've been hopelessly abused. Hopefully the Honorifica Imperialis will go away too, or at least be 6 points more expensive. Conversely, I think Cameleoline will survive, probably by being bundled with Light Infantry. Gaunt's Ghosts seems popular enough that GW will include everything needed to continue the regiment. In fact, I'll be surprised if there aren't some official GG models.
In fact, my theory on GW Codexography (as you put it) is that GW will directly link abilities to models. A typical IG regiment, in my prediction, will have a Light Infantry platoon made up of Catachan models, an Armored Fist platoon with only Steel Legion models, and so on. Unlike other Codecii, I think IG will not have the special character emphasis--buy Catachans to have Catachan abilities, Death Korps models for DK abilities, etc.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Link) we'll have a 55 point Chim with ML/HB/Smoke/Searchlight. Granted, that is the inquisitorial one and has another rule, so you never know, it might be even cheaper! Of course, they'll still get us on Extra Armor by making it 15 points, which I think is overpriced.
True, which is why I leave it behind on just about everything now. Marine players have mostly decided to go without when considering to upgrade to extra armor on transports. Seems more of a mixed bag when it comes to battle tanks, some players just don't want to part with it. And pretty much the same can be said for chaos as well.Well, if the FAQ for Imperial Armor 2 is sufficiently prophetic (Link) we'll have a 55 point Chim with ML/HB/Smoke/Searchlight. Granted, that is the inquisitorial one and has another rule, so you never know, it might be even cheaper! Of course, they'll still get us on Extra Armor by making it 15 points, which I think is overpriced.
I think the Chimera will just be a cheap weapons platform, especially in the early turns of the game. Perhaps around turn 5 or 6, any surviving transports could be tasked with shipping the troops up field.
In the old marine codex, and in our current IG codex smoke reduced penetrating hits to glancing hits instead. In 4th ed, this meant more rolls on the damage chart would result in an inability to move the next turn. In 5th ed, with 'old' smoke rules, it is even more advantageous. On standard weapons, 4 out of 6 results from a glancing hit will mean the unit wont be able to move next turn. Extra armour therefore would be useful on 4 out of 6 results. (This is even more so on vehicles like the chimera that have poor, poor side armour and would penetrated more often than not if it were not for smoke.)
Now consider new smoke rules. The interaction of smoke and extra armour doesn't really take place. We wither negate the hit all together (obviously a good result) or we dont. This means that extra armour is less likely to be utilised from any resulting rolls on the vehicle damage chart. Worse still, the vehicle is more likely to be destroyed in any case, meaning that the upgrade may in fact be wasted.
Now, at the current cost of extra armour, its not so much a big deal. Most lists often afford some points wastage on upgrades. Consider however the tripling of said upgrade and multiply it by the number of vehicles you take. The fact that you now pay triple for an upgrade that will be used less is kind of a sad. Thats why I think EA is being taken less.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
That move, in my opinion, is what not to do with guard transports. There's really no reason to get closer to the enemy with guard. Your much better off grinding the enemy down over range, and keeping that AV12 pointed at the enemy, guns blazing at full effect. Weighting the enemy out, and moving up with any surviving transports/infantry starting on turn 5. A smoke launched Chimera on Turn 5 is a tough target to kill. Hopefully next turn you'll still be able to make a play on any objectives.Now bear in mind the following logic is based on the fact that there is generally one turn where a transport is particularly vunerable, usually when you are trying to get the full 24 inches of movement over 2 subsequent turns. (ie, you are actually trying to transport something!)
But we both seem to agree that leaving Extra Armor off transports is usually a good idea. If perhaps different reasons.
Funny, I expected some Mordian player to start shouting about Close Order Drill. I guess all the models have finally melted :p
LOL. I throw a random jab and manage to hit Rex.
Nice work on those, BTW.