HQ
Captain
Sicarius:
Got 10 points
cheaper and lost Imperiums sword as his Warlord trait, instead getting rites of
war (which he already had before anyway). Battle-forged heroes remains the same
as does surprise attack and his wargear. He also gains furious charge, which is
effectively permanent old-school Imperium's sword for just him. Confusing.
Bottom line, mostly the same and 10 points cheaper. Next.
Chief Librarian
Tigurius:
No significant
changes.
Chaplain
Cassius:
No significant
changes
Sergeant Telion:
Now an HQ with
an extra wound, he still costs the same and has all the same rules except that
he may only join scout units.
Sergeant
Chronus:
Same as Telion
he's now an HQ and gains an extra wound. He is effectively the same as before
just that a tank must be purchased at the same time for him.
Kor'Sorro Khan:
Aside from the
Warlord trait change he remains much the same as before.
Vulkan He'stan:
Spotting a
trend here? He's essentially the same except for the Warlord trait change which
now grants him a much welcomed feel no pain. A true son of Vulkan.
Shadow Captain
Shrike:
Sadly, Shrike
remains the same. Still overpriced. Warlord trait a bit better now but still,
not great. He has the sole advantage of being the only Raven Guard unit
(non-scout) that can infiltrate, so added to the first turn shrouded bonus he
and his squad should be pretty safe.
Captain
Lysander:
Still the man.
Hammer now S+6 so the same. Warlord trait gives feel no pain now so super
badass!
Pedro Kantor:
One of my
favourites, ol Pedro now has artificer armour and, like Lysander, gains feel no
pain. Hold the line amended in line with the FAQ to grant objective secured.
Key change here - no mention of units in 12" gaining +1 not being cumulative with the Chapter Banner.
So presumably now Pedro in a unit of Honour guard with the banner gain +2
attacks! This applies to him also so it seems. Still the same cost, love him more than ever.
High Marshall
Helbrecht:
Sadly did not
gain Orbital bombardment, all else the same.
The Emperor's
Champion:
Several changes
here, however. Price the same, he now has the same rule as other Champions
regarding challenges. Slayer of Champions now has the best of all worlds. Black
sword is +2S as standard and in a challenge he can reroll to hit and to wound
rolls of 6 are instant death! He's the premier character killer.
Chaplain
Grimaldus:
Couple of
changes here. Cenobytes now grant feel no pain rather than a 6++ to units
within 6". Speaking of which, they now appear to be wargear (up to 5 of
them) rather than a unit so he can join other units. Best of all, he has
dropped in price by 35 points. A lot more viable now.
Captain:
Captains
remained much the same except for a few subtleties. Both the Chapter Master and
Terminator Captain entries got rolled into the Captain entry as upgrades, and
with that came a slight point reduction for terminator armour on a Chapter
Master (now 10 points cheaper). Relic
Blades also became options for Terminator armour equipped models.
Librarian:
No point
changes, but gained both divination and (formal) access to daemonology, making
the SM Librarian one of the most diverse psykers in the game.
Techmarine:
MoTF is now
gone, replaced by an upgraded Techmarine. Now an HQ choice, the TM is almost
the exact same stats as the old MoTF (save for 1 less Ld) and comes with a
semi-pointless power axe as standard for the same price as the old TM +PA. So
effectively you've gained BS, 1 wound and 1 attack for 15 points. Servitor and
upgrade options remain the same, meaning a conversion beamer is now a good 25
points cheaper overall. Good change IMO. Also, I may be wrong but are the servitors a squad or equipment (like the cenobytes) now?
Chaplain:
No changes
Troops
Tactical squad:
Same except
that teleport homers (globally) halved in points. Oh, and access to grav cannons, as did other squads that can select from the heavy weapons list.
Scout squad:
BIG change
here. Scout remained the same cost and have the same wargear options, BUT scouts
have returned to BS4/WS4. Not sure how I feel about the change TBH as it makes
BA and SW scouts look crap by comparison and doesn't fit the fluff as well as
the previous stat-line. These guys are sure to be more popular now, especially
snipers. Note also that Telion has gone and is now an HQ option in his own
right.
Crusader Squad:
No real change,
just a slight rewording on the neophyte/initiate ratio.
Elites
Command squad:
Now moved into
elites and taking up a slot (as per BA codex), the Command squad got 10 points
cheaper base. They are also no longer tied to a specific (or any) HQ. All upgrades remained the same, except that there is now a
standards list to pick a banner from and they actually get access to special
weapons now (FAQ before I think).
Honour Guard:
Same as
commands squads, they are now Elites and thus take up a slot and have no
restrictions on how many you can take or needing an HQ to take them. All options remain the same except, as
with command squads, gaining access to the Standards list.
Centurion
assault squad:
5 point drop
per model cost and no compulsory veteran Sergeant upgrade. Siege drill as
mentioned is now double strength, which makes a big difference for instant
death and auto-pen on a fair few things. Definite improvement here, but will
still probably lose out to their devastator cousins.
Vanguard
veteran squad:
Everything
remains the same here, except for one very welcomed and huge change, which is
that all the melee weapon upgrades received a 10 point discount! Yes, so now
you can take power weapons for only 5 points extra etc. This is a huge boost to
this unit which closes the already thin gap between them and their assault
squad cousins. The slots and place in a detachment are the only real
deal-breakers TBH.
Sternguard
veteran squad:
10 points
cheaper as they should have been in the last book as a base cost. Still an
awesome choice, but with a bit more slot competition this time around. Don't
forget Imperial Fists get bolter drill on special issue ammo now too, as well
as all the Doctrine boosts.
Dreadnoughts:
Three big
changes here which will finally make these chaps stars of the battlefield again
hopefully. Firstly, a points drops on weapons, with plasma cannons being 5
points cheaper and both lascannons and assault cannons dropping in price by 10
points. Secondly, they can be taken in units of up to three now, though there's
no mixing and matching with different types of Dreadnought and you can only
take a drop pod if they're a single Dreadnought. Thirdly, the base attacks for
the Dreadnought went up from 2 to a whopping 4, doubly their close combat
potential. 4 may be a bit excessive (3 may have been a bit more balanced) but a
boost of some sort was definitely needed to reduce tarpitting and the
oh-so-common can't hit the side of a barn door dreadnought charge.
Venerable
Dreadnought:
Same changes as
above with regard to base attacks, unit size and upgrade costs. Costs the same
as the Venerable upgrade did in the previous book. It has its own advert / data
sheet now though.
Ironclad
Dreadnought:
Same as above
with regard to unit size and base attacks. This chap is now a boss and units of
3 terrifying.
Legion of the
Damned:
Almost same as
before except you can reroll the 2D6 for scatter as well as scatter dice now.
Terminator
squad:
A much demanded
drop in the base points cost by 5 points a model may make these chaps more
desirable now.
Terminator
Assault squad:
Same base
points drop as above but the TH/SS cost doubled, meaning they're effectively
the same cost as before if upgraded and rightly so. Used to make me laugh when
people would argue from 5th ed. onwards that the two weapon loadouts were
equally good and should be the same cost.
Well that's it for the second part, as it stands there are two more parts to the review but I may try and write a 5th with some sample fluffy/strong lists for each chapter before Friday to round it up to a full 5 days worth. Cheers.
Very nice Jimbo, but I think you missed a few subtle changes here and there. Tiggy lost his reroll on powers (for example).
ReplyDeleteI don't have it in hand (to go page by page), but that is one I noticed!
I'm also a bit perturbed that the black templar characters are in the codex...but the traits are in the White dwarf...that means we don't get the assigned black templar traits to the actual black templar leaders! Kinda of poop there...
Hi Greg, not sure what you mean about tiggy? He still has the reroll to both reserves and powers from what I can see, just under one rule entry now instead of 2. I'm trying to see the Templar thing in a positive light as at least they get all the toys and more, except librarians of course. Plus emperors champ is tasty now. Still no bloody orbital on the high Marshall tho.
DeleteThe re-roll to Psychic Tests is part of his Hood now.
DeleteStill liking all this.....except Command Squads being Elite and not free FOC slot with Captain.......but my favourites have to be:
ReplyDeleteDreadnought Squadrons. I've always wanted three, but I like other Elites too. Now I can have my cake and eat it.
Scouts WS/BS 4! It's about time!
Can't wait for part three! This is looking good so far.
I would add that both Command Squad and Honour Guard are no longer tied to Captain/Chaplain/Libby or Chapter Master respectively. You can even take both with the Strike Force Cmd choice in a Gladius Strike Force. There is also the Reclusiam Cmd Sqd as a separate datasheet formation, so requires no slots.
ReplyDeleteShrike is screwed because of GW's birb FAQ. ICs with Infiltrate can only Join Units that also have Infiltrate before the Game begins. So there's no legal Unit for Shrike to Deploy with :P
ReplyDeletePedro also got a stealth buff in that his Oath of Rynn no longer excludes him, so he ends up with an effective +1A as well as the Artificer Armour.