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Departmento Munitorum: 5th-6th Edition Changes


Kierdale

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Has anyone noticed they opened up basic infantry squad options for special weapons? Your normal squad can take a melta gun, plasma gun or sniper along with the ol' grenade and flamer.

 

The basic infantry squad could bring all of these things in the 5th Edition codex as well.

I can't recall seeing sniper rifles on the list in the old codex.

I think it was more of a case of nobody using it :P SWS can make for cheap sniper teams now I think, so maybe that's a good place for them?

Yeah, but BS3 is what kills them as a good option for sniper rifles with only 3 shots per turn.

 

 

No more Hydras ignoring jink saves....

 

There went the best unit in the game for killing wave serpents.

 

It was my understanding that the Eldar tanks could not use Jink...?

ALL skimmers jink, just by moving. Thats how they get their cover saves.

I realise this is off topic, but does that include Falcon's too? I have been told they don't get Jink saves as they are a "heavy tank".

 

 

Has anyone noticed they opened up basic infantry squad options for special weapons? Your normal squad can take a melta gun, plasma gun or sniper along with the ol' grenade and flamer.

The basic infantry squad could bring all of these things in the 5th Edition codex as well.

I thought they only had access to flamers and grenade launchers. The ST teams could take em but not normal trooper squads...

 

... either that or I'm missing something here in the old codex.

 

 

 

Has anyone noticed they opened up basic infantry squad options for special weapons? Your normal squad can take a melta gun, plasma gun or sniper along with the ol' grenade and flamer.

The basic infantry squad could bring all of these things in the 5th Edition codex as well.

I thought they only had access to flamers and grenade launchers. The ST teams could take em but not normal trooper squads...

 

... either that or I'm missing something here in the old codex.

 

Unless my 5Ed has a misprint, the basic infanry squad could take a melta or a plasma. Its all there on P97

 

 

 

No more Hydras ignoring jink saves....

 

There went the best unit in the game for killing wave serpents.

 

It was my understanding that the Eldar tanks could not use Jink...?

ALL skimmers jink, just by moving. Thats how they get their cover saves.

I realise this is off topic, but does that include Falcon's too? I have been told they don't get Jink saves as they are a "heavy tank".

That includes Falcons... who are not a heavy tank. They are fast, skimmer, tank. They are 'heavy support' and that makes no difference, nor would being a heavy tank anyways. 5+ just for moving, 4+ for moving flat out, +1 for having holofields usually.

 

 

 

 

No more Hydras ignoring jink saves....

 

There went the best unit in the game for killing wave serpents.

 

It was my understanding that the Eldar tanks could not use Jink...?

ALL skimmers jink, just by moving. Thats how they get their cover saves.

I realise this is off topic, but does that include Falcon's too? I have been told they don't get Jink saves as they are a "heavy tank".

That includes Falcons... who are not a heavy tank. They are fast, skimmer, tank. They are 'heavy support' and that makes no difference, nor would being a heavy tank anyways. 5+ just for moving, 4+ for moving flat out, +1 for having holofields usually.

 

Actually they ruled in the FAQs that heavy tanks can't jink, denying the monolith a claim that it can actually dodge things.

 

I'm sad to see some of the artillery go since I've been wanting to start a steel legion force to back up my marines, but now I might have to hold off.

I'll have to take a look when I get home. I won't be surprised that I missed it all these years.

 

I'm looking at p. 97 of my 5th Edition Codex.

 

"One guardsman my replace his lasgun with a:

Flamer, grenade launcher or sniper rifle ..... 5 points

Meltagun ..................................................... 10 points

Plasma Gun ................................................ 15 points"

 

Assuming that since the codex is now obsolute it's allowable to post that.

Don't I feel silly! I can't believe I've missed that all this time. I've only ever given my basic troop options a flamer or grenade launcher. I'll need a warning sign under my posts now, "may have forgotton valuable information to our codex".

So I've been reading reviews around the internet and general consensus is that the priest are amazing for all the re-rolls. Am I missing something? They only get the ability when they're in combat. Doesn't seem that good.......

 

Still useful for cheap fearlessness for blobs though.

So I've been reading reviews around the internet and general consensus is that the priest are amazing for all the re-rolls. Am I missing something? They only get the ability when they're in combat. Doesn't seem that good.......

 

Still useful for cheap fearlessness for blobs though.

I guess those are mostly non-imperial guard players who play armies that actually work well in close combat! I would rather have a priest that chants rites that would make my lasguns twin linked,than to have all those rerolls in CC!

General Consensus is a dangerous man, his strategic planning lacking and his knowledge of tactics almost non-existent. He tends to knee jerk react to things and is prone to parroting something he's heard without any understanding or verification. Take whatever he says with doses of salt, and get a second opinion from Field Marshal Experience ;)

In addition to handing out Fearless and having the war hyms, the Priest can carry a plasma gun, and have a better invul save than a Comissar. All for a point more than a Plague Marine (base). I plan on running 3 in my renegade list.

Well, there are always mildly insane Guard generals like myself who stubbornly still consider Guard something that can work well in close combat. Or even if they don't I'm going to make them work whether they like it or not! It's something that has served me surprisingly well over the years as it is unexpected. It would probably work better if I used more of a horde type army but I confess to liking my toys too much. I'm looking forward to seeing how I do with some WS4 DKoK at the upcoming tournament. Too bad they don't get priests though (although regular IG are battle brothers so ...)

Is there any other type of Guard general Nico? laugh.png All Guard generals should keep a bottle labelled "delicious tears" to collect from those who foolishly underestimated the humble Guardsman. I like to keep my full ones on the window sill, the sunlight shines through them in the bright colours of victory.

Is there any other type of Guard general Nico? laugh.png All Guard generals should keep a bottle labelled "delicious tears" to collect from those who foolishly underestimated the humble Guardsman. I like to keep my full ones on the window sill, the sunlight shines through them in the bright colours of victory.

I laughed out loud at this post. I definitely need a bottle like that!

Perfect for when Guardsmen win a close combat. Or when the Basilisk with its main weapon destroyed drives up and incinerates a closely-packed unit because the enemy didn't realize the thing had a hull weapon (one of my fondest memories -- the look on the filfthy xenos general's face was priceless).

One of the best games i've ever played with my guard invloved approx 300 guardsmen bayonet charging logan and his termies (approx 25) who were guarding a massive chapel (we decided to change squad sizes on his guys so they could split into teams of 3 to cover the ground). 250 lives later and the glorious combined charge of the catachan 3rd, cadian 12th, and necromundan militia 4th went down in the annuals as the day the guard successfully bayonetted and captured the traitor logan (who was later released without charge after orders were re-read and ships re-directed towards the word bearers and their leader logar).

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