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Post a Comment On: Fawcett Avenue Conscripts

"Product Review - New Imperial Guard Codex"

8 Comments -

1 – 8 of 8
Blogger DaveV said...

Greg,

Thanks a lot for the very thoughtful review.

I'm rather obviously a GW fanboy. I'm usually jonesing to play with my Eldar, but how many around here remember that the IG were my first army? I still have over a hundred painted figs plus tanks.

Older players, especially, are into the fluff. Just take a look at KevinH's Valhallans or the Astro armies made by Mario or then other Kevin.

However, just a few points.

RE: The Good:
'The 40k game is all about Armour Penetration or "AP"...'

Respectfully, no it isn't. For anti-infantry, it's about shot volume. IIRC, the Stormtrooper hotshot lasgun is a Rapid Fire weapon with only 18" range. So, if they're standing still they can't reach out as far (normal lasguns shoot 24"), and moving they're only 12" range. Also, they cannot use the order system to gain an extra shot. With only S3, they just cannot deliver enough shot power at enough range to ever prevent being charged in close combat by the survivors of their shooting. IMO, this weapon is not worth taking.

It would've been more viable either as Range 18"/Assault2, or with an increase in Strength to 4.

RE: The Bad:
Giving orders doesn't seem to have slowed the game down much. Recently, I fought against two players' Imperial Guard armies at Astro, and the orders just consumed a die roll to successfully issue them.

I liken their use to the invocation of other factions' special powers. For example, the Eldar Dire Avenger Exarch can take "Bladestorm" for his squad's shuriken weapons. This is substantially the same as "First rank...fire! Second rank...fire!" - namely, an extra shot per man for specified weapons.

RE: The Meaningless:
The Advisors are kind of interesting, especially for their relatively low cost. I've been up against both the Master of Ordnance and the Master of the Fleet. The former (basically an observer for off-board artillery) dropped big pie plate explosions that could've devastated a less-mechanized force than mine. The Fleet officer (the ground control officer for off-table close air support) delayed my Eldar reserves; the model negated my Autarch's special power to give +1 on reserves rolls, forcing me to re-think Reserves Denial type ploys.

I agree, there's no real need to have all the new tank variants, except to sell the new models. To be fair, I've seen photos of the new tank model sprues. They look re-cut; very nice.

At the end of the day, the new IG codex may have made the Guard more viable on the tournament scene (cheaper transports, cheaper infantry, streamlined force org, melta spam, etc.). Certainly, I saw more of them at the most recent Astro than I have in the past.

I think you make a very good case that the Codex hasn't added a lot to the back story of what is ostensibly the most numerous Human force in the 40K universe.

July 21, 2009 at 11:27 AM

Blogger Greg B said...

Dave - while the exploits of your Eldar are well-established, nobody who knows you whould challenge your cred on the Imperial Guard. The figures that you and Kevin had painted back in "the day" were part of what got me hooked into the hobby!

My entire "blue" Imperial Guard force was painted to match that one Imperial Guard Commander I got from Kevin H. I love that fig!

I will have to disagree on the AP vs. shot volume...I think the notion of "melta spam" is a confirmation of that. Melta has an awesome AP value, which helps venitlate things with certainty, and the more you can have, the better chance you have in any given scenario. If Plasma guns weren't stupidly baking off all the time, it would be plasma spam.

The Bladestorm is lethal not only because of shot volume, but high ballistic skill and an AP sufficient to fleanse most "average" troops.

I think the improved strom troopers are solid, and higher AP is the way to go with them. The lack of orders is superfluous from my perspective, mainly because the "First rank fire" etc. serves as compensation for lame ballistic skill of 3 on the regular lads, as opposed to something that will really tilt the game. To the extent that rapid volleys of an S3 are going to really pay off, chances are you are shooting at something you should not have been afraid of regardless.

I should have added the variant Hellhounds as a plus - some interesting new variants there. That gas-spewing variant is kind of ominous...

July 21, 2009 at 2:14 PM

Blogger DaveV said...

RE: Melta:
I acknowledge that melta spam is "The New Black" of 40K. That's due to the peculiarities of the vehicle damage table, where AP1 gets you +1 on your damage roll and "melta" weapons add a +1D6 to vehicle penetration. That's a somewhat different kind of spam than with anti-infantry, with malta spamming armies I've seen fielding a meltagun or two in, say, three different squads.

I've actually toned down my Fire Dragons to a mere 5-man squad. I used to field 9 or 10 of them. I remember you fielding 10-strong Dragon squads, back in the day.

However, I've found that low-AP guns (AP1 or AP2) like Starcannons and Fusion (melta) guns don't necessarily do the job any more against powered armour. This is due to the ubiquity of cover saves.

Still and all, having more low AP guns may be better than not having them at all.

Can the new Stormtroopers have special weapons like plasma or melta? I don't have the codex yet.

RE: Hellhound
Yeah, I'm liking the new Hellhound tank variants the more I see of the kit:
http://www.belloflostsouls.net/2009/07/40k-sneak-peek-hellhound-sprues.html

The napalmfuel tanks exist; they're inside the hull and can be seen if the hatch is opened. Leaving the turret gun unglued, or using magnets, may allow a swap-off of the flamer and chemical gun barrels.

July 21, 2009 at 3:21 PM

Blogger Greg B said...

Oh man - that kit looks cool! Flame-tastic good times await.

July 21, 2009 at 3:46 PM

Blogger Greg B said...

Dave - quick additional response - the Storm Troopers can have a flamer, plasma gun, melta gun or grenade launcher (that is, two per squad - not each trooper :)

July 21, 2009 at 7:15 PM

Blogger Unknown said...

I'm going to avoid talking about fluff, as it seems that GW has decided if you want the fluff to be good you should buy one of thier little fluff books like the "Uplifting Infantryman's Primer".

The AP game is now much more a head game then a dice game, like it was in 4th. With cover its probably not going to be an issue of the die rolls as much as scaring the Marine player that your little Stormtroopers will mow down his Terminators. This goes double for the Leman Russ Punisher - give me a squadron of 3 against most players with an "elite" army and I'll control or atleast contest a flank very easily. He'll be more worried about rolling a 1 for a save then the simple fact its still a BS3 unit.

Orders - well the Guard have this because Marines can think for themselves (and get shiny stuff like "And they shall know no fear" and power armor)

The Hydra - did you read the nasty little rule about ignoring stuff like Turbo boost? Its extremely nasty if still a little under dakka'ed

The meaningless - this is where I disagree the most.
Leman Russ Punisher, this thing is purely psychological warfare as you roll buckets of dice. Ive statted up a squadron that rolled over 100 dice in one turn of sitting still.

Command Squads - look at the bits before you dismiss them, one of the coolest IG kits ever when it comes to that.

Advisors - all about delaying the inevitable until you get your troops in position to deal with them. Oh and dropping orbital strikes on stuff in cover..

Chimera with autocannon is available in a PDF from Forgeworld - for FREE!!! Basically its just GW not posting stuff it doesnt directly make.

Course this is all my opinion - your mileage may vary

July 21, 2009 at 7:27 PM

Blogger Greg B said...

Evernermore - thanks for chiming in!

I still think orders would be an excellent concept for the Space Marines - surely a redoubled fire effect from a Marine Sergeant would be an appropriate outcome, on top of bits like "They Shall Know No Fear" etc?

Regarding the Hydra, I did see that bit about ignoring the boost. Yet I still feel strongly about the absurdity, given that this still limits the effects against infantry!

If you have ever played modern or WW2 games, with kit like a ZSU-23-4 or Wirbelwind, AAA vehicles often end up as good times against infantry. The Hydra, as currently in the codex, comes across as having some kind of hot sh*t radar. Screw that - give it a million shots, enough to overcome the boost advantages of enemy skimmers. Especially if you are going to have some Leman Russ variant with 20 shots!

July 22, 2009 at 4:24 PM

Blogger Unknown said...

What I would prefer orderwise for the Space Marines is something more along the lines of the old "Bolter Drill" special rule that Lysander had before they plunked him in Termi armor.

AA usually works wonders against infantry but the Hydra has more in common with the Sergeant York or the Gepard - which I havent ever really seen stated for any game I have. Maybe Cold War Commander would have the answer?

July 22, 2009 at 10:13 PM

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