Astra Militarum/Imperial Guard "Wiki"

Ave Omnissiah!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Draconis III, the Imperial Guard...I mean, Astra Militarum regiment trained there, the Draconian Armored Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

Oh, and I'll throw in the Thousand Sons from time to time because they're my favorite Space Marine Legion. I refuse to believe that they are Traitors! They're just...ahem...secretly loyal to the Imperium!

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Beginner's Guide to playing Thousand Sons

All right, so you've read all the awesome lore on the Thousand Sons, beginning with A Thousand Sons  by Graham McNeill  and culminatin...

Saturday, September 30, 2017

Astra Militarum codex spoilers

Okay, now for some spoilers on the Astra Militarum codex!

Thank Winters SEO. Remember to support him on Patreon if you like his channel or something. With that out of the way, here are several spoilers about the Astra Militarum codex. And the link to Winters SEO's review can be found here:

With that out of the way, in case you don't want to watch a 38-minute long video, here are some spoilers.

I'm sure you guys already know this, but here are the remaining Regimental Doctrines, Orders and Stratagems for the un-previewed regiments.

Cadian Regimental Doctrine: All models with this doctrine re-rolls ones to hit if they didn't move this turn. This applies to combat too, I believe. Anyway, yeah. If an infantry unit has been issued the Take Aim! order, they get to re-roll all missed hits if they didn't move this turn. Sweet. I'm going to run a Leman Russ Executioner list with this!

Cadian tank order: You can re-roll D6s for your Leman Russ tanks' turret weapons if they are the D6 type. So like, if you're using a Leman Russ Main Battle Tank or Leman Russ Executioner (like me!) you can re-roll the D6s for them. And if you're firing twice, you get to re-roll for both times. Sweet!

Cadian Stratagem: If one of your units successfully wounded an enemy unit this turn, all other Cadian units get +1 to their hit rolls if they target that same unit that turn. Costs 2 Command Points. Not bad. For example, I can use an Executioner tank to wound a Stormsurge, and then I'll use my Shadowsword to fire, and I can add 1 to all his hit rolls!

Tallarn regimental doctrine: All infantry models can shoot their weapons except heavy weapons if they move and advance. So you can still shoot your rapid-fire lasguns, hot-shot lasguns, plasma guns, pistols even after you advanced. No firing lascannons or heavy weapons, though. But the sweet thing is for vehicles - all vehicles can move and fire their heavy weapons at normal BS. So if I move my Leman Russ tanks, they can fire their sponson and hull heavy weapons without suffering the penalty. Even better, titanic vehicles (Baneblades!) treat all their heavy weapons as assault. Meaning you can fire all your heavy weapons like the main weapon and lascannons, but take a -1 penalty. Speaking of Baneblades, I'll reveal more later!

Tallarn tank order: Your tank can move an extra 6" during the shooting phase before or after you shoot, and guess what? It doesn't count toward the half-movement thing in the Grinding Advance rule. WOOHOO!

Tallarn Stratagem: AMBUSH! Costs 3 Command Points, but entirely worth it. Pick 3 Tallarn units and put them in reserve. At the end of your movement phase, you can take them out and put them more than 7" away from any battlefield edge and more than 9" away from any enemy unit. Ambushing plasma Command Squads, anyone? Or how about an ambushing Baneblade/Hellhammer or Shadowsword? It's Creed all over again! Pop up a Baneblade or Shadowsword in front of the enemy, then charge it (maybe next turn). Using the Crush it! Stratagem, I mean. Heh.

Militarum Tempestus regimental doctrine: If you're firing within half range, you can roll for an additional hit for every hit roll of 6 you make, but these don't produce new additional hits. Very lackluster. I say screw it. You might as well take Militarum Tempestus Scions as your Troops for your regiment, like Kasrkins, because honestly, you're not missing anything with this doctrine. They don't benefit from the doctrines, sadly, but they don't need it. I mean, you want your Stormtroopers to be moving, so they won't benefit from Cadian doctrines, nor will they benefit from the Vostroyan one since their hot-shot lasguns are only 18". So just use them for Kasrkins!

Militarum Tempestus order: Elimination Protocol Sanctioned! Brought back from 7th Edition, it allows you to re-roll all failed wound rolls against monsters and vehicles. Now if it would also apply to hit rolls...but not bad. Not bad at all. Better than bring it down, that's for sure.

Militarum Tempestus Stratagem: Interceptor. Basically anyone who Deep Strike within 12" of your Stormtroopers will get a face full of hot-shot las-fire. You do get a -1 penalty to your hit rolls, though. But for 1 Command Point, can't really complain.

Leman Russ tanks!

We know they shoot twice with Grinding Advance if you only move 5". And as I said, you can mitigate that with the Tallarn tank order, so not bad at all. But what else? Plasma got buffed. Now you don't take 6 mortal wounds for every roll of 1. You just take a mortal wound for every roll of 1. It makes taking plasma a lot less painful and risky. Add the Cadian doctrine and you never have to worry about plasma again. Heh.

Leman Russ Vanquishers have no change. They're still Heavy 1 (though can shoot twice, but honestly still not a good reason to take them), Strength 8, AP -3 and Damage D6, roll 2 D6 and discard the lowest. They should have buffed the Strength. Honestly, the Onager Dunecrawler is a much better anti-tank tank than this guy, and he costs cheaper and comes with an invulnerable save.

No change to any of the weapons. But they all cost about 10 points less, if I recall. Demolisher cannon is still D3, change to D6 if targeting units with 5 or more models. Ugh.

But there's more! If you take a Spearhead Detachment, all your Leman Russ tanks have Objective Secured! No, I'm not joking. All Leman Russ tanks have Objective Secured if you take 4 of them (make sure one's a Tank Commander!)! How awesome is that!?

Infantry Platoons

You all already know the Combined Squads Stratagem, but there's another Stratagem called Consolidate. Pick 2 infantry squads with 2" of each other at the end of the movement phase, and for the rest of the game - yes, the rest of the game, not turn - they become one unit. YAY! Costs only 1 Command Point, too! Take note it's only infantry squads, so I don't know if it applies to Conscripts (no matter what Winters SEO says, and he completely missed the line in the Armageddon order where you can't issue that order to a unit that had already disembarked that turn - same mistake as Warhammer Community).

Other changes

Devil Dogs' melta cannon is now Assault, so they can fire without suffering the penalty when moving.

Basilisks are now AP -3. Awesome. No, really. Basilisks are AP -3. They used to be AP -2.

Rough Riders are gone. That's...rough.

You have a Stratagem for Hydras and I think Wyverns, where they can add +1 to their hit rolls when targeting ground units, and it's only 1 Command Point.

Valkyrie gunships now have marauding gunships that allow them to hover and shoot at their normal BS without suffering any penalty to their hit rolls when moving. They used to suck because they could only hit at 5+ with their heavy weapons when moving, but now that you can drop to hover, you should be able to unleash those lascannon and rocket pods at BS 4+ instead. Yay! And they're about 20 points cheaper.

Super-heavy Baneblade variants!

Oh, and I'm most excited for this change. We all know the Steel Behemoth rule allows Baneblade variants to move and fire their heavy weapons without penalty. Awesome. But what's even more awesome is that every Baneblade variant except the Stormlord has an extra D6 for their primary weapon! Basically Baneblade, Banehammer and Hellhammer fire 3D6 shots, and the Stormsword, Doomhammer, and Banesword fire 2D6 shots! The Shadowsword? Fires 3D3 shots now. Cool! The Stormlord still fires 20 shots, though, so no change for that poor fella.

And they all get points reduction and cost 40 points cheaper now! WOOHOO!

Anything else that I might have forgotten? Oh, In Memory of Cadia Stratagem. Re-roll all failed hit and wound rolls when firing Overwatch against enemy Chaos units. Works for all Regiments. I'm not kidding. Uh, there's a Commissar tank Stratagem that grants him a Leadership bubble. And one that heals your vehicle without needing a Tech-priest Enginseer.

Warlord Traits

Remember Kurov Aquila? Now there's Grand Strategist, where you roll a dice for every Command Point spent when using a Stratagem, and on a 5+ you get it back. Can you say awesome? There's Bellowing Voice, that extends your Order and whatever aura abilities by 3" (like Belisarius Cawl) and Master of Command that gives you an additional order.

Cadia has an improved version of Master of Command called Superior Tactical Training because every time you issue a Command, you can roll a dice, and on a 4+ an additional unit of the same type (Infantry or Leman Russ) gets the benefit of the same Order without you needing to use the order. So you can potentially affect up to 4 units that are 6" around your Warlord by issuing just 2 orders! And if you're doing that for your Leman Russ tanks and don't have Pask, then you might just work something out with this!

But what interests me is the Tallarn Warlord Trait, which allows your Warlord and any unit within 6" of him to charge even if they fall back that turn. Can you say awesome? Imagine charging with my Shadowsword or Hellhammer, then falling back, and then charging again! It will be hilarious to charge my tanks into the enemy!

Militarum Tempestus is meh, your Warlord can deny a psychic power in the same manner as a psyker. Whoopeedo. Speaking of psykers...


We have 3 new psychic powers. Nightshroud has a warp charge of 6 and all enemies take a -1 penalty to their hit rolls when shooting at the targeted friendly unit. Mental Fortitude is 4 warp charge (wow!) and makes your dudes Fearless. The most interesting is Psychic Maelstrom, which costs 7 Warp Charges and piles wounds like Smite, but it's different. Basically you roll a D6 and on a 2+ you deal 1 mortal wound, and roll another D6. On a 3+ you deal another mortal wound. And then you roll another D6. This time, on a 4+ you deal a third mortal wound, and get to roll another D6. You need a 5+ this time and if you're lucky enough to get it, then a fourth mortal wound gets done, and you get to roll again! And hope you get a 6+ this time! Potentially up to 5 mortal wounds!

Since your Astropaths can only Smite on a single D6 or something, might as well give them Psychic Maelstrom while your Primaris Psyker goes around Smiting dudes. :D

I think that's all the changes I remember for now. Let me know if I've missed out on anything.

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