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Imperial Guard Semi-confirmed Rumors

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Autarch (CM)
scurrdi
feen039
The Eldar Guy
luis the young
Dr. Love
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Post by rokassan Fri Feb 20, 2009 1:55 pm

So Hell pistols and rifles are AP3. Thats cool. Makes Storm Trooper pretty deadly to Space Marines. I guess Las Rifles arent gonna get any type of boost though.
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Post by Dr. Love Fri Feb 20, 2009 2:35 pm

luis the young wrote:Punisher Gatling Cannon.. Heavy 20 !!!!!!! WTF?!?!

Str 5, AP -, 24'' range. Not that bad.
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Post by luis the young Fri Feb 20, 2009 2:51 pm

you missed the Heavy 20 part... 20 shots !!!!!!!
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Post by Valhalla114 Fri Feb 20, 2009 2:51 pm

cant stop being so happy...already have army...just need codex..
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Post by luis the young Fri Feb 20, 2009 2:54 pm

Valhalla114 wrote:cant stop being so happy...already have army...just need codex..

homo
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Post by Valhalla114 Fri Feb 20, 2009 3:13 pm

youre just sad your orks have such crap saves especially with that punisher cannon
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Post by luis the young Fri Feb 20, 2009 3:26 pm

Thats gotta be a misprint.. jebus, 20 shots !!!

The Socialist Bolchevik Russo-Cuban-American Waaagh demands to be able to loot one of them guns !
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Post by Dr. Love Fri Feb 20, 2009 3:44 pm

its not a misprint, its 20 shots. all rumors confirm it. if you want to play Mathhammer, out of those 20 only half will hit with BS3, and against T4 about 7 will wound. then we get our crap 6+ save so 6 orks dead. i think a Battle Cannon would kill just as much
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Post by Valhalla114 Sat Feb 21, 2009 2:40 am

yeah but this is better because there's no scatter....hahahaha
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Post by Valhalla114 Sat Feb 21, 2009 2:41 am

20 str 7 shots on a vehcile or vehicle squad = death
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Post by Dr. Love Sat Feb 21, 2009 9:23 am

Alfred, its Str 5 not Str 7.
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Post by Valhalla114 Sat Feb 21, 2009 2:10 pm

Sorry I was thinking about the new exterminator cannon which is now heavy 4 AND twin linked apparently while thinking about the punisher gatling.
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Post by Dr. Love Thu Mar 19, 2009 2:35 pm

Copied from Warseer. Very Delicious.



Army-wide Special Rules

Doctrines

Doctrines may have been replaced by Platoons options. No details on exactly what upgrades are available. Recent codex sightings indicate more limited than first thought.

Orders

Company Commander can issue up to two Orders to any squad with Vox or within 12".
Platoon Commander can issue one Order to any squad in their platoon with Vox or within 6". Some squad leaders can issue Orders to their own squad.

Orders are given at the start of the shooting phase. The Company Commander HAS to place their orders first, then Platoon Commanders and so on. If a unit is "activated" before it receives an order then it cannot benefit from one that turn. The receiving unit has to pass a LD test with the following affects:

Double 1 - They follow the Order and can be given another Order
Pass – They follow the Order
Fail – They fail the Order, but can act as normal
Double 6 - They do nothing and no further Orders may be issued that Turn

Platoon Commander Orders are:

“First rank fire, second rank” - + 1 shot for Rapid Fire weapons (so 3 at 12", 2 at 13-24)

"Down!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.

“Move, move, move!” – Allows the squad to roll more dice when they run and take highest.

Company Commander Orders (all of the Platoon Commander ones plus):

"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.

Some form of rallying Order which rallies a unit or even unpins them. This possibly works after they have used the “Down!” Order that round.

Overwatch has been rumoured supposedly allowing a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).

Miscellaneous

Some squads will supposedly have access to heavy flamers, but it is not clear which ones.

Special Characters

Creed and Kell take the place of Officer and (probably) Standard Bearer in a Command Squad. Can issue 4 Orders per turn, including a unique order "For Cadia!" giving a unit Fearless and Furious Charge. He allows one unit to gain Scout. Creed has a TL Hell Pistol. Kell will enforce Creeds orders somehow.
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+

Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" removing the squad immediately and letting them enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+

Commissar Yarrick. Bale Eye is a Hell Pistol. Iron Will grants Eternal Warrior and a 'get up' save for his last wound. Force Field makes the enemy re-roll to wound rolls
Commissar Yarrick 5 5 3 4 3 3 3 10 4+

Catachan Devil Gunnery Sergeant Harker. Armed with a Heavy Bolter. Upgrade character for Veterans who then count as having defensive grenades (booby traps). This is at odds with a new runour saying Vets have DGs as standard.
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+

Lukas Bastonne (Cadian Noble). Veteran Squad (Grenadiers) upgrade who allows his squad to always try to rally regardless of casualties etc. Can issue Orders.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+

Iron Hand Straken is a Company Commander choice. His bionics allow him to strike like a MC in CC and give him FNP. He has a refractor field and Furious Charge. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+

Guardsman 'Sly' Marbo. Demo Charge Sniper Pistol, Poison (2+) Catachan Blade. Elites choice. ALWAYS in reserve and when deployed, may be put within 1" of ANY model. Can then shoot and run away. Has Hit & Run special ..
Sly Marbo 5 5 3 3 2 5 4 7 5+

Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge and Rage
Moghol Kamir 4 3 3 3 2 3 3 8 5+

Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence. Claw of the Desert Tiger = Instant Death PW.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+

Nork Dedog. If he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won .
Nork Dedog 4 3 5 5 3 3 4 8 4+

Knight Commander Pask of Cadia. Around 50pts. Tank Commander upgrade character. Must ride in a Leman Russ. Grants BS 4 to one weapon (possibly more if Tank stationary). Cannot disembark if the Tank is destroyed. Has an additional special ability against tanks and MCs.

HQ

Company Commander: around 50pts
No longer ICs. Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
Company Commander 4 4 3 3 3 3 3 9 5+

Primaris Psyker
Powers:
'Lightning Arc' - S6 Assault 2D6
'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+

Commissar Lord
Newer rumours say he is described as having lots of inspirational powers (possibly fearless) and will supposedly allow more freedom in selecting Commissars for other squads.
Commissar Lord 5 5 3 3 3 3 3 10 5+

Regimental Advisors: around 30pts each
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Fleet 3 4 3 3 1 3 1 7 5+

Astropath
Add +1 to reserves rolls. I think it says they can do something with orders too, although the pic is unclear.
Astropath 3 4 3 3 1 3 1 7 5+

Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn
Master of Ordnance 3 4 3 3 1 3 1 7 5+

Other Advisors
Commissars: 35pts
Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them. Apparently their weapon options may be restricted to Bolt Pistol, Power Weapon and Plasma Pistol (ie, Fists only on Lords).
Commissar 4 4 3 3 1 3 2 9 5+

Ministorum Priest
Squad upgrade. "Litanies of hate"-type rule for re-rolls on charging. Count as ICs. Option for Rosarius and Eviscerator
Ministorum Priest 3 3 3 3 1 3 2 7 5+

Command Squad
Bodyguard: around 15pts
Can allocate 2 wounds to them which would affect their Officer

Medic
Feel No Pain


Elites

Psyker Battle Squad
1 Overseer, and 4 Psykers 60pts. Add up to 5 more Psykers. Two powers rumoured so far.
“Soulstorm” - Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
A focused attack that drops enemy LD=number of psykers in the squad with a range of 24".
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

Stormtroopers
16 points each. Hellgun, Hellpistol, CCW, Frag and Krak grenades, Carapace Armour and Targeters.
Deep Strike. Can take 2 special weapons.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
Behind Enemy Lines - Scout and Infiltrate + first round of shooting causes Pinning
Recon - Re-roll Reserves and Table Edge
Arial Assault - Re-roll to scatter dice for Deep Strike and Valkyrie disembarks
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hellgun 18 3 3 Rapid Fire
Hellpistol 6 3 3 Pistol

Techpriest Enginseer
Repair ability improved, more in line with Techmarine effectiveness.
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+

Ogryns
Squad of 3 115 points +35 points each extra
Furious Charge
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3

Ratlings
3-10 per squad. 10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper

Sniper Squads
Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.

Troops

Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 - 1 Conscript Platoon
The entire platoon with all these squads will only take one Troops selection in the FOC.

Infantry squad is 50 points for 9 Guardsmen and a Vet Sergeant with Lasgun and Frag Grenades. Mortar 5pts, Heavy Bolter/Autocannon 10pts, Missile Launcher 15pts, Lascannon 20pts, Grenade Launcher/ Flamer 5pts, Meltagun 10pts, Plasma Gun 15pts
Meltagun 10pts, Plasma Gun 15pts. Heavy weapons are 'pretty much the same'.

Any number of Infantry Squads (and only Infantry Squads) in a Platoon may choose to deploy as a single unit.

Heavy Weapons Squads start at 60pts with 3 Mortars. Upgrades: Heavy Bolter/Autocannon 5pts, Missile Launcher 10pts, Lascannon 15pts. Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.

Special Weapons teams will be 6-man teams and are able to take 3 Demo Charges

The Conscripts form one unit of 20-50 men and have only a lasgun.

Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons Team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+

Platoon Command Squads can take Standards giving them +1 Combat Res in assaults.


"Platoon Drill" grants the ability to ignore any other squad within the Platoon for the purposes of cover saves. The Guard squads get a cover save when being shot at through a squad in the same Platoon, but their enemy will not get one when the squad shoots back. This will supposedly only work if the Vox network is still intact.

Platoons may be able to attach sentinels, chimeras, and hellhounds as support vehicles. Support Vehicles would still take up a FOC spot, but would benefit from “Platoon Drill”.

Veteran Squads
10 for 80pts. Lasgun (Las Pistol &CCW for Sergeant), Defensive Grenades
May take 3 special weapons, plus 1 HW team.
May purchase a squad speciality for 30pts:
Demolitions – Grants the squad Melta Bombs and 1 demo charge
Reconnaisance – Infiltrate and Move Through Cover
Grenadiers – Carapace Armour
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+

Penal Legion
50 pts. 1 Penal Guard and 9 Penal Legionnaires. Lasgun & CCW. Stubborn.
Roll D6 for their 'Crime' at start of game:
1-2: Lasguns become Assault 2
3-4: Unclear. Scouts maybe. Possibly Fleet and Furious Charge.
5-6: +1CCW & Rending.

Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+

Transports

Chimera
55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
Chimera 3 12 10 10
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Post by Dr. Love Thu Mar 19, 2009 2:36 pm

Continued




Fast Attack

Rough Riders
Hunting Lance, Laspistol & CCW. Lance still once per game.
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+

Recon Sentinels: 35 pts
Open Topped, Scout, Move Through Cover,
Weapon: Multilaser.
Options: Autocannon 5pts, Heavy Flamer 5pts, Missile Launcher 10pts, Lascannon 15pts. Searchlight 1pt, HK Missile 10pts, the entire squadron can buy smoke launcher for 5pts/model and/or camo-netting for 10pts/mode.
Recon Sentinel 3 3 5 10 10 10 3 1

Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon and Multi-Melta.
Spearhead Sentinel 3 3 5 12 10 10 3 1

Fast Tanks Squadron

1-3 tank squadron of any of the following:

Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model

Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)

Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta

The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.

Valkyrie: 100pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 2 Hellstrike Missiles, Multilaser
Options: change Multilaser to Lascannons +15pts, change Hellstrike Missile for 2 Multiple Rockets Pods for +30pts, door Heavy Bolters for +10pts
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Valkyrie 3 12 12 10
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.

Valkyrie Vendetta 130pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 3 TL Lascannons
Options: change 2 Lascannons for 2 hellfury missiles for free, heavy bolters for +10pts.
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Vendetta 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only

Heavy Support

Leman Russ Squadron
Vehicle Squadron of 1-3 Leman Russ or Leman Russ Demolishers in any combination

Leman Russ Battle Tank: 150pts
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance, Large Blast

Leman Russ Demolisher: 165pts
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance, Large Blast

Leman Russ Exterminator: 150pts
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked

Leman Russ Vanquisher: 155pts
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration

Leman Russ Eradicator: 160pts
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.

Leman Russ Punisher: 180pts
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20

Leman Russ Executioner: 190pts
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.

Russ options:
May exchange hull Heavy Bolter for lascannon for 15pts, may take sponsons with: heavy bolters 20pts, multi-melta 30pts, plasma cannons 40pts. Heavy Stubber 10pts, Dozer Blade 10pts, HK missile 10pts, Extra Armour 15pts. Entire squadron can take camo-netting for 20pts/model. One of the squadron tanks can be the squadron leader for 50pts.

Camo Netting improves a stationary tanks cover save by +1

Lumbering Behemoth - a Leman Russ that remained stationary or moved up to 6" can fire its turret weapon in addition to any other weapons it may fire - even if the turret weapon is ordnance.

Artillery Squadron
1-3 models in a squadron. Same options as the LR’s. Can be enclosed for 15pts/model, and take camo-netting for 30pts/model.

Basilisk: 125pts
Open Topped.
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance, Barrage, Large Blast

Medusa: 135pts
Open Topped. Can buy siege bombs for 5pts
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance , Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.

Hydra: 75pts
Camo-netting cost 20pts
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)
It supposedly has special tracking systems that ignores cover saves for skimmers and bikes going fast etc

Colossus: 140pts
Open Topped.
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast
*Must fire indirectly*

Griffon: 75pts
Open Topped.
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\


Manticore: 160pts
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast

Deathstrike: 160pts
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.
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Post by scurrdi Thu Mar 19, 2009 11:35 pm

Wowzers...

I like some of the stuff, though some of the other stuff still seems pretty powerful. Interesting to say the least... Hmm....

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Post by Dr. Love Sun Apr 12, 2009 3:49 pm

I have seen the Imperial Guard Codex in a dream, and i know now every single one of the rules and can easily call them into the conscious mind.

Heres a few things i noticed

-From what i read, Vox Casters no longer allow you to use the leadership of the Company Commander
-Tanks are taken in Squadrons. So if 3 Leman ruses are taken as a single HS and one gets immobolized result, its destroyed.
-Medics give feel no pain

Any Questions?
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Post by scurrdi Sun Apr 12, 2009 5:39 pm

Yeah, I don't understand the second one at all, is that a 5th ed thing? When I played before if a squadron had a vehicle that got immobolized it just meant that the squadron was basically stuck in place (had to maintain unit coherency).

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Post by Dr. Love Sun Apr 12, 2009 6:22 pm

scurrdi wrote:Yeah, I don't understand the second one at all, is that a 5th ed thing? When I played before if a squadron had a vehicle that got immobolized it just meant that the squadron was basically stuck in place (had to maintain unit coherency).

Yea its something new in 5th edition. before they were stuck in place, now the immobolized unit is destroyed.
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Post by scurrdi Mon Apr 13, 2009 7:23 pm

So wait, just that vehicle is destroyed, or the whole squadron is destroyed?

Cause if thats the case, then that whole "9 tank" thing ain't that scary.

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Post by Dr. Love Mon Apr 13, 2009 7:43 pm

scurrdi wrote:So wait, just that vehicle is destroyed, or the whole squadron is destroyed?

Cause if thats the case, then that whole "9 tank" thing ain't that scary.

No, if a vehicle in a Squadron gets an immobilized result, that vehicle is destroyed
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Post by scurrdi Tue Apr 14, 2009 10:18 pm

Ok, thats what I thought. Still makes it pretty potent though. Means you blow up those tanks on a 4+.

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Post by Kyle Tue Apr 14, 2009 11:11 pm

Tanks in squadrons are powerful as heck, the amount of battle cannons you could bring to a fight... at least this kinda makes them a bit weaker.
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Post by Autarch (CM) Tue Apr 14, 2009 11:42 pm

If anyone really wants to get a good, good look at the book, Joel has a copy at the store (It's inside the promo box with a look at all the spures in the Valkyrie kit).

Also: You can always just go ahead and take a single Leman Russ as a HS slot (without the Squadron rules since it's only one) if points/aesthetics allow.
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Post by scurrdi Wed Apr 15, 2009 12:00 am

This is quite true.

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