Le codex GI sera plus ou moins semblable, surtout pour la base du codex (genre troupe de base, organisation, QG,...), à part pour les arme à fusion et plasma.
Les armes à projectile et les flamer auront une place plus importante.
On pourra avoir quasi 57 armes lourdes dans un schéma d'armée.
Les catachans feront office de garde "légers", les cadians de garde standard et on verra apparaître un nouveau type de figurine (légion d'acier ou Valhallans).
Boite d'armes lourdes en septembre-novembre (avec la sortie du codex): 6 gardes et de quoi faire toutes les armes lourdes disponibles.
Le demolisher aura un nouveau kit plus "réaliste" (perso, je trouve que les tanks GW sont loin d'être réaliste mais bon...).
Gaunt et Scheaffer seront de nouveaux perso spéciaux pour la garde.
Most of the "core things" are the same, i.e. platoons etc. except for
plasma and melta weapons.
Andys said he wanted to stray away from energy weapons, and move back
to the Imperial feel of the guard, hence they see a major increase in
point, and you will see missile launchers are a good deal of a better
value than lascannons....
Projectile and flamers are seeing a prominent position
All in total you can fit 59 Heavy Weapons (19 Squads) in an IG list
now!!!!
As people mentioned, there are several doctrines, sharpshooter, light
infantry, heavy infantry, stormtrooper, etc. but beware, these
choices can limit othe roptions in your army
the regiments already discussed, (Valhallan, Catachan, tanith) will
all see rules in the new codex, not specific ones, but a combination
of doctrine sthat make them up. You can alter them as you please, or
even field a 'vanilla' guard army and call them that
PLASTICS!!!!! The Heavy Weapons will be out come september/November
with the Codex, along with a Battleforce, and Mega force
Andy said that there is in line 3 'looks' for the Guard, the light
infantry which are the Catachan plastics, vanilla guardsmen which are
the cadians, and the more gothic, long coat style look a la
Valhallans and Steell Legion
Demolishers are getting a new kit, so it actually looks realistic
Guard lose Exterminators, Griffons, Vanquishers-but hold one, you can
still suue them via the old rules, but now new ones will be produced,
except for possibly Forgeworld
Gaunt and Schaeffer are the new Charachters
There is an extensive color palette of Guard uniforms to look at,
about 60 some....
And my favorite part, there is a picture of the Cadian 8th Compnay I
beleive, at least 1,500+models...........AWESOME!
I was at the B-more Games Day too, I saw the same seminar and read
parts of the new codex. For one thing, Hellhound if totally
different. It costs 115 points, no autopen, not fast, inferno cannon
is 24" S6 AP4 Heavy1/Template(?). Yes, ranged flamer template weapon.
You roll to hit, if you hit, everyone under the template is hit
(including partials) and you must hit the maximum number of models,
no targetting. If you miss, everyone under the template (including
partials) is hit on a 4+. Curious rules, I was a little surprised and
disappointed. Just as a point of clarification, Mr. Chambers only
said 57 heavy weapons in one standard force org. There are a LOT of
doctrines, including mechanisation (steel legionesque) carapace
armour (4+ save) drop troops (deep strike) close order drill (+1 I
and +1LD in CC) and more that I just don't remember. I suggested to
the people I was standing with that we run to kinko's (a photocopy
place for you foreigners) and copy it, but they just laughed at me
and wished they had the balls to. Also added to the codex are
sanctioned psykers (basically the same as in EoT) and Enginseers
(whose rules I didn't read...). There were also more imperial
characters (not ICs or SCs, just Cs) that would be options to give a
more imperial feel to the army, the gov't interacting with the army.
Andy chambers had pics of a catachan heavy weapons team in addition
to the cadian ones all over the net. It's a box, 6 troopers in a
variety of positions and ALL the heavy weapons options, including
stands, in plastic.). I'm sure there were more changes that an astute
guardsman would note that I failed to... so thus, I depart.
Here's a few clarifications, just because it's my first post and I
want to make a good impression. Being one of the boys in red shirts,
I managed to skim through cover to cover twice. Unfortunately, that's
not enough to memorize it, but I can give you enough extra detail so
that you'll be in the same amount of agony I am until September:
Enginseers - can repair tanks similar to techmarines. They can also
get servoarms, and can take a retinue of servitors of various types.
I don't know any stats, but it looked like they can use the gun
servitors Daemonhunters get, or technical servitors that give them +1
to their repair rolls.
Ogryn and Ratlings ARE STILL IN THE CODEX.
Roughriders get Fleet of Hoof instead of Trot.
When you purchase a pintle mounted weapon, you choose a Storm Bolter
or a Heavy Stubber at the same points cost. Both are on the new tank
accesory sprue.
Doctrines work like thus:
You can use a 'vanilla' guard army, and have access to every unit
type in the list, or you can take a Combat Doctrine army. If you go
with the latter option, a list of somewhere around 8 - 10 (I didn't
count them, but quite a few) unit types designated as Restricted
Units are removed, such as Ogryn, Ratlings, Rough Riders, Priests,
Enginseers, Stormtroopers, etc. You then recieve 5 Doctrine points.
The points can be spent on the list of goodies such as special
orginization, special abilities, or special equipment. They can also
be used to buy back one unit from the restricted list per point. Some
of these, like Mechanized Infantry, are sweeping changes to the army
structure/abilities, while some - like Carapce armor - cost a certain
number of extra points you upgrade to have that ability. Sort of like
Tyranids, you're limited in how many types of units you can take, but
you can customize the ones you're allowed.
Some of the doctrines are incompatible. Obviously, Light Infantry
can't take Carapace Armor. I believe Fire Drill and Warrior Weapons
can't be taken together, though I'm fuzzy on that one. One of the
neat doctrines that caught my eye was Xenos Fighters: (X) where X is
a single race you chose from a list - your guard always hit these
aliens on a 3+ in hand-to-hand for a few extra points a squad.
Between incompatability issues and the fact that you have to choose
if you want an extra doctrine or Stormtroopers, you really have to
put some thought into your choices. Anyone wanting both doctrines AND
57 heavy weapons is going to give up some other stuff, because the
Heavy Weapon Platoon is a Retricted Unit.
Finally, after the doctrines, there's a list of all the previously
defined Regiments, plus a few new ones. Each listing gives you a
brief rundown on who they are, their preferred special & heavy weapon
(for fluff purpose only, as far as I could tell) and their doctrines.
Some of these regiments, I noted, had more than 5 doctrines, so don't
fear loosing flexibility if you're Cadian or Krieg.
DevilFlash