Neuer Codex: Imperiale Armee

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Ich freu mich auf den neuen Codex, es sieht Alles sehr gut aus. Auch dass die bisher sehr seltenen DS3-Waffen Nachwuchs erhalten, finde ich interessant. Das wird einerseits Termis nochmal ne Ecke attraktiver machen, andererseits aber auch diese Massendosenarmeen ein wenig in die Schranken weisen. Durch die Variation in der Stärke (Hellfire Laser Gun nach wie vor mit S3) zusammen mit dem DS (jetzt also 3) ergeben sich ganz neue Perspektiven. Endlich gibt es nicht mehr die eine Lösung, oder wie seit der 5. Edi die volle Wahl zwischen Plasmawerfer und Melter. Mit dieser Edition entwickelt das Waffensystem eine ganz neue Dynamik: Flamer haben auch in Elitearmeen eine Daseinsberechtigung, genau wie Fragmentraketen, während auch Plasmawerfer und Melter nach wie vor Interessant sind. Man muss seit der 5. Edi ernsthaft nachdenken, was man in seiner Armee braucht und ich habe das Gefühl, dass das eine Entwicklung ist, die in der imperialen Armee gipfeln wird.

Dass der Punisher wirklich kommt, finde ich daher auch echt cool. Endlich kommt mal ein bisschen Farbe ins Spiel und es wird abwechslungsreich. Gleiches gilt der Valkyrie.

@ Imbapanik
Macht Euch nicht ins Hemd. Wenn die Imps tatsächlich so unglaublich imba und schrecklich werden sollten (und das bezweifle ich ganz stark), dann dauert es doch auch nur 2 Jahre, bis sie von 2 oder 3 anderen Codizes überrannt werden, die nach ihnen kommen und dann nochmal 1 oder 2 Jahre, bis die neue Edition kommt und sie wieder wertlos sind. Ich bin ja ehrlich gesagt schon froh, wenn die Imps überhaupt mal wieder spielbar sind. Ganz besonders wenn sie dann gleich mit so vielen coolen Spielzeugen kommen:woot:
Dafür nehme ich gerne in Kauf, dass sie etwas zu heftig geworden sind (auch als Gegner wohlgemerkt!).
 
... Ich sehe es schon kommen, dass der Lemon Rush wieder kommt 😀
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... und so ca 150p je Fahrzeug im Geschwader... die werden garantiert viel zu billig für ihre Panzerung...

Ich bin schon jetzt dabei mir in meine Listen 2 Laserlanzen zusätzlich zum normalen Teil einzupacken.

(Pssssst niemanden verraten, dass mein Jetbikerat auf LR-Squads ganz scharf ist 😀 )

Achja, für alle die sich wirklich nicht mit französisch zufrieden geben, habe ich da was gefunden:
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Zuletzt bearbeitet:
Oh nein, der Leman Russ behält seine Frontpanzerung von 14... wir werden alle sterben. :huh:
:lol:

@Topic

Oh weia ich sehe es schon wieder vor mir "Hi ich hab mal eine Armeeliste gemacht bewertet die bitte mal" und das im 15min. Takt sobald die Streitmachtboxen + Codex erschienen sind. Wenig später dann viele neue Armeeaufbauprojekte die nach 2 Monaten wieder eingestellt werden weil für die zwölft Armee doch keine Zeit mehr ist :lol:

Sry für die Ironie aber wenn ich die Zusammenfassung lese kann ich mir schon wieder die ganzen Pavlovschen 40K Hunde beim sabbern vorstellen. Ich bleibe meinen Dark Angels und Tyraniden treu auch wenn die Imperiale Armee noch soviele (total übertriebene) neue Spielzeuge bekommt -_-
 
Hier noch mal was aus wargate.
stammt von Vostroyaner.
[FONT=Verdana, Arial, Helvetica]Quelle: http://www.warseer.com/forums/showthread.php?t=182510[/FONT][FONT=Verdana, Arial, Helvetica]Rules[/FONT]
[FONT=Verdana, Arial, Helvetica]Army-wide Special Rules[/FONT]
[FONT=Verdana, Arial, Helvetica]Doctrines[/FONT]
[FONT=Verdana, Arial, Helvetica]Doctrines have supposedly been replaced by Platoons options, so for example, rather than Armoured fist squads a player would buy Chimeras for a whole platoon, or buy the whole platoon grav-chutes to give them deep strike, or drop the heavy weapons from squads and give the platoon Scout. No details on exactly what upgrades are available have emerges as yet. This system would allow “crusade” style armies of multiple regiments.[/FONT]
[FONT=Verdana, Arial, Helvetica]Another rumour says that there will be multiple flavours of Platoon with varying rules and options, such as Heavy Platoons, the squads will have the option of taking up to three heavy weapons teams; Assault Platoons, able to take up to three assault weapons; Stealth Platoons possibly able to infiltrate. It is not clear if this was based on a proper rumour or mutant wishlisting.[/FONT]
[FONT=Verdana, Arial, Helvetica]This has been given some credence with catdubh posting the following:[/FONT]
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Originally Posted by catdubh
From the way I was told it an assault platoon can only take assault weapons, 3 flamers fine, 3 G/L fine, 3 plasma no. From both a fluff point of view and game balance it seams fair to me.
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[FONT=Verdana, Arial, Helvetica]Also told Heavy Weapons squads are now 10 men not six and that the rumour of all squads in a platoon being able to take 3 Heavies per squad is not quite right. Instead a Heavy Weapon Squad can be attached to a platoon. Very similar but as to which one is correct we will have to wait
Orders
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[FONT=Verdana, Arial, Helvetica]reds8n broke the news on Orders with the following: [/FONT]
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Originally Posted by reds8n
I believe that command squads will in fact be able to give actual orders to their troops-- I assume perhaps only the ones under their direct command perhaps ? These have various affects, the ones I heard about being one that reduces their chance to hit ( for guard ! ) but ignores/lowers cover saves.
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[FONT=Verdana, Arial, Helvetica].... and one that in affect puts the platoon onto overwatch.
Orders are given by Officers to a squad (note not the whole Platoon) within command radius or via Vox channel. Orders generally make a squad do something such as make them better shots, rally, or recover from things like pinning or gone to ground. These orders are not automatic and will probably require a Ld test.
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[FONT=Verdana, Arial, Helvetica]Orders will be one or maybe two orders per Officer per turn, and it is assumed Platoon Officers will only be able to order their own Platoon whilst army Commanders will be able to order anyone. This has not been confirmed.[/FONT]
[FONT=Verdana, Arial, Helvetica]Some rumoured Orders include:
“TAAAANK!!” which allows the squad to add +1 to penetrate armour for a turn of shooting.
"Front Rank Fire, Second Rank Fire" which allows the squad to shoot twice to represent your men firing in well timed volleys to increase rate of fire. This is probably just Lasguns.
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[FONT=Verdana, Arial, Helvetica]Overwatch would supposedly allow them a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).[/FONT]
[FONT=Verdana, Arial, Helvetica]I have been told the Orders system works a bit different to how it is currently rumoured above, but wasn’t able to get clarification yet.[/FONT]
[FONT=Verdana, Arial, Helvetica]Miscellaneous[/FONT]
[FONT=Verdana, Arial, Helvetica]Some squads will supposedly have access to heavy flamers, but it is not clear which ones.[/FONT]
[FONT=Verdana, Arial, Helvetica]Special Characters[/FONT]
[FONT=Verdana, Arial, Helvetica]Commissar Yarrick 5 5 3 4 3 3 3 10 4+
Sly Marbo 5 5 3 3 2 5 4 7 5+
Colonel Straken 5 4 6 4 3 3 3 9 3+
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+
Nork Dedog 4 3 5 5 3 3 4 8 4+
Captain Al’rahem 4 4 3 3 2 3 2 9 5+
Captain Chenkov 4 4 3 3 2 3 2 9 4+
Moghol Kamir 4 3 3 3 2 3 3 8 5+
Lukas Bastonne 4 4 3 3 1 3 2 10 4+
Artillery Sergeant Harker 4 4 4 3 1 3 2 8 5+
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[FONT=Verdana, Arial, Helvetica]HQ[/FONT]
[FONT=Verdana, Arial, Helvetica]Company Commander
Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
Company Commander 4 4 3 3 3 3 3 9 5+
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[FONT=Verdana, Arial, Helvetica]Primaris Psyker
Apparently able to blast tanks with a psychic power. No further details have emerged as yet.
Primaris Psyker 4 4 3 3 2 3 3 9 5+
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[FONT=Verdana, Arial, Helvetica]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+
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[FONT=Verdana, Arial, Helvetica]Inquisitor and Retinue
Very early rumours pointed to an entry for IG as an HQ choice, which would supposedly appear much like the elites from the current Daemon Hunters/Witch Hunters books. This has since been completely blown out of the water. THEY ARE NOT IN THE CODEX.
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[FONT=Verdana, Arial, Helvetica]Advisors
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Flee 3 4 3 3 1 3 1 7 5+
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[FONT=Verdana, Arial, Helvetica]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+
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[FONT=Verdana, Arial, Helvetica]Master of Ordinance
Can call down a S9 Ordinance Barrage.
Master of Ordinance 3 4 3 3 1 3 1 7 5+
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[FONT=Verdana, Arial, Helvetica]Commissars
Are supposedly now squad upgrades, technically allowing a lot of Commissars to appear in an army. Rumours now say they are allowed to attach to “certain squads”, However 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.
Commissar 4 4 3 3 1 3 2 9 5+
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[FONT=Verdana, Arial, Helvetica]Ministorum Priest
Ministorum Priest 3 3 3 3 1 3 2 7 5+
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[FONT=Verdana, Arial, Helvetica]Sanctioned Psyker
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
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[FONT=Verdana, Arial, Helvetica]Mentor
Not sure what this is, but the summary puts it on the same page as the Sanctioned Psyker.
Mentor 3 3 3 3 1 3 2 9 5+
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[FONT=Verdana, Arial, Helvetica]There are apparently a few other things that you can give the Command Squad to affect the army. No further details are available as yet.[/FONT]
[FONT=Verdana, Arial, Helvetica]Elites[/FONT]
[FONT=Verdana, Arial, Helvetica]Stormtroopers
The assumption has been made based on the WIP Stormtrooper mini that Stormtroopers will be able to take shotguns this has since been refuted, with the new rumour being they are for WH Arbites-style Stormtroopers.
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[FONT=Verdana, Arial, Helvetica]You can supposedly have a Storm Trooper Squad/Platoon as a Troops choice (not clear if this means both or one of), but this is reliant on an upgrade to the Officer leading the army. They may also get to pick from a list of mission 'operations', such as outflank, deepstrike etc. They may be able to infiltrate if not transported.
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
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[FONT=Verdana, Arial, Helvetica]Techpriest Enginseer
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
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[FONT=Verdana, Arial, Helvetica]Ogryns
Rumoured to have 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
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[FONT=Verdana, Arial, Helvetica]Ratlings
10 points each. Supposedly have different special rules (no details as yet although it appears not to be a special gun)
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper
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[FONT=Verdana, Arial, Helvetica]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.
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[FONT=Verdana, Arial, Helvetica]Veteran Squads
Have been rumoured to become upgrades to platoons rather than Elites choices and may work like Ork Ard Boyz in that you may upgrade one unit in the whole army. Although a newer rumour says they probably won’t be upgrades for platoons.
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+
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[FONT=Verdana, Arial, Helvetica]Troops[/FONT]
[FONT=Verdana, Arial, Helvetica]Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad
Plus up to 5 of the following taking into account specific limitations -
2 - 5 infantry squads
0 - 5 heavy weapons squads (this is suspected to be a typo)
0 - 2 special weapons squads
0 - 1 conscript squad
The entire platoon with all these squads will only take one Troops selection in the FOC.
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+
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[FONT=Verdana, Arial, Helvetica]Platoons are rumoured to be able to attach sentinels, chimeras, and hellhounds as support vehicles, but not demolishers as previously thought.[/FONT]
[FONT=Verdana, Arial, Helvetica]Platoons will supposedly benefit from a special rule called "Platoon Drill" which grants the ability to ignore any other squad within the Platoon for the purposes of determining the enemy's cover save. What this means is that the Guard squads will 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.[/FONT]
[FONT=Verdana, Arial, Helvetica]Platoons have been rumoured to have a great number of options available to them including attaching various support vehicles like sentinels, hellhounds and demolishers. They still take up a FOC spot, but become part of the platoon and so will benefit from “Platoon Drill” and other Platoon-wide rules rule. [/FONT]
[FONT=Verdana, Arial, Helvetica]Platoons are rumoured to be able to merge into one big unit (sort of the opposite of Space Marine combat squads). The IG player chooses at the beginning of the game to deploy either as a singe unit or as separate squads. If deployed as a unit, they will probably have to stay within coherency, but will count as 1 Kill Point. If deployed separately they yield individual KPs.[/FONT]
[FONT=Verdana, Arial, Helvetica]There has been much talk about a point decrease to 4points per Guardsman. This has also been rumoured to be 50 point Infantry squads (10 men with Sgt, Heavy Bolter & Flamer). Another rumour says the basic squad load-out will be 10 Lasguns or 9 Lasguns and a Laspistol for 40 points.[/FONT]
[FONT=Verdana, Arial, Helvetica]Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.[/FONT]
[FONT=Verdana, Arial, Helvetica]Conscripts
Conscript 2 2 3 3 1 3 1 5 5+
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[FONT=Verdana, Arial, Helvetica]Penal Battalion
50 pts. 1 Custodian and 9 Penal troopers. Ld 8. Rifle and close combat weapons. Scouts, Stubborn, "Desperate". No news on what the last Special Rule may entail.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal legionnaire 3 3 3 3 1 3 2 8 5+
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[FONT=Verdana, Arial, Helvetica]Transports[/FONT]
[FONT=Verdana, Arial, Helvetica]Chimera
55 pts. 12 10 10 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.
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[FONT=Verdana, Arial, Helvetica]Valkyrie
Fast Skimmer 12 10 10. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check. Was rumoured to allow embarked troops to deploy after deep striking. Another rumour says they will be able to DS more accurately like Drop Pods. It was originally rumoured to only be a transport for Stormtroopers, but more recently it has been said it will be available to all units that have access to Chimeras.
Valkyrie 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only
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[FONT=Verdana, Arial, Helvetica]Fast Attack[/FONT]
[FONT=Verdana, Arial, Helvetica]Rough Riders
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+
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[FONT=Verdana, Arial, Helvetica]Recon Sentinels
Retain Scout, but only have the option to be open topped.
Recon Sentinel 3 3 5 10 10 10 3 1
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[FONT=Verdana, Arial, Helvetica]Hellhound
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
(like the previous version but there is no roll to hit and no partials, but reaches 12").
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[FONT=Verdana, Arial, Helvetica]Devildog
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta
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[FONT=Verdana, Arial, Helvetica]Banewolf
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
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[FONT=Verdana, Arial, Helvetica]Valkyrie Vendetta
The “up-gunned” version of the Valkyrie.
Vendetta 3 12 12 10
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Hellstrike Missile 72 8 3 Ordinance 1, One use only
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[FONT=Verdana, Arial, Helvetica]Heavy Support[/FONT]
[FONT=Verdana, Arial, Helvetica]Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon.
Armoured Sentinel 3 3 5 12 10 10 3 1
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[FONT=Verdana, Arial, Helvetica]Leman Russ
Can reportedly be bought as a squadron so you can get 3 for a single FOC. It is unclear if this is a true Vehicle Squadron, or a three-to-a-slot situation.
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[FONT=Verdana, Arial, Helvetica]Russ’ have been rumoured to cost 150 points with increased Sponson cost, so a LR will supposedly cost 180 points with 3 HB.[/FONT]
[FONT=Verdana, Arial, Helvetica]They have been rumoured to come with a hull heavy bolter, smoke launchers and searchlight as standard.[/FONT]
[FONT=Verdana, Arial, Helvetica]Leman Russ Battle Tank
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordinance, Large Blast
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[FONT=Verdana, Arial, Helvetica]Leman Russ Exterminator
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked
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[FONT=Verdana, Arial, Helvetica]Leman Russ Vanquisher
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration.
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[FONT=Verdana, Arial, Helvetica]Leman Russ Eradicator
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.
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[FONT=Verdana, Arial, Helvetica]Leman Russ Demolisher
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordinance, Large Blast
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[FONT=Verdana, Arial, Helvetica]Leman Russ Punisher
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20
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[FONT=Verdana, Arial, Helvetica]Leman Russ Executioner
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.
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[FONT=Verdana, Arial, Helvetica]Lumbering Behemoth rule - Can choose to move 6" and fire all weapons or fire nothing and move 6" +1D6".[/FONT]
[FONT=Verdana, Arial, Helvetica]Basilisk
Open Topped. Can be enclosed
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordinance, Large Blast
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[FONT=Verdana, Arial, Helvetica]Medusa
Open Topped. Can be enclosed
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordinance, Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.
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[FONT=Verdana, Arial, Helvetica]Hydra
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)
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[FONT=Verdana, Arial, Helvetica]Colossus
Open Topped. Can be enclosed
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordinance, Large Blast
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[FONT=Verdana, Arial, Helvetica]Griffon
Open Topped. Can be enclosed
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordinance barrage, Large Blast
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[FONT=Verdana, Arial, Helvetica]Manticore
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordinance 1D3, Barrage, Large Blast
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[FONT=Verdana, Arial, Helvetica]Deathstrike
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordinance 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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[FONT=Verdana, Arial, Helvetica]For a much clearer and far prettier version of the summary, please refer to Scryer in the Darkness' translation here:[/FONT]
 
Sry für die Ironie aber wenn ich die Zusammenfassung lese kann ich mir schon wieder die ganzen Pavlovschen 40K Hunde beim sabbern vorstellen. Ich bleibe meinen Dark Angels und Tyraniden treu auch wenn die Imperiale Armee noch soviele (total übertriebene) neue Spielzeuge bekommt -_-

ich bleib meinen auch treu auch wenn ich sowie so noch garde aufbaue aber egal das hat nix mit dem codex zu tun.

ansonsten ich freue mich denn schon ma auf den neuen niden dex
 
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