Wednesday, June 28, 2023

Broodlord


I've finally taken the Broodlord project I'm working on out of subassembly.  I had a little difficulty here, and I realized how long its been since I last got this glue.  I'll need to try and get some more glue for the Leviathan kits.  In addition to the usual cleanup that needs to be done, I'll be trueing up colors around the model before final details and highlights.  I also still need to finish the base.

The sprues for my neurogaunts are currently soaking to clean up any remaining mold release.  I leave for Sooner Con tomorrow to once again help my parents and their booth, Ziggy's West.  I'll be back in time for The Fourth.  If I'm not burned out I'll be heading to HobbyTown in Lincoln and might try to get some gaming in (and some new glue.)

Photos by my awesome brother from another mother, Tom Ulrick.



Tuesday, June 27, 2023

And Now Things Change . . .


As I mentioned before, I have a series of conventions over the next couple of weeks.  I'll still be trying to blog some things over them as I continue to look through datasheets.  But it's time to move things away from the "theoretical" and more to the "practical."

I need . . . NEED . . . to get more games of 10th in than I did with 9th.  Many, many, many more games.  And that means I need to knuckle down and get through some backlog.  This box will not join my pile of shame!  So a great deal of this blog is going to shift to hobby and painting.

There will still be data and analysis, especially as I get games in.  I have an intermediate idea for a way to look at unit efficiency before I get to the big one I want to try and create.  I'll be using my Tyranids as a test for it, because of course I am.  But a lot of this is going to take a back seat to getting work done on this box and other projects I need to finish.  My goal is to finish some of the fine detail work I'm doing while using the more bulk work of base coating and washing to "rest" between more intense sessions.  The current project order is:

1. Start Collecting: Tyranids

I'm currently finishing this up.  The Genestealers are almost done to the "Parade Ready" standard I wanted.  The Broodlord is about to come out of subassembly for final detail, highlights, and glazing.  The Trygon Prime (which technically doesn't exist anymore) requires quite a bit more work because I went a little crazy with it.

2. Leviathan

As I said above, while I'm finishing up the fine details for my current project I'll be assembling, basing, and washing figs for some more easy going hobbying.  I'm planning on going to a three color standard for this set with "Parade Ready" for the more centerpiece figures.  Knowing me, I'll probably go a little crazy here too.  As I get into the more intense painting, I'll start a project that has been patiently awaiting in subassembly . . .

3. Titanicus Starter Sets

I've had these forever and need to get them finished so I can get some more people into this game.  My goal is to have two mirrored maniples for people to learn on.  Each maniple will have a single Warlord, Reaver, Warhound, and Knight Lance.  This should give people a nice introduction to the game.  As I get my Tyranid army closer to where I want them, I'll probably mix in some more Titans for my personal Legio as a change of pace.

4. Old One Eye

Also waiting, clipped but not yet in subassembly, is a conversion I'll be doing for my favorite Tyranid monster.  This will be my most intense and detailed project to date.  I'm fully expecting a new, mono-pose kit to drop for the big guy before I'm done with it.  At which point I will have two Old One Eye figures! (Actually, three, since I still have my 3rd Edition fig.)

5. Kill Team and Ultramarines

Another project to keep me sane while I paint masses of swarming Tyranid monsters, I have a bunch of Kill Teams ready for me to start getting them up and running.  I nearly have one for every faction!  I also have a ton of Marines I'll be forming into a full army to teach players with.  And should I need to do something completely different I have plenty more kits I've acquired over the years besides.

So that's where this is going for now.  Expect daily updates to continue after the summer convention season ends.  I'll hopefully get the analysis for Knights and Imperial Agents up some time over the weekend.

Monday, June 26, 2023

Warhammer 40,000 - Adeptus Mechanicus Index

The faction focus for Adeptus Mechanicus hinted at much, but left a lot unanswered.  The article depicted an army where each unit fit together like cogs in a machine.  Now, I'll finally return to the faction to see if they deliver on that promise.


ARMY RULES

One of the few things we got a full reveal on were both the army and detachment rules.  Unfortunately, AdMech has been saddled with a strange, if fluffy, set of rules.  Doctrina Imperatives provides one of two army wide buffs chosen at the start of each battle round.  For each Doctrina, half of the buff is near universally useful, while the other half is situational and likely won't have much impact after the start of the battle.  

Protector gives your entire army Heavy, allowing you to Hit on 3s again at range.  This means once you've moved your forces in position, you can provide a sizeable damage buff to a large chunk of your army.  But the Armour of Contempt effect provided by the second half of the Imperative is only available for units in your deployment zone.  In most games this will be one or two units screening and holding your back field.  And that's not very useful at all.

Conqueror has a more useful first half, but an even less useful second half.  The Imperative grants Assault to all your weapons, giving full range of fire as you advance into the mid-board.  This is fantastic, and allows AdMech to maneuver quickly in the early game and potentially respond rapidly to changing board states.  But the AP bonus it grants only affects enemy units in your opponent's deployment zone.  Not only will this again be just one or two units, but you'll probably not even get line of sight to them.

To make matters worse, Conqueror doesn't synergize at all well with the Faction Rule, Rad-Bombardment.  This rule punishes your opponent for hanging out in their deployment zone, so now they've got even more reason to take the fight to you in the mid-board.  And as I said in my rules roundup, the mortals you deal with this will be nice, but it's unlikely to have much effect on your opponent's strategy, to say nothing of if your opponent is Sisters or Dark Angels.

On the whole, AdMech's Army Rules aren't a good start to the vision WarCom described.  But we still have plenty of stuff to see yet, so let's see what the full reveal shows us.


STRATAGEMS

Baleful Halo - 1CP

AdMech is mostly a shooting army, so anything that can help them in the fight phase is a blessing.  With the new version of Transhuman going around, this would have been where you'd see it.  But instead we get a straight out superior -1 to Wound.  Fantastic!

Lethal Dosage - 1CP

Speaking of shooting, this strat gives you a +1 to Wound against everything but Vehicles.  This will make taking down targets like Monsters and elite infantry much easier.

Extinction Order - 1CP

This one is a very interesting and flavorful Stratagem.  You pick an objective and hit it with a mini rad-bombardment doing 1 Mortal wound and forcing a Battle-shock test on any enemy on it.  Unfortunately, I just don't think this is a good use of CP.  Only so many units are going to be on an objective, and other armies just get rules like this on their units.  I feel you're better going for other strats like Grenade to try and help take a point from a hardened enemy.

Aggressor Imperative - 1CP

Our revealed Conqueror Imperative strat, it's absolutely fantastic.  Advance and Charge is great, and since you already get Advance and Shoot, this can allow a unit to absolutely blitz a target.

Vengeful Fallout - 1CP

Shoot back for 1CP.  As I've said on rules like this before, this isn't so much about dealing damage as forcing your opponent to overcommit.  Just having this in your hand makes someone less likely to split fire, as they don't want to scratch you're unit only to get shot back.

Bulwark Imperative - 1CP

Especially when they can get a 4+ Invuln!  Our other previewed strat is still fantastic for after you've gotten your units into position.

Admech strats feel fun and flavorful.  You've got two generic strats for +1 to Wound in shooting and -1 to Wound in combat that are both great.  Then the rest of your strats are all awesome in the right situation.  The only miss is Extinction Order, and even that could see play if AdMech have some Leadership penalties they can hand out.


ENHANCEMENTS

Archived Purged Protocols - 10 pts

At least this is cheap.  It's useful to be able to swap protocols for a unit in your army, especially given how wonky they are.  But other armies get to use multiple of their special rules with abilities like this.  Disappointing.

Master Annihilator - 35 pts

SUSTAINED HITS is one of the better weapon rules.  This could potentially make a good combo better.  But just how much better will decide if this is worth it.

Omni-Steriliser - 20 pts

That's a potent set of buffs!  +3 Attacks and ANTI-INFANTRY and MONSTER!  Fantastic!

Excoriating Emanation - 25 pts

-1 to Hit at range for a unit is good.  But I'm not sure its 25pts good.

I'm a little disappointed with these Enhancements.  The best ones are Master Annihilator and the misspelled Omni-Steriliser.  My hope would be that AdMech units wouldn't be very expensive, but these feel pricey to me.


DATASHEETS

Archaeopter Fusilave - 160 pts

We begin our AdMech datasheets with an attempt at alphabetical order and some AdMech aircraft.  At 160 pts, the Fusilave is one of the more affordable aircraft options we've seen.  For that cost you get a flying Rhino chassis that can both rain S4 attacks on an Infantry unit and attempt to score some mortals on a harder target.  The bombing ability is okay, but I feel like this is going to be a trading piece you might struggle to get value out of.  I do find it interesting it has the potential to cycle some CP if you use a stratagem like Smoke or Lethal Dosage on it.

Archaeopter Stratoraptor - 165 pts

For just 5 pts more you get much more well rounded firepower, though you lose the ability to take out a unit in one go.  This Archaeopter comes with an ability to gain +1 to Hit against most units, a bonus most AdMech players will appreciate considering the reduction to BS4+ from last edition.

Archaeopter Transvector - 155 pts

What?  Seriously what?  It's literally the Fusilave!  It's the same statline and weapons, only instead of bombing this thing can bring in some Skitarii with it on Turn 1!  I believe that you even get to Disembark when the Transvector drops, as it counts as having made a Normal Move and the Skitarii where Embarked at the start of your movement phase.  Even if they rule that you can't Disembark, this is still way better than the Fusilave.

Belisarius Cawl - 185 pts

So Cawl has a good gun, Lone Operative, and three decent buffs.  Even from the Faction Focus, Cawl looked good but not spectacular.  This just feels really pricey to me.

Corpuscarii Electro-Priests - 65 pts for 5 models (13 pts per model)

That's 13 points a model for a dedicated Bodyguard unit that isn't particularly impressive.  They do put out a lot of shots if you get in close, and they have -1 to wound and both a 5+ Invuln and FNP to help them keep their charge alive.  But they're likely not going to be doing much else.  They might get to use some of those attacks if anything tries to come in to kill their master.

Cybernetica Datasmith - 35 pts

What?  Why?  At first I was actually relieved to see this unit.  For a 35 pts Leader they have a pretty good profile, and all of their buffs are great.  But they have to pass a Leadership test to give it to their unit!  I guess this is to represent the difficulty of changing the programming on the battlefield?  But why can't you just start out in a protocol?  He's still nice and cheap, but I don't like how unreliable those buffs are.

Kastelan Robots - 215 pts for 2 models (107.5 pts per model)

Couldn't quite keep the alphabetical order, I guess.  This doesn't feel bad to me, though I feel they could do better.  For that odd points cost you get a T9, 2+ Sv body with 7 wounds.  The combat stats could definitely be better though.  But if you can get them their protocols, and get them in melee with some tough targets, they could get work done.  They might also make a decent board control unit with Overwatch.  They still get a chance to reflect shots too.

Fulgurite Electro-Priests - 80 pts for 5 models (16 pts per model)

The purely melee Bodyguard unit is paying a premium for the ability to get the occasional DEVASTATING WOUND in.  Pass.

Ironstrider Ballistarii - 50 pts

The AdMech walker is still one of the best Datasheets I've seen, though we are less than a third of the way through.  In addition to being a decent Walker platform, they get Fall Back and Shoot and Charge plus a re-roll for Desperate Escape.  They also always have the CP regen from Data-tether.  You definitely need to make sure you do something about that 4+ BS.

Kataphron Breachers - 150 pts for 3 models (50 pts per model)

That is some serious damage these can put out.  I feel like they should have something to help them soak some more damage though.  But we finally get to see one of those cog like buffs that was described, giving them either re-roll 1s to Hit, or full re-rolls to Hit if they're near a Battleline unit.  Not too bad!

Kataphron Destroyers - 120 pts for 3 models (40 pts per model)

Given their special ability to Hit on 5s with Overwatch, I'd probably take the cognis flamers and plasma culverins.  Although slightly less tough than a Breacher, they still have some nice damage potential.  I'd say their both roughly equivalent for their points, though their roles are slightly different.

Onager Dunecrawler - 140 pts

I'm pretty sure you're taking this for the neutron laser and the potential ability to put out some pretty intense damage, though the eradication beamer is also a good choice.  Again, this feels fine.

Pteraxii Skystalkers - 70 pts for 5 models (14 pts per model)

Okay, the mobility on this unit is insane!  I'm just not sure it'll be able to put any work in.  That's a lot of shots, but they're all just S3.  You'll need to buff this unit for it to get much done for you.

Pteraxii Sterylizors - 75 pts for 5 models (15 pts per model)

That rule is just . . . why?  They get a pinning effect with their flamers, but only on a 4+.  However, they get +3 to the roll if they're near a Battleline unit.  So basically the effect always goes off that way.  So if you want to reliably use their ability, you need to stay near your Battleline units.  Not bad, but definitely not good either.

Serberys Raiders - 75 pts for 3 models (25 pts per model)

Once again, I feel like you're paying a lot for that mobility and the occasional Mortal wound.  At least with these I feel like your shots will have more meaning.  But that's a pretty hefty tax.

Serberys Suphurhounds - 65 pts for 3 models (21.67~ pts per model)

For a cavalry unit designed to charge into the enemy, I'm not sure these are really going to hit all that hard.  They do get to put out a few mortals on the Charge, but you're almost guaranteed to be trading with them.  And that's a lot for a trading piece.

Servitors - 50 pts for 4 models (12.5 pts per model)

Apparently the Mechanicus is giving all of their good Servitors to the Astartes.  These are identical to Guard Servitors, but for significantly more.  And while they do get Doctrinas while Guard Servitors don't get Orders, I don't think that justifies that much of a price difference.

Sicarian Infiltrators - 80 pts for 5 models (16 pts per model)

Okay, these can inflict a pretty heavy leadership penalty.  And they might even be able to get a little bit of work done in melee too, considering they have both Infiltrators and Stealth to get there.  I think these might be fine.

Sicarian Ruststalkers - 75 pts for 5 models (15 pts per model)

Why are these cheaper?  I think this might be the first unit I've seen that doesn't feel at least a little over costed.  These actually look pretty good in combat, and will get there reliably with a potential +2 to Advance and Charge rolls.  You might even be able to Deep Strike them in on a Transvector along side some Battleline to get a pretty reliable Turn 1 Charge.

Skitarii Marshal - 45 pts

At least the characters don't feel over costed.  This one looks like a pretty good upgrade to any Battleline unit.  Too bad he doesn't have the free Stratagem ability, but at least you'll always be able to use the one you want if you have the CP.

Skitarii Rangers - 125 pts for 10 models (12.5 pts per model)

I think Rangers are probably fine at this cost.  Scout is useful and will allow them to benefit from Protector Imperative sooner.  The fact they get IGNORES COVER is a genuinely good thing.

Skitarii Vanguard - 100 pts for 10 models (10 pts per model)

I think these are also fine.  It's good this is one of the cheaper units, since you'll need to have some large source of Battleline to get the most out of your army.

Skorpius Disintegrator - 195 pts

Honestly, this feels fine for what it does.  It feels like it's where Indirect should be, as opposed to where it is for some armies.  You do have to decide its roll pretty strictly when you buy it, though.

Skorpius Dunerider - 80 pts

Alright!  This is actually a pretty solid Dedicated Transport!  I'm kind of surprised it doesn't have Firing Deck, but it's still better than a Rhino for a similar cost.

Sydonian Dragoons - 75 pts

What?  Why is this not just ANTI-VEHICLE?  There are just some bafflingly picky things going on in this Index.  While these will hit pretty hard in melee, I'm not sure they're worth 25 pts more than Ironstriders.

Tech-Priest Dominus - 75 pts

So you basically need to surround this Character with Electro-Priests and rush them at your opponent's vehicles.  He's honestly not a slouch in combat, but that just feels like a lot of points for a pretty specialized unit.  That unit will be pretty tough, though.

Tech-Priest Enginseer - 45 pts

You're AdMech.  You're going to have Vehicles on the board.  You're bringing Enginseers.

Tech-Priest Manipulus - 60 pts

Considerably more multipurpose, this model grants LETHAL HITS to the unit they join.  Unlike the Dominus, the Manipulus themself isn't going to be putting in much work.  But there are quite a few units they can join that put out enough attacks to benefit well from LETHAL HITS.

Technoarcheologist - 45 pts

Alright!  Now here's a Character I can wholeheartedly get behind!  Join them to some Battleline and make an objective really hard to take!  Another solid pick finally, and a good note to end on!


FINAL THOUGHTS

I'm not gonna lie, AdMech look like they're in rough shape.  Their rules don't particularly synergize well with anything they do, but they force a playstyle that can be targeted and disrupted.  You basically want to get on the board fast and hard, then stay in Protector as much as you can to keep your shooting reliable.  They do have tools to do this, some of which are very impressive.  Provided they're not FAQ'd out of it, they can get some alpha strikes in to disrupt the opponent while they put their plans in motion.  But I feel like many of their tricks are priced at least a little too high.  "That feels fine," was the thought that kept repeating as I went through their datasheets.  Very little stood out as good, let alone great.  And there were so many rules that felt finicky rather than synergistic.  AdMech players might have some trials on their hands until their book comes out.

Thursday, June 22, 2023

Weekend Update - June 23, 2023

This weekend is finally the release of Leviathan!  As soon as I get my hands on it, I'll be beginning my painting blitz to get my box up and running.  I'm hoping I can use this to help get more of my army out of the box and on the table.  I've got a few projects I've been struggling to finish up between my migraines and trying to put Path of Exile to bed.  I'll try to post regular painting updates as I do.

Unfortunately, I won't be getting my copy of Leviathan until Tuesday.  I'll be away at the Smallville Comic Con helping my family with their both.  We're Ziggy's West, so if you see us, please come and say hi!  That means I likely won't be getting any updates in this weekend.  I'll have my laptop with me, so if I'm not absolutely beat at the end of the day I'll try to get some work in there too.  Up next is AdMech, so that's going to take a bit to go through.  But all of the giant Indexes are mostly done.  The only really big one coming up is Aeldari, though Orks will probably have its fair share of datasheets.  Either way, I should be back to posting Monday night.

Warhammer 40,000 - Adeptus Custodes Index

As I said in the Faction Focus, this is an army that is incredibly hard to balance.  Not as hard as Knights, but then Kinghts are an almost completely different entity.  Custodes are supposed to be the most Elite army - the few chosen heroes holding back the tide.  Point costs on Custodes need to be high enough that your army looks and feels like a few champions, without being so punitive you can't get the bodies on the board you need.  They're an army that almost needs to be balanced in the rules, not the points.  So how did GW do?


ARMY RULES

Martial Ka'tah is one of the most flexible Army Rules in the game.  It's a flat buff for your entire army that you get select when it will matter most.  It's not even much of a skill check, you just pick the buff that will have the most impact given the board state.  It's a vast improvement on the previous Ka'tah system, which you practically needed a flow chart to figure out.  The Shield Host combines it with a 4+ FNP against mortal wounds, the reason you almost always saw Emperor's Chosen in 9th.  Mortals are a critical weakness of Custodes.  And though they're not as common as they were in the previous edition, this extra layer of defense will still be quite useful.


STRATAGEMS

Slayer of Nightmares - 1CP

+1 to Wound is a very good buff for trying to take out higher Toughness opponents.  So while boring, this is still very good.

Unwavering Sentinels - 2CP

Fights First is one of the best rules in the game.  With so few units, being able to defend an objective with only a few models will be crucial.  My only complaint here is that depending on points, you might need to use Sisters to hold a lot of the board.  So it sucks they can't use this.

Arcane Genetic Alchemy - 2CP

It's a -1 Damage strat.  Here, the fact you can't use it on Sisters of Silence doesn't really matter all that much.  You want to use this on your golden boys.

Avenge the Fallen - 1CP

+1 Attack at below Starting Strength, +2 if Below Half-strength.  Very nice buffs, and Custodes are an army that will lose models without losing the unit.

Vigil Unending - 1CP

Our previewed strat, this is still just amazing.  You are going to use this a lot.

Sworn Guardians - 1CP

Sticky objectives.  'Nuff said.

These are all really good strats but also pretty bland.  I'm almost wondering if GW sees Custodes as another good entry point into the hobby and wants to make they're as easy to play as possible.  It feel pretty easy to know when and how to use these in any given game.


ENHANCEMENTS

I'm using the new version of the Munitorum Field Manual - 1.1.  So if anything seem different, that's why.

Unstoppable Destroyer - 25 pts

A bit of a two-for here!  This one gives you some mortal wound on a charge, and once per game you can force a Battle-shock test on all nearby enemies after.  25 pts seems pretty good for that.  There aren't many consistent sources of mortals now, so giving a Character one sounds potent.

Veiled Blade - 25 pts

Two additional Attacks sounds kinda bland, but those Attacks are probably going to be pretty nice.  This one also has a once per battle ability, so I wonder if that's going to be a theme.  In this case, it's a way to try and keep an objective you're losing.  This will be more useful depending on when the mission has you determine control.  If it's a Command phase mission, this will be fantastic!  If it's an "end of each turn" mission, you'll need to plan a bit more ahead.  Either way, this is probably worth the cost, though not as good as Unstoppable Destroyer.

Inspirational Exemplar - 10 pts

Even Custodes characters are strangely locked to Ld6+.  It does at least narrow the difference between armies.  But for 10 pts you can get a 5+ Ld and a once per game ability to end Battle-shock.  I'd say that's definitely worth it.

Ceaseless Hunter - 30 pts

Fall Back and Shoot and Charge is very good.  When combined with the ability to get a free 6" Move when an opponent gets close to you, this gives your Character and his unit incredible versatility.  Another very good Enhancement.

These are much more interesting than the Stratagems were.  I like all of these, and which ones I would take would be based on what points I have available and my overall battle plan.  One of my favorite Enhancement sections so far.


DATASHEETS

Custodian Guard - 180 pts for 4 models (45 pts per model)

And there it is!  Custodian Guard are still 45 pts per model and equal or greater in cost than any elite infantry we've seen so far.  I think only Exalted Eightbound were higher than this?  For that cost, you get one of the best defensive profile for any infantry I've seen and a combat profile to match.  Unlike other units, they get two abilities before wargear.  The first is a Shock Assault ability for re-roll Wounds.  The second gives you a once per game Shoot Again.  You can also give them shields for +1 Wound and a Vexilla for more OC.  Honestly, S7 isn't that important a break point.  So if you're not planning on doing much shooting, I'd take the Shield, though losing Dmg 2 does hurt a bit.

Custodian Wardens - 150 pts for 3 models (50 pts per model)

For 5 more pts per model you can take axes, get the new Transhuman while they're a Bodyguard, and can proc a once per game 4+ FNP.  I think they're good at their chosen role, but that's it.  I don't like the axes.  I think with the worse WS and AP, you're better off taking the spears and using Slayer of Nightmares if you're fighting something bigger than T7.

Allarus Custodians - 130 pts for 2 models (65 pts per model)

Our previewed Unit still looks awesome with that incredible profile and fantastic set of rules.  Despite being Terminators, they still get OC2, so they can actually help you hold objectives.  These seem pretty good to me.

Vertus Praetors - 180 pts for 2 models (90 pts per model)

I'm sorry, what?  Roll a D6 for each model and deal 2 mortals on 2s?  Do you have an elite unit you need to kill?  Bam, it's dead!  Forget how mobile they are, you are definitely taking these.

Prosecutors - 40 pts for 4 models (10 pts per model)

Although their rules set them up as anti-psyker, these are a steal at 10 pts per model.  We might legitimately see Custodes fielding these as bulk infantry now.

Vigilators - 60 pts for 4 models (15 pts per model)

Vigilators are a little less auto-include at that cost, but they're still good.  With re-roll 1s to Hit, they're going to punch very hard.

Witchseekers - 60 pts for 4 models (15 pts per model)

Okay, these are great.  With Scout, you can push them quickly into a place you want to deny access.  While they're short range, if your opponent goes anywhere near them, you Overwatch and punish them.  Then that unit has to test Battle-shock, and if it fails its Battle-shocked for almost the entire battle round.  I like these.

Shield-Captain - 120 pts

You're definitely paying the Leader premium here, but those are two great rules.  His unit is always going to be receiving two useful buffs in the Fight phase, and someone gets a free strat each round.  Again, I think I take the Shield for the extra wound.

Blade Champion - 100 pts

I freaking love this guy!  The only way he could be better is if he had Fights First.  But he's still an incredibly versatile fighter and Leader.

Aleya - 80 pts

Speaking of Fights First!  Aleya will definitely help you get some extra work out of some Vigilators.  With Fights First, they're going to be a pain for anyone to deal with.

Anethema Psykana Rhino - 75 pts

A great way to get your Sisters where you want them, I love the fact it gets their Daughters of the Abyss rule.  But can I just say, that has got to be the most boring paint job the 'Eavy Metal team has ever produced.

Knight-Centura - 75 pts

This is an interesting set of abilities to bring to a Unit.  First off, the unit is just flat faster while she's Leading it.  Second, she can force Desperate Escape tests in combat.  While I think you definitely spend 5 pts more and take Aleya first, if you want multiple Sister units in your army she's very good.

Shield-Captain in Allarus Terminator Armour - 120 pts

For the same cost you get one of the best defensive profiles in the game and a revive on death mechanic.  Plus, you know you're taking Allarus Terminators.

Shield-Captain on Dawneagle Jetbike - 145 pts

For 25 more points, you can grant some Vertus Praetors some cool movement tricks.  This definitely shows the premium GW puts on movement some times, but I do think it's worth it.  That once per game ability to just peace out of combat is really nice.

Trajann Valoris - 145 pts

And buy!  I think an additional Wound, that Watcher's Axe, a 5+ FNP, and two great abilities are definitely worth the extra 25 pts.

Valerian - 115 pts

So I didn't notice this before, but Custodes still didn't get Armour of Contempt (though they did get -1 Dmg).  But this guy does, so that alone will make him worth it.  Gnosis is pretty good too.  But his version of Perfectly Adapted giving him the ability to fix one dice per game is really nice.

Venerable Contemptor Dreanought - 185 pts

We already knew this, but yes, Custodes get to keep all their cool Heresy patterns.  I'm a little underwhelmed here, but the revive mechanic and the 5+ Invuln are definitely nice.  This may be the Ork player breaking free of the Hive Mind's control, but needs more dakka.

Venerable Land Raider - 260 pts

What?  Why is the Custodes Land Raider cheaper?  Is it because everything already has Deep Strike?  This is still a good way to get your units into combat.  And at a 15 point discount, it's great.


FINAL THOUGHTS

I'll take one of each please!  Seriously, I think Custodes have a lot to be happy with, and that's without Forge World.  We're starting to get that, though, with some of the rules already available in the App.  I haven't checked them out though, since I'm still trying to get through all of this with as few spoilers as possible.  But yeah, I think Custodes are in a good place right now.

Wednesday, June 21, 2023

Warhammer 40,000 - Adepta Sororitas Index

We continue our journey into the forces of the Imperium with the Emperor's most faithful, in every definition of the word.  Since receiving their revival in 8th Edition, Sisters have been a solid army.  There hasn't really been any point in which they were meta defining, but they've been a good faction.  Part of this hinges on their Miracle dice mechanic, which allows players to wield them with a level of consistency other factions envy.  We already know Miracle dice are back, but now let's see what else the Sisters of Battle can bring to bear.


ARMY RULES

We now know that two factions get to have pools of dice they can substitute in to guarantee the results of a roll.  We learned Sisters would be keeping theirs first, which all fans of the faction were glad to hear.  Then Eldar got in on the action with their Fate dice, changed from 9th to be very similar to Miracle dice.  The two rules however are different in very important ways.

For Sisters, their Miracle dice let them consistently fix rolls over the course of the game.  Miracle dice can only be used once per phase, allowing you to fix only one roll in each of those phases.  This will make the use of your Act of Faith in any given phase a great skill check for the army.  However, you'll be consistently getting new Miracle dice.  You're guaranteed to have at least one Miracle dice in every turn, and you will likely have many more.

Their Detachment Rule is less impressive in my mind.  While I've talked about these rules before, I want to clarify a few things on them.  The first is that these aren't really a buff, the way some people have been describing them.  They're a way for damaged units to consistently keep fighting.  Yes, if a Morvenn Vahl or another character takes damage their overall effectiveness goes up, and if you lose a Sister or two from a Squad, the Squad will actually put out more damage.  But that isn't what's going to happen.  

Your opponent is going to be trying to destroy your units, not damage them.  And this rule will make them want to finish the job even more.  So the main benefit you'll get from this ability is that your opponent will overcommit to killing your units.  It's nice that if they fail, your unit will be punching harder than they might expect.  But don't expect to be re-rolling a lot of dice because of this.  The most common time this rule will come up is in the Fight phase, when you select a unit to Fight after your opponent has made attacks against it.  But don't allow this rule to change your priorities and skip an important fight just so you can punch back.


STRATAGEMS

Divine Intervention - 1CP

This Stratagem comes at the cost of some of your Miracle dice, but it lets you bring back any character (except Celestine) that gets destroyed once per battle.  The fact it's per character and not just flat once per battle is very nice.  While you can't set the character up within Engagement range, remember that Characters have to be reattached to their unit if possible and that a unit is still eligible to fight if it made a Charge move.  So this should let you return a slain Character to the fight to get their attacks in.

Light of the Emperor - 1CP

If a unit survives your opponent's attempts to end it, and you need to get your damage in, this will help make sure it does so.  Situational, but great when you need it.

Holy Rage - 1CP

+1 to Wound when you fight.  Fantastic!  You will uses this a lot.

Spirit of the Martyr - 2CP

Fight on Death is always great, especially when combined with this Detachment rule.  Okay, not gonna lie.  That rule is actually looking better and better.

Suffering & Sacrifice - 1CP

Oh wow!  A taunt rule!  I'm not sure I've seen one of these in 40K before!  This is potentially fantastic!  Forcing your opponents to allocate attacks on something can give you a lot of control of the flow of battle.  And with the whole Martyr theme in this army, I'm wondering if there'll be a unit to combo this with.

Rejoice the Fallen - 1CP

Like I said, you can use your rules to get your opponent to overcommit to destroying your units.  The threat of this strat is possibly much greater than the actual strat itself.  Though there might be some Sororitas Vehicles like Cassie that can really put this to work.

This is a nice little toolbox.  Most of the time you're probably going to be using Holy Rage and Spirit of the Martyr.  But all of these strats are very powerful when you need them.


ENHANCEMENTS

Saintly Example - 10 pts

Get D3 more Miracle dice when you lose the character.  Note, this is in addition to the Miracle dice you get from a unit dying for Acts of Faith.  I don't like planning for my stuff to die, but if you've got 10 points free this could be useful.

Litanies of Faith - 25 pts

I like this!  Re-rolling miracle dice is bound to come in handy.  This might also be a good use of that strat to bring a character back.

Blade of Saint Ellynor - 15 pts

It's our generic combat buff enhancement!  But this one is even better since it buffs Attacks, Strength, and Damage!  Of course, the double mechanic on it is triggered if the Character takes damage.

Mantle of Ophelia - 20 pts

Only ever take 1 Dmg from an attack!  That is so good!

These are some pretty good enhancements.  I'd say Litanies of Faith and the Mantle of Ophelia are practically auto-include, at least if you're taking a Canoness or Palatine for the latter.  I'd probably also take the Blade of Saint Ellynor to boost a combat unit.  I'd probably only take Saintly Example if I needed to spend 10 pts.


DATASHEETS

Morvenn Vahl - 135 pts

Previously we'd seen the stats on the Lance, but we didn't know what Vahl herself did.  Her combat profile is okay, but though she has a decent number of wounds she's hardly equivalent to other walkers.  She'll be leading other Paragons, though, and granting full re-rolls to Hit and Wound when she does.  This alone should allow them to hit pretty hard in combat.  But she also gets a Finest Hour style ability to get a substantial buff to her Attack output.  As with many Leaders, I feel she could be cheaper.  I really do think that GW is charging a premium for the Leader ability.

Canoness - 60 pts

I've noticed that S6, SP-2, D2 is kind of the generic Character damage profile.  But she also doesn't get many attacks with it, meaning she might hit a little less hard than you might expect.  She can definitely put out a lot of ANTI-PSYKER hate if you give her a condemnor though.  But if you're planning on getting her into melee, you probably want that inferno pistol.  Her wargear options are kind of weird, though.  You might actually want to take the plasma pistol and power sword just for the Rod of Office.  Sorry if that seems like a lot but her wargear options kinda threw me.

Obviously you're taking her for the ability to grant full re-rolls to Hit and one of the two Rod abilities.  The fact she can give herself a once per game 2+ Invuln is honestly gravy.  Again, I think she could be cheaper.

Palatine - 55 pts

The Palatine comes with Scout, so you don't have to worry about a unit losing it if she joins.  She grants LETHAL HITS, which is great for the Sisters' normally low Strength weaponry.  But the real kicker here is she's one of the few models that can trigger additional mortal wounds, and it's on her unit!  Since all you have to do is successfully wound to trigger this, that combos incredibly with the LETHAL HITS ability.  I was a bit worried she's over-costed from her profile, but I think I'd happily pay 55 pts for her!

Junith Eruita - 100 pts

Not a bad profile, and the 2+ Sv in particular is nice.  She's basically a Space Marine Captain with a 2+ Sv.  She also has the standard commander CP generation and makes her unit -1 to Hit.  I think she's probably going to be pretty good.

Missionary - 35 pts

Very similar to the Guard version, he's still giving you a nice melee buff.  However, unless Sisters have rules that allow them to take multiple Leaders on their units, I don't see you taking him over other Characters.

Saint Celestine - 150 pts

Celestine and her Geminae are surprisingly tanky at 2+ Sv and a 4+ Invuln.  Her Geminae also act as bodyguards, giving her a 4+ FNP, while she revives them if they die.  And, of course, she gets to revive once per battle on a 2+.  The Saint herself strikes at -3 AP for some pretty good killing power.  She's also surprisingly good in Overwatch with The Ardent Blade acting as a Torrent weapon.  While she can lead Seraphim and Zepharim, she doesn't really buff them.  Though I'm pretty sure the way rules work for attaching units she can heal the models in that unit.

The Triumph of Saint Katherine - 150 pts

I'm pretty sure this is better than Celastine for 150 pts.  Although not quite as tanky, this does come with 18 Wounds.  Additionally, while Celestine just keeps herself and her unit alive, this hands out two chosen buffs every turn in a souped-up version of a commander ability.  All of these buffs are useful.  But if you've built up a pool of dice, Ebon Chalice seems particularly good, especially when combined with Bloody Rose.

Daemonifuge - 80 pts

This fun pair of characters can potentially allow you to catch an opponent off guard and potentially assassinate a Character or two.  They've got the awesome combo of both Fights First and Lone Operative, making them both hard to deal with at both range and in melee.  They can use Heroic Intervention for free, so they have to be careful putting any unit near them.  And before they strike, you can potentially do a few mortals to your target.  I think they're pretty good at 80 points, if a bit niche.

Battle Sisters Squad - 110 pts for 10 models (11 pts a model)

Battle Sisters are 11 pts a model!  That is awesome!  In addition to being your primary objective holder, they help you generate Miracle dice.  Their weapons and profile are okay, but you're mostly taking them for objective scoring.

Sister Novitiate Squad - 90 pts for 10 models (9 pts a model)

If you're trying to take an objective these might work.  They get an objective attacking style rule for re-roll Hits that will make their attacks count for more and can even Advance and Charge.

Aestred Thurga and Agathae Dolan - 70 pts

Aestred also gets to have 2+ Sv and her weapon isn't bad either.  The big deal here is that not only do they grant DEVASTATING WOUNDS to a unit in melee, they get to improve Miracle Dice used.  This can virtually guarantee you'll get a mortal in.  I think these two are a steal!

Imagifier - 40 pts

You're not taking this Sister for her stats.  You're also not taking her for Litany, though it will be nice when it works out well.  What you're doing is attaching her to a unit of Sacresants to make them incredibly more tanky.  The fact you can tack her onto a Battle Sisters Squad that already has a leader is gravy.  And I'm pretty sure 40 pts is more than worth it for that.

Dialogus - 35 pts

Again, its the abilities we're looking at here.  And while they're not as useful as granting a 4+ Invuln, they are decent.  I'm not sure she's worth 35 points though.

Preacher - 45 pts

He's got some okay combat, but what you want is that +1 to Wound in melee.  He even gets a neat little Finest Hour ability for increased Strength and Attacks.  He might make a good choice for a Novitiate Squad setup for melee.  He's probably alright at 45 pts.

Celestian Sacresants - 65 pts for 5 models (11 pts per model)

These things will punch hard for just 11 pts per model!  And while the Imagifier can make them tankier, they also get tanky just for being lead by a Canoness, Palatine, or Junith.  All of these are good combos for different reasons.  A pretty cheap and effective way to get some good melee in.

Hospitaller - 40 pts

Hmm . . . 40 pts for a 5+ FNP.  I think with the ability to heal a Character (potentially one brought back with Divine Intervention) she's probably okay at that cost.

Dogmata - 50 pts

Damn.  I love this model, but she's just not worth it.  She hits okay and her abilities are both useful for swinging control under the right situation.  But she's just overpriced.

Paragon Warsuits - 240 pts for 3 models (80 pts per model)

And another nope.  These are actually pretty good.  Their profile reads more like a Mounted unit that's taken a speed nerf than a Walker profile, but they look like they can hit legitimately hard.  But they're way to fragile for 80 pts a model.

Repentia Squad - 75 pts for 5 models (15 pts per model)

Not sure on this one.  They hit hard.  Like, real hard!  Harder than they have any right to.  But they're also made of paper.  If you want to go with these you'll need to use them very carefully.

Crusaders - 20 pts for 2 models (10 pts per model)

Huh.  I've never even heard of these.  Guess that says something about their performance in prior editions.  They look like they're okay though.  If you want some melee that isn't going to die to a stiff breeze, these might work.  I'm just not sure why you'd take these over Sacresants.  They're cheap, though, so they might make great list fillers.

Death Cult Assassins - 35 pts for 2 models (17.5 pts per model)

That's a lot of points for a unit that is just going to get shot.  If you're regularly playing with a lot of obscuring terrain they might be worth it.

Dominion Squad - 130 pts for 10 models (13 pts per model)

These don't look worth it until you notice that four models can take meltaguns.  Especially when combined with Holy Vanguard, they're going to absolutely wreck something.

Seraphim Squad - 70 pts for 5 models (14 pts per model)

The Fire and Fade ability these have is a little odd, considering you probably want those inferno pistols.  But it does allow you to harass a unit while getting into position to get your charge off.  I think these are definitely worth the increased cost.

Zephyrim Squad - 70 pts for 5 models (14 pts per model)

Oh these hit nice and hard for their cost!  Yeah, these are really good too!

Retributor Squad - 130 pts for 5 models (26 pts per model)

You've got two choices here.  You can either bring mult-meltas and try to rush them up the board in a Rhino, or you can give them flamers and camp them somewhere your opponent would least want to get hit with Overwatch.  I think it's gonna be kinda tough to get your money's worth either way.

Mortifiers - 60 pts

Oh!  Oh that is some damage!  That is some really mean damage!  And they have a 5+ FNP!  These might be worth it.  I haven't been liking Sisters' Walkers but this might be good.

Penitent Engines - 60 pts

So these lose the Invuln but all their attacks just get SUSTAINED HITS now and they get Advance and Charge.  I think those are some nice trades.  I think Penitent Engines are the better of the two walkers.

Exorcist - 140 pts

That's not a bad platform for 140 pts.  This is not Guard Indirect, but it's still probably good.  As a bonus, it gives nearby Sisters improved Ld.  I like it.

Castigator - 150 pts

Why is Cassie more expensive when she doesn't have the Indirect?  She at least gets re-rolls to Hit.  But you have to pick her target when you buy her, selecting either the autocannons for Infantry or the battle cannon for Monsters and Vehicles.  I'd probably take the battle cannon as you have plenty of solutions for Infantry, and the battle cannon is good there even without re-roll hits.  It's too bad she doesn't have some better AP though.

Sororitas Rhino - 80 pts

It's a Rhino.  You're going to want a couple of these to get things like your Dominions into position.  Rhinos look legitimately good for nearly any army that can take them.

Immolator - 130 pts

Fire Support is a nice rule, and we also get the rule where you can split a larger unit into two.  Most of the time you're going to want to keep your units together, though.  Smaller units are easier to delete than larger ones.  So you're basically paying 50 points for the guns.  At least the immolation flamers didn't get twin linked and just get to put out double the shots.

Arco-flagellants - 45 pts for 3 models (15 pts per model)

They're 15 pts but they are absolutely going to blend light Infantry.  And with 2 Wounds and a 4+ FNP they are surprisingly tough.  You're still likely going to use them as a bomb and just let them HAZARDOUS themselves to death.


FINAL THOUGHTS

Sororitas Infantry is looking really good.  I think some of their Characters could be cheaper, but they've got some nice buffs.  It looks like they'll struggle a bit with big targets, meaning you're probably going to need to spend some Miracle dice there.  But for most other threats they have good answers.  They definitely feel like a much more middle of the road army by cost now too.  And with their Squad sizes capped at 10, I can easily see a lot of your units martyring themselves.  I feel like there's going to be a tempo of punch, get punched back, then punch back harder.  They're definitely not looking overpowered to me, but I think they will reward skilled play very well.

Tuesday, June 20, 2023

Warhammer 40,000 - Astra Militarum Index

I honestly should have done this one sooner, as I have a friend getting into the game and they want to play Guard.  But I'd been following the releases so I didn't think to jump ahead.  Either way, we're here now!  It's time to take a look at The Hammer of the Emperor!


ARMY RULES

Orders have been good since their inception, and simplifying them hasn't taken anything away from their power.  Especially with Officers leading units again, you'll be guaranteed to have at least one unit in range, and the survivability of your Officers is greatly increased.  And while there are a lot more Orders than many factions have for options in their special rules, they're all useful and those uses are easy to understand.  At least from these alone, Guard have some power at their disposal.

Born Soldiers

It's back!  You have to Remain Stationary, but LETHAL HITS with the number of shots Guard can put out is brutal.  This can be combined with First Rank Fire! Second Rank Fire! for some pretty reliable damage.


ENHANCEMENTS

Got that weird order going on again.  Oh well.

Death Mask of Ollanius - 10 pts

When this was first revealed, it looked okay but I wasn't sure how useful it would end up being.  At 10 pts though, I can definitely take this.  Battle-shock will be a thing, and having an important objective holding unit keeping its OC will help.

Kurov's Aquila - 40 pts

40 pts to Vect a Stratagem?  This is a good ability.  There are so many stratagems you can deny your opponent with it since CP is so scarce.  A lot of people have been saying this is particularly great on the CP re-roll to deny those clutch saves or spikes of damage.  Overwatch is another one that comes to mind.  But 40 pts is a lot . . .

Drill Commander - 20 pts

By contrast, giving your unit LETHAL HITS on 5s is only 20 pts?  You are taking this every game, every time.

Grand Strategist - 15 pts

And an extra order every Command Phase is only 15 pts!  I know which three I'm taking.  Barring needing to use extra points or budget running tight, 45 pts for 3 good Enhancements sounds like a steal.


STRATAGEMS

We previously had all of these revealed at KC.  They're all really good, and CP is going to feel really precious.  We already know from KC that you can get 1CP in your turn from Leontus.  Hopefully there's a way to grab some during your opponent's turn.  I'm pretty sure most units will have a Vox equivalent to at least give you some regen.


DATASHEETS

We've had so many of these revealed previously, but now we get points for them.  Let's see what we've got!

Lord Solar Leontus - 125 pts

He's 125 pts and you're going to take him every chance you get.  He's surprisingly no slouch in combat, fighting as well as many Space Marine characters with a similar defensive profile.  That's actually a good way to look at him.  He's a Space Marine Captain, with a couple more wounds, sitting in the middle of your guard army handing out CP, Orders, and letting you redeploy.  You will not want to leave this model on the shelf.

Ursula Creed - 55 pts

She's got some surprisingly good AP but is otherwise a very Guard statline.  Oh!  But wait!  Her unit can get two Orders!  You can have Take Aim! and First Rank Fire! Second Rank Fire!  Auto-include!  And she gets the free strat ability!  That's just gravy!  Guard characters are killing it!

Cadian Castellan - 50 pts

Okay, I don't know if this Officer is over costed or Ursula is a steal.  They're still good, with both of those abilities being great on nearly any Guard unit.  But Ursula is way more than 5 pts better than them.

Tank Commander - 245 pts

I had to check, and this is 50 pts more than a standard Leman Russ.  Also, I feel bad for anyone that modeled these on a Demolisher.  So what does our 50 points give us?  They give an order to one Squadron, extended range to 12", and Shoot on Death.  If there's not many ways to give your Tanks orders (beside Leontus), you might be stuck with at least some of that as a tax.

Platoon Command Squad - 60 pts for 5 models (12 pts per model)

I remember when people used these as a cheap way to get more Heavy Weapons Teams.  But at more than 10 pts a model, these don't seem all that cheap.  You can still attach them as a Leader, so that helps some.  Their Vox is somehow better than a Tank Commanders, they get and grant a 6+ FNP, and increase OC.  This is probably going to be part of a big unit you try to use and hold the mid board.  Twenty-five guard with two Heavy Weapons Teams, 6+ FNP, and OC 2-3 will take at least some work to shift.

Cadian Command Squad - 65 pts for 5 models (13 pts per model)

Huh.  Not only does the Cadian version not have a Heavy Weapons Team, its overall weapon options are much more restrictive.  In exchange you get the ability to ignore penalties and pay 5 pts more.  The ability is better, but I wonder if the tax here is more on the fact you can attach this to Shock Troops.  I'll have to see what they do later.  I know they were revealed but I'm blanking on them.  I remember Krieg gets a buff when damaged, so that makes them a pretty good unit for the other squad to lead.  Right now this is nowhere near as good as the classic Command Squad.

'Iron Hand' Straken - 80 pts

Straken comes with a prety good combat profile, a Scout move, grants LETHAL HITS, and gets re-rolls to Hit and Wound on the Charge.  With his Invuln, he's almost a Space Marine in combat.  I'm not sure he's worth 80 pts, though.

Primaris Psyker - 60 pts

I remember this one a little from the KC reveals.  I think this is a steal.  Psychic Maelstrom is a nice little blast they can contribute in shooting.  But the fact they grant a 4+ Invuln against Shooting until they pop is the real prize.  Yeah, it's gonna feel like they die to the first Shooting phase at least half the time.  But when you don't roll that 1 it's gonna be great.

Gaunt's Ghosts - 115 pts

Look at all those USRs!  Fitting this incredible kit with its fantastic characters, we've got an absolute smorgasbord of tools to play with.  They are basically the go-to scout and harassment team.

Regimental Attachés - 40 pts

As an upgrade to a Command Squad, I feel this is a bit pricey.  It's three models with three abilities.  Still, that exclusion zone is really nice, and you'll probably get some uses out of the Artillery Commander too.  Not sure about the Aeronautica Commander, though.

Ogryn Bodyguard - 40 pts

The abhuman version of a Tyrant Guard, this model will greatly increase the survivability of your Command Squad.  I'd say this is a far better upgrade than the Attachés.

Nork Deddog - 70 pts

Nork gets to do some mortals in your fight phase but loses the rage ability.  He's got better armor, but he also can't take the Brute Shield.  I don't think he's worth they extra points.

Infantry Squad - 65 pts for 10 models (6.5 points per model)

Infantry Squads are still 65 points and now their wargear will always be free.  And they still have a nice toolbox full of guns they can bring.  But now they're harder to shift while holding an objective as they get cover.  They're still very good.  The only reason you didn't see these a lot in 9th was Cadians were better.

Cadian Shock Troops - 65 pts for 10 models (6.5 points per model)

Oh yeah!  They get sticky.  That means I still have no idea why their Command Squad is more expensive.  Arguably they're now worse than basic Infantry, since they still don't get a Heavy Weapons Team and their wargear options are worse.

Death Korp of Krieg - 65 pts for 10 models (6.5 points per model)

Krieg comes in second with the ability to bring back fallen models.  If you want to camp an objective in the midboard and give your opponent a fight trying to take it from you, take the Infantry Squad.  If you want to rush out and take objectives, take Krieg.

Catachan Jungle Fighters - 65 pts for 10 models (6.5 points per model)

Don't knock that combat buff these soldiers get.  It's a very nice buff if you want to try and field a more melee focused Guard army.  But I don't think it replaces all that lost wargear.

Sly Marbo - 75 pts

Sly looks like a lot of fun.  He's very evasive, he gets some nice abilities for taking out enemy characters, and he can support your other units.  And it looks like his abilities can combo to get him some insane movement if you want.

Kasrkin - 120 pts

Oo!  Those are some nice toys to play with . . .  And all with double the orders!  I think most of the time you're going to just want more Guardsmen, but these look like they'll make some fun forward infantry.

Regimental Preacher - 35 pts

Okay!  This might be fun way to build a Catachan force!  A brick of 20 Jungle Fighters with this guy leading them could probably put in some good work, and only for 165 pts.

Sergeant Harker - 60 pts

Toting around a heavy bolter and the Space Marine profile to wield it, this is another way to just get a Space Marine in your Guard army.  Okay, he doesn't have the armor, but he does have 6+ FNP.  And once per game Payback is just going to deal out some hurt to something.

Regimental Enginseer - 45 pts

Oh cool!  His version of Omnissiah gives your vehicles a 4+ Invuln!  I think that's worth the price of admission right there!

Munitorum Servitors - 35 pts (8.75 pts per model)

If I'm running an armored division, I might take these along to fill points or protect Eninseers.  They're not guards most efficient way of getting bodies on the field, but they are cheap.

Commissar - 35 pts

Interesting, standard Commissars can only issue Duty and Honour! or Fix Bayonets!.  I was right in that these share an ability with their Chaos counterparts.  However, if you have another Officer in the unit, the unit gets to re-roll Battle-shock before you start putting bullets in people.

Ogryn Squad - 75 pts for 3 models (25 pts per model)

This feels like a lot for three Ogryn.  But those ripper guns do put out a decent number of shots.  Not sure here.

Bulgryn Squad - 90 pts for 3 models (30 pts per model)

Oh my god!  GW!  What are you doing?  It's right there!  You could have just put that in every datasheet this whole time!  Bah!

Bulgryn have been the better half of this deal for some time now, and I think they're still going to be that way.  I will happily pay 15 pts for -1 Damage, 4+ Invulns, and some legitimate melee threat.

Ratling Snipers - 70 pts for 5 models (14 pts per model)

Okay.  If you're going to use these, you better make good use of that evasion ability.  Because at 14 pts a model, you don't want to lose them the first time an enemy unit so much as looks at them.

Attilan Rough Riders - 80 pts for 5 models (16 pts per model)

These look like they'll still hit very hard, though it will still be a bit tough to keep them alive.  The fact they have Fall Back and Shoot and Charge will help make sure you can deliver them where you need them most.

Scout Sentinels - 50 pts

These feel like a steal at 50 pts.  They get some really good weapon options and they get to mark a target for your artillery.  Sentinels have been good in many editions of 40K, and 10th looks like it will be no different.

Armoured Sentinel - 70 pts

Hmm.  I'm not sure 20 pts is worth another pip of Toughness and Armour.  That is a 2+ Save though, so these might have pretty descent survivability.  I just think the Scouts might be more efficient.

Hellhound - 125 pts

Alright!  We're here!  Guard vehicles!

This looks good.  I think I've mostly recovered from my shock at Knights, though I still have the Imperium's version to go through.  I think this is probably okay at 125, though it could probably be cheaper.

Rogal Dorn Battle Tank - 285 pts

Hmm . . . 285 for four nice guns on a T12, W18, Sv2+ body.  It does get to just ignore an attack once per battle.  Again, I think it could be cheaper, but it's not bad at this cost.

Heavy Weapons Squad - 60 pts for 3 models (20 pts per model)

Ah!  We have our primary Overwatch target!  This is basically 20 points a piece for a nice big gun.  You're probably still going to just take Infantry and Command Squads.  But I can see having one of these to put next to your big Infantry brick.

Field Ordnance Battery - 100 pts for 2 models (50 pts per model)

How 'bout over double the cost for some really big guns.  Don't let those weapon profiles fool you.  Guard Indirect does look like it's still going to be a thing.  And those are decent chassis to put these big guns on.

Leman Russ Battle Tank - 195 pts

Again, I feel like these could be cheaper.  Still, they can probably take some decent damage and help clear some screens and campers so you can move on objectives.

Leman Russ Demolisher - 220 pts

That demolisher cannon is a thing, and I'm pretty sure it's well worth 25 pts, especially since you can fire into combat.  Nothing is stopping this from getting all its shots off.

Leman Russ Vanquisher - 190 pts

You might be wondering why this is cheaper when it's got a Vanquisher cannon.  But while this variant will occasionally pick off an important target, half the time it's not going to do anything.  Still, depending on the vehicles the meta has, you might want to bring one along.

Leman Russ Punisher - 180 pts

Hmm.  This might be legitimately worth giving a try now.  Normally, my instinct when it comes to anti-infantry with Guard is more troops.  But especially if you're going for an armored company, this might be worth bringing.

Leman Russ Executioner - 195 pts

Huh!  I think this might legitimately be better at doing what a standard Leman Russ does.  Not entirely sure, but it does look like it can blast anything but other tough Vehicles apart.

Leman Russ Exterminator - 200 pts

I think I like this one too.  Marking a unit for death with improved AP sound like a potent ability.  Might be a good one-two-punch with the Executioner.

Leman Russ Eradicator - 180 pts

Huh!  It gets the same rule as the Demolisher and the Vindicator!  Honestly, I think this is really good and might also be better at doing the standard Leman Russ's job.  It's not as versatile, and will struggle against tougher targets the classic and Executioner might be better for.

Basilisk - 110 pts

Oh come on!  110 pts?  Buy!  Buy it now!  Man it's going to suck dealing with Guard Indirect this edition.

Hydra - 95 pts

This is completely meta dependent.  But if Aircraft become a thing again, 95 pts isn't bad for a good counter to them.  It's not bad additional firepower for match ups without them, but I definitely only take it if I expected Aircraft.

Manticore - 105 pts

Gonna flip a table here.  There's very little reason not to take three Basilisks and three Manticores.

Wyvern - 90 pts

Man Guard Indirect is going to suck to play against this edition.  You will need to bring answer to this and get good at using Reserves.

Deathstrike - 135 pts

With the rest of the Indirect being so cheap, I'm not sure this makes the cut.  But it might be worth taking for fun area denial games.

Chimera - 85 pts

I think this is pretty nice for carting around some smaller Guard units.  Unfortunately it can't take a full brick for you.  The fact you can issue Orders is really nice.

Taurox - 65 pts

Okay, that's a very nice cost for some rapid deployment.  I think these will probably be the go-to Dedicated Transport.

Valkyrie - 200 pts

Okay, you're really paying a premium for the mobility here.  It's some awesome mobility though.  This is basically free Rapid Ingress with no restriction on where you can come in.  It'll probably take some skill to use this, but you can potentially get some nice work done.

Aegis Defence Line - 145 pts

That's a lot to pay for that 4+ Invuln.  At least you don't have to be wholly within to get it.  Still not sure if Fortifications will be a thing this time, since they're usually terrain dependent.

Baneblade - 540 pts

I mean . . . I guess it can technically hide behind ruins now.  Though that's never going to happen.  I was just kinda hoped they'd price this the same way the big Knights were priced.  It's rolling fortress ability is nice though.

Banehammer - 490 pts

Oh wow!  You make them test just from selecting them as a target!  That is really cool!  Even with the price tag being a little high, that might still be fun to play with.

Banesword - 515 pts

Hah!  Blow up all the things!  That's a really fun ability!  Not sure if I prefer this to the classic though.  It's honestly a tough call between the two.

Doomhammer - 455 pts

For Doomhammer!

Whoops!  Sorry, wrong game!  Anyway, do you like melta?  I hope you like melta, cause this always has melta when it counts.  Also, this is one of the variants with Firing Deck.

Hellhammer - 510 pts

Oh man!  This has an ability similar to the Demolisher, but it can't fire its Blast weapons.  I would have really liked this one if it could.  Oh well.

Shadowsword - 440 pts

If you really need to kill something, 440 isn't too bad for the right to bring a volcano cannon.  That's kinda all it gets though.

Stormlord - 460 pts

Basically a mobile fortress, I'm a little surprised it's more expensive than the Doomhammer.  It's rule is very nice for getting your units out of dodge though.

Stormsword - 520 pts

I'm sorry, what?  What is with that rule?  Just give it some mortals on successful wounds.  You already did that it in Grey Knights.  Weird rule . . .

Militarum Tempestus Command Squad - 80 pts for 5 models (16 pts per model)

Okay that's not too bad a price bump for hot-shots and some serious wargear.  And there's no real Keyword shenanigans this time, so you're free to mix and match.  And with this unit making Scions Battleline, you can field a full Scion army if you want.

Tempestus Scions - 60 pts for 5 models (12 pts per model)

They're almost twice what standard Guard Infantry costs, but you get Deep Strike in addition to the better shooting.  I think running Scions will be fine this edition.

Taurox Prime - 90 pts

And the Taurox Prime gets Fire Support!  With the number of guns it has, that's easily worth the extra 25 points.  Once again, though, only Scions get to call this their ride.


FINAL THOUGHTS

I spent a lot of this thinking that some of this could be cheaper, but that most things looked fine.  Then I got to all the Indirect.  I'm not gonna lie, I don't think they've costed those platforms properly in this Index.  Until some balance passes occur, you'll need to keep some answers handy.  Normally I think a lot of us are guessing when a new Edition hasn't had a lot of play in the wild.  But this is a lesson many of us have learned, and we thought GW had too.

On the plus side, I feel like the represented regiments are all well done.  You can have fun with any of the core Guard regiments, though I feel Cadians got a bit of the short end this time.  They still get Ursula Creed though, and she's awesome in this.  There's definitely multiple playstyles to look at in this book.

So please don't play Indirect spam.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...