Friday, April 2, 2021

Imperial Armour Compendium Critical Review: Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions

A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Imperial and Chaos Knights and Titans.

Sorry for the long delay. Just more and more life has gotten in the way and I find myself without time lately. I've gotten 1 model painted all of March and find myself falling asleep having gotten no hobbying done for the past several weeks.  Also, several points changes and FAQs occurred since release.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

First of all I want to discuss the Titans. Specifically, the titan legion rules

So now Titan Legions AND Secutarii can take a <TITAN LEGION> Keyword....
But there is nothing else to it. There are no benefits. No Warlord Traits. No Orders or Canticles or anything. I feel a bit deceived seeing as when GW was hyping the compendium on Warhammer Community, they mentioned "Rules for Titan Legions" as one of the new cool features. 

Now it is cool that Secutarii are of the same <TITAN LEGION>, and what is neat is that they can make Heroic interventions up to 6" if it is withing 6" of a friendly <TITAN LEGION> Titanic model.  Now what stinks about it is that there is no HQ unit with a <TITAN LEGION> keyword. Now while Secutarii do not stop Ad Mech units from taking a <FORGE WORLD>,  they cannot take a <FORGE WORLD> themselves, and there are very few buffs for things without a <FORGEWORLD> as far as I can tell. This doubly stinks considering FW actually does make a titan techpriest model that could have easily been give <TITAN LEGION>, and been able to interact more with Secutarii.

Now for the Chaos Titans, they have <HERETIC TITAN LEGION>. What stinks about this for them is there is really no benefit what so ever. They have no Secutarii to interact with and there is no longer a Dark Mechanicum faction (the Hellwrights moved to legends and they lost the keyword).

As for the Titans themselves, I feel they were massively Nerfed.
First of all, void shields.

They used to be an Invulnerable save that degraded with damage, and could also be used against mortal wounds.

They now operate as a temporary wound bank. So each void shield is 3 temporary wounds and a 5+ invuln (that does not work vs mortal wounds either). Each time a invuln is failed, the shield losses a shield point. What is nice is that this is irrespective of damage. The problem is that they can still be taken down relatively fast and then leave you multi-thousand point model completely open to AP. Hot-shot lasguns en-Masse can and will do damage to a titan without voids. The voids do come back each command phase, but seeing as a Warhound only has 2 voids and will be facing a 2000 point army on its own, there will be plenty of shooting to force 6 failed saves each turn. 

Now while each Titan did gain wounds, they all lost Toughness. Warhounds went from T9 to T8. Reavers T10 to T8. Warlords T16 to T9. Why? Wasn't the whole point of the system in 8th and 9th ed that you have stats over 10. With weapons that still go up to S16, S18 and even S20, this is disappointing IMO. The idea a Warlord Titan can be wounded on a 2+ is disheartening. 

Besides that, they all went up in points significantly and lost rules for any weapons not currently made by Forgeworld in 28mm scale. So things like Saturnyne Lascutter and Incinerator Missile Banks are gone entirely, and things like Warhound weapons as a carapace option on the Reaver or Warlord are no longer an option. 

Overall, Titan Legions lost a lot more than they gained.

I could go into specific weapons changes and details on the datasheet, but its largely pointless. These are rarely seen and if you own one, the reason for doing so has more to do with the model and collecting than actual game play. But it is still lamentable to see them reduced in power so much, especially since they were relatively easy to destroy even before. 

Next up, Forge World Knights

Cerastus Knights all lost a wound, but the Lancer did gain an Attack. Also, all but the lancer lost 2" of Movement, and now move as fast a Questoris Knight. They also all lost the Blessed Autosimulcra, meaning they no longer can gain a wound at the start of each turn. This used to be on a 5+, so it wasn't that reliable, but I am not sure why it had to go. Last of all, the Atrapos' Invuln save went from being a 4+ base to a 5+ and it lost its Macro Extinction protocols.

They all have Titanic Feet and the Super Heavy Walker rules... which aren't reprinted in the Compendium and you have to go to Codex Imperial Knights/Chaos Knights to read.

For weapons, the Lancer's lance got a nice boost with a stronger profile on the turn it charges, with moth higher S and Damage. 
The Castigator's bolt cannon gained 2 shots. The Tempest Warblade went to Damage 3 from 5, but it now makes hit rolls for each attack it has, essentially doubling its attacks. It did loose its ability to do an additional D3 mortals for each wound roll of a 6, but this likely all washes out with the increase in attacks, though Mortals were nice to bypass invulns and FNP.
The Acheron Reaper Chainfist got a nice bonus with a second profile that has higher damage (flat 6) at 2x S and AP -4, and the sweep attack now makes 3 hit rolls for each attack and no longer is -1 to hit.

The Atrapos weapons had some rather extensive changes. The Lascutter shooting now no longer generates bonus attacks if it slays its target, but instead rerolls to wound, making it more reliable against larger targets. In Melee it went from 1 profile with S8 AP-3 3D to 2 profiles, S6 AP-2 3D that makes 3 hits for each attack or a S12 AP-4 6D focused attack that has a reroll to wound vs monsters and vehicles. But the rerolls to hit vs monsters and vehicles is gone unfortunately. The Graviton Singularity Cannon also changed, gaining a dual profile. What is nice is there is a mode of fire that no longer risks doing damage to the Knight, and then if gained a boosted profile with an additional D6 shots shooting up to S14 and AP-4. The only thing is now on a roll of 1-3, instead of just a roll of 1, that mode does D3 mortal wounds (instead of 1). More reward, more risk.

So the Cerastus Knights are interesting. I don't think the FW compedium hurt them, in fact most of the multi-profiles were a boon, but really it is 9th edition that has done them the greatest disservice of all. At 26 Wounds, they are always vulnerable to shooting, and with only 3+ saves and 5+ invulns, they are just a tad too vulnerable IMO for their costs, and the Atrapos in particular took a hit. 

Next up, Questoris Knights: The Magaera and Styrix. Neither had stat line changes to speak of but had some nice weapon changes. They did loose the Blessed Auosimulacra just like their Cerastus cousins. And they have the same issue IRT Titanic Feet and the Super Heavy Walker rules. Their Preysight went from just ignoring +1 to cover saves to ignoring benefits of cover, which is nice.

The Hekaton Siege claw for both gained a dual profile, one of which makes 3 hits per attack at user 2 and a crush attack that is the same stat line as in 8th with an added bonus of +2D versus vehicles and monsters. 

The Twin Rad Cleanser also got a big boost with 3" extra range and wounding on a 2+ vice a 3+. 

For the Magaera, the Phased Plasma Fusil is boosted with +1S and the Lightning Cannon gained 2 shots, moved to flat 3 damage, gained a point of AP and additional hits on an unmodified 6 to hits. 

For the Styrix, the Graviton Crusher gained a point of AP and the Volkite Chieoroville does 2 mortal wounds on a wound of 6+, instead of just generating an additional hit.

The clear winner between the two is the Mageara IMO, and is worth looking at if you are taking a Knight or Knight Army... but as with the Cerastus, knights suffer from the rules of 9th more than from any shortfalls in their datasheets.

Next up the Acastus Knights- Porphyrion and Asterius. Now the Asterius was not in the previous Index, but it does have a PDF online for the Chaos one. Not sure when it came out though, so I am just  going to be looking at the Porphyrion stat line from the Index vs the Compendium. If I recall correctly the Asterius only came into 40 in 9th anyways.

First up, like the Titans they took a T hit, going down by 1 point. It also lost a point of WS and BS at each level of damage, which is a big nerf IMO.

The Helios launcher no longer subtracts 1 to hit vs non FLY units, but only gains +1 against Aircraft and that really would just make it equal to the BS of the Index.

 For the Asterius, the Conversion beamer can be stronger, but only very long ranges, which in 9th isn't very useful. Really only can be better than the Porphyrion Magna Cannons in large APOC games. However, the Mortar is nicer than the Helios missile launcher, but at Heavy 3D3, risks having a very low volume.

For the Points of both Acastus, I personally would rather have other knights. And as everything else here, they summer from the same issues in 9th as any Titanic unit. 

Last up is the Knight Armiger Moriax. Previous PDF found here from FW still.

It lost 2" of movement, but no other detrimental stat line changes. Otherwise it had no other changes except picking up Blast on the conversion beamer. 

So In summary, I would say Titans were Nerfed heavily while knights in general got some benefits (except my poor poor Atrapos). BUT this is 9th edition we are talking about, and there is a reason you are not seeing a lot of knights out there.

Sunday, February 28, 2021

Allies of Inconvenience: Episode 30- 9th Edition Trends and Primarch Discussion

A little delayed in publishing, recorded in January, but still join us as Evan, Chris and Jason go over their recent hobby progress and then discuss the trends of codicies seen so far in 9th and the way the rules designs seem to be trending. Afterwards, we move onto a discussion (if it can be called that) about what primarchs should return and how.


Listen/Subscribe on any of the following platforms



00:00 Intro
05:16 Hobby Progress
25:54 9th Edition Trends
1:06:18 Primarchs Discussion
 
Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
All Clips: Bruva Alfabusa/Emperor TTS on Youtube

Friday, January 22, 2021

Discordian's 2021 Hobby Plans

   

Discordian here, with a random list of things to work on to start the year off. And boy is it random.

Battlefleet Gothic

2 Cruisers

6 Escorts

2 Cruisers

6 Escorts


This one is and will be an easy one to finish, half of it I finished the first week of this year.

But last year I had a super awesome friend 3D print a Dark Eldar fleet from STL files.


I even made a couple of Dark Eldar Impalers from Dark Eldar Impalers

Aeronautica

2 Tigershark Bombers

2 TIgershark AX

6 Barracudas

Ground Assets?


This might take a little time because my tau scheme is mostly white...

and white sucks to paint.


Dark Eldar

7 Wyches

Archon

Beastmaster

1 Kheradruakh Conversion

3 more Grotesques?


I really liked the new Shadowstalkers and figured they'd make good Wych stand-ins.
Wanted to make better Archon to match my Mandrakes using this guy

I made these from those FW Daemons, I keep going back and forth on weather I want more


Tau

4 Gun Drones

2 Marker Drones

Shaper

5 Rail Rifle Pathfinder Squad

3 Tanks (Devilfish/Hammerhead)

2 Piranhas

2 Remoras

1 Tigershark Bomber

2 Baracudas


So a lot more of this unfortunately....
For my piranhas, because I hate the ski-doo look


Eldar

1 Dire Avenger

2 Jetbikes

1 Warlock

1 Wraithknight


Dire avenger was easy. Now mostly I just need to repaint a whole Wraithknight.....


Grey Knights

2 Twin Heavy Bolters


I already had two of these for razorbacks, but I have no idea what happened to them. So I have the hulls and the mounts all set, just need to paint some guns because I'm an idiot.


Harlequins

10 Troupe conversion models

3 Special Starweavers…..


I picked up a box of Nighthaunt Revenants last year, and built them up last year. Now I just need to paint them.

Friday, December 25, 2020

Imperial Armour Compendium Critical Review: Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes

A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Grey Knights, Inquisition, Ad Mech and Custodes portion of the book.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

  • Part 1- Book Overview
  • Part 2- Space Marines
  • Part 3- Astra Militarum
  • Part 4- Grey Knights, Inquisition, Adeptus Mechanicus, Adeptus Custodes
  • Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
  • Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
  • Part 7- Craftworlds and Drukhari
  • Part 8- Necrons and Orks
  • Part 9- T'au Empire and Tyranids
  • Part 10- Death Korps of Krieg Focused Discussion
  • Part 11- Forgeworld Warhammer Legends
Kicking off with Grey Knights and their TWO Datasheets. Of particular note, with the new FAQ, both these units no longer have Adeptus Astartes as a Keyword, but instead of Sanctic Astartes. Interesting indicator of things to come for Grey Knights, and definitely makes stratagems and keywords clearer in the future, closing opportunities for abuse. It is sad that the Doomglaive and the Vortimer Razorback are stuck in legends, but fortunately if you have these models they can still be used as a Venerable Dreadnought and a Razorback with Twin-Heavy Bolter (which isn't half bad as a support tank now). And I still find it incredibly odd that the only army with a full page of art in the whole book is Grey Knights. 
  1. Grey Knights Thunderhawk Gunship.  Same treatment as the Adeptus Astartes one. 710 MASSIVE points decrease and no Martial Legacy. Missing stats on the sheet for a bunch of base wargear. Have to refer to the codex for Airborne, Hard to Hit, Hover Jet and Supersonic. Attacks went from 6/4/3/2 to 6/D6/D3. Lost a point of BS at its highest bracket. Has a rule to specify you ALWAYS measure to the hull which is important after Aresgate in competitve 9th edition. Hellstrike battery got the same bonuses as on the Fire Raptor and Storm Eagle. Thunderhawk heavy cannon went from D6 damage to D3+2 and blast. The Turbo-laser Heavy 3 instead of D3 and gained a point of AP, but damage went to flat 6 instead of 2D6, and lost its ability to do D3 mortal wounds on a wound roll of 6. Lost its invulnerable save which is BIG IMO.  Cluster bombs did get alot better, procing on a 4+ instead of 5+ now, and up to 18 dice instead of 12 or 3D6 vs Vehicles/Monsters instead of 2D6.
  2. Land Raider Banisher. 70 point reduction. This used to be the Vortimer pattern land raider redeemer, but renamed for some unknown reason., my guess is to avoid any potential <Land Raider Redeemer> keyword abuse potential. Attacks on the lowest profile went from 1 to D3. The Flamestorm cannons did become incinerators, so that is a nice touch. But the Psycannons lost 2 shots, but went up to 2 damage. Considering that Heavy Bolters did too though, this isn't as amazing, but since they are still S7, they are more likely to wound. It is a nice improvement, but it is still a Land Raider in a world with Repulsors, so take that under advisement. 

Inquisition is next up with their two dataslates. Lok was never really a good competitive choice, but Rex had his uses, particularly in Custodes lists. He still has some play in him, but was needlessly nerfed IMO. 
  1. Inquisitor Solomon Lok- No points change. Frankly, with the number of things discontinued in Imperial Guard, I'm surprised he stayed around. For one, he is dead. He died in the Imperial Armour he showed up in. They try to make it seem like he may not be dead in his fluff blurb in the compedium, but he was last seen charging a Heirophant with a satchel of demo charges and no way off the planet so yeah... not sure there is a way out of that. Anyway he has no statline change, but his pistol gained a point of AP and his powersword is +1S, which makes him S4 in a T4 meta, so that is good. Unfortunately, he lost his 6+ to ignore wounds and in general isn't very useful as an inquisitor without Psychic powers. The model is cool, and I'd suggest just using it as a ordinary Xenos (or really any ordo) inquisitor.
  2. Lord Inquisitor Hector Rex- 10 point reduction. Lost a point of WS but gained an Attack and a Wound. Went from cast 2 powers and denying 3 to casting 2 denying 2. His storm shield got the same change all storms shields got, which given he is in terminator armour is mathematically better in most cases. His shield now also gives him a 5+ to ignore wounds, which makes it odd that they took it from Lok. His bolt pistol gained a point of AP and his custom sword, Arias, gained +1 S making him S5 in combat. It also wend from D3 damage to flat 2 damage, unfortunately it went from doing a mortal wound against Daemons for every successful hit to doing a mortal wound for every successful wound. Over all a Nerf, but still not a terrible choice at 100 points. 
Next Up Adeptus Mechanicus. Its a shame we will never get Fires of Cyraxus. Here was a chance to port in some of those amazing 30k models, even if they just gave them legends rules, but unfortunately nope. An interesting thing is that the Secutarii got the <TITAN LEGION> keyword as a faction keyword but unfortunately there is no detachment in the game that has a LoW and elites choices in it, and there are no specific benefits for that keyword and there are no HQ units that can take that keyword. Fortunately they kept their rule that they can be in a Ad Mech detachment without ruining the <FORGE WORLD> keyword of that detachment. It will be nice if in the future there are more expansive rules for <TITAN LEGION> and they can all together replace <FORGE WORLD> so you can have all the Ad Mech units in a real Secutarii army (and allow them to ride in any transport). It isn't totally useless though, as they can perform Heroic Interventions if they are within 6" of a friendly Titan of the same legion, and can move 6" if they do so. It is really a great addition. I would be worried about them not being able to keep up with a titan, but really titans stay still in 40k because their weapons have such great ranges. Keep them nearby to a titan to protect against things like Sanguinary Guard.
  1. Secutarii Hoplites- Previous Rules for them here from FW. 1 point increase per model, so 10 points more for the squad. Still a steal at 100 points with a 5+ Invuln and the mag inverter shields. Other than the mentioned heroic intervention and keyword changes above, not other difference. 
  2. Secutarii Peltasts- Previous Rules for them here from FW. No point changes. Lost the ignis blaze profile for their gun than gave them the ability to fire their weapons at targets out of line of sight, but both other profiles gained a point of S and the Flachette profile went from Rapid Fire 2 to Assault 3, but went down from 24" to 18". Still overall an improvement for their gun IMO. Not sure how much utility they bring to an Ad Mech army, but they definitely improved from what they were.
  3. Terrax-Pattern Termite- Same treatment as elsewhere. 44 point increase. Gained 4 wounds.  Attacks went from 6/D6/D3 to 3/D3/1, which is a big nerf for the Drill. Drill also lost its cascading mortal wounds and instead just went to D3+3 damage and D3+6 vs vehicles. This may be better, but its less flavorful IMO and is majorly offset by losing attacks. For some reason they finally included storm bolters here. Volkites gained 5" and they do mortals on a wound of 6. Heavy Flamer and melta cutter gained the game wide bonuses all flamers and meltas have been getting, but melta also went from heavy D6 to heavy 5 and gained 4" of range. So the drill got better at shooting, but worse at drilling, which seems to be the point. In the latest FAQ it also gained the ability to transport Secutarii units.
And finally Adeptus Custodes! The Forge World rules for 8th are all here and not in the previous Index. Really one of the only factions in the book that saw no nerfs, and maybe even improvements, over their previous rules.
  1. Custodian Guard w/ Adrasite/Pyrithite Spears. No points change for Adrasites, 5 point increase for Pyrithite. Really the only noticeable change is Pyrithite got the same melta changes (D6+2) all other melta has been getting in 9th. I haven't been seeing them used a lot in custodes lists, but really that comes down to Allarus and Dawneagles being better. However, I think some clever lists can really employ these guys and they have some more play in them in the 9th ed meta than they did in the 8th ed one.
  2. Sagittarum Custodians- No points change. Also no significant change. Only difference being the Bolt Volley went up 1 damage, following suite with heavy bolters. But the fact tables got smaller in 9th and improvements in terrain rules have really made these an amazing Troop choice for Custodes.
  3. Aquilon Custodians- 5 Point decrease for base wargear and Twin Adrathic destructor, but no points change if you run Talons and Firepikes. Infernus Firepikes went up to 15" from 12", gaining 3 like every flamer weapon in the game. While not as big a deal for them, since they were already over the 9" threshold for deepstrikes, 15" is impressive. Solerite power guantlets changed like all powerfists to flat 2 damage from D3.  Really the only problem with Aquilons is they aren't Allarus...
  4. Contemptor-Galatus and Achillus- 5 point reduction for the Galatus, no change for the Achillus. Gained an attack and a wound and gained Guardian Eternal like all SM dreads, reducing damage by 1 to a min of 1 for all attacks. The Galatus Warblade's shooting range increased 4 inches and the Achillus Dreadspear went to flat 3 damage for shooting, which is a big improvement from d3 Damage. The spear's melee profile also went to D3+3 from D6. The Achillus lost impaling lunge unfortunately, but the other gains it got outweigh that. While I like the improvements to the Galatus more, I feel the Achillus still has more use to a Custodes Army. It is just better at killing vehicles, where as the Galatus shines best against infatry, and Custodes already handle infantry superbly with every other unit. Deepstriking or outflanking a couple of Dreadnoughts though really can ruin your opponent's day.
  5. Agamatus Custodians- 5 point reduction per model for base wargear and adrathic devastator. 20 point reduction over all for the las-pulsar. Otherwise no changes. Really the only reason you don't see these in play is the fact Dawneagles are just cheaper, points and dollar wise. That and the Achillus can do the job of the Las-pulsars for less points with more damage reliability.
  6. Venatari Custodians- No points change. Only change is the lance went to flat 2 damage from D3 damage. But these are still Custodes with a 3+ save and Jetbikes still exist... sooo yeah. Cool models, not bad rules, just not the optimal pick. 
  7. Pallas-Grav Attack- 10 point reduction. In the past I didn't rate these all that well with the Caladius around, but with the way vehicles and cover work in 9th, they have more play in them and can really be a nuisance to your opponent and pair really well as support for Vertus Praetors.
  8. Telemon Heavy Dreadnought- No points change. Gained Guardian Eternal WHICH IS GREAT, especially when you consider the Leviathan lost a point of T. Its explosion also only does d3 mortals instead of d6. He is a very large investment still in a meta with more and better ways to deal with big vehicles,, which is why you see Contemptors popping up more, but this guy is still great and you will see Custodes players running them. 
  9. Caladius Grav Tank- No points change. Only change is the loss of gravitic backwash, which is really unfortunate, especially with the changes to overwatch in 9th edition. That and the point reduction on the Pallas really made 2 Pallas worth it sometimes compared to a Caladius. But these are still great tanks and still have their uses in the game IMO. Maybe not as the super stars they once were with all the improvements to melta and other anti-tank weapons, but still not a bad choice.
  10. Coronus Grav Carrier- 15 point decrease, no other changes. Its nice, but this is still an 18 wound model, which is a liability in 9th. And its a transport for a faction with jetbikes and a universal ability to deep strike. It just doesn't have great uses. Cool model. Great for Crusade and Narrative play. But just not something you will see much in match play. Never have and likely never will. 
  11. Orion Assault Dropship- No points change. Attacks nerfed like all the Astartes Aircraft down from 6/4/2 to 6/D6/D3. Otherwise no changes. When it comes down to it, this has the same downside of the Coronus- you are paying a lot for unnecessary transport capacity. 9th ed table are just too small to need it and you have so many ways to come onto the board now. What you really need is more firepower which leads to the... 
  12. Ares Gunship- Up 20 points. Same attack change as the Orion. The infernus firebomb also changed. You now roll 1 dice for each unit instead of 1d6 for each model in the unit up to 20 (or 3d6 for a vehicle and monster). It still is a 4+, but instead of 1 mortal wound it does D3. Big nerf against horde armies. An Ork mob of 20 boyz on average would have taken 10 mortals, and now suffers 2 mortals 50% of the time. Not really standing out to me as a FIREBOMB. The trade off is now it is each unit within 6" of the point you dropped it, but most of the time that is only 1 or 2 units, and against hordes, like those orks, you are still not going to average the same number of wounds. Weirdly, it really took a massive conflagration bomb and made it a great character sniping weapon, especially clustered support characters. Besides that though, this thing has some great uses in 9th BUT remember, anything that doesn't fit in the deployment zone (and this and the orion won't for some missions) can't do anything 1st turn. This will limit it in comp play, but it is still really good.
That is it for part 4. Sorry these are coming so slow. They take a bit to write, but I hope they are informative.

Monday, November 30, 2020

Imperial Armour Compendium Critical Review: Part 3- Astra Militarum

 A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Astra Militarum portion of the book.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

  • Part 1- Book Overview
  • Part 2- Space Marines
  • Part 3- Astra Militarum
  • Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes
  • Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
  • Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
  • Part 7- Craftworlds and Drukhari
  • Part 8- Necrons and Orks
  • Part 9- T'au Empire and Tyranids
  • Part 10- Death Korps of Krieg Focused Discussion
  • Part 11- Forgeworld Warhammer Legends
So since part 10 is Death Korps, I am skipping them for now

Lets kick off with Tanks. Loosing the Leman Russ Annihilator is big and non-sensical IMO. The hope would be it moves into the next codex, but seeing as the Leman Russ kit is relatively new, and GW is really big now about only supporting rules with models, I have a big feeling we will not see a new LR with a twin lascannon option to support a codex Annihilator. While rules wise the conqueror may not be missed, it really was a fanatic favorite, as who didn't love the Conquerors in Guant's Ghosts "Honour Guard". The Stygies vanquisher rolling up into the normal one makes sense. Gryphonne turrets long OOP were better anyways. Same for the Artermia hellhound. I'll still likely buy that version as it just looks better.
  1. Carnodon Tank- 2 point increase with its new base wargear. Rules were not in the previous index, but were available here. Why did this stay in 40k if the Stormhammer went to legends and the Aurox didn't come over? Really scratching my head on this one. Maybe because they removed the LR Annihilator and realized there is a place for a Lascannon heavy Guard battle tank? I'm just at a loss. It got some interesting Stat line changes- Gained 2W and a point of WS and S. Also M degrades less going from a 12/8/4 to a 12/9/6. Also its explosions went from 6" to D6". For some reason all its twin weapons are Carnodon specific. Advantage- they show the profile. Disadvantage- that a whole separate line in future Chapter Approved points updates and any stat changes have to be called out specifically. Gets even weirder when you consider the sponson weapons and just single versions of all the turret weapons, but have no stats shown and would be subject to codex updates/changes, leading to a potential mismatch of profiles and points. Tons of blank space on the page that could have been filled with those weapon stats though...
  2. Malcadors- Defender, Annihilator and Battle Tank- Annihilator down 75 points,  Defender down 65 points, Malcador down 60 points, but WHY DID GW FAQ THEIR GRIDING ADVANCE AT THE START OF 9TH TO WORK LIKE A LEMAN RUSS AND THEN TAKE IT AWAY IN THE IMPERIAL ARMOUR!!! I at least got to use one for 3 games with it double tapping. They went from FINALLY BEING USABLE TO BEING GARBAGE TIER AGAIN All of them are missing their heavy stubber sponson options and lost a point of LD. Explosions went from 2d6" to d6". For some reason the Annihilator has a Malcador Twin Lascannon but the normal Malc doesn't have its own battle cannon. No weapon stats shown for anything other than that twin las. Defender may have some play since it has 7 heavy bolters and those are really good now, but honestly, just a heavy weapons platoon. 18 W vehicles are now just a huge liability in 9th and can ALWAYS be seen. 
  3. Malcador Infernus- 75 point reduction. This is separated because it didn't have grinding advance before, and its Inferno Cannon actually got a nice improvement. Went up from 2d6 shots to 3d6 and gained 2" of range. It did lose its cool chemical weapon shooting profile unfortunately, but those extra d6 shots should help off set that and still allow you to wreck non-vehicles. Really it just lost effectiveness against monsters and high T infantry like Death Guard and Custodes. Only one of the Malcadors to keep its heavy stubbers, which I don't get why the got that detail right here and not on the others. Just more of the bad editing and general lack of effort I feel went into this book. Explosion went from 2d6" to d6", which is oddly not consistent with a Hellhound even. Lost some good flavor with its chemical fire and big explosion, but may find play at its reduced cost. Still though, its an 18W vehicle and you can get 2 Hellhounds for less points. 
  4. Valdor Tank Hunter- 65 point reduction. Big Nerfs. Range cut on the nuetron laser from 72 to 48. Heavy 2D3 to Heavy 3, lost a point of AP and 2 points of S down to S12. Only plus is now if stationary its damage is 6 instead of D6, but I would rather have 2d3 shots D6 damage personally. It also lost its cool ability that if a target was damaged by a neutron laser, it was then -1 to hit in its next shooting phase. Lost a TON of flavor with its explode going from a 2+ to a 6+. For some reason it got to keep steel behemoth with the other Malcador hulls lost grinding advance. Sure it went down in points, but it was overpriced before, so with the nerfs its pretty lame IMO. And at 20 W it also is always seen.
  5. Thunderers- 35 point reduction. These are my favorite Guard Tanks from a model/lore perspective. But they have been treated SOOOOO poorly for 2 editions now. They used to trade off the greater firepower and fire arcs of a Leman Russ for more speed and toughness. And once more WHY DID GW FAQ THEIR GRIDING ADVANCE AT THE START OF 9TH TO WORK LIKE A LEMAN RUSS AND THEN TAKE IT AWAY IN THE IMPERIAL ARMOUR!!! These are basically useless since the Leman Russ Demolisher exists. At 30 points more, its just worth it to have grinding advance. I'd rather the Thunderer cost more and have kept the Grinding.

Artillery is one of the few areas that saw okay treatment IMO, with the stuff not on tracks fairing better than their tracked equivalents. If you've wanted to do an artillery regiment as an army in the past, I'm not saying this is the best time to do it, but there have definitely been worse times. Of note though the batteries are gone and only the carriages remain, which sadly means things like the Hydra Battery (not really artillery) and the Medusa Battery are things of legends now. I would not begrudge someone using the Earthshaker battery as a carriage though. 
  1. Armageddon Pattern Basilisks and Medusas- 5 points increase and decrease respectively. Seems weird with all the other low effort design decisions like making Mars Alpha Russes normal Russes, that these didn't just become Normal Basilisks and Medusas. Its not like open topped is something like it used to be. Both lost a W compared to their last versions, but now match the codex for the Basilisk. None of the wargear is shown for either other than the Medusa Siege Cannon. 
  2. Colossus Bombards- 5 point reduction. Gun went from 2d6 to 3D3, so an average of 1 less shot a turn, but a less swingy average and only a minimum of 3 shots now instead of 2, at the loss of a potential 12 shots. Really not much to see here. Most consistent performance, but less opportunity for truly devastating performance, same price essentially
  3. Earthshaker and Medusa Carriages- No change in cost for the Earthshaker, 10 point increase for the Medusa. The Crew as rolled into the stat line with Attacks and Weapons skill, but that means there are less wounds overall BUT you can no longer just kill the crew to kill the gun. Also lost a point of T and S. They also no longer explode. If you do play Krieg, these probably get the most benefit of any vehicle. Only wargear for the Medusa is shown again.
  4. Heavy Quad Launcher and Heavy Mortar- 20 and 10 point decreases respectively. Just like the Carriages, the crew has been rolled up into the stat line. Lost T and S as a result, no increase in W. Both lost Explode as well. No other changes for the Quad Launcher, but the Mortar went from D3 to a flat 2 damage. If you like artillery, probably still worth looking into, especially quad mortars. 
Support Vehicles. Not much to say on these things really. Everything OOP is gone, like Taurus and Atlas. No surprise there, but I really wish some of these things would come back. 
  1. Cyclops Demolition Vehicle- 10 point decrease and moved from Elites to Heavy Support, which is already crowded in the Guard line, so a bummer there. Loss of 3 LD. Its exlposion for being destroyed went from a 3+ to a 5+ which is sad.
  2. Rapier Laser Destroyer Battery- 15 point decrease. Just like the artillery pieces, crew have been rolled up into the unit. Unlike the artillery, it gained a W as a result. Oddly, the old Index has a Space Marine stat line for the Guardsmen Crew, which I assume got FAQ'd later on. Gained an inch of movement. The laser destroyer stats match the changes in Space Marines. Weapon went from Heavy 1 to Heavy 3, lost 2 points of S but went to D3+3 damages from D6, so much better on average, but lost its rules for causing extra damage which were quite neat. What I am really wondering about though is why is this still in the Guard when other models went to legends. On Forge World, this was only ever made for the Space Marines and for Solar Auxilia. And now, only the one with Space Marine crew is still around. Soooo yeah. Awkward. 
  3. Trojan Support Vehicle- 35 point decrease but WOW this got bad. Went from being a must take if you had a Super Heavy to a why bother at all. Gone are its abilities to reroll, and now you get to reload 1 shot weapons... which is almost exclusively Hunter Killer Missiles. If you run Manticores or Deathstrikes it may pay for its points. And the idea of firing a Deathstrike twice is funny. I also now heals 1 wound for a vehicle within 3", but you should just get a techpriest instead. It did gain the ability to transport 6 models as well. Best use I see is using it in apocalypse/mega battles to move around a command squad or techpriest and reload your big missiles. 
  4. Hades Breaching Drill- 15 point increase. Lost a point of WS, gained a point of S. Now completely separated from Veterans and finally made able to be run with Krieg Engineers unlike all of 8th edition. As a result it moved from Elites to Dedicated transport. The Drill got a lot deadlier, moving flat 3 damage and flat 6 against vehicles from D3 and D6. Makes sense because getting hit by a drill should chew up anything. Speaking of which, thank goodness it kept its 4+ invuln in melee, representing peoples general unwillingness to punch a whirling drill of doom. It no longer does 2D6 damage to buildings, but it does automatically hit them. Not sure what to think about that, but how often are you attacking buildings? It didn't explode before, but now it does. In general, I think this unit majorly improved. Odd that so many things with point reductions are generally less playable now, and something with a point increase became more playable. 
  5. Tarantula Battery- 10 points cheaper (HB and Lascannon versions). Went from heavy support to fortifications, which stinks, but fortunately you get CP back if they are the same faction as your Warlord. Lost 3 points of LD which doesn't makes sense IMO. Its a machine. Not sure how relevant it will be, but I am sure it will matter for some psychic powers. No longer can take assault cannons or multi-meltas (except as legends wargear). Still has to shoot the closest unit, but its simplified how you determine that IMO.
Super Heavy Tanks. These didn't fare as badly as the Space Marine ones with no martial legacy to plague them and they all kept Steel Behemoth, but you have to go to the codex to read the rule. The problem is they are still major investments points wise AND have to be taken in a Super Heavy Detachment, meaning they still cost CP. Really Guard need the same rules as knights where you get that CP back if they have the same keyword as your warlord. Overall, the CP cost of these things just really makes the major points decreases feel inconsequential. 

The Arkurian patterns are gone (except Stormblade), including the Stormhammer for some reason. It is still made so IDK. Also the Gorgon heavy transport! There was so much outcry for this to come back into production... Why pull its rules? I feel like someone just wanted to spit in the face of the fans, like they feel like we dictated company policy and they needed vengance for it. IDK. Also, the Dominus Siege bombard is gone. Why it was there to begin with IDK since it only ever had a model for Epic. 
  1. Marcharius Variants- 100 point decrease for Macharius, 110 for vanquisher, 85 for vulcan. Lost the Omega variant, no suprise there. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. They also now degrade at 12 wounds instead of 10, so worse there too. The Vanquisher cannon lost its blast shells profile but its AP profile improved majorly, going to S16, AP-4 and flat 9 damage from S9/AP-3/roll 2d6 pick one damage. It also adds 1 to hit vs vehicles and monsters. The Vulcan got the nerf bat hard, gaining 1 shot at the cost of loosing double tap if stationary... oof. Out of the 3, maybe the vanquisher has a place still. But it still suffers from the same things Guard superheavies have suffered from for an entire edition. 
  2. Preator- 30 point decrease. Basically you get your heavy bolters free. Yay. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 10W instead of 9. Lost its Pilum shooting profile for shooting units with Fly. BUT Both the Foehammer and Firestorm can now shoot without LoS. The Foehammer gained a point of S and the Firestorm gained D6 shots up to 3D6. Overall a win, so if you can justify the CP, this guy isn't so bad. But at 20W hard to hide. 
  3. Crassus- 20 point decrease. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 10W instead of 9. Lost its overdrive ability allowing it to advance and fire. Funny story, the Gorgon in legends at first didn't have tansport, and then when they "fixed" it, they just copy pasted from the Crassus, not bumping up the 35 capacity to 50. But as far as the actual Crassus goes... really not worth the 3CP IMO for it being a LoW. 
  4. Minotaur- 50 point decrease. Lost a point of WS and S, but gained attacks from 3/D3/1 to 6/D6/D3. Now degrades at 12W instead of 10. The Twin Earthshaker is now 2d3+3, which is nice with Blast. BUT it lost its built in 5+ invuln save, which is really something all Guard Superheavies really needed. Instead AP -1 is now AP 0. Would have been okay if it reduced all AP by one, but melta and lascannons will still wreck it with their high AP. Old minotaur had 2 heavy bolters on its datasheet, but they were never on the model, so makes sense. IMO just get earthshaker carriages. You can get 3 for the price of one of these, at no cost to CP and with more wounds and shots. 
  5. Stormblade- 70 points cheaper. My second favorite guard tank. Lost a point of WS and 2 points of S. Attacks down from 9/6/3 to 6/D6/D3. Plasma blastgun stats went up 1 point of S, AP and Damage for both profiles but the Supercharge now does 3 mortals when it overheats instead of 1. SO I would skip supercharge without some sort of ability to reroll hits (alas the Trojan). But the standard shot is better than old supercharge, so no great loss. But no one really used it before, it really needed big gains and we didn't see them. For some reason, they called its twin heavy bolter a "stormblade twin heavy bolter" which goes back to future revision control issues mentioned with the Carnodon Tank. Just like the Baneblade and Shadowsword and ilk, really suffers from being a huge fire magnet that is now even harder to hide, costs CP to take, and now has less ways to improve its shooting with the loss of the trojan. You won't see this outside of the largest of 40k games. 
Flyers. You have to go to the codex to read the rules for Airborne, Supersonic, Hover Jet, and Hard to Hit. Alas the noble aquilla lander is no more, as fabled as its crashed terrain piece from the old Battle for Macragge set. Otherwise, the flyers are generally meh. Too easy to kill and don't deliver enough bang for their buck. But they can be fun, and used wisely can score some secondaries. But there is a reason you see so few of them in use right now. And the IA compendium didn't give them the help they needed. 
  1. Avenger Strike Fighter- Down 45 points. Lost a point S and T, now has degrading Attacks, degrades 1 wound earlier but is 5" faster as it degrades, and it lost a point of BS (but vehicles no longer have the penalty for moving and shooting heavy weapons). Avenger bolt cannon feels a lot more boltier now though, gaining 2 shots and becoming 2D. It did however loose all of its options, and it can not even take a Hellstrike Rack, which I feel should be FAQd to allow. 
  2. Voss Pattern Lightning- 90 point decrease sort of. This is a weird one, because you used to have to use the rules for the old lightning, which wasn't really a one for one swap with the Voss pattern as the Voss pattern did not have the long barreled autocannon, but it was made for 30k primarily. Same stat line changes as the Avenger above. Lost options for Tactical bombs, Skystrike and Hellfury missiles, now only can take a Hellstrike Rack, which is a better weapon than the Hellstrikes becoming heavy 2 and no one use only, and instead of 2D6 pick the highest for damage, its now D6+2. It would have been nice to have the skystrike still at least. Not bad for its new cost, but flyers are just so easy to kill right now. Take it if you really like planes. But thats about it. 
  3. Arvus Lighter- 30 point reduction. This funny little thing lost a point of S and lost its options to take any weapons so now it is just a flying box. Also lost its repair ability and its ability to squadron. Without a squadroning ability I think it should have been moved to Dedicated Transport. IMO the funniest thing to do with it is transport 2 cyclops demo vehicles. 
  4. Thunderbolt- 15 point reduction. For some reason, like the carnodon, all of its weapons are now Thunderbolt specific. It lost a point of S and BS and it now has degrading attacks just like the Lightning, but it is 5" faster as it degrades now, but it starts degrading 1 wound earlier too. Same changes for options as the lightning, including the hellstrike rack. It also lost its repair ability. 
  5. Vulture Gunship- Up 20 points for its base loadout, but everyone takes punishers, which is down 20 points. This thing should be made in plastic already. Lost a point of S and its attacks now degrade. Lost its options for multilasers, auto cannons, lascannons, hellfury missiles, skystrike missiles and bombs. Picked up the Hellstrike rack with the rest of the flyers above. But as I said, who runs it with anything but the Gatlings. Probably one of the few flyers you will still commonly see, and half that time probably in Genestealer Cult armies.
  6. Vendetta Gunship- 50 point reduction. The Valkyrie kit should just be upgraded to include a lascannon sprue and this rolled into the codex. Same stat changes as the Vulture. Now has the hellstrike rack as an option. IDK if this is really worth it over Valkyries, but 3 twin las is never something to laugh at.
Super Heavy Flyers. Not alot to talk about here. They cost CP because of super heavy deatchments and in general are too easy to kill IMO and too many points for what they do. They also changed the bomb mechanics on these guys which I discuss below. 
  1. Marauder Bomber- Down 10 points. Its attacks degrade now, but it is 5" faster as it degrades. Degrades to its final bracket at 5 wounds remaining now instead of 4. Once again, for some reason its twin heavy bolters and lascannons are listed as Marauder specific.  Can only drop heavy bombs twice now instead of three times and they changed. Now you subtract 1 for characters to hit and then roll 1 dice. on a 4-5 the target suffers D3 mortals. On a 6 it is D6 mortals. Before it was 1 mortal for every 4+ and you rolled 3d6 for a vehicle/monster and 1d6 up to 12 for every model in a unit. So this feels better for attacking vehicles, but worse for attacks mobs, which I'm pretty sure is what unguided bombs should be better at. Hellstorm is now the Inferno Bomb, and instead of doing Mortals on a 3+ for up to 10 models, it is a 4+ for D3 mortals on the unit. It also is worded very poorly as it is "subtract 1 to hit if the model is a non-vehicle or non-monster character unit". So im not sure is the CHARACTER part applies to both. I'm also confused at why it used to be trash at vehicles and monsters as a hellstorm, but is now nerfed to hit against non-vehicle and monster units. I think they just screwed this one up. 
  2. Marauder Destroyer- 10 point increase. Same stat changes as the Marauder. Same changes to heavy bombs. Also lists all its weapons as marauder specific. Went from having 8 hellstrike missiles as an option to having 1 hellstrike rack, which is the same as the fighters. Really think it should have the option of buying 2 hellstrike racks to represent the double capacity. 
Well that is the Astra Militarum stuff. Atillery did okay, flyers did too but they weren't hot before and this did nothing to change that. Some things were super nerfed (Trojans, Malcadors, Thunderers) while other things are finally fixed (Hades Drill). In general, in terms of in game viability, I feel everything either stayed the same or got worse. Guard super heavies still have no place in 9th and that's just a real shame, especially since I feel that is really where FW should shine in the 40k rules.