Wednesday, May 6, 2009

New IG Thoughts

So I just picked up the new IG Codex this afternoon.

I'm not going into a point-by-point overview of the thing because others have already done it (and have done it better than I probably could have), but I have some thoughts and a blog, so I might as well use them.

For the most part, I like the new codex. It has some cool new stuff, and it actually does seem...fresh? Do I dare to actually use a cliche marketing term like "fresh" for the first time in my life? Hmm...at the very least it has that New Codex Smell.

I was never a huge fan of doctrines, so I don't really care about their omission, but I do like that a select few can be bought as upgrades for Veteran Squads without them affecting the composition of the entire army.

The characters and advisers are interesting (boy are there a lot of them!), and their respective special rules and limitations on what units they can be attached or upgraded to is an interesting touch. There might be one or two that I might consider using, but it seems like a delicate balance to not let an army list become a "Who's Who" in Imperial Guard special characters.

That being said, I kind of like the idea of Sergeant Bastonne and a Grenadier Vet Squad insertion force being Valkyrie-dropped to harry the enemy's backfield or contest an objective. A tough little nut of a self-contained, carapace armored, Ld 10 order-machine that could be hard to crack. Eh, maybe...

They really chopped the Leadership legs out from under Vox-Casters. With cheaper troops (therefore more troops), I can see why they made IG a little easier to break, but not being able to count on senior leadership from across the battlefield kind of hurts. The Commissar changes don't help this either - Stubborn is fine and dandy, but a Commissar won't take over a unit and lend his Ld value after he executes the officer? Ouch. Although I do like the idea of Commissars as upgrades for units rather than the hierarchy of unit assignment in the previous list.

(Edit: I think I'm wrong about the Commissar not taking over a unit - confirmation, anyone?)

6 comments:

Max said...

I thought that the squad automatically uses the highest leadership value found within it, which with a commissar would be 9.

King Mob said...

Hmm...you know, you might be right about that. There's something in the phrasing of the Summary Execution rule that seems ambiguous to me.

They do say that the squad's current commander is the one with the highest Ld value, so it probably would fall to the Commissar.

Nice pointing that out.

Col. Corbane said...

You can't take commissars unless they're attached to a command squad, and they only effect the command squad.

Although, the Commissar Lord HQ choice is an independent character, so he could attached, or simply placed nearby and use his command bubble to rise the leadership of a whatever unit's close by.

King Mob said...

Commissars can be taken by both Platoon Command squads and regular Infantry squads - Commissars are the third option down on both unit entries. In fact, I just noticed that these are the only units that can have Commissars unless a Lord Commissar joins a unit.

Col. Corbane said...

I stand corrected mate, didn't see that when I read it. You see, this is why I shouldn't write tactica's - lol

Also, I think I got a bit confused after reading a blog that suggested using the Com. Lord to boost heavy weapon squads leadership when rolling for orders.

King Mob said...

No worries - I don't know how many times I've had to go back and reread parts of the list to correct myself - there are so many minutiae to this list that have been changed, I think there are going to be some serious in-game growing pains for quite some time.