No queríais sopa, pues toma dos tazas...
Más cosas aún, uno que ha leído el codex y da muchos detalles:
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valks are 100 points each, a fast attack choice and 1-3 in asquadron.
The penal troops shooting makes them assault 2 I believe.
Special character upgrades for veterans-- who count as having defensive grenades-- is a Catachan guy, whilst the Bastonne (sp?) guy lets them always try to rally regardless of casualties etc.
Hryda Flak tank has special tracking systems that ignores cover saves for skimmer going fast and bikes etc etc.
Pretty certain that Platoons level orders are :
First rank fire, second rank -- + 1 shot ( so 3 at 12", 2 at 13-24)
+2 cover save when they go to ground
Move move move, lets them roll more dice when they run and take highest.
Command level HQ can isue the same and also
"Bring it down" which twin links weapons shooting at tanks, MCs and units or squadrons thereof.
I think there is some form of rallying one which rallies a unit or even unpins them. I think this DOES work after they have "ducked and covered" that round.
Platoons can indeed have a banner--+1 CR/W in assult.
There's a tank commander.
Book looks very nice indeed.
Aside from the main/HQ choices there a fair few unit upgrade characters-- the aforementionned bastonne etc-- a rough rider one, etc for most units.
Stormtroops can reroll the dice when they DS.
Bastonne looked scarred and a badass in the drawing of him though.
6 man special weapon teams are a choice.
Sly Marbo deploys pretty much like a Callidus assassin.
One of the special characters-- vageuly Arabic one I think-- lets a unit fire one volley immediately and then moves them d6".
Oh, and Nork the ogryn has some funky rule that as he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won.
EDIT :
NO, Sly is a seprate choice.
There is a catachan upgrade choice-- think Telion-- for a unit of veterans. Vets get defensive grenades as standard-- booby traps etc.
Bastonne is an upgrade for a stormtrooper unit, again ala Telion.
The scatter roll. Useful if they jump out of a flat out Valk I guess.
No. He's a full on HQ choice. Very nasty too.
Fearless, so his command squad and he order a unit (units ?) nearby with Y that gives them furious charge and counterattack.
Marbo is an elite...I think. I do remember he wounds on a 2+ in assault.
"Al'Rahem".... hmm sounds right. Pretty much, he might be able to do it out of sequence...not sure.
Oh, he can Instant Death on a 6 with his sword in melee too.
Overall, aside from the loverly artwork and layout- great use of white space-- what impressed me most about the book was the way that the doctrines and existing rules seemed to have been very neatly folded into the main list.
take stromtroopers/ AP 3 hellguns are a big boost already. But then when you give them am extra tweak of one of 3 skill sets, they become better and it involves a choice that directly influences your playing style.
It strikes me, and bear in ind this is just off of a quick glance and a few discrete conversations, that there is a lot of variety and good builds in this book. Which the guard deserve. I;m sure we'll hear a lot of OMYGAWDTEHCHEEZ111 1 initially, just like we did when the marine codex was coming out, with loads of people predicting ARMIES OF DOOM that would be unstoppable.
But if you look at the marine book-- and the demon too-- and this forthcoming one-- they all seem pretty balanced insofar as there is no one powerbuild that screams USE ME like in most of the 4th edition books.
I guess it was more the complexity and options that caught me by surprise. There might well turn out to be the odd hole here and there I guess, but it seemed logical and well laid out. For example there is a strict hierarchy of command in the guard, and this is reflected in the order that orders are given. HQ HAVE to place theirs first, then platoon command and so on. If a unit is "activated" before it receives an order- which are given at the start of the shooting phase-- then it cannot benefit from one that turn.
The receiving unit has to pass a LD test : double one they understand and can even be given another order. Pass the test, fine. Fail the test, can act as norma;. DOuble 6 they do nowt but mill about in confusion.
It all just comes across as logical and, well, common sense really.
I was very impressed.
Looked like a ton of lfuff as well, including some swanky timeline of epic battles etc. It was nice to see the guard, outside of the ghosts novels perhaps, treated seriously and portrayed as an effective military fighting force.
And then throw in commissars, priests and units of psychic choirs for all manner of 40K goodness.
Traducción cutre-resumida:
Citar:
- Las valkirias valen 100 ptos cada una, son una opcion de ataque rápido pudiendo coger 1-3 por opción
- Los penales disparan armas asalto 2.
- Mejoras para los veteranos, tienen granadas defensivas de serie, hay un personaje catachán como opción que les permite reagruparse siempre independientemente de las bajas.
- El Hidra tiene "sistemas de puntería" que ignoran las coberturas de los vehículos gravitatorios que van rápido, de las motos, etc..
Ordenes de los pelotones.
- Primera fila fuego!, segunda fila fuego! -> +1 tiro a los normales que pudieran hacer (osea 3 a 30 cm)
- ¿? -> +2 cobertura estando cuerpo a tierra
- Moveos, moveos, moveos!!. -> Permite tirar más dados para correr y elegir el más alto.
El CG puede dar las mismas y además:
- "Destruidlo" Permite hacer que las armas disparen como acopladas contra tanques o escuadrones
- Hay alguna forma de reagrupamiento que puede reagrupar o incluso quitar el acobardamiento de una unidad...
- Estandartes -> +1 herida en la resolucion del combate (a favor claro).
- Hay un comandante de tanques.
Además de las opciones de CG hay varios personajes que son mejoras de unidad- Bastonne, el Rough Rider etc...
- Las tropas de asalto pueden repetir la tirada de dispersión cuando despliegan rápido, incluso al hacerlo desde una valkiria a toda velocidad... Además dándole una de las 3 mejoras (?) aumenta su calidad mucho, pudiendo definir tu estilo de juego dependiendo de lo que hagan.
- Las tropas de asalto efectivamente tienen Fp 3, pero cuestan 16 ptos cada uno.
- Los equipos de 6 minis con armas especiales son una opción.
- Sly Marbo despliega de forma parecida al asesino Callidus, es una opción separada de elite y además hiere a 2+ en CaC.
- Al'Rahem permite a una unidad disparar una vez y entonces moverla 1D6", es posible que fuera de la secuencia normal de turno, también, sacando un 6 para herir causa muerte automática pegando con su espada en CaC.
Nork Dedog tiene una regla nueva que si muere en un asalto automaticamente impacta al enemigo X veces en un frenesí asesino (o algo asi) antes de caer.
Bastonne es una mejora para una unidad de tropas de asalto, como Telion en los exploradores marines.
Straken es una opción de CG, muy muy BURRO. Tiene coraje, puede dar una orden a una unidad cercana que les da asalto rabioso y contra ataque.
- Hay una jerarquía muy estricta al das las ordenes en la guardia, el orden en que se dan las órdenes es:
Primero CG, luego la escuadra de mando del pelotón y así sucesivamente... Si se "activa" una unidad antes de que reciba una orden, entonces esa unidad no se podrá beneficiar de la orden.
La unidad que recibe la orden tiene que pasar un chequeo de Ld. El doble uno es acierto y además se les puede dar incluso otra orden. Si lo pasan normalmente hacen la orden, si fallan el chequeo pueden actuar normalmente... Pero si sacan un doble 6, se quedarán confusos (y no harán nada).
Dice también que hay un montón de bonitas ilustraciones, trasfondo con batallas epicas y tal...
Saludos