To keep the weekender thread from being cluttered up with discussions and such, I made this to ask what people thought of the new rules for the IX legion. If anyone hasn't got their hands on them already, heres a link.
I'm... distinctly underwhelmed. +1 to wound is nothing to feel bad about at all, but its the only benefit we get, and its tied to 3 downsides at once, vehicle restrictions and never going to ground can hurt pretty bad, always having to sweep I have no idea a circumstance when you wouldn't want to sweep, but ok.
Hand Flamers are a joke in an all MEQ enviroment, their only barely palpable at 10 pts in regular 40k where low T low save units are more common, but for 15 they aren't ever going to be used. Inferno pistols are still good, but worse than I'm used to because pretty much every threatening vehicle has the option of Armoured Ceramite, which means you essentially have a plasma pistol with half the range, and we all know how good plasma pistols are (sarcasm)
Our relic blade equivalent is on praetors and consuls only, and it's a nice one. It's on par with a paragon blade, better vs some things, worse vs others. (Against primarchs or other eternal war characters, its better, but against big MC's with a lot of wounds, the paragon is better with the chance of just instakiling it on a 6, against your usual sargeants and the like, its a little better, but consuls and praetors don't have problems punking them anyway.
The defensive rite of war is pretty much awful, your stubborn on your own objectives, you can't be pinned, and enemy units that lose combat with you take a -1 leadership penalty, like a reverse company banner. Units that drop below 50% COUNT AS DESTROYED AND CAN'T SCORE. So, you just made the enemies job of killing your scoring units in an objective game, or claiming kill points twice as easy. The kicker is that the main upside of 5+ FNP for your dudes only kicks in the turn after they have been reduced to less than half strength. Ohh look, the unit that can't claim objectives and you already effectively killed points wise is no 33% tougher. Congrats.
The offensive, Day of Revelation, is much better. Except, yet more downsides. You don't get drop pods, you must take at least 2 units of assault marines, which as we all know are pretty over-costed, you must take a deep-striking unit or flyer in a fast attack slot, so a land speeder of some variety, a dreadclaw, or a flyer, you have to give and accept challenges, and you can't take any superheavies except flyers and the as-yet unreleased Sanguinius. Your bonuses are +1 Initiative on the charge, your jump troops come in automatically turn 1, and pick up a 5+ cover save when they drop. Sadly, no deep strike roll mitigation, so your still rolling 2d6 scatter, and even with just 10 guys to a squad, there is going to be a good chance that you'll suffer some mishaps with your 300 pt units. Sigh.
So, all in all, not to happy with it. Don't want to whine or anything, and in this setting rules are secondary to fluff and a good time, but it doesn't seem like these rules will help lead to a good time. It's pretty sad that you can make the case to just use the generic FC for an unreleased legion, pick a generic ROW, and it might be better than the BA rules after you include their downsides.