So, I've just looked at the whole of the codex and the first things I notice are. (After looking at it for about 30 minutes)
There's a hell of a lot of characters! How in the four armed god's name are we meant to keep track of them all! I mean it's worse than the Druhkari codex! XD
I like the Achilles ridgerunners with the heavy mortar and survey augar. Good range. Good firepower and ignores cover. hmmm. yum! Only problem is that it's D6 shots.....
A unit with a special rule where you cannot DS within 12" of them and not the normal 9" that everyone else abides by. Yes please! I'll take two and stick them on my flanks and out of LOS! My opponent's will hate them!
Can someone explain to me by some dirt bikes are as fast if not faster than land speeders, jetbikes and the like? I mean, they don't have particularly powerful engines and should not even be that fast. 12" at the very most. I feel that they should be as fast as jump packs, but have a greater chance of advancing further on average, say that when they advance you can choose to roll a D6 or auto advance 3" or you could do a rule where advancing is D6+1.
Atalan Jackals. Nice, but lack any real weapons, but great objective grabbers.
Ouch! GSC Leman Russes have the same defective plasma vents as the forgeworld versions, well more or less, while the Imperial Guard (I can't get used to calling them Astra Militarum, it's just such a mouthful and nowhere near as catchy!) get the lovely brand new ones. I mean, why can't they? Since they can easily pop up on any Imperial World and commandeer the latest model of Leman Russes.
Tectonic Fragdrill - Why is GWS introducing all of these all of a sudden? First with Imperial Knights and now this. I don't understand, it's not very good or reliable and you can't destroy it? What? Seriously? That's just pure plot armour nonsense. I should be able to destroy anything that my opponent brings to the board to use against me. I mean we can already do that with 99% of fortifications except this and the Imperial Knight one. It just seems like GWS realises this and doesn't want people to destroy it. I get it if this thing is meant for narrative play, but apart from that, it's next to useless. Also, for what it does for points cost, it's way too much and it's reliable to work the way you want it until about turn 3-4, but by then most games are already decided.
No flyers. Interesting.
Am I the only one thinking that the Patriarch with it's giant tail curling up at you from between it's leg looks kinda. erm. weird?! I mean if you take your head out of the gutter, it just doesn't seem right. If you look at any creature with a tail, they always point away from the body and behind it. If they're doing to attack you with it, they will normally swing it around and over their body like a scorpion. Not underneath and between their legs. Not even in a power pose. It just looks really bad. XD I mean, the rest of the model looks great, but the tail... yeah. XD
Reroll all hit rolls for attacks made with melee weapons in every fight phase. Gimme. Gimme. Gimme!
6+ invul or +1 invul and infantry models can move and shoot heavy weapons as normal. +4 invul save genestealers! Hot dammit! And they can still advance and assault! Hot damn nice!
+1 to Sv if enemy weapon is AP0 or AP1. Plus bikers can move and shoot heavy weapons and advance and shoot assault weapons normally. Hot damn! That's a straight rip from Thousand Sons! And it's across the entire army! This is my favourite and I will not hesistate to spam it!
+1S and +2 to advance rolls. Very, very, very nice. Not sure if it's really needed, but nice nonetheless.
Verdict: I would either take the +1 invul or the +1 Sv. Depends really on what army I build at the end of the day, but don't be surprised if these two are spammed like crazy. The others are still good and I'm surprised to see no alpha legion/raven guard traits. I mean it's a standard stratagem, but GSC have 4 very nice traits and 2 okay ones. Probably the best set in the entire game. I'm not going to lie, this is amazing!
Lurk in the Shadows: Like the Death Guard Cloud of flies, but for GSC infantry only. Very nice.
Rigged to blow: Vehicle auto explodes. Nice!
Cult Reinforcements: Very very nice! Perfect for those difficult moments!
A perfect ambush: Very costly, but think of another Slannesh Endless cacophony or mini warptime after someone deepstrikes. Very deadly.
Return to the shadows: Combine this with 'A perfect ambush'. Beware, this is like the Eldar redeploy stratagem. Very useful and cheap. Very versatile.
Lying in Wait: Deepstrike within just 3" from any enemy unit you say, but cannot charge? Yes please! Combine this with 'A perfect ambush' this will hurt Dark Reapers! Ouch. And double ouch! Yes it costs 5CP to do this, but it can be an absolute game changer! Especially now that there is no sudden death in every mission now. However, you now need to find a unit with good enough shooting to pull this off.
Extra Explosives: Where the hell did they find so many explosives. I mean, why the hell do you want to charge a 10 man unit that can throw 10 grenades at you whenever it shoots or overwatches for just 1CP? Insane right? Yeah, I thought so too!
Drive by demolitions: Nice. Very good for shooting and objective grabbing. In short, a biker unit can shoot (cult specific) and then move like normal in the shooting phase, but cannot charge. So, shoot and then move 17" on average with advance rolls. Oh and it's only 1 CP. expect this to be spammed like the 4th of July!
Cannot overwatch (WC7): YOU WHAT! This has an 18" range, targeted unit fights last and has a -1 to hit and boy oh boy. Watch the triggered Tau cry! XD Well, it only affects one unit, but still, it's huge!
Mind control (WC7): 3D6 leadership check. If it equals or surpasses, then you can shoot with your opponent's model. So imperial knights beware!
Relics: Nothing to write home about.
Overall verdict: Difficult to tell, but they seem to be more of an add on army (I'm sure that this was the intention) as they have no unit that really seems to stand out. No real strong shooting, but decent close combat abilities. They seem to fit the theme (I haven't read the lore yet) or feeling like a mining company that's been overrun by Tyranids and are slowly turning into them. However, they have strong traits and they excel at picking off stragglers, especially during late game. Also, if you want to go Mad Maxx in the 40k universe. This is the army to do it with!
Edited by antique_nova, 10 February 2019 - 04:55 PM.