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===Changes from 8th Edition=== On paper, the coming Guard Codex is a litany of bizarre design choices that veteran Guard players have waited five years to see. Infantry-focused builds have been shafted quite a bit, and the new rules are clearly designed to push new models over the old ones which is a common trend throughout Games Workshop's history but doesn't make it any less annoying. Once there's been games under belts and results, then we will know whether the Codex was worth the wait. *Regiment rules were shaken up in that they're no longer subfactions with their own unique WLT, Relics, and Strat, but more like the custom doctrines of other armies. While it's easier from a list building perspective because, theoretically, you can use everything in the book, it can be argued that a bunch of soul and fluff has been removed from the army, and [[Cadia|some]] [[Armageddon|fared]] [[Krieg|better]] [[Tempestus Scions|than]] [[Tallarn Desert Raiders|others]]. It's also really unfair when you have [[Space Marines|factions]] whose [[Blood Angels|subfactions]] are so [[Harlequins|powerful]] at their [[Warhammer_40,000/Tactics/Eldar_Harlequins_(9E)#Light|specialty]], [[Tyranids|they]] preclude the need to [[Hive Fleet Leviathan|use anything else]]. See the Regiment Traits content further down. *Crusade Rules for Guard are released, giving Narrative play and Tempest of War game modes some meaning for Guard players. *Stratagems organized into the four main categories (Battle Tactics, Heroic Deeds, Requisition, Wargear) and consolidated. This is good considering the rules bloat that has plagued 9th Edition. *Orders received a shake-up, it takes place in the Command Phase and is tied to the Officer's keyword and the ordered unit's keyword. To honest, when 9th Edition added the Command phase it was only natural that this would happen in the first place so this is a welcome decision. *Odd choices for the Core keyword. Looking at you nu-Sentinels, [[Games Workshop|new model syndrome is doing you well]]. *Leman Russes and Rogal Dorns can fire turret weapons at range even if they're locked in engagement range, like how Baneblade variants could in 8th edition (and still can in 9th their main weapons count also). This at least solves the problem that plagued guard since 8th began by tanks getting shut down by throwaway units high-fiving the hulls. Sponson and hull weapons still have to target units in engagement range ala '''BiGNuT''', though. *Every vehicle that isn't a Russ or a Sentinel has lost the ability to take a squadron of up to 3 in a single slot. No more Basilisk, Hellhound, Hydra, or Wyvern Squadrons. This has just cluttered the Heavy Support and Fast Attack slots even more. *New models and units! See below for details. **Lord Solar Leontus ON A HORSE, Lord Castellan Ursula Creed, new Cadian Castellan model, the Rogal Dorn Battle Tank, new Cadian Shock Troopers, Kasrkin triumphantly return, Attilan Rough Riders make a surprise return, updated Sentinel models, updated Commissar model, and new Field Ordnance Batteries. Catachan Jungle Fighters and Death Korps of Krieg have their own exclusive datasheets and keyword to match. *On the flip side, multiple units were [[Squatted|removed]] from the Codex. It's like the 6th Edition mass-deletion all over again. See below for details. **Commissar Yarrick, Lord Commissars, Lord Castellan Usarkar Creed, Colour Sergeant Kell, Knight Commander Pask, Commissar Raine, all named Guard models from Blackstone Fortress and expansions, Conscripts, Veterans, Wyrdvane Psykers, Special Weapons Squads, and Crusaders. While this does unclutter some unit slots a bit, this was a really tough one for older guard players. *Tempestus Scions, a niche sub-faction, received multiple bizarre nerfs. **Are now Elites unless they're in a detachment comprised entirely of Militarum Tempestus and Infantry Prefectus units. **Don't benefit from Born Soldiers or Regimental Traits AT ALL. **Still 2/4 special weapons for every 5/10 guys, but you can only pick an option once for 5, or twice for 10. So no more deep-striking 4 meltaguns or 4 volley guns. **Add all this up, and Kasrkin are better in every way except for a lack of inherent deep strike. Hugely ironic considering Tempestus Scions originally replaced Kasrkin in 6/7th, and now THEY'RE being shafted when Kasrkin return. Pushing new kits at the expense of old ones, much?
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