40K: Regimental Focus: Valhallan Winter

Conscripts get a major change in this Valhalla rules reveal!

The Valhallan’s are cold blooded killers and are ruthless on the battlefield. They know that all that matters is victory and they aren’t afraid to spend their lives to secure it. Today, we’re getting a closer look at the warriors of Valhalla and how that icy demeanor translates to the tabletop. First up is their Regimental Doctrine: Grim Demeanour.

When you fail a morale test (and you will thanks to your paper thin armor saves and lower leadership value) you only lose half the models you normally would. Failing by 6 translates to only losing 3 models – that going to keep your units in the fight even longer than they have any right to. On top of that all your vehicles with a damage table can double the number of wounds they have remaining to determine their damage tier. That’s going to keep them running at the top levels for much longer.

Now, the Infantry thing is honestly sort of a “meh” ability thanks to the Commissars (provided their rules are the same from Index to Codex). The Vehicle thing does sound pretty neat as that could make certain tanks extremely deadly all game long. Leman Russes are going to eat this one up – but think bigger…How about Baneblades and all those variants!

The Valhallans are also getting a custom order and stratagem that really showcase their brutal resolve. Their custom order Fire on My Command allows them to take shots at extremely close range, even at units that are engaged. That doesn’t come without risk, however.

The risks see appropriate and very thematic for a regiment like the Valhallans. Unit A gets charged by an enemy unit and Unit B opens up on the combat. It’s only a 1-in-6 chance to hit your fellow trooper…

For the sake of argument, let’s say that Unit A does end up getting wiped out in that situation. Just bring them right back with the Valhallan Stratagem: Send In The Next Wave!

Well look who’s back! Unit A-2! Welcome back not-zombie unit, glad you could return from the dead join us. Sure it costs 2 CP but that could be super useful. Advance a unit all the way up to put pressure on the enemy objectives as a sacrificial unit. Then when the moment is right, bring them back on your board edge to re-take an objective you might have left open. This means you can go fully offensive and rapidly switch to defensive – that’s pretty great!

Earlier we mentioned Baneblades – well GW is also showing off a few other bits of information about them:

The Stormlord:

  • more than enough room for almost an entire platoon of Guardsmen
  • the Steel Behemoth rule has been updated so that Baneblades of all types don’t suffer penalties for shooting Heavy weapons after moving

Also Astra Militarum Vehicles will have yet another stratagem they can use if things get dicey: Crush Them!

Oh man – it’s about it get all Maximum Overdrive on the tabletop! Keep in mind those big tanks typically don’t hit in close combat accurately, but when they do they hit HARD. Now, you can up their chances to hit dramatically! On top of that, if they are Valhallan, they are likely going to be at the top tier of vehicle damage which typically means more attacks and/or more damage per attack.

One last thing Games Workshop has address is the 40k Boogie-Man lately: Conscripts. They have go through some changes that I think most players are going to see as reasonable.

  • Firstly, Conscripts can only be taken in units of 20-30, reducing the effectiveness of stacking orders on a block of 50.
  • Secondly, orders only work on Conscripts on a 4+, and, should they fail, no more orders will work on the unit for the rest of the turn.

This seems like a good fix in my mind. GW didn’t mention any changes to their points so you can still pack a LOT of them in there. However, they changed their squad sizes and their orders now have a chance to fail. Both of those changes should help curve their damage potential and survivability quite a bit. This address the issue of them having a unit of 50 wounds that wouldn’t run thanks to a random Commissar nearby. Only being a max of 30 makes the unit large, but not impossible to deal with. The change to orders is also reflective of the fact that conscripts are just that – conscripted soldiers. They may not of signed up for this and might not follow orders 100% of the time.

 

That’s all for the Valhallans – what do you think of the Ice Warriors? Has the Valhallan Winter finally come?!

  • generalchaos34

    There is not a single drop of disappointment in this book. Seriously this is going to be fun times for guard, and people like me who have 300+ infantry and 10+ Russes.

    • generalchaos34

      its an embarrassment of riches, every one of these looks equally viable depending on how you want to run your army, there is no bad one I can see and each is viable in its own way, or in the case of Mordians, make up for in orders.

    • Moonsaves

      Seriously, even if two guard armies match up, it’ll be a totally different and interesting game each time.

      Also, how have GW never realised that if they spark interest and support in sub factions like this, they’ll sell models for them? I’ve already seen people buying other regiments who had no interest in Cadians.

  • Luca Lacchini

    Makes me even more angry I lost my 100+ metal Valhallan 2e force somewhere during a move. Damn.

    • Commissar Molotov

      Aw, man. That is tear-worthy.

  • 301stFeinminsterArmoured

    Good fixes are good, but man, they want their armour to sell… Not that I’m complaining, I happen to like IG tanks.

    • Inquisitor Corwin

      I’ve a half dozen of them. My Executioner is sprouting a pretty sizable plasma stiffy as we speak.

      • 301stFeinminsterArmoured

        Just need to figure out how many Malcs and Russes I can shoehorn into a 2000 point list.

  • Heinz Fiction

    I really like the “crush them!” stratagem. Last game I lost a Hive Tyrant and a Broodlord to a Baneblade in close combat. These tanks mean business…

    • generalchaos34

      oh god, I just realized, if we are getting rules this good, what bodes for the hivefleet rules? We’re screwed!

      • lemt

        You have no idea how excited I am about the prospect of buffed bugs.

  • Commissar Molotov

    Wow, Valhallan Leman Russes are really gonna be awesome thanks to the Grinding Advance rule, the Grim Demeanor rule, and Crush Them!

  • I_am_Alpharius

    Well so that got to be 4/4 with the regiments? Again, the Valhallans have a really solid doctrine – halving casualties from moral is great; and wow the fact that Tanks will operate at double effectiveness, even when damages is scary, especially combined with the updated Grounding Advance rules. Their order is neat too for those desperate situations.

    The conscript update date is a nice way to limited that problem. Its logical. Means 50% of the time they won’t follow orders and smaller units means they are easier to shift.

    Good stuff all round.

  • I want to know more about this “Combined Squads” stratagem.

  • Chad Underdonk

    No, I will not back out of combat and let you charge something else.
    Yes, I will shoot you anyhow!

    • generalchaos34

      sir, those men are wasting ammunition by catching them in their bodies, if they survive their wounds each one gets 30 lashes.

  • Chad Underdonk
  • Dennis J. Pechavar

    My friend who play Valhallans will be very, very happy with this. It’s a good time to be in the Holy Emperors Imperial Guard.

  • IronMaster

    Patiently waiting to hear rules for Steel Legion, Cadia, and Savlar Chem Dogs. Luckily, having had a large collection over the years I have a smattering of all kinds of different “unit styles.” I play my Guard as an Inquisitorial Expeditionary Force so it’s a rag tag organization of all different groupings. I’ll see which Doctrine I like most and go from there.

    • Watcherzero

      I play mine as a crusade Taskforce put together to relief besieged imperial worlds working together with special forces elements (Scions) and Imperial Fists (list filler).

    • I_am_Alpharius

      You’ll be waiting a long time for Chem-Dogs – they’re not getting rules. The 8 regiments are: Cadia, Catachan, Armageddon, Tallarn, Valhalla, Vostroya, Mordian and the Militarum Tempestus.

      If I recall correctly from the Twitch stream:
      – Cadians Rapid fire range is increased to 18″ for Lasguns and their tanks get to reroll the random shoot turret weapons.
      – Steel Legion tanks ignore the any save modifiers of -1. I can’t recall the infantry rule.
      – Tempestus can double tap with weapon when with 12″ when they roll 6 to hit (I think?). Can’t recall their tank one

      • Chad Underdonk

        Hopefully they will cover the Praetorians and Tanith in White Dwarf. Otherwise they’ll be the only two G-Dub produced regiments that don’t get covered. The Elysians and the Death Korps of Krieg are already in the Forge World update.

        • Marcet

          To be fair, the Praetorians were originally a limited edition, and the Tanith were done because they proved so popular after the books, iirc. The other regiments had always been a mainstay of the Guard. Though currently I’m still missing Attilans.

          • Chad Underdonk

            Considering I have over 60 Attilans I’d go nuckin’ futs if they would give them a regimental doctrine!!!

        • I_am_Alpharius

          Tanith was mentioned in the stream and it was highlight that you’d just use one the existing doctrine – they suggested Tallarn. So no WD article.

          • Dan

            did Tanith ever actually get special rules? I thought they just got a special character Gaunt and told “take veterans. give em camo cloaks. take lots of sniper rifles and avoid melta/flamer/plasma/autocannons.”

          • I_am_Alpharius

            Not really, pretty much a two page spread in the WD yonks ago.

          • Aaron_The_Ys

            There was one codex that had them, ;It was back in fifth or sixth, when the IG could choose regimental doctrines similar to what you’re seeing now. You know it might have been 4th edition, honestly I’ve been playing guard since third and have all the rules in a jumbled mess in my head. Did we get Deathworld snipers back?

        • arkhanist

          Praetorians were always considered to be very similar to the Mordians in fighting style – stiff upper lip, ranked volley fire etc. Using the Mordian doctrine is perfectly fitting, particularly as the models were Mordians with a pith helmet.

      • Tyr

        Cadians reroll hits of 1 when immobile. The RF one is the SL infantry bonus.

        • I_am_Alpharius

          Sweet. It was in the back of my mind I had it the wrong way around. I shall edit according.

    • Tyr

      Steel Legion: 18″ rapidfire range, AP1 counts as AP0 for vehicles.

      Cadia: Reroll hit rolls of 1 when they didnt move.

      Chemdogs… not in there. So they can be any of the other regiments, rules wise.

  • Randy Randalman

    The Commissar could be changed to only prevent one unit from running away and the problem is solved. Characters that cheap shouldn’t be able to aura 1 wound fearless to 120 infantry.

  • Bigalmoney666

    I approve of the changes to the conscripts.

  • DJ860

    Just needs a Ciaphas Cain model and some updated Valhallan squads.