Bump like you've got a pair, maggot!
So a few days ago, the new codex has been available for everyone's perusal. I shouldn't have to explain why or how.
THINGS:
Just as I suspected, the Doctrine system is completely gone. I'm not quite as upset about that as I thought I'd be, for two reasons. Looking back, most of the doctrines were pretty useless or limited, and half of them just concerned allowing certain unit types. Instead, the list is broad enough, with enough options for each unit, that the Doctrines have been almost outmoded. Pretty much everything that could have been made before has been rolled into the list somewhere. No more Preferred Enemy option or universal carapace armor, but that's about all that's lost. Except, weirdly, there's no provision for anything like Jungle Fighters, despite Catachans being plastered all over the book.
There's a whole new system added in - Officers now give orders to squads around them, that do little things like let them fire more shots or take better cover. All with war-movie-cliched titles. It's an infusion of trope character that the Guard absorbs perfectly, and makes officers more than a half-assed attempt at countercharge units.
Commissars can now be bought for any individual command squad, or infantry squad. But can only be given different weapons, as there's no armory.
Whole bunch of weird psyker-based units, including a multi-man brain-artillery squad.
Big guns all over the place. Seven different Leman Russes, all with 13 side armor. There's one with a Heavy 20 gatling cannon. That's right, Heavy 20. I'm in love.
Four different kinds of artillery, of varying utility. I can't wait to see the non-Forge World models.
Three different Hellhounds, including one carrying two multi-meltas, in GW's ancient and bizarre insistence that flamers and meltas belong in the same theoretical classification.
Oh yeah, and all of the above can be fielded in squadrons of up to three tanks.
There's two more kinds of artillery, a limited ammo cluster rocket launcher; and the 40K version of a SCUD missile, which can only be fired once on a random turn.
Sentinels have about eight different weapon options. The normal ones are more maneuverable, the Heavy ones have front armor and can carry plasma cannons.
The Penal Legion is a troop unit of it's own, with some random rules that make them dangerous as hell. Veterans join them as a troop unit, which is a godsend.
Storm Troopers do indeed have an AP3 weapon, and are now ridiculously overpriced for it, but they did get some other crazy new deployment rules too. Oh and Ogryns now have Toughness 5.
And yeah, the Valkyrie. It's basically a Devilfish for Guardsmen.