*** IMPORTANT NOTE *** If you have both Armies of the Imperium, and Enemies of the Imperium, you must download and install the same patch file for both programs. Failure to do so, will result in one program or the other not functioning correctly. ***IAL Armies of the Imperium v2.6.06/7 Release Notes Space Marines - Eye to eye Now works correctly - the points cost for veteran terminator honors is now 10 in command and veteran squads. - Veteran Space Marines can now choose a power weapon. - Veteran Squads are now given veteran skill for free. - The Terminator Assault Squad sergeant now comes with lightning claws or Thunder hammer and Storm Shield. - The heavy flamer upgrade for the Terminator Squad now costs 10 points - Venerable Dreadnought validation now works correctly. - Characters may now be attached to a command squad - Bike squads are now allowed 2 special weapons - a Master or Sanctity can now have a special skill - Trust Your Battle Brothers is now gives certain units both True Grit and Counter Attack - The Techmarine now has the stats and description for a servo-arm included when a servo harness is selected. Blood Angels - Chaplain Lemartes now has the correct equipment - You can now add Terminator Honours to a Command Squad led by Dante without a violation being raised. - there is now an option to add meltaguns to an Honor Guard. - Veteran Space Marines can now choose a power weapon. - The Terminator Assault Squad sergeant now comes with lightning claws or Thunder hammer and Storm Shield. - The heavy flamer upgrade for the Terminator Squad now costs 10 points - Bike squads are now allowed 2 special weapons - The Techmarine now has the stats and description for a servo-arm included when a servo harness is selected. Dark Angels - When selecting Dark angel vet sgt's the stubborn upgrade now appears in his wargear selection. - the points cost for veteran terminator honors is now 10 in command and veteran squads. - The heavy flamer upgrade for the Terminator Squad now costs 10 points - Veteran Space Marines can now choose a power weapon. - Veteran Squads are now given veteran skill for free. - The Terminator Assault Squad sergeant now comes with lightning claws or Thunder hammer and Storm Shield. - Bike squads are now allowed 2 special weapons - The Techmarine now has the stats and description for a servo-arm included when a servo harness is selected. - Characters may now be attached to a command squad - You may now select a Terminator Command Squad for a Leader in Terminator Armour - Deathwing Dreadnought now has correct points cost listed. - a Master or Sanctity can now have a special skill. Black Templars - Black Templars list revised to conform to new codex. Imperial Guard - Remnants points cost has been corrected ***IAL Armies of the Imperium v2.6.05 Release Notes General - All armies have been updated to incorporate 4th edition rules based on the FAQs - All armies have been versioned to 4.0 this means that existing save army files will not work with the updated armies. They will have to be re-started. Existing 2.0 armies are not removed during the application of the patch file though, so you can still view and print your old armies. - New Space Marine armies have been built, utilising the new Space Marines codex. - Witchhunters and Daemonhunters Space Marine allies have been upgraded to use the new codex. - 1850 points option (for tournaments) has been added to the army points dropdown list - size of the army properties dialog has been increased to show the entire file names for the army files. - sizing for statistics can now be preformed to view long statistic descriptions - force level validation for all armies has been enhanced, reviewed and updated. Witch Hunters - Inquisitor Lord Fyodor Karamazov now costs 205 points - 3 crusaders can now be taken for the correct points cost of 20 points - acolytes can no longer select digital weapons, hexagrammic wards, psi trackers, excruciators, or a psyocculum. - acolytes can now take power armour and carapace armour - combat servitors are now 25 points - Familliars are now 6 points - storm troopers can now select special weapons. - seraphim veteran superiors are no longer given a bolter in addition to their twin bolt pistols. - dominion squads can now be sized between 5-10 models. - a banner bearer no longer counts against the characters wargear limit. - the cost to give a priest a power weapon is now 10 points - daemonhunters/witchhunters assassin exclusion problem has been corrected. - Chimera transport now has appropriate weapon upgrades Witch Hunters Adversaries - Mutant boss can now make weapon selections 13th Company and Space Wolves -Runic Armour now displays 2+ save. ***IAL Armies of the Imperium v2.6.04 Release Notes General Program Fixes - Added support for 40k in 40 minutes scenario restrictions. New army lists: - Witch Hunters - Space Wolves 13th Company Imperial Guard: - Support for Squad Remnants in Infantry Platoons - Rough Riders may now have a Vox - Rough Rider was is now 8 points . - Trademark Items are now 10 points - 'Die Hard' option may now be given to Veteran squads and Infantry Command units. Daemonhunters - Grey Knight Terminators should now have the ability to swap their nemesis force weapon and storm bolter for a thunder hammer and storm shield - Grey knight dreadnoughts should now be able to select incinerators. - Acolytes now have access to different weapons. - Inquisitorial Stormtrooper Veteran now comes with frag grenades - Familiars are no longer charged for a close combat weapon. - Combat Servitors points cost was corrected. - Proper number of marines may now fit in a Razorback - Boltguns, Hellpistols are now available. - Special Characters no longer count towards hero/inq. lord limit. - Proper number of models in retinue may now fit in a Chimera. - Death Cult assasins can no longer be selected withoout an inquisitor Salamanders - Salamander space marine squads are now allowed 2 flamers Space Wolves - Blood Claw weapon upgrades now validate correctly - Belt of Russ now works corectly - When using multiple detachments, the HQ choices no longer double - when adding terminator armor to Space Wolf characters and Wolf Guard it no longer gives them an extra attack - It is now possible to add a Wolf Guard Champion to a Long Fang Pack. - a Wolf Guard with the Mark of the Wulfen may now be purchased from the Elite section of the army list. - Wolf Guard chosen anywhere now show up in the force mins and maxs (an icon will not appear in the Force Org however). - Not Allowed Daemonhunters HQ Selections Blood Angels - When building a Blood Angels army, the Chaplain is now treated like an independent character and is allowed to chose Artificer armor or a Death Mask. - The validation now works properly for a Chaplain and Death Company with Jump Packs. Black Templars - When more than one detachment is taken two emperor's champions are no longer required - Can now select a Plasma Cannon in a Black Templars squad without a violation occuring. ***IAL Armies of the Imperium v2.6.03 Release Notes General Program Fixes - Print margins are to large for the paper size. causes an error when generating a report - Double click behavior set to expand/collapse could causes selections to "disappear" - Typing in to large a number into the quantity add number box causes an error - Battle report winning percentages were not calculating properly. - On the printout (condensed), all the guardsmen in a platoon is listed under one heading, either Command Squad or Infantry Squad (this will be for instance 18 guardsmen listed under one Infantry Squad heading). It should be separated into individual squads. This is essential to illustrate which weapons belong to which squad. - Images and scenarios cannot be loaded message. - Replacement of multiple items in certain cases. - Print options: ability to select the report when printing - Removed Requirement for CD to be in drive when program is started Imperial Guard - In the Imperial Guard list the enginseers are not equiped with a servoarm an costs only 15 pts instead of 45 pts like in the original codex. - Typo in army validation; Preist instead of priest. (When you choose priest in a doctrined army without having priest restricted troops) - Crew Escape Mechanisms is not listed in the codex. - Carapace armour and Hardened fighters? The program will not allow me to give guard infantry units these 2 doctrines yet the Codex says i can??? - Conscripts are only allowed one special weapon per Platoon and not Squad - Also I could not get a veteran Sergeant from a stormtrooper squad in an Imperial Guard regimental variation to have a power weapon. - I'm able to give Honorifica Imperialis to at least two troopers in the same army even though it's restricted to one per army - Holy Relic should be limited to 1 per army. - I have noticed that in the imperial gaurd list the tech priest enginseer point value is wrong, I think is 15 instead of 45. - It let me give everyone in a Storm Trooper Squad a Special Weapon and didn't invalidate it. - Imperial Guard 'Mechanised' Doctrine is identical to 'Grenadiers'. - Commissar Ibram Gaunt entry reads 'Ibran Gaunt'. - the rules say that you _must_ have one Infantry platoon for every Armoured fist squad. So there's mistake in datafile I guess. - Command squad cannot combine for some reason Hardened Fighters and Jungle Fighters doctorines. - With Jungle Fighters doctorine, the officers (and few other individuals) lose their ability to buy Carapace Armour. The codex currently says that Jungle Fighters are not combatible with Carapace Armour doctorine, so it shouldn't restrict officers from buying the wargear one - Doctorines also affect attached advisors, but the program doesn't seem to aknowledge this (for example, Hardened Fighters doctorine should raise attached Commissar's weapon skill) - No Daemonhunter allies are allowed. - When constructing the Command squad, I gave my J.O. an Honorifica Imperialis. The program attached the item, but didn't change the stats to those of an heroic senior officer on the printout. - Why is it that there are no preset Famous IG regiments such as Cadian Storm Troopers? If they are there, could you please point out how they can be accessed. - No rules for assigning advisors to officers and squads. - Stats for Heavy Stubber and Hunter Killer Missile Daemon Hunters - Inducted Guard units come from the old IG codex not the new, current one. - Grey Knights' Dreadnoughts can not join other Space Marine armies - in the deamon hunters list the point value of the brother captain of the grey knight terminator squad says 50 pts while it should be 61 - Grey Knights Justicars, and Inquisitor lords have the option of adding Power Armor for 10 points. Justicars has Power Armor by default. - the Incinerator for the Dreadnought close combat weapon? - When I chose a Grey Knight squad as a Fast Attack choice, selecting a second special weapon invalidated the list. - Stats for Hunter Killer Missile Blood Angels - blood angels assault squads are charged for their frag grenades, i.e. a squad of five costs 5 points too much. - The Baal Predator is incorrectly named as a "Baal Destructor." - Your death company blood angels have wrong stats. Attack = 2 (not 1) LeaDership = 9 (not 8) - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - the Emperor's Champion should be avaliable for all Space Marine Chapters. - When putting an Army list together, I found that the points for a Terminator Sgt are set at 62 pts instead of 42 pts (codex Space Marines ). - Validations doesn't colour red when I take two Iron Halo's - When I attempt to make a standard Space Marine Army I choose to put in a tactical squad. I also choose to upgrade the Sergeant to a Vet. Sergeant. I give him a combiweapon and make it a bolter-flamer. I also choose to give a regular marine in the squad a flamer as his special weapon. When I do this, the IAL says there is a validation issue and that only one special weapon may be placed in each squad. - artificer armor, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - When Terminator Honours or Jum Packs are given to an honour guard, they are counting towards the heros wargear total Dark Angels - The number of terminators that can be in a command squad when mounted in a Land Raider cannot be more than 5. - Dark Angels independent characters do not receive an extra attacke when wearing terminator armour (it is already included). - it will not let me upgrade my deathwing command squad members to apothecarys and techmarines. - It will not allow me to add a ravenwing apothecary/techmarine to my ravenwing army list. - it will not let me give my characters, apothecarys and techmarines terminator honours in my command squads. - There is a mistake in the points value for Dark Angel Space Marine Assault troops. - If I chose a Dark Angel Veterant Sergeant in the Warhammer 40 000 rules, he should have always 2 attacks, even if he's equiped with a bolter or a two-hands weapon. - I have found that the IAL will not allow Deathwing command squads of more than one Terminator per Character/Leader. Will you be issuing a patch to correct this? - Assault squad marines are charged for their inclusive frag grenades. - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - the Emperor's Champion should be avaliable for all Space Marine Chapters. - When I attempt to make a standard Space Marine Army I choose to put in a tactical squad. I also choose to upgrade the Sergeant to a Vet. Sergeant. I give him a combiweapon and make it a bolter-flamer. I also choose to give a regular marine in the squad a flamer as his special weapon. When I do this, the IAL says there is a validation issue and that only one special weapon may be placed in each squad. - IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - Flamers for Ravenwing bike squads are listed as 6 points in the codex, but come up at 3 points in IAL. Salamanders - Salamanders Mantle, is missing. - the IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - Can take Demon hunter heavy support in black templar army list. The demon hunter codex states that you can not have heavy support as allies. - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - the Emperor's Champion should be avaliable for all Space Marine Chapters. - When I attempt to make a standard Space Marine Army I choose to put in a tactical squad. I also choose to upgrade the Sergeant to a Vet. Sergeant. I give him a combiweapon and make it a bolter-flamer. I also choose to give a regular marine in the squad a flamer as his special weapon. When I do this, the IAL says there is a validation issue and that only one special weapon may be placed in each squad. - the IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - When Terminator Honours are given to a command squad, they are counting towards the heros wargear total Black Templars - You can't select the nethecium for the Apothecary - squads cannot have multi-melta's or plasma cannons. - TYPO: After the Great Heresy, Rogal Dorn, Primarch of the Imerpial Fists, - if i want a Black Templar squad armed with bolters and one initiate with power wapon and pistol. the army builder gives an error that pistols and bolters cant mix - the Black Templars rules the command squad is alowed to exchange their bolters with close combat wapons and bolt pistols. - Can take Demon hunter heavy support in black templar army list. The demon hunter codex states that you can not have heavy support as allies. - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - The points for a Terminator Sgt are set at 62 pts instead of 42 pts (codex Space Marines ). - When I attempt to make a standard Space Marine Army I choose to put in a tactical squad. I also choose to upgrade the Sergeant to a Vet. Sergeant. I give him a combiweapon and make it a bolter-flamer. I also choose to give a regular marine in the squad a flamer as his special weapon. When I do this, the IAL says there is a validation issue and that only one special weapon may be placed in each squad. - the IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - When Purity Seals are given to a command squad, they are counting towards the heros wargear total Space Marines - Space Marine Assault squads - the list charges you 1 point for frag grenades for everyone but the sergeant. - When trying to give a veteren sergeant/standard bearer/techmarine and apothecary combi weapons I am informed that only one marine may have a special weapon, I thought this was true of 'normal' marines but not ones you have upgraded. - Terminator with Heavy Flamer listed as +20 points - codex shows only +10 points. - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - the Emperor's Champion should be avaliable for all Space Marine Chapters. - The points for a Terminator Sgt are set at 62 pts instead of 42 pts (codex Space Marines ). - the IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i) - When Terminator Honours are given to a command squad, they are counting towards the heros wargear total Space Wolves - Krak missile isn't listed in the weapon printout when you choose a Hunter-Killer missile for a vehicle. - the Emperor's Champion should be avaliable for all Space Marine Chapters. - When I attempt to make a standard Space Marine Army I choose to put in a tactical squad. I also choose to upgrade the Sergeant to a Vet. Sergeant. I give him a combiweapon and make it a bolter-flamer. I also choose to give a regular marine in the squad a flamer as his special weapon. When I do this, the IAL says there is a validation issue and that only one special weapon may be placed in each squad. - IAL let me add the artificer armor, however when i printed out the army list, it left the armor save as a 3+/4+(i) instead of the 2+/4+(i)