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Inducted Guard in a WH army


Godhead

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Simply because this is the newest format it does not allow you.

 

HOWEVER, my friends and I don't use allies anyway but we do use the GK special rules and I'm sure that we will coontinue to use the old, printed, dead tree version.

 

So if you use the proper codex then yes you must take 2 infantry platoons (or nore if you want) to get 1 leaman russ, standard, not in a squadron. You could also take either of the sentinel squadrons or a rough rider unit.

Last I checked the Induction rules were still in the new PDF 'dex.

I'll go check again now, and if this isn't updated in ten minutes, you can bet they're still there.

Ok, they're gone now. Go go us! :rolleyes:

 

Ah well, its better for the guardsmen this way. If I recall, one of the reasons WH's would fight guard was because they came back from a successful mission against an enemy. Since they were exposed to the enemy in the obvious battle, we cannot risk their Faith having faltered, and must eradicate them now, just in case!

 

-the Hat

As per my post here I am closing this topic. Please return to your regularly scheduled B&C activity.

 

EDIT: I was originally going to close this topic, however it's a clarification question on Induction that got side railed by comments about the PDF Codices. I'm re-opening it due to it's actual intent, please refrain from inserting comments about the PDFs in here, as the simple statement that the PDF version doesn't have the rules for Induction in it has already been pointed out.

The induction rules for IG are what they are. You still must induct two IG Troops choices before you may select a Leman Russ.

 

If the question you're asking is "why is this the case" ... the reason is "because". :huh:

 

I think the intent was to not let you actually play an army significantly similar to the IG (3rd edition IG, at least, which is what it was at the time of the WH codex writing).

I think the 2 troops requirement was mainly meant to keep it all fluffy. While you could induct Imperial Guard in your Witchhunter army, you needed to take a nice and balanced army, not basically pick up one cheap troop choice and then go to town on the special units.
I think it also was meant to keep the fluff of the Space Marines and Imperial Guard intact. As a general rule, neither force deploys armored or specialist assets independantly in the field, such units are commonly attached to other generalist forces. Requiring Troop choices reflects this, as such assets are rarer than their infantry counterparts, especially with the whole "dwindling technology" angle. In at least the Imperial Guard resources I have, it specifically mentions armored units being attached to infantry formations, and the infantry is the endless resource, not the weapons or armor. Indeed, the Uplifting Primer even says it's more important to save the special weapon than the trooper wielding it and has penalties for failing to do so!

It always seemed to me that if you want to take anything other than troop choices from the guard you might as well be playing a guard army with GK added rather than the other way around. By the time you put all the required guard units on the table you'll essentially be playing with a watered down guard army anyway.

 

Of course, I have the old guard dex, so this may be less true now, I'm not sure.

Induction is intentionally left out in the new online codex (which is newer then the old printed so supercedes)

Incorrect, if you call the GW line, or you simply feel like being lazy and look in the topic here on B&C (Link: http://www.bolterandchainsword.com/index.p...howtopic=205396 ) it states that the printed codices supersede the new cut-down pdfs. Gotta love that my Daemon hunters arn't nerfed -_-

Induction is intentionally left out in the new online codex (which is newer then the old printed so supercedes)

Incorrect, if you call the GW line, or you simply feel like being lazy and look in the topic here on B&C (Link: http://www.bolterandchainsword.com/index.p...howtopic=205396 ) it states that the printed codices supersede the new cut-down pdfs. Gotta love that my Daemon hunters arn't nerfed :wallbash:

 

well that was posted before GW came with that answer and at the time This is what I tought to be correct

 

As for induction, I think an infantry platoon is quite good to have in a DH army, The leman russ is a nice gimmick but, like the OP said needs two infantry platoons to select. Two infantry platoons and a russ means you're in for about 500 pts IG. Which is quite alot.

 

I personally use one barebones platoon as disruption squads to harass the opponent

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