Ulrik_Ironfist Posted May 11, 2015 Share Posted May 11, 2015 So I was browsing 1d4chan, and I ran across the Harakoni Warhaws, which sounded to me like a brutal cross between Stormtroopers and Elysians. This got me thinking about my army, and how I was trying to represent them on the table. So how brutal would it be to take the MT codex, add Sentinels (Scout/Armored/Drop) and the Vendetta, add the Combat drop rule and give the scions the option to deep strike in first turn, via combat drop, or infiltrate. Also make the Valkyrie a dedicated transport option, for the combat drop. For these purposes combat drop would be, half your Valks, drop sentinels, and troops, rounded up come in first turn. Is that too cheesy? There's no AV14, and while all of the infantry would have Hotshots, the lists would be infantry heavy by necessity, with the vehicles being dedicated to supporting the infantry. This was just my idea for a Warhawks army. It wouldn't be any less of a glass cannon than the Stormtroopers already are. What do y'all think? Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/ Share on other sites More sharing options...
Altasmurf Posted May 11, 2015 Share Posted May 11, 2015 I think for the most part you are just best off using multiple detachment to approximate something close to what you are looking for. If you're just playing with you buddies it seems ok, if any thing a bit convoluted. But if you're headed to your local shop I'd probably stick to the rules as is and use your combined forces as you have been. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4037972 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 11, 2015 Author Share Posted May 11, 2015 That's what I was thinking I'd do. I just want to know if it seems too cheesy, I don't want these rules to be too nasty, my local gaming group is relatively new to the game, and I want the games to be fun. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4037975 Share on other sites More sharing options...
Rev. Tiberius Jackhammer Posted May 11, 2015 Share Posted May 11, 2015 Working within the existing ruleset to produce a themed result usually doesn't create anything too brutal. Still, if I were playing against you, I'd personally be down for a game against a homebrew forcing mushing together Scions and Elysians. Also, Forgeworld has Elysian D-99 as an army of elite drop troops. Don't remember much about what they're like or where their rules are, though - these things can be pretty fluid with Forgeworld. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038024 Share on other sites More sharing options...
WarriorFish Posted May 11, 2015 Share Posted May 11, 2015 They may be official rules but that doesn't mean mixing them work within the existing armies/rules. Given the weaknesses of Elysian lists I think it'll work out ok though it may just come down to how well your opponent weathers the first turn. Give it a go and see how it works. If it's too good (or bad) you can always drop it :) Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038055 Share on other sites More sharing options...
CoffeeGrunt Posted May 11, 2015 Share Posted May 11, 2015 The Elysian list in the Taros Campaign has Storm Troopers in it, so you could probably use those integrated with the Air Cavalry setup. I've been debating using Homebrew Rules for my Leman Russ Avenger kitbash. I'm going to mount the Avenger Gatling Cannon from the new Knight kit on it, just need to find the right points value and take off Rending. Idea is that it's a Monstrous Creature hunter with secondary anti-Infantry uses. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038073 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 11, 2015 Author Share Posted May 11, 2015 They may be official rules but that doesn't mean mixing them work within the existing armies/rules. Given the weaknesses of Elysian lists I think it'll work out ok though it may just come down to how well your opponent weathers the first turn. Give it a go and see how it works. If it's too good (or bad) you can always drop it Yeah, I didn't want to go making up my own rules or anything, basically it was an exercise in using existing rules to create the Army I want, since GW doesn't really support the Old regiments anymore. I think I'll codify it, write all the stuff down. All I really wanted was to take some stuff from the IG codex, add it into the Stormtrooper Codex, and sprinkle in the Elysian rules for flavor, and modify to taste. I mean I can always run my guys WSYWIG, using the appropriate codex. I'll come back at this once I have written down all the special stuff. Working within the existing ruleset to produce a themed result usually doesn't create anything too brutal. Still, if I were playing against you, I'd personally be down for a game against a homebrew forcing mushing together Scions and Elysians. Also, Forgeworld has Elysian D-99 as an army of elite drop troops. Don't remember much about what they're like or where their rules are, though - these things can be pretty fluid with Forgeworld. Yeah, the problem with D-99 versus the old Harakoni Warhawks, is no army wide Hotshots/hellguns. I want an army that can take on Space Marines but still plays like Guard. This ruleset would be brutal against Tau, seeing as Tau have precious little 2+ armor saves, but there is a decent amount that can take 4++ saves, still that's points, and not terrible to deal with. So really TEQ armies will give me trouble, but that's why I'm taking so much plasma and melta. Since my army is supposed to be elite mountain troops and commandos, I was thinking of also making everything BS4 across the board, troops, fliers, and Sentinels, because everyone in my army would be highly trained. I just would need to appropriately debuff my army, maybe a slight points adjustment to the sentinels for the BS upgrade? maybe 5pts more? I was also thinking of moving the Armored sentinels from FA to HS, and maybe placing HWS as a standalone unit in HS as well. Like I said, I'll write it all down in a Homebrew Codex, maybe someone else will pick it up and use it. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038368 Share on other sites More sharing options...
Altasmurf Posted May 11, 2015 Share Posted May 11, 2015 The fact you want to make every thing BS 4 would concern me, especially at 5 points more. Even a veteran guardsman is 20 % more for basically bs 4. A 40 point sentinel would have to be about 48 points. The better armed ones would be more. I'm not saying don't do it butyyou're trying a bit to much to have your cake and eat it too, and maybe a slice of pie on the side. To me it just seems with the ability to build armies now a days from so many sources you better off staying with in the rules provided. But give it a go and see what people think. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038506 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 11, 2015 Author Share Posted May 11, 2015 You might be right Altasmurf, I'll play around with that to see what I can come up with. I'll use that 20% benchmark for calculating points, to see what I get. I took the Drop Sentinels and moved them to Elites like the Elysians, Kept Scout Sentinels in FA, and made Armored Sentinels a HS choice, which making the Armored Sentinels HS will give me a good rounded list to take from. I'm also going to Homebrew an alpha strike unit, that will essentially take the place of the Forward sentries in the Elysian list. 5 man team with HS lasgun, HS Laspistol, Combat knife, a Stormtrooper statline, can take 2 special weapons, frag and krak grenades, and one use meltabombs. It'll be 95pts base, restricted to five men, have infiltrate, scout, and MTC. They'll be able to take camo gear. They won't be able to take orders, and must deploy by infiltrate. I'll keep toying with points, and rules to try and balance them. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4038850 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 12, 2015 Author Share Posted May 12, 2015 My experimental rules are here: https://onedrive.live.com/view.aspx?cid=DD8B61CBEACD9043&resid=dd8b61cbeacd9043%21169879&app=Word I hope the link works. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4039185 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 13, 2015 Author Share Posted May 13, 2015 I'm making additions and little tweaks that should make them fun to play, while still giving them a little bit of a competitive edge. Things that give bonuses but nothing that lasts. It would make me really happy if a few people would give these rules some playtesting and give me feed back. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4041040 Share on other sites More sharing options...
Altasmurf Posted May 13, 2015 Share Posted May 13, 2015 To view the rules I have to log in and I don't have an account, could you post them in the homebrew section or here and I'd gladly comment Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4041054 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 13, 2015 Author Share Posted May 13, 2015 I have them in a PDF, how can I post that? Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4041209 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 13, 2015 Author Share Posted May 13, 2015 THE BLACK DEVILS BRIGADE All units are drawn from Codex:Astra Militarum, Points values, special rules, and unit upgrades are the same. Only changes from the base unit will be noted here. Note that Heirlooms of Conquest may not be taken with this army. Relics and Characters will be forthcoming. Combat Drop: Half of the models with this rule that start the game in reserve, rounded up, may enter from reserve on the first turn. Hasty Fortifications: All infantry models that start the game deployed on the table gain +1 to their cover save if they have not moved. Additionally, if the unit did not move they must take normal Difficult terrain moves for the rest of the turn (no MTC) We're supposed to be surrounded!: Any units that enter play from reserves by Deep Strike automatically pass any morale checks from taking casualties during their first turn on the table. HQ: Company Command Squad: 85 Points Deep Strike, Combat Drop Unit composition: 1 Company Commander, 4 Stormtroopers CommanderInfantry(Character)WS4 BS4 S3 T3 W2 I3 A2 Ld9 Sv4+ StormtrooperInfantryWS3 BS4 S3 T3 W1 I3 A1 Ld7 Sv4+ Wargear: Carapace Armor Hotshot Lasgun (stormtroopers) Hotshot Laspistol (Commander) Close Combat Weapon(Commander) Command Squad may take: Master of Ordinance 20 points Officer of the Fleet 20 points May take a Taurox Prime or Valkyrie as a dedicated transport Lord Commissar:90 points Deep Strike, Combat Drop Wargear: Carapace Armor Bolt Pistol Close Combat Weapon May take items from the Melee Weapons list May exchange Bolt pistol for Plasma Pistol for 15 points TROOPS: Stormtrooper Squad:70 points Deep Strike, Move Through Cover, Combat Drop Unit Composition: 1 Sergeant, 4 Stormtroopers Commando:Infantry WS3 BS4 S3 T3 I3 W1 A1 Ld7 Sv 4+ Sergeant:Infantry(Character) WS3 BS4 S3 T3 I3 W1 A1 Ld8 Sv 4+ Wargear: Carapace Armor Hotshot Lasgun (Stormtrooper) Hotshot Laspistol (Sergeant) Close Combat Weapon(Sergeant) Frag and Krak Grenades Squad may add up to 5 more models for 12points per model Sergeant may take any item from the melee weapons list Sergeant may exchange his Hot Shot laspistol for the following: Bolt Pistol free Plasma Pistol 15 points up to 2 stormtroopers may exchange Hotshot lasgun for special weapon If the squad numbers 10 men, 2 additional stormtroopers may take special weapons ELITES: Drop Sentinel Squadron:66 points Deep Strike, Combat Drop, Move Through Cover WS3 BS4 S5 F10 S10 R10 May take items from the vehicle upgrade list May exchange Heavy bolter for: Heavy FlamerFree MultiMelta15 points May include 2 additional Drop Sentinels for 66points per model Commando Team:100 points Infiltrate, Scout, Move through Cover Unit Composition: 1 Sergeant, 4 Commandos Commando:Infantry WS3 BS4 S3 T3 I3 W1 A1 Ld7 Sv 4+ Sergeant:Infantry(Character) WS3 BS4 S3 T3 I3 W1 A1 Ld8 Sv 4+ Wargear: Camo Gear Carapace Armor Hotshot Lasgun Hotshot Laspistol Combat Knife (CCW) Satchel Charges Frag and Krak Grenades Up to 2 commandos may exchange their Hotshot Lasgun for a Special Weapon Sergeant may take any item from the melee weapons list Sergeant may exchange his Hot Shot laspistol for the following: Bolt Pistol free Plasma Pistol 15 points Satchel Charge: Each model carries 1 satchel charge with the following profile Range Melee/12” S8 AP1 Assault 1, Armorbane, one use Commando Tactics: Commando teams operate out ahead of the main force and do so autonomously, as such Commandos cannot take orders, and must deploy by infiltrate. FAST ATTACK: Imperial Navy Valkyrie Squadron:120 points Combat Drop BS4 F12 S12 R10 HP3 Flyer, Hover transport May take Heavy bolter sponsons for 10 points May exchange Hellstrike missiles for Multiple rocket pods for 30 points May exchange multilaser for lascannon for 10 points May add up to 2 more Valkyries for 120 points each Imperial Navy Vendetta Squadron: 156 points BS4 F12 S12 R10 HP3 Flyer, Hover, Transport May take Heavy Bolter sponsons for 10 points May add up to 2 move Vendettas at 156 points each Taurox Prime: 80 points BS4 F11 S10 R10 HP3 Vehicle (fast, transport) May exchange Taurox battle cannon for: Taurox Gatling Cannon 10 points Taurox Missile Launcher 20 points May exchange Twin linked Hotshot Volley Guns for: Autocannons free May take items from the vehicle upgrade list Scout Sentinel Squadron: 42 points Move through Cover,Scout WS3 BS4 S5 F10 S10 R10 May exchange Multilaser for: Autocannon 5 points Heavy Flamer Free Lascannon 10 points Missile Launcher 5 points May include up to 2 more sentinels at 42 points per model May take items from the Vehicle upgrade list HEAVY SUPPORT: Armored Sentinel Squadron:48 points WS3 BS4 S5 F10 S10 R10 May exchange Multilaser for: Autocannon 5 points Heavy Flamer Free Lascannon 10 points Missile Launcher 5 points Plasma Cannon 10 points May include up to 2 more sentinels at 48 points per model May take items from the Vehicle upgrade list Heavy Weapons Teams: 65 points Deep Strike, Combat Drop Infantry WS3 BS4 S3 T3 W2 A1 I3 Ld7 Sv4+ May take: Autocannon Team10 points Flakk Missile Launcher Team 25 points Heavy Bolter Team 10 points Lascannon Team 20 points Missile Launcher Team 15 points Mortar Team 5 points These are still being modified, as I'm brainstorming. I have a few additional rules I'm thinking up to try and balance them out. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4041480 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 15, 2015 Author Share Posted May 15, 2015 I did some tweaking, I based the kit and points off the old 5th ed Guard codex stormtroopers. I was thinking about making a platoon version that would be standard scions, so I can get more bodies on the table. Unfortunately this is shaping up to be a very expensive army (points and model wise). Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4042679 Share on other sites More sharing options...
nismogrendel Posted May 15, 2015 Share Posted May 15, 2015 That sounds really fun, I like the BS4 all over the place. When you get this fleshed out, I might try to use it for the casual games my friend and I play. Any plans for rough rider rules in this brigade? Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4043054 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 15, 2015 Author Share Posted May 15, 2015 I did want to include rough riders, and probably will once I figure out how I want to model them. I was thinking of using WW2 german motorcycle troops modded with lances, but I was also thinking about ATV (quadbike) troops, like we used in the early part of the Invasion of Afghanistan. I'm still making adjustments. Since it's an all stormtrooper army, and thus elite, it's kinda hard to pin down what their wargear should be and what the points cost should be. I'm open to suggestions for inclusions, but bear in mind the whole point is to have a hard hitting, fast moving, unit, so that means no heavy vehicles. I'm not opposed to homebrewing some vehicle variants though, like maybe a taurox prime variant that trades it's troop capacity for a harder hitting weapon and some better armor protection. If any section needs help it's got to be the elites, and heavy support. A fast vehicle with AV11 F/S and 3HP with a battlecannon or vanquisher cannon would be good, and taken in squadrons of three for heavy support, also maybe give it the ability to fire barrage, and for elites maybe a decent sniper unit. I'll work on it to see what I can come up with. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4043115 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 15, 2015 Author Share Posted May 15, 2015 Here is the test beta: http://www.bolterandchainsword.com/files/file/455-black-devils-army-list/ Feel free to use and test. I'll be testing out most of the stuff, next weekend, I'm lacking some of the items in the list, so hopefully y'all can test them out. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4043226 Share on other sites More sharing options...
Altasmurf Posted May 17, 2015 Share Posted May 17, 2015 I read over everything and figured I'd just give you my impressions. It feels a bit like you cherry picking units and rules you want, which I understand is kind of the point but it is allowing you to field from essentially 3 different codexes with no real drawbacks. A few specific things 1. Your vendetta and valkryie prices should be based on codex astra militarium. 2. Your commandos little satchel charge is kind of clunky and a little broken, a better option would be to allow the special weapon swaps to be demo charges as well. That way you use existing rules, which people are more willing to play against. 3. Your two new special rules. Both are awkward and wordy. Try to use USRs to represent what you want. Just a few initial thoughts hope they help. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4046780 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 18, 2015 Author Share Posted May 18, 2015 Right now, I'm figuring out how to run my units within existing rules, before I make any more updates, so that way I can figure out how to run them. To be appropriately Imperial Guard, they need a platoon type unit, but I just don't know how that should be done. I also like some of the stuff 5th ed stormtroopers had, like a CCW and a pistol. As for the satchel charge, I swapped that out for melta bombs, since they do what I imagined, and there's already rules for them. I'm revising the USR's so that they reflect what I want. I have created a few specialist units under elites so that the army is more flexible, but that need some revision too. It'll be some time before I'm ready to playtest these rules. I'm going to remove the drop sentinels, leaving just the Scout and Armored varieties. I'm also considering making the heavy weapons teams a platoon, with the option to take a command squad and expand. I'll do some revision on points for a lot of things, I may decide to drop the BS4 on things that aren't stormies, or give them something that allows them to fire at BS4, like enhanced targeting or strafing run. Or I'll just leave that off. Like I said this is going to be some time before I feel it's ready to be fielded. Link to comment https://bolterandchainsword.com/topic/307426-homebrew-rules/#findComment-4046821 Share on other sites More sharing options...
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