Phubar Posted February 13, 2016 Share Posted February 13, 2016 Hi, i was thinking about giving our IG some salt and i want to add some special rules similar to SM Chapter tactics. This is a WIP and i need suggestions. First of all i want to give to all armies (cadians, catachans, mordians, steel legion, tallarns, etc etc) a couple of preferred weapons, one heavy and one special and a want to make this in lore and in game terms. I tougth a similar rule: Infantry Squads (the 10 man ones from platoons) can have one more weapon of each type (heavy and special) chosen from the preferred ones. You have topay the point cost of the waepons. Do you think that this could be a nice rule? PS: each army will have this common rule (but different weapons stated) and 2 additional ones that will represent the differences between the armies. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/ Share on other sites More sharing options...
Phubar Posted February 13, 2016 Author Share Posted February 13, 2016 Reserved for special rules list. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4305466 Share on other sites More sharing options...
WarriorFish Posted February 13, 2016 Share Posted February 13, 2016 The various regiments did have their preferred special/heavy weapons mentioned in an older codex - it was lore rather than gaming although reflected in the metal boxes if I remember right. While it doesn't sound like a bad idea some weapons are more useful than others, so without some form of additional benefit it might be a case of some regiments do better for their favoured weapon types. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4305483 Share on other sites More sharing options...
Phubar Posted February 13, 2016 Author Share Posted February 13, 2016 Yes i have that codex (bought some months ago) and i liked the idea of preferred weapons. I know, who has the lascannon is lukyer that who has the mortar but the lore is the lore, not our fault. The pourpose is to have "regimental tactics" in order to make the regiment that you like, not the most competitive one. Its more for fluff players than tournament ones, btw balance is very important. I hope to balance this with the other special rules, btw facing a swarm of tyranids in a hive city with a lot of HBs is better than with a lot of Lascannons. After deciding how the preferred weapons rule will work i will write the other rules. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4305602 Share on other sites More sharing options...
Nicodemus Doloroso Posted February 14, 2016 Share Posted February 14, 2016 Out of curiosity could you share what the preferred weapons per the fluff are for the major regiments? I don't have that codex. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4305723 Share on other sites More sharing options...
Phubar Posted February 14, 2016 Author Share Posted February 14, 2016 Here the list: CADIANS Granade launcher Autocannon VALHALLANS Flamer Mortar TALLARNS Plasma gun Missile launcher MORDIANS Granade launcher Lascannon SEEL LEGION Granade launcher Missile launcher TANITH Flamer Missile launcher CATACHANS Flamer Heavy bolter SALVAR CHEMDOGS Flamer Heavy bolter TERRAX GUARD Melta Lascannon HARAKONI Plasma gun Heavy bolter DKoK Melta Heavy bolter KARAX Flamer None Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4305935 Share on other sites More sharing options...
Phubar Posted March 2, 2016 Author Share Posted March 2, 2016 Still working on Regimental traits and i need an advice: What makes Mordians Mordians? What makes DKoK DKoK? Tanks :) Next days i will ask some more adviuce in order to adjust the list that ive done. I', waiting to post it because i want to post a full list. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4324198 Share on other sites More sharing options...
Lukash_ Posted March 2, 2016 Share Posted March 2, 2016 Death Korps already have their own list from Forge World. They get some unique orders and a wave-assault based strategy in addition to some nice artillery stuff. Mordians are noted for stiff discipline (ignore morale checks from shooting, Stubborn?), a total disregard for casualties, fancy dress uniforms, pomp and circumstance, and being severely underestimated by enemies of the Imperium. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4324210 Share on other sites More sharing options...
Ulrik_Ironfist Posted March 2, 2016 Share Posted March 2, 2016 What makes Mordians Mordians? Mordians are tough, they don't break easily, and I'd probably boost them with leadership so they are less likely to break. Not only that but they like to form it up and march into battle, so they don't use transports often. In addition some sort of bonus for having every model in the unit being in base contact with at least 2 other models from the same unit granting bonuses, as well as giving them the Stubborn USR. Also, commissars aren't really prevalent in the Mordian Iron Guard, since they'd be shot for suggesting something like finding cover and digging in. As a downside, they'd also take a -1 to any cover save. What makes DKoK DKoK? DKoK is already covered with their rules from IA5, 6, &7 The Siege of Vraks and IA12 The Fall of Orpheus. DKoK has better WS, and the assault brigade has the Forlorn Hope rule, and they get grenadiers for troops (HSLG, CCW, F&K Grenades, Carapace Armor, BS4). There are a lot of things that set DKoK apart from regular guard. I suppose you could give veterans the option to take Hotshots, and carpace. They also favor artillery, and they don't use missile launchers. They lack access to the Vulture and Sentinels, as well as their hydras and mortar tanks are elites rather than heavy support. They also have command tanks which make their artillery more effective, which are also elites. DKoK and Elysians are best left to forge world, since they are best represented there. Those are just my thoughts on the matter. I like the idea of Regimental doctrines, as it pulls the meta away from competition and more towards fun and fluffy. In addition, you'd also be limiting characters too, such as Yarrick may only be taken as part of a detachment that uses the Steel Legion Regimental doctrine, for instance. edit: Damn, Lukash beat me to it... Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4324229 Share on other sites More sharing options...
Phubar Posted March 2, 2016 Author Share Posted March 2, 2016 Tnx. I know that DKoK and Elysians have Fw stuff but i want to add them too. The pourpose of my project is to have a light set of rules (like SM chapter tactics) rather than full depth codex. So you can decide to play DKoK as a real new army or just the ig with only a lityle more flavour. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4324529 Share on other sites More sharing options...
Phubar Posted March 3, 2016 Author Share Posted March 3, 2016 Ok mates, ive already searched the net for Mordian Iron Guard and i found those 3 pages, which one is the most accurate? Then i will use it to write the rules. http://warhammer40k.wikia.com/wiki/Mordian_Iron_Guard http://wh40k.lexicanum.com/wiki/Mordian_Iron_Guard https://1d4chan.org/wiki/Mordian_Iron_Guard Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4324997 Share on other sites More sharing options...
Ulrik_Ironfist Posted March 4, 2016 Share Posted March 4, 2016 I don't see anything in any of the articles that is really contradictory. I'd use all three as sources for writing your rules. I'd give them situational rules, like, fearless in cities (because familiar terrain), -1 to cover saves (because of uniforms), and +1 leadership (because disciplined). Also something like making them unable to go to ground might also be a thing. Those might get you started. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4326336 Share on other sites More sharing options...
Phubar Posted March 13, 2016 Author Share Posted March 13, 2016 Do Mordians have better personal armour as stated in the 1d4chan article? They stand in front of heavy fire and i dont understand if fhey die less than others or if the keep fighting regardless the heavy losses. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334577 Share on other sites More sharing options...
WarriorFish Posted March 13, 2016 Share Posted March 13, 2016 They have a carapace weave uniform in the olden fluff, but currently the only way to represent that in the current codex is running them as Veterans. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334608 Share on other sites More sharing options...
Phubar Posted March 13, 2016 Author Share Posted March 13, 2016 Giving the carapace to all infantry models as a 1ppm upgrade would be op? Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334624 Share on other sites More sharing options...
Lukash_ Posted March 13, 2016 Share Posted March 13, 2016 Just let regular infantry squads buy the Grenadiers doctrine, or have an alternate force org that gives it to them for free. It'd have to come with stiff downsides if the latter. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334627 Share on other sites More sharing options...
Phubar Posted March 13, 2016 Author Share Posted March 13, 2016 I thought about giving the doctrine to reg guardsmen but then will come the issue with HWS, SWS and PCS. A fixed upgrade of 15pt regardless of number of models is not a good thing. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334661 Share on other sites More sharing options...
Ulrik_Ironfist Posted March 14, 2016 Share Posted March 14, 2016 Well, if you break it down the grenadiers upgrade is an extra 1.5ppm, so if you do the math on the HWS and SWS, it comes to 9 points for those. The PCS can buy it for 8 points (5x1.5=7.5 rounded up is 8). That's my suggestion. So you don't need to do the math, I just did it for you . Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334882 Share on other sites More sharing options...
Phubar Posted March 14, 2016 Author Share Posted March 14, 2016 Tnx :) but math isnt an issue, my problem is to keep the rules clear, short, simple, fluffy (but not OP) and without changing point costs. This because you can use all support material (like battlescribe) without doing you extra math building or modifying the list. I will think a bit more about this last point and i will decide. Tnx for the help! Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4334980 Share on other sites More sharing options...
Ulrik_Ironfist Posted March 14, 2016 Share Posted March 14, 2016 Well, if you like, I have experience with editing catalogs in battlescribe, If you'd like I could edit one for you and then we could post it here for distribution. I actually like doing that kind of thing, as that's how I've been building my alternative army lists. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4335174 Share on other sites More sharing options...
Phubar Posted March 15, 2016 Author Share Posted March 15, 2016 Ok guys, Mordians done. One more question: both Tallarn and Steel Legion rely on swift mech warfare but wich one has swiftest chimera? Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4336247 Share on other sites More sharing options...
Ulrik_Ironfist Posted March 15, 2016 Share Posted March 15, 2016 Ok guys, Mordians done. One more question: both Tallarn and Steel Legion rely on swift mech warfare but wich one has swiftest chimera? I'd be wary of changing the basic stats of the chimera. I'd focus instead on the infantry, taking a cue from FW, denying the use of carapace armor, but gaining MTC, is great. Since the Tallarn are very much inspired by the Desert Rats, so giving the infantry scout would be good (scout is conferred to the transport, making it faster). Also making forward sentry vets infiltrate might be good, since their fluff revolves around fast movement and ambushes, since they lack the personal armor, you might want to give them cover save bonuses, like stealth. For Steel Legion, I'd give them buffs like being able to disembark after a full 12 inch move, and relentless to fire their heavy weapons at full BS. Basically whatever rules you can think of to make them better at mechanized warfare. Also Preferred Enemy is a must, maybe they get Preferred Enemy (Orks) when led by Yarrick, and can choose preferred enemy orks or chaos for a regular CCS. Steel legion is difficult to pin down, without making them a krieg clone, since in the fluff they're tough as nails, just like the kriegers. I hope this helps. We'll see what others say though. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4336283 Share on other sites More sharing options...
Phubar Posted March 15, 2016 Author Share Posted March 15, 2016 For Steel Legion my toughts were similar to yours, making chimera embark/disembark at 12 and giving relentless while embarked. Plus 5++ to inf against poison attacks due to sealed uniform. SWS and HWS have access to chimers sd ded trsnsport. Maybe some more: i have the block notes at home, cant remember all :) About Tallarns i was thinking about: - infantry has hit and run. Poor buff but fluffy. - sgt can issue his own squad the order that makes fire and run. - rough riders have infiltrate - sentinels move better (mtc? Or can move 12"? Ehhh??? Uh??) Need to give bonus to other mech? I dont want to... there are a lot of bonuses already. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4336298 Share on other sites More sharing options...
Phubar Posted March 15, 2016 Author Share Posted March 15, 2016 About PE(something) im not a big fan of this rule, or PE all or nothing in my mind :) Tnx for all the support! Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4336302 Share on other sites More sharing options...
Tallarn Commander Posted March 16, 2016 Share Posted March 16, 2016 For Tallarns, I would agree with sentinel, infantry squad, and rough rider buffs rather than chimera buffs. It just seems more fluffy. Link to comment https://bolterandchainsword.com/topic/319209-regimental-traits-hr-preferred-weapons-house-rule/#findComment-4337249 Share on other sites More sharing options...
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