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[Tactica Imperialis]: Comprehensive Imperial Guard Rules


Formerly Wu

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Hello, and welcome to Tactica Imperialis. This is a central thread for a project to form a comprehensive rule set for the forces of humanity in the grim darkness of the far future. Here you'll find homebrew units and formations, modified force organizations, and eventually Battlescribe repositories that are both tight rulewise and expansive in scope.

 

Quick intro: I’ve been an Imperial Guard player since 2008. I’m a hobbyist and narrative player who dabbles in homebrew rules. My criteria for good rules are those that give you the most freedom to represent your army as you imagine it and as the background presents it, while still staying within the rules paradigm of the current 40k edition. While I do try to pay attention to under- or over-tuned rules, I don't play competitive and don't tailor my rules towards that. If I'm fixing something, it's to better represent the background, not to help you beat the build of the month. 

 

Comments, constructive criticism, suggested rules, or contributions to the project are of course all welcome. Please enjoy.

 

 

INDEX

 

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The current project is a major overhaul of the Cadian Battle Group from Warzone Damocles: Mont'ka. I like the new Formation/Detachment army selection structure, but feel like they whiffed it on this one, with many gaps, unusual choices, and army structures that differ from established company structure. It was also unwieldy and notably undertuned in places (150 infantry with no objective secured?)

 

My goal is to create a modular Imperial Guard Battle Group that has several major changes and expansions. The first bit of that is what I call the Modified Cadian Battle Group: changes to the restrictions and structure without notable additions or extra rules. You can find the draft pdf attached to this post. 

 

The major changes made:

 

  • Emperor's Shield Infantry Platoon moved to Core, required Infantry Squads dropped to 3, and added options for Commissars and Veterans.
  • The Infantry Company now gains Objective Secured and a quality-of-life buff to reserves management.
  • Added a Command Benefit that helps the Tank Commander.
  • Emperor's Fist Armoured Company now has a pseudo-Tank Commander so that it can replicate the structure of the canon tank company (1 Company Command Tank + 3x3 Leman Russ squadrons) or the current Tank Commander organization.
  • Artillery Company tweaked to represent canon company organization.
  • Auxilia squads (Ogryn/Psykers) now easier and more flexible to field.
  • Can now purchase individual Veteran squads as Auxiliary choices.

 

As always, comments and suggestions welcome.

 

 

DROPBOX: [Tactica Imperialis] Modified Cadian Battlegroup

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Very nice!

The only thing i would change is in the Emperirs shield infantry Platoon.

I would keep the minimum number of squad as 5 but allowing to take HWS and SWS instead of Infantry Squads.

Somrthing like:

 

RESTRICTIONS

 

The platoon must include at least 3 more squads choosen from Infantry Squads, HWS and/or SWS. Maximum limits still apply.

 

The 0-1 Veterans, 0-1 Commissar and 1-3 Sentinels are ok.

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Looks okay, but a few things:

 

The +1 strength when multiple rams should be changed to rolling on the Thunderblitz table, like the old Apoc formation. The Russ already rams at S10.

 

The "morale test on 4d6" makes zero sense to me. If something is hit by three Baneblade-level weapons it's either dead or doesn't care about morale checks.

 

I might also move the Assault Company to Core to represent a mechanized force.

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+1 str and the 4d6 test are official rules :/ and useless.

 

Another thing about Modified CBG:

 

Artillery formation would let you take Hydras as compulsory: if you need only AA support you woukd be allowed to do so.

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@Phubar: Regarding the Emperor's Shield platoon, that was actually my first idea as well. I decided against it for a few reasons:

  • One of my goals is to make the platoon (and thus the company) easier to field, model-wise. Replacing infantry squads with HW/SWS helps that a little but only marginally.
  • This change would make the most efficient company configuration have specialist squads outnumbering basic infantry. I don't think that's desirable either background or gameplay wise.
  • One of the old Apocalypse books showed a Cadian company structure consisting of 3 platoons with 3 infantry squads each, so I feel comfortable with this setup from a background perspective.

Good point on the Hydra; I'll make that an option.

 

@Lukash: As Phubar points out, those are indeed the official CBG rules. But good point that they're useless; I hadn't actually analyzed that. I'll come up with some adjustments for the next version.

 

I'm uncomfortable with making the Assault Company core due to its easy access to Objective Secured. It's already quite good as Auxiliary. The expanded Battlegroup I'm working on implements a classic Armoured Fist-style mechanized company as a Core choice, so the option for a core mech force will be covered in future versions.

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I'll weigh in on this. The biggest gripes I had about the CBG detachment, was the complete lack of playability below 2000 points. Even making the Assault company a core choice, still makes it more expensive points wise than any other core choice for any other decurion style detachment, despite it being cheaper than either of the other core choices. The CBG needs a core than can be fielded for around 500 points.

 

So my suggestion would be to make the Emperor's Shield platoon the infantry core choice, with the bonuses for the company a plus if you take the 3 platoons to make the company (sort of how you get bonuses for taking 2 Battle demi-companies to make the whole battle company in the C:SM gladius strike force). Then maybe cutting a russ squadron out of the Emperor's fist, to make it playable at around 1500 points as a core.

 

Also, maybe add a new formation with some forgeworld options so those of us with FW can actually make use of them in a decurion...

 

If you don't mind. I've been working on my own fan made army lists, that allow me to play my army the way I want to, so it's kinda cool to see this going on.

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Thanks Tallarn! I doubt that my rules sensibilities would mesh well with GW's current team, though.

@Ulrik: Hm, that's an interesting idea. Something like this, then?


CORE: Emperor's Shield Company

1-3 Emperor's Shield Platoons consisting of (platoon structure)

Special Rules:

(Platoon Special Rules)

If three Platoons are chosen, they must also take a CCS. If they do, gain the following additional special rules:

(Company Special Rules)

That could be workable.

Also, how do people feel about the following as a replacement for the super-heavy company's morale rule?


A unit hit by a Primary Weapon from this Formation takes any resultant Morale checks for casualties on 3D6.

Allows them to spread out their damage a bit, while also making the morale check reliant on casualties and the penalty a bit less severe.

Also, maybe add a new formation with some forgeworld options so those of us with FW can actually make use of them in a decurion...

Oh trust me, I'm working on it. smile.png Once I work out the kinks in the basic system.

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Thanks Tallarn! I doubt that my rules sensibilities would mesh well with GW's current team, though.

 

@Ulrik: Hm, that's an interesting idea. Something like this, then?

 

 

CORE: Emperor's Shield Company

1-3 Emperor's Shield Platoons consisting of (platoon structure)

 

Special Rules:

(Platoon Special Rules)

If three Platoons are chosen, they must also take a CCS. If they do, gain the following additional special rules:

(Company Special Rules)

 

 

That could be workable.

 

 

I was thinking more along the lines of:

 

 

CORE: Emperor's Shield Infantry platoon

if 3 Emperor's shield infantry platoons are taken, They make an Emperor's Shield infantry Company, and gain (company special rules), furthermore, the company gains a Company Command squad for free (however you must pay the points cost for upgrades).

 

also company restrictions would apply to the whole thing, i.e. no dedicated transports. That seems about on par with most recent decurion shenanigans, and is also fairly fluffy, and let's face it, a company command squad is hardly game breaking (at least, not as game breaking as free dedicated transports).

 

I really like what you're doing, tweaking the CBG to be more useable. I wish we could tweak it for other regimental doctrines as well, so maybe we can get some variety, like some Catachan themed and Steel legion themed, heck even Elysian or DKoK themed decurions... If we still had special characters for Tallarn, Mordian, and Vostroyan regiments those would be cool too...

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Also, maybe add a new formation with some forgeworld options so those of us with FW can actually make use of them in a decurion...

Oh trust me, I'm working on it. smile.png Once I work out the kinks in the basic system.

Very nice, Maybe just a formation that could be a single flyer, similar to the Tau's attached Air support asset formation. Just make an Imperial Navy Support detachment, that can consist of 1-4 vultures, lightnings, thunderbolts, and/or avengers.

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For the mechanized core bonus, how about allow infantry squads to take a second special weapon, but if they do so they can't take a heavy? Kind of to represent a mobile assault force. Plus it allows them to use both Chimera fire points to full effect.

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I was thinking more along the lines of:

Quote

CORE: Emperor's Shield Infantry platoon

if 3 Emperor's shield infantry platoons are taken, They make an Emperor's Shield infantry Company, and gain (company special rules), furthermore, the company gains a Company Command squad for free (however you must pay the points cost for upgrades).

also company restrictions would apply to the whole thing, i.e. no dedicated transports. That seems about on par with most recent decurion shenanigans, and is also fairly fluffy, and let's face it, a company command squad is hardly game breaking (at least, not as game breaking as free dedicated transports).

Two issues I see with that: one, it would make taking a Company use up all three Core slots. Two, it would remove the Company's status as an independently choosable Formation, rather than just being a perk of this particular Detachment. Obviously neither of those are *huge* issues and they can be written around, but I'd rather be parsimonious with the existing structure instead of writing in a bunch of workarounds.

I really like what you're doing, tweaking the CBG to be more useable. I wish we could tweak it for other regimental doctrines as well, so maybe we can get some variety, like some Catachan themed and Steel legion themed, heck even Elysian or DKoK themed decurions... If we still had special characters for Tallarn, Mordian, and Vostroyan regiments those would be cool too...

...

Very nice, Maybe just a formation that could be a single flyer, similar to the Tau's attached Air support asset formation. Just make an Imperial Navy Support detachment, that can consist of 1-4 vultures, lightnings, thunderbolts, and/or avengers.

I very much think you'll like the upcoming releases smile.png.

For the mechanized core bonus, how about allow infantry squads to take a second special weapon, but if they do so they can't take a heavy? Kind of to represent a mobile assault force. Plus it allows them to use both Chimera fire points to full effect.

That's definitely an idea. Another would be similar to the Apocalypse formation, which gives you Stubborn and Counterattack when on an objective.

Personally I find those a bit boring. My idea was to give synergy between the Chimeras and the dismounted squads, to encourage the "rush, dismount, defend" style described in the background, and to differentiate them from the Emperor's Blade formation in role. Thus the Platoon has rules that allow the Chimera to fire Overwatch for their associated squad, and gives the officer an order that gives a Chimera a free and buffed Ram/Tank Shock. The Company would then get ObSec and a rule similar to Punishing Fusillade, but replacing FRFSRF with "Forwards, For the Emperor"- basically allowing dismounted squads to quickly reposition after disembarking.

Thoughts? I think this setup is more fun/engaging.

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Two new releases for today:

 

[Tactica Imperialis] Modified Detachment: Cadian Battle Group ver. 0.2

Updated with a few of the suggestions made here, plus some nicer and corrected formatting.

 

[Tactica Imperialis] Detachment Supplement: Regimental Doctrines

This is a set of rules that expands on the Sharpshooters Command Benefit, branching it out into a Regimental Doctrine system similar to the 3.5 IG codex. The structure is varied and expandable enough that you should be able to model most any Guard regiment you want.

 

You may notice a few unused dependencies in there, notably in regard to the FW regiments. Rest assured that those will be fleshed out in future versions.

 

As to the doctrines themselves: there are a few I wasn't terribly sure about. The current iteration of Iron Discipline seemed pretty lackluster, so I gave the Mordians a simplified version of Close Order Drill instead, but I'm willing to be convinced otherwise. Similarly the Valhallans get Stubborn, which while not one of their original doctrines is at least implied by their background and Commander Chenkov's old role. Again, input is welcomed.

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  • 2 weeks later...

Apologies for the extended radio silence- been busy with the spring work conference season. Next release will be an update adding Forge World options to the CBG. It's quite a bit of formatting so it'll take a bit, but it's in progress.

 

As for an idea I had and wanted to bounce off you guys: how do you feel about splitting the Ogryn Auxilia formation such that it consists only of Ogryn, and then add the Rampart Detachment from Sanctus Reach as the 'Bullgryn Formation'? Seems to me that they serve different enough roles and make each a flavorful choice rather than the current mismash.

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  • 4 weeks later...

In light of the recent (hopefully temporary) demise of the Griffon, I got to thinking about ways the classic IG light artillery tank could be updated to compete in the age of the Wyvern. I settled on a niche as a medium-strength support tank, with a variety of ammunition types to give it a flexible role. Rather than go for single big hits or saturating an area with reliable small hits, the Griffon can blind the enemy, take out enemy vehicles with barrage melta fire, or control territory with chemical shells. 

 

I also dropped the price to match the Wyvern, although it will get more expensive the more specialist shells you choose. Let me know what balance adjustments you'd make.

 

No [TI] detachment update yet. The end of the semester has put that on the backburner for at least a few more weeks.

 

 

 

Griffon [Tactica Imperialis]

 

The Griffon armored weapon carrier is one of the most frequently employed variations of the versatile Chimera chassis. From the solid platform on the Griffon, its crew can achieve an impressively high rate of fire from the heavy mortar. The Griffon is tailored to provide close to medium-range mobile artillery support. 

 

While the Griffon cannot match the sophisticated brutality of the Wyvern or the heavy stopping power of the Basilisk, its strength lies in its simplicity and adaptability. The robust, streamlined firing system can be easily modified to support a range of specialist shells, allowing the Griffon to fill a variety of battlefield support roles. Its general-purpose nature makes it a favorite of commanders who need to respond to changing battlefield situations, and while its crews do not receive the acclaim of other artillery crews, they know that they form the backbone of the Imperial military machine.

 

 

Griffon Battery

65 Points

 

Griffon BS 3 Front 12 Side 10 Rear 10 Hull Points 3

 

Unit Type: 

Vehicle (Tank, Open-topped)

Unit Composition: 

1 Griffon

Wargear: 

Griffon Heavy Mortar armed with heavy mortar shells, Heavy bolter, Searchlight, Smoke launchers

Special Rules: 

Specialist Shells

Options: 

May include up to two additional Griffons … 65 pts/model

Any Griffon may be armed with specialist shells:

-Nova shells …. 5 pts/model

-Melta shells …. 10 pts/model

-Chem shells …. 15 pts/model

-Illuminant shells …. 10 pts/model

-Stunner shells …. 5 pts/model

Any Griffon may take items from the Astra Militarum Vehicle Equipment list.

Any Griffon may replace its heavy bolter with a heavy flamer …. free

 

 

Specialist Shells: A Griffon may be equipped with any number of specialist shells. Each time a Griffon fires, the controlling player must choose which type of shell is fired.

 

 

Heavy Mortar Shells: Heavy mortars are simple barrage weapons that lob explosive shells onto enemy positions. 

Range 12-48” Strength 6 AP 4 Type Ordnance 1, Barrage, Large Blast, Accurate Bombardment

Accurate Bombardment: The light caliber and steady platform of the Griffon affords greater accuracy than that of larger calibre field guns. The controlling player may re-roll the scatter dice.

 

 

Nova Shells: Containing a similar sub-atomic core to the eradicator nova cannon, nova shells are used to eliminate dug-in infantry. The shockwave produced by the detonation is impossible to hide from, flattening barricades and the infantry dug in behind them.

Range 12-48” Strength 6 AP 4 Type Ordnance 1, Barrage, Large Blast, Ignores Cover

 

 

Melta Shells: A sophisticated timing device allows these shells to be detonated just above ground level, where they can do maximum damage. A radial blast of intense thermal energy turns enemy infantry and armor into molten slag and steaming gas.

Range 12-48” Strength 8 AP 1 Type Heavy 1, Barrage, Blast, Melta

 

 

Chem Shells: These dread weapons contain a noxious brew of acids and viral agents so virulent that flesh and ceramite alike dissolve in moments. They are used only when the complete eradication of the enemy is required, and even then only under special warrant, for they are as dangerous to the user as to the target.

Range 12-48” Strength 1 AP 3 Type Heavy 1, Barrage, Poisoned (2+), Large Blast, Gets Hot!, Salt the Earth

Salt the Earth: After the final position of the Large Blast marker is placed and Wounds are resolved, leave the marker in place. This area is considered Dangerous Terrain until the next player turn.

 

 

Iluminant Shells: These shells trade some of their explosive charge for a highly reactive oxidizing compound. When detonated, this mixture burns with a blinding multi-spectrum fire visible through the fog of war, giving allies an easy target even as they embroil the enemy in confusion.

Range 12-48” Strength 5 AP 4 Type Ordnance 1, Barrage, Large Blast, Blind, Illuminant

Iluminant: Until the end of the turn, weapons with the Barrage special rule from the same detachment may re-roll the Scatter dice when firing at a unit that has received an unsaved Wound from this weapon.

 

 

Stunner Shells: These shells are not designed to slay, but rather to incapacitate, their target. A sealed micro-void device is contained in their core. When split, the in-rushing pressure causes a tremendous implosion that rocks the battlefield with a sonic blast. Those affected are overwhelmed and left helpless by the shock.

Range 12-48” Strength X AP 4 Type Heavy 1, Barrage, Large Blast, Concussive, Stunner

Stunner: Hits from a weapon with this special rule always wound on a 4+.

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Smoke shells to block LOS, use the same rules as chemical, but allows friendly units to move . The smoke dropped allowing the 432nd, to move at speed to the ruins the foul xenon wouldn't be using those marker lights this time.
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Good idea.

 

 

Smoke Shells: Rather than an explosive charge, these shells contain a mixture of thermal and electromagnetic-blocking particulates. When fired onto the battlefield, they spread into a noxious cloud, blocking vision and tactical data. Infantry can advance safely under the cover of confusion spread by these weapons.

 

Range 12-48" Strength -  AP - Type Heavy 1, Barrage, Large Blast, Accurate Bombardment, Smoke

Smoke: When firing this weapon, leave the Large Blast template in place after finding its final location. Until the end of the next turn, units may not draw Line of Sight through the area covered by the template. Instead of targeting an enemy unit, you may target an area of the board or a terrain feature. Roll to hit and Scatter as normal.

 

Smoke shells are a 5 pt upgrade.

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