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Cadian Conscripts


awilden

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Hi all, I was just posting to see what anyone can tell me fluff (and general modelling) wise about conscripts, and how they're modelled/painted.

I have a lot of spare generic cadian shock troops (i.e. just lasgun) for place filling so to speak (so if i want to have a vox caster/standard/medic/spec weapon in a unit, or not at all and need the standard troop to take the place when its bare bones cheap units), and thought if i got some more boxes i could build up a unit of conscripts.

 

I actually quite like the model, and the idea of the 'human wave' of little blokes with lasguns swarming the table.

 

The thing i was mainly wondering about, is can they (fluff wise) be modelled like generic troops, so without the white stripe on the helmet? it would make modelling so much easier, then I'd just have to explain which unit was the conscripts, and then if i don't want a conscript unit, i could just use the models interchangeably with normal units, for filler, or add a sgt and I've got another squad.

 

I've seen all sorts of weird and wonderful modelling ideas for conscripts, aside for maybe finding out about the fluff about using/not using the white stripe, maybe if anyone wants to post what they have done with their conscripts? just for fun :-)

 

Thanks.

 

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My approach to my infantry is that there is always a vox caster in the unit, regardless of whether I paid the points for it. I just see it as a point of immersion, I know from real world training, that every squad has at least 1 pack radio (SINCGARS) to talk to the company, and team leaders have a radio (MBITR) to talk to the other team leaders. That's how it worked doctrinally, some units had more radios than others and could spread their teams out and take advantage of the increased comms. I just see my imperial guard as working the same way. I don't always need the Vox caster, but the model always has one.

 

SO when I go to do my conscripts, I'll give them the white stripe to show that they are conscripts. No swapping needed. Now if WSYWIG bothers you, you could always just fluff your conscripts as something else. I tend to think of them as reservists, rather than just cannon fodder. They'd be used to protect my heavy weapons teams and tanks (as ablative wounds) while my infantry squads go out ahead and do work.

 

Just some thoughts.

My approach to my infantry is that there is always a vox caster in the unit, regardless of whether I paid the points for it. I just see it as a point of immersion, I know from real world training, that every squad has at least 1 pack radio (SINCGARS) to talk to the company, and team leaders have a radio (MBITR) to talk to the other team leaders. That's how it worked doctrinally, some units had more radios than others and could spread their teams out and take advantage of the increased comms. I just see my imperial guard as working the same way. I don't always need the Vox caster, but the model always has one.

 

It's funny, I actually have the opposite approach to this. I figure that individual squads should mostly be within micro-bead range of each other, while the only unit that needs a bulky, longer-range vox pack is the command squad. So I only model a command squad vox, and don't worry much about WYSIWYG unless the opponent has an issue. I also use the FW DKoK vox units, which have a smaller antenna profile and come with a nifty earpiece.

The noble planet of Cadia does not field conscripts my good man. You see, every man, woman, and child of that world is a noble soldier of the God-Emperor of mankind, ready with but a moment's notice to resist the powers of the archenemy and push their fell servants back into the eye.

 

Now, not every person is born with the skills to be a Cadian in their blood, sadly. To remedy with, we organize our children into squads of white shields designated from full guardsmen, or members of the Interior Guard, by the white strip down the center of their helmet. Upon completion of their first battle, a white shield will have the strip removed and be assigned to a regular infantry squad.

 

 

It's funny, I actually have the opposite approach to this. I figure that individual squads should mostly be within micro-bead range of each other, while the only unit that needs a bulky, longer-range vox pack is the command squad. So I only model a command squad vox, and don't worry much about WYSIWYG unless the opponent has an issue. I also use the FW DKoK vox units, which have a smaller antenna profile and come with a nifty earpiece.

 

 

After having read many of the "Gaunt's Ghosts" series, I admire your dedication to the microbead line of reasoning. I prefer to think of my own regiment as being a bit less advanced. The Sergeant holds that rank because his judgement under fire is trusted, is it not?

 

Back on topic, I think something visual to denote conscripts on the tabletop wouldn't be a terrible thing. I don't like to paint  specific units a certain way, for practicality's sake, so if I were to field a group of conscripts, I might use all the models with bayonets, or vice versa. Or maybe model some infantry without packs/canteens/grenades/whatever. Something to catch the eye of your opponent and let them know that that unit is different from the rest.

 

My approach to my infantry is that there is always a vox caster in the unit, regardless of whether I paid the points for it. I just see it as a point of immersion, I know from real world training, that every squad has at least 1 pack radio (SINCGARS) to talk to the company, and team leaders have a radio (MBITR) to talk to the other team leaders. That's how it worked doctrinally, some units had more radios than others and could spread their teams out and take advantage of the increased comms. I just see my imperial guard as working the same way. I don't always need the Vox caster, but the model always has one.

 

It's funny, I actually have the opposite approach to this. I figure that individual squads should mostly be within micro-bead range of each other, while the only unit that needs a bulky, longer-range vox pack is the command squad. So I only model a command squad vox, and don't worry much about WYSIWYG unless the opponent has an issue. I also use the FW DKoK vox units, which have a smaller antenna profile and come with a nifty earpiece.

 

You're reasoning is valid, however, I'm just thinking in terms of fluff, as an infantry squad might find itself in need of artillery support, and a full vox pack would allow them the range to call back to the artillery for fire support, or to communicate with vulture pilots for air support. Can't do that with a microbead. That and I just like modelling my guys to be doctrinally in line with how I was trained...

My army was originally mustered as a paratrooper Regiment. As a result, all squads that could have a vox got one just in case of a bad scatter/drop. As the codex changed and more units were included the Regiment changed from paratrooper to air assault, but the vox casters remained. The biggest change happened to the vox casters themselves as their effective tabletop range was decreased and their ability reduced to a reroll. I'm not bitter, but it could have been a much better piece of equipment.

One trick I would use for conscripts would be a simple decision to paint them a certain way. Say, their left shoulder pad is painted an off color. If you're not using them as conscripts, they can be a platoon with that marking.

 

I'm just not going to use conscripts. I have enough work to do as it is without painting 100+ infantry models as conscripts ...

As my army is a mechanised force any radios are located on the tanks and the units just use micro beads to communicate.

 

My conscripts are modelled off converted chaos cultists. They look like ragged imperial citizens who live on a desert world. The guard are in the tanks but the civilians fight on foot.

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