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I’d like standard bearer and medic as stand alone characters. Current targeting rules make command squads less than ideal.

 

I’d like to see a wider range of characters if there’s a chance we’re going to be limited to one Colonel.

 

I’d either like the option to take multiple squads as one troop slot or an increase in the size of infantry squads from 10 to 10-20 (it’d make that start collecting box legal to field as is).

 

I’d like a 21 man transport that isn’t so over loaded with guns as to make it too expensive to fields.

 

I’d like new catachans. The command squad and heavy weapons are fine. Just fix the damned troops already.

 

I’d like a more fleshed out scions list and kit range.

 

Rough riders and rough rider accessories (mounted characters).

 

I’m sure there’s more but that’s my soap box for the day.

x100!

:lol: :tu:

I’d like standard bearer and medic as stand alone characters. Current targeting rules make command squads less than ideal.

 

I’d like to see a wider range of characters if there’s a chance we’re going to be limited to one Colonel.

 

I’d either like the option to take multiple squads as one troop slot or an increase in the size of infantry squads from 10 to 10-20 (it’d make that start collecting box legal to field as is).

 

I’d like a 21 man transport that isn’t so over loaded with guns as to make it too expensive to fields.

 

I’d like new catachans. The command squad and heavy weapons are fine. Just fix the damned troops already.

 

I’d like a more fleshed out scions list and kit range.

 

Rough riders and rough rider accessories (mounted characters).

 

I’m sure there’s more but that’s my soap box for the day.

You forgot lasguns added to ranged weapon options for officers and sergeants! Everything else is perfect.

You forgot lasguns added to ranged weapon options for officers and sergeants! Everything else is perfect.

Forgot about that one! Sounds like a good one for the GW faq!

I want Primaris Astra Militarum. :D

 

Seriously tho, new models are needed.

Rules will follow new releases.

 

I have been daydreaming with that catachan Lt ever since I set my eyes on him.

Edited by Sete

I want Primaris Astra Militarum. :D

Seriously tho, new models are needed.

Rules will follow new releases.

I have been daydreaming with that catachan Lt ever since I set my eyes on him.

You don’t mean larger scale do you? Current range is perfect in size, if a little dated.

 

I want Primaris Astra Militarum. :D

Seriously tho, new models are needed.

Rules will follow new releases.

I have been daydreaming with that catachan Lt ever since I set my eyes on him.

You don’t mean larger scale do you? Current range is perfect in size, if a little dated.

It could do with some re-proportioning to better match skitarii and Necromunda minis.

With the heavy bolter being damage two there needs to be a significant buff to the multi laser.

If something happened that allowed for 1-3 Or even 5 :) infantry squads per slot it might be cool if their platoon commander could order all of those squads at once?

Would need a bit of sorting out to make it work but would cut down on character numbers taking up slots?

Maybe tie this ability into having a command squad as well?

This would also reduce feeling the need to combine squads and make them susceptible to blasts?

Could make it a thing for heavy weapon squads as well?

Lasguns for officers obviously

Veteran abilities would be nice, nothing too crazy just something to add flavour

Full rough rider rules, with command options.

Heavy stubbers added into infantry weapon options for rule of cool modelling. Maybe multi lasers could be added in as well if they get a buff.

Agree with adding a light/medium tank, either a carnodon equivalent in the codex or something like a taurox prime with out the transport, if it looked like a Saladin then that’d be great :)

One thing that definitely needs to happen:

Minimum range on the Master of Ordnance needs to be dropped and it also needs to apply to all artillery pieces.

 

What would be really nice: firing from inside a Chimera back. I want my Melta-Drive by's back. Especially now that I'm running 4 of them forward on the mid-objectives.

Edited by sairence

ok, i probably put way to mutch thought into this (edit: sorry for the wall of text), and don't expect any of this (so i won't get disappointed don't worry), but this is a wishlist thread, so why not go all out right? (edit: and its been bugging me, so i am getting it off my chest i suppose)

 

ok first wishlist for rules:

 

1- simple platoons/squadrons brought back. these would follow the same structure and work more or less the same, 1-4 line units, 0-1 command units 0-2 support units. a platoon squadron would full a single slot. you would have a platoon for all not character units. so veteran platoons, scions platoons ect.

 

2- rework orders and commanders, can take conscript, regular and veteran officers. platoon commanders would have 0, 1 and 2 orders (conscript, regular veteran), compamy commanders would have 1, 2 and 3 orders... aditionaly you would have a rule to similate the chain of command more thematically. that would be if a company commander issues an order to platoon commander it also applies to all the units in that platoon on a 2+ (1+ to the die roll if either officer is conscript, 1+ if the unit in the platoon is conscript, and 1+ if the previous unit failed. so 2+ if all are regular/veteran. 3+ if its the second unit rolling and you rolled a 1 for the first unit. 3+ if the unit is conscript with regular/vet officers or a regular/veteran squad with conscript officer/s, 4+ if you failed the previous unit. 4+ if both the squad and officers are conscript, 5+ if you failed the previous unit and all are conscript.

 

-2a- additionally scion sergeants can issue an order to their own squad, additionally when a tempestor prime issues an order roll a dice, on a 5+ it can issue a 2nd order, even to the same squad, part of the eliteness of scions would greater access to orders. especially not needing characters for it.

 

3- more ammunition rules, optional ammuntion types for all cannons and autocannons (and mortars and grenadlaunchers and missiles). its one of the reasons to still use direct fire projectile weapons in  auniverse were lasers are cheap and powerful. the flexability of projectile weapons via a range of different projectiles. impact frag (HE), airburst HE, airbust canister, regular canister, bee hive rounds, smoke rounds, krak (HEAT), HEDP (krak-frag?), HESH/HEP, thermite, acid-gas and carcass shells, APHE, APFSDS. the above but with rare materials. guided muntions, rocket assisted shells (extended range but reduced power), proxy fuses, top attack, etc, etc. i would limit a unit to only 4/5 types of shells at a time, but you get a large range of shells to pick those 4 from.

 

 

wishlist for new models:

 

I would like a release/update similar in scale to the necrons, SOB and latest primaris releases. so around 16 kits +-1/2 kits...

 

1- a tankette kit. the idea is instead of bikes the imperial guard has very light tracked 'tanks'/tankettes. these would be called light weapons carriers (and won't be considered tanks by the imperium), due to being a simpler kit (a small turreted box with sloped bits and weapons) then either the jackals or the outriders you could probably get a kit of 5 but could have at least 3. units would be squadrons of 1-4 patrols and 0-1 HQ patrol. each patrol would be 3-5 carriers. the vehicle itself would be a 2-man tankette equipped with twin heavy stubbers or hotshot-volley guns (or a third option?) with options to replace 1 of the 2 weapons with another special weapon (grenade launchers/etc). the 2 sprues would be a sprue with the lower hulls and tracks and a weapons and turret sprue (allowing the former to be used for another unit in the future easily, reducing future design costs), imagine an imperial weisel mk1 AWC or maybe an imperial T-70 or even an imperial L3/35. either way a small box with a frontal slope and tracks...

-1a-the hull sprue would have 2 engine deck options which would translate as the 2 basic variants, a fast/cavalry variant which acts like marine bikes (and would be fast attack) and a slow/infantry variant which acts closer to heavy infantry (and would be an elites option). stats wise they would be the same save for speed and the fast variant would have scout move and/or outflank or something (scout for the normal, the HQ patrol would get outflank like deathriders HQs?). the logic of the slow variant was to provide cheap heavy 'infantry' for PDF forces, but also for the guard in urban terrain (where the speed of the fast variant is wasted). while the fast is armoured cavalry, recon and column security...

-1b-basic stats would be around M 14" (fast) M 8"-10" (slow) WS 5+ BS* S4 T5 W 3/4 A 2? Ld 6 Sv 3+

 

 

2-new infantry officer kits, ideally there would be a platoon commander/company commander duel kit, a platoon NCO/company NCO duel kit and regimental commander/high command duel kit.

-2a- platoon commanders/NCO would be the minimum option for platoon command squads (which i like) and these would be an optional part of platoons (1-4 line units, 0-1 command units).

-2b- company commanders would be more or less like they are now, but can add optional guardsmen to become a company command squad rather than have it as separate. company NCOs would work more or less like platoon commanders currently work

-2c-regimental commanders would be more or less better company commanders (they are the marine captains to the company commander's marine lieutenant) but would be limited to 1 per detachment [would also represent officers greater than company commanders but lower than the commander of a regiment, the regimental commander's command staff)

-2d-higher commanders/high command squads would be the chapter masters of the imperial guard, 1 per army. a subtype (same model and would have the highercommand keyword) would be supreme command squad. which can full supreme command detachments...

 

 

3- tank commander upgrade sprue/s (sold with a tank or carrier patrol), would have the options for a tank company commander (HQ), tank squadron commander (part of squadron), tank regimental commander (HQ, 1 per detachment), higher commander and tank ace (depends on vehicle, plus some extra bits) etc. this allows any vehicle to become 1 of those. these would be characters aswell. due to being half torsoes these can be 2 kits (squadron, company and ace as 1, then regimental, higher command and commissar as 2)

-3a- tank company commanders would be more or less what tank commanders are now, but would get extra options (like access to a refractor field?), a tank HQ option. tank squadron commanders would be tank commanders taken as part of a tank squadron like platoon commanders.

-3b- tank aces would be character tanks, the actual part would be bits mounted on the tank as a mark of excellence. i would it both as a unit (regular tank aces) and the option to upgrade command tanks to aces (command aces). rules wise ideally they would be like flames of war tiger ace skills or panzer kannone skills. that is have a table with 5 different buffs, roll a dice before each game for each ace. each roll corresponds to a skill and then a 6 is players choice...

-3c- the regimental, higher commander and commissar tanks would be to the company command tanks what regimental commanders, higher commanders and commissars/lord commissars are to company commanders

 

so 5/6 new kits so far (1 light vehicle unit, 4/5 character depending on how big the tank commander sprues are...)

 

since we are updating and expanding the officers lets update the infantry

 

4- replace cadian kit with the Motor infantry kits, which can be built as 'Motor lasrifle squads' and 'shock infantry squads'. the main difference being the torso. the shock rifle squad would have cadian style vests while the motor rifle would have steel legion style torsos ('soft flak armour'). shock infantry would be tougher than motor infantry (since they have a vest over their soft flak armour. it would only be enough to justify a single point increase (reroll ones on save throws? reroll ones and twos? reroll 1s, 2s and 3s?) perhaps also pair it up with another minor improvement (1 beter Ld maybe?)

-4a- new look, a combination of steel legion and cadians. like steel legion flak coats (short trenchcoats), gasmask heads with steel legion style gasmaks. helmets like a deahtkorps-cadian hybrid helmet...

-4b- bayonets can be upgraded to shock bayonets (similar to shock mauls, better than normal blades worse than powerblades)

-4c- 6 man sprues 2 types of lasgun (carbines and rifles, lasrifles being standard lasguns. lascarbines being assault 3 lasguns with shorter range), 1 grenade launcher, 1 ant-tank lasrifle (like guard las-fusils), 1 flamer, 1 meltagun and a pair of weapons that can be built as heavy stubbers or as suppressor lasguns (heavy 4/5 lasgun)

-4d- command squads would use 1 of these sprues plus a command squad upgrade sprue, which would include banners and standards

-4e- special weapons squad uses 1 of these sprues plus a special weapons sprue, with extra special weapons (including plasma guns)

-4f- future specialised squads can use this method of 1 sprue plus upgrade sprue. things like forward artillery observer squad, forward naval co-ordination squads, inteligance and recon squads, light engineer squads, etc...

 

5- guncrew sprues, similar to above but made in poses for operating heavy weapons, on a single sprue. followed by various heavy weapon sprues, foot artillery sprues, etc. rules wise i would add the abilty to add extra crewmen to make these squads more survivable. like infantry and tanks you would have platoons, support weapons command squads would be the same models as infantry but could have a different set of orders.

 

-5a- ideally you would have light support weapons (2 crew per gun the current range of heavy weapons plus an expansion split into supressors [heavy bolters, twin heavystubbers, multilasers, mortars, etc], and tank destruction [lascannon, autocannon, plasma cannon, missile launcher, etc]) anti-infantry and anti-tank/duel perpose. new weapons could be light autocannons (3/4 shot D1 autocannons), infantry howitsers (like mini demolisher cannons), blast guns (40k recoiless guns, like mini-battle cannons), might need suppressor squads (mass anti-infantry), tank destruction squads (anti-tank) and fire support squads (blast weapons). thus lets say 3 squads here. these would be elites now instead of heavy support.

 

-5b- later can use this basic sprue plus new sprews to have medium support weapons squads (heavier versions of heavy weapons, plus maybe some new stuff. example 'vanquisher' autocannons and heavy autocannons. the idea being a heavy autocannon would be an autocannon firing heavier shells, vanquisher autocannons shoot shells faster and thus harder and maybe slight bigger. most are just heavy X. others are new weapons [would have mini-gun instead of a heavy bolter). this would prefurably in a wave 2 latter in 9th or in 10th. and thus this idea is even less likely. i would also make them 1" slower than light support weapons squads

 

-5c- heavy support weapons would essentially be 3 crew weapons (2 of each type instead of 3), and would include twin-linked heavy weapons. like twin heavy bolters, twin lascannons, and quad-heavy stubbers. these would replace heavy weapons squads as the cheap-ish foot heavy support slot fillers and thus would atleast partially come as part of a first wave.

 

-5d- then you have foot artillery, these guncrew sprues will allow things like thudd guns (quadlaunchers) and earthshaker carriages to be brought into plastic, can also then expand the range of these. wave 1 doesn't need these but can be added in the future relatively cheaply (just need to design the gun sprues not the crew) like taking the Blitzen flak gun from epic (basically a giant autocannon big enough to use the same mounts as earth shaker cannons) used like ww2 german 88.

 

5-7 new units but only 8 new sprues, alot of new units by GW have 2 different sprues, so that the equvilent to only 4 new units (if we wnat to stretch it). ~12/10 kits now so only ~4 left for wave 1

 

6- updatted leman russ battle tanks, ideally this would be based on the mars alpha pattern russ. but with a larger turret relative to the size of the tank, slightly wider engine deck, and the adition of visable suspension/road wheels. personally i like the idea of overlapping road wheels suspensions because they look cool, but any thing is better than no suspension. also wider tracks.

-6a- keep the lowerhull and tracks separate from the turret/etc so you can re-use unchanged parts for future varients of this chasis...

speaking of which, some sort of leman russ kangaroo (see Ram kangaroo or the Namer apc) a transport with battle tank armour made from a turrless MBT, an assault gun (like the thunderer), different russ turret varients, etc. not all have to be 100% plastic but a plastic base to work from for both plastic and resin varients.

 

7-similarly an updatted chimera chasis. visable suspension, slightly larger turret. also a different varient with an even bigger turret but less troop capacity, and another varient with no turret and more transport capacity.

-7a- eventually replace all chimera chasis with the updatted varient, but not nessisarily in the first wave, unlike the basic one.

 

so atleast 2 kits, thats ~14 and thus 2 left.

 

8/9? now i really want a light combat tank, a twin heavy weapon (ie a heavy support weapon) as the main gun on a turret mounted on a updatted and plastic centaur chasis (which would be slightly bigger and have 6 transport capacity), but adding it would add 5 tank kits in 1 wave, so i suppose it might be better to have this in wave 2. instead i would have 2 scion kits, jump pack/drop troop scions (regular scions won't be able to deepstrike anymore) for fast attack and elites options and a scion tank (perhaps a taurox chasis with no transport capacity?) or a scions with heavy weapons (scion heavy weapon teams?) for heavy support. allowing better pure scion armies/detachments.

 

that would be my ideal guard 9th update wave/1

 

wave 2/10th edition wave would essentially bring the deathkorps into plastic. lasrifle squads (deathkorps basic infantry essentially) and sturm infantry (deahkorps cadian hybrids) would be similar to motor lasrifle and shock infantry squads. but the longer flak coats and heavy back packs provide better protection (re-roll 1s, 2s, 3s, 4s, etc saves but only 1 or 2 better than normal, lasrifle being re-roll 1s or 1s and 2s for example), so that its slightly better, combined with a better melee stats (A2 and WS3+ instead of A1 and WS4+) but at the cost of speed (1" slower), should be no more than 1 point more expensive (so lasrifle cost the same as shock, and sturm is 1 point more than shock) or equal points. aditional difference is only 1 stubber/suppressor lasgun per sprue, but gets to have shock mauls (weaker powermauls) as an upgrade. also get Lucius pattern lasguns or lasrifles (no carbines). lucius pattern las rifles would be pistol 1 or assault 1 hotshot lasguns with explodeing 6s. also hotshots would get 30" range (a more powerful laser should shoot further not less than a less powerful laser) instead of 18".

-also gun crew, but can reuse existing command squad and special weapons squads and HQ. as now have standard krieg-cadian hybrid helmets.

-medium support weapons and foot artillery

-roughrider/death rider cavalry

-heavy weapons carriers (light carriers with hull mounted heavy weapons)

-light tanks and centaur troop carriers chasis.

-updating more chimera chasis vehicles

-regular drop/jump troops and non-scion grenadiers plus assault engineers. along side plastic hades drill.

Edited by Lord Solar Matthius

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