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It seems like every faction with a new book is getting a power boost. More wounds, attacks, synergies, etc. A lot of this seems like your run of the mill power creep, but I hope they go in a different direction with the new guard. Keep us the same - but knock our points down! Double down on the horde of average humans! Quantity has a quality of its own.... :wink:

 

Any good rumors, theories, hopes, dreams or crazy ideas for the new codex?

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They seem open to changing weapon profiles

 

Assault 2 or rapid fire 2 lasguns base would be handy! Or the ability to change weapon profiles like plasma since in the lore it's often mentioned that they can adjust rate of fire and charge.

 

Baneblades getting more wounds or +1 toughness would be awesome

 

Some missions that we can successfully achieve although I don't know what these would be.

 

I'm sure plenty of people would like veteran doctrines back and or at least giving them carapace.

 

IG need a good shot in the arm for 9th. With smaller table sizes and more small arms ap in the game we will quickly be left behind

Assault 2 or rapid fire 2 lasguns base would be handy! Or the ability to change weapon profiles like plasma since in the lore it's often mentioned that they can adjust rate of fire and charge.

 

 

In RPgames lasguns and -pistols have modes of fire, that improve AP and D of a weapon, but consume more charge of power pack and makes weapon 'unreliable'. That could be included, something like if you use the mode, on rolls To hit of 1 and 2 you lose shooting ability 'till the end of next turn.

-Invulnerable saves for baneblade and variants, the mighty war machines of the imperial guard dying routinely to man portable heavy weapons usually in a turn is demoralizing and not fluffy or fun.

 

-Platoons. Yes I know 9th is trending heavier and heavier to small, mobile elite infantry units but I want my platoons back without obscene cost or penalty.

 

-Revamp doctrines/traits/special rules for regiments. The day one errata and FAQs made some usable, and some laughably obsolete.

 

-Different build options with bonuses for sticking to fluff builds or theme lists; infantry companies; mechanized infantry; mobile armour; expeditionary force; battle hardened and whittled down survivors of countless incursions. Hastily “volunteered” members of a planet fighting desperately for their lives.

 

- missions and secondaries designed for guard in mind; hasty rescue and evac of an high ranking official. Pyrrhic victory where losing 80% of your force is not a loss in combined points. Hold that hill against all odds. Escort a unit into enemy deployment zone and keep it alive for 3 turns while it does something very 40k-ish (calls for help, unleashes psychic disorder, overloads a fusion reactor and makes entrenched enemies into crater critters.

 

-range revamp: it’s time, nearly 14 years for main line infantry, 25 or more since 75% of our regiments which were cast in metal. New cadians, catachans, and just an infantry kit with multipurpose options, even if it is at a premium. I get that GW have an hard time protecting IP of generic soldier of fortune in 41st millennium but we have waited long enough.

Edited by MedicMike0708

Fix multi lasers. Either -2 ap like second edition (makes sense for something between a no ap lasgun and an anti armour lascannon to have some ap?) or double the rate of fire (or both :) ) At the moment there is no reason to choose them.

Also on a self serving note I would like them to then become an option for squad heavy weapons, I’ve magnetised my lascannon barrels to swap to multi laser barrels as counts as heavy bolters. But not having them as counts as would be better.

 

Make heavy stubbers available to infantry. Maybe as a special weapon option?

 

Baneblades could be buffed in terms of survivability, the fluff has them having lots of redundancy backup systems to enable them to just keep on chugging, perhaps a 6 or even 5 up shrug? If a civilian Goliath can have one then perhaps the mightiest tank in the game could? They shouldn’t get an invulnerable save as they don’t have void shields etc just slabs and slabs of armour

 

As a buff to all of the tanks the ignore -1 ap thing could just be a rule across the army rather than just specific regiments? Being plinked off the board by small arms is annoying.

 

A buff to the vanquisher cannon, 2d6 damage pick the highest? Nah, 2d6 damage!

 

Maybe a way to give squads other than scions carapace armour or hotshot guns or both if you want.

 

Vox casters buffing artillery and tank to hit rolls would get rid of the ridiculous squadrons of tank hqs.

 

Some fun stuff might be a sentinel commander, bring back rough riders maybe with a rough rider command squad/commander with specific orders, an armoured car/Saladin equivalent, a leviathan super heavy, higher level commanders being able to issue some more powerful orders could be cool, that’s about it off the top of my head

Edited by RADU LYKAN

Baneblade toughness increase 

A lot of the Russ cannons need reworking in some way

Carapace armour and krak grenades on vets

A reason to take vets

Vehicle squadrons staying

Platoons would be cool

Redo doctrines is a must

Upgrade kits (at least) for other regiments.

I forgot rougheiders!!! good call radu lykan, I have 30 horsies in the barn and they look awesome on the battlefield and iconic (and as least as practical as a ceremonial funeral procession for sisters)

Fix multi lasers. Either -2 ap like second edition (makes sense for something between a no ap lasgun and an anti armour lascannon to have some ap?) or double the rate of fire (or both :smile.: ) At the moment there is no reason to choose them.

Also on a self serving note I would like them to then become an option for squad heavy weapons, I’ve magnetised my lascannon barrels to swap to multi laser barrels as counts as heavy bolters. But not having them as counts as would be better.

 

Make heavy stubbers available to infantry. Maybe as a special weapon option?

 

Baneblades could be buffed in terms of survivability, the fluff has them having lots of redundancy backup systems to enable them to just keep on chugging, perhaps a 6 or even 5 up shrug? If a civilian Goliath can have one then perhaps the mightiest tank in the game could? They shouldn’t get an invulnerable save as they don’t have void shields etc just slabs and slabs of armour

 

As a buff to all of the tanks the ignore -1 ap thing could just be a rule across the army rather than just specific regiments? Being plinked off the board by small arms is annoying.

 

A buff to the vanquisher cannon, 2d6 damage pick the highest? Nah, 2d6 damage!

 

Maybe a way to give squads other than scions carapace armour or hotshot guns or both if you want.

 

Vox casters buffing artillery and tank to hit rolls would get rid of the ridiculous squadrons of tank hqs.

 

Some fun stuff might be a sentinel commander, bring back rough riders maybe with a rough rider command squad/commander with specific orders, an armoured car/Saladin equivalent, a leviathan super heavy, higher level commanders being able to issue some more powerful orders could be cool, that’s about it off the top of my head

In 8th, a macharius vanquisher was the same as a vanquisher Leman Russ, but with double shots for the two barrels

 

With the changes to the macharius w/vanquishers in IA, I have a feeling the new leman russ one will be the same profile, but obviously half the shots since it's not two barrels. Which, I like.  S16, 9 dmg, AP -4 meaning always invuln, +1 to hit against vehicles.

 

Sure, invuln can still stop it, but the re-rolls with the potential of crazy damage, especially if you have three of them on the table, that flat 9 is getting through somewhere eventually.

Edited by Dark Legionnare

Vox 0pts - Orders are the 'killer app' of guard aligned with their fluff. auto 18" use enhances that.

Army building changes - elite slots where flavour lies with guard IMHO - need some way of stretching those out - or not penalising additional battalions.

Superheavies T9 or even T10 but no void shields.

Platoons linked with bonus (vehicle squadron model could be used). A buff if you take certain elements - (3 infantry squads plus platoon commander and a command squad/Conscripts + Commissar).

Review of reg doctrines in line with 9th. (Mordian can fire overwatch for free if in rank formation and FRFSRF order applies if given in players turn previously)

My wishes:

 

Baneblade and Friends: give them T9 and 2+ Save and make them easyer to field

 

Deathstrike: for the love of God buff it's Damage output something like 4D6 Autohits S14/-3/2 ignores Invuls.

 

Taurox: It should be dirt Cheap at this point. Everything can kill it with ease and its better move stat isn't worth anything on the small Tables

 

Plattons: Just let us take like 3-4 Infantry Squads for 1 Troop Slot or something like that. The new Armybuilding Rules really hurt Guard as you are almost forced to field 2 Detachments at 2000p

 

Infantry Squads,Conscripts: give them a "insignificant" special Rule that they don't count for the secondary "Thin their Ranks" or other kill based Missions. I hate beeing Handicaped for playing a Fluffy List

 

Lasguns: something needs to be done for this Weapon. As it is now, it is near useless. Maybe standard Rapid Fire 2 or AP-1 at 12"

 

Overall Guards needs a Thougness boost and a point decrease across the Board. Especially Vehicals 

Edited by domsto

I like a lot of these suggestions but 3rd - 7th? Ed platoon structure can go rot

 

It becomes a gate keeping factor for people starting the army and also can force those who don't want to run horde guard

I think that GW needs to re-organize all of their armies a bit to really drill down into what makes the army/faction. Unfortunately I feel that things get a little samey even across armies. The defining characteristic for guard (imo) is orders & having a command structure/hierarchy. Currently our options for HQs are basically Company Commanders for orders and that's about it. I want a lot more options to better represent the command chain in-game. This allows good play from us playing guard and obvious options for our enemies to exploit creating a much more dynamic game. Currently orders are very good (almost free CP) that can be used with little to no downsides as orders can be tailored by squad for any situation, i would change that to make things more interesting

 

I want there to be a complete re-vamp of the command structure for a Guard army. Something like...

HQ

0-1 per army Supreme Commander

2-4 company commanders (2 per slot)

4-8 platoon commanders (4 per slot)

**I also want there to be mandatory command squads for commanders like back in 5th... maybe just the SC?

**There might have to be some "auxiliary" command structure available as well for Lord Comissars, Primaris psykers, etc

**Might be a special rule for the kill characters secondary to ensure it isn't detrimental... maybe platoon commanders don't contribute to this tally or something

 

I want there to be a complete re-vamp of orders as well, something sort of doctrine-esq where you can only access certain orders if other pre-requisites are met. Something like...

While the Supreme Commander is on the field, during your command phase select one "Operation", this "Operation" stays in effect until the Supreme Commander changes it in a subsequent command phase (this way if the SC is killed you stay in the operation chosen before hand). Each Operation has a set group orders within it, for example Operation: Forward unlocks move move move, etc while Operation: Hold unlocks first rank fire second rank fire, etc.

This way your overall strategy is defined at the very top and then your company/platoon commanders can give orders to assist with that overall vision. Create some relics/strats that let you ignore the current Operation or use an order form a different Operation to create extra options.

 

Before you start tearing apart the feasibility of what i suggested know this is just rambling thoughts I've had since 8th and I know they would need to be workshopped a bunch! I'm just trying to think of ways to create a more dynamic game for both us guard commanders and our opponents.

 

 

 

Other wishlist items:

Infantry platoons make a comeback

Veterans become troop options again

Baneblades become more survivable (something like T10, 5++, or 5+++) <-- any/all of these

Vanquishers improved (something like their cannon ignores inv. saves and they get new melta half range rule D6+2 dmg)

Voxs have infinite range (space marines have radios that reach the whole table so should we)

Master of Ordinance shouldn't have a minimum range for his re-roll 1 buff

Commissars actually playing a role

I'd also love to see morale be more impactful

I'd love a tweak to all psyker options to make the more volatile (again a strength for guard but also a weakness to exploit for enemies)

Platoons can stay in the past, I don't think they fit anymore.

 

What I would like in terms of new models would be some new stuff for Scions. A fast attack buggy would be cool, maybe even a dual kit with an option for standard Guard, like the Taurox/Taurox Prime, as well as some drop-able auto turret as heavy support. Basically an Elysian Tarantula.

I want platoons back. Specifically, I want our troops choices to look like:

* Veteran Squad

* Infantry Squad

* Conscripts

* Scions

* Platoons (1 Platoon Commander, 1 Command Squad, 3-6 Infantry Squads, 0-2 SWS, 0-3 HWS, 0-1 Conscripts)

 

So, you might ask hypothetical forum person, why would you ever take platoons if I can just take squads anyway? Well, its a give and take. I'd have a side rule in place that means if you take even one platoon, then infantry squads and conscripts can ONLY be taken in platoons. Your regiment is simply organized that way now. This means you have to take a lot of squads and pay the command and officer tax per troops choice BUT you get the ability to take SWS and HWS as troops and can field a lot of people per patrol or battalion.

 

Also, I'd like HWS to get some kind of Dug In special rule. Something like being in cover (or extra cover, if already in cover) until they move even once.

I’m on the fence when it comes to platoons.

 

Not using them adds versatility and means you can use theme lists (Tank company etc)

 

Using them makes for more balanced lists.

 

I like the idea of using both with there being a new rule for using platoons to encourage rather than force people to use them.

 

Remembering the first DKoK list in the Vraks book (5th edition if memory serves me right) platoons were a thing and it fit well thematically but was quite restrictive.

 

 

As for new models, more Scions would be cool I think they’re a good kit but need more options.

Most of all I’d like plastic Krieg infantrymen and maybe Death/Rough riders.

New techniques in casting etc would make for some really dynamic poses!

I'm not sure platoons fit in with current 40K. I could take them or leave them. 
If we see them return I hope they're restricted to just infantry squads sharing a slot. Mostly with points set as they are on most units I can't really imagine a return of platoons being a good thing. At the current points if I wanted a platoon structure I'd try to put as much as I could into the Brigade detachment. All a platoon is going to do, as I see it, is let Am players skip out on the other slot taxes of a larger detachment or skip on using more than 1 detachment.  I just don't want to be forced into mandatory platoons. 

If Infantry squads drop a little in costs I'd give it more thought. But right now I just don't see the point. 
AM already creates lists with more bodies than Orks can field at the save points level. 


 

Review of reg doctrines in line with 9th. (Mordian can fire overwatch for free if in rank formation and FRFSRF order applies if given in players turn previously)

YES! my poor Mordians need some love!

 

 

I could see platoons coming back as sort of a specializes detachment within the army that unlocks abilities for that group. Kind of like AoS detachments/warscrolls.

Edited by duz_
Merged double posts

• Take medic and standard out if command squads and make them elites.

•. Make infantry squads units of 10-20 with options for 2 heavys and 2 specials. They sell AoS minis at $60 per 20 models but we pay $72 per 20 for old inferior minis.

• bring back armored fist squads with chimeras and 2 special weapons but no heavy.

• bring back cavalry and options for mounted command.

•. Give heavy weapon squads a rule that lets them break up into individual teams after deployment to that morale and targeting are more survivable.

* toughen up our ogryn variants.

• give us better home brew chapter tactics. Everyone pretty much uses the same 2-3 if any at all.

 

I’m done now. Go away.

I really want Rough Riders and Armoured fist squads. 

I'd love a Rough Riders platoon, much like the death riders with command and characters including a Commissar. For that matter I'd love to even be able to put a Company Commander on a mount because rule of cool and movement. 
 

Orders persisting until a new order is given, so order a unit to FRFSRF and the soldiers hold down their triggers for the rest of the game unless an officer says otherwise, etc. Would help alleviate the issues of not having enough slots for company commander and platoon commanders.

I know it's too late now, but I'd love to see something given to Malcadors. Let them take Aces or be affected by orders. Currently they cost more than a Russ, can't double tap their turret and can't be given orders.

We've been house-ruling that they can take the Leman Russ tree of skills, and also that any of the "carriage batteries" of arty or things like colossus siege bombard can take the "support weapons" tree. Makes sense really.

I would love to see heavy stubbers as a special weapon option, really would like to have more long range anti infantry power. Multilasers as heavy weapons would be cool too.

 

Give us an assault squad aside from ogryns? Just basic guys with power swords or maybe just some mauls, like arbites? Actually, making entire arbites squads could be fun. Power mauls, webbers and shotguns! That would be cool! Or just bring back rough riders, my converted Jackals are just gathering dust right now.

 

Redoing the leman Russ model so that it has suspension would help.

 

I would love to see some medicae servitors like Krieg used to have, but that will never happen. Some rules for the ogryn servitors from Necromunda? Please.

 

If we could get toughness 9 baneblades I would be eternally grateful. I think maybe making the macharius worth using could be something, right now it's an expensive Russ with some more wounds.

 

Lastly, please give me a unit that can improve building bs, how am I meant to hunker down and weather a siege if my bastions are liable Todo nothing but take shots all game?

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