sairence Posted June 4, 2021 Share Posted June 4, 2021 It's definitely a welcome change...I'm still hoping we'll get a similar rule as AdMech where we can just add one for no CP cost. But this is definitely better. My Marauder Destroyer might be in some of my lists again. :D Shamansky, Lord Raven 19 and duz_ 3 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5706857 Share on other sites More sharing options...
jarms48 Posted June 4, 2021 Share Posted June 4, 2021 This is circulating from the up coming CA Helps a bit with Baneblades et al? Taking a single Baneblade does look much better now. Only 2 CP (with the Tank Ace) and 40 less points now. Not sure if it's still worth it. The durability is still bad and you're still BS4+. Someone will need to test it. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707072 Share on other sites More sharing options...
sairence Posted June 4, 2021 Share Posted June 4, 2021 Yeah, I think Baneblades are still too expensive when taken with sponsons and too fragile. And without sponsons I'm not sure they have enough general firepower, weirdly enough. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707076 Share on other sites More sharing options...
Gloomfoe Posted June 5, 2021 Share Posted June 5, 2021 I want a box set of new Catachans fighting new Orks. I want a "super" leman Russ, something between a baneblade and what we have now. I want wyrdvane pyskers to be broken and a kit for demolitions teams. And I really want a way to fall back and shoot, and/or shoot blast into engagement Shamansky and walter h 2 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707116 Share on other sites More sharing options...
OldWherewolf Posted June 5, 2021 Share Posted June 5, 2021 One of the other things we lack is an overall army doctrine. Marines have Dev/Tac/Assault, then each flavor of marines have their own individual buffs. Now guard is pretty simple, 1 - Arty weakens them, 2 - tanks whittle then down further, 3 - infantry finish them off. I don't think we should have the same as marines, as we have a much more fixed-layer approach. So I was thinking of something like this: Indirect Arty (& mortar HWT): -1 AP on anything over 18" Direct-Fire heavy weapons: (most tanks & heavy weapons teams): -1 AP on targets between 9-24" away assault & rapid fire weapons: -1 AP on targets <= 12" away These would last the whole game. We can't put a unit in another doctrine, and we won't always be able to get the best benefit, because target priority means we have to target units not in the optimal range brackets. duz_ 1 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707301 Share on other sites More sharing options...
jarms48 Posted June 5, 2021 Share Posted June 5, 2021 I want a box set of new Catachans fighting new Orks. I want a "super" leman Russ, something between a baneblade and what we have now. I want wyrdvane pyskers to be broken and a kit for demolitions teams. And I really want a way to fall back and shoot, and/or shoot blast into engagement We already have 2 vehicles between the Russ and Baneblade. They’re the Malcador and Macharius. walter h and Ldorte 2 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707389 Share on other sites More sharing options...
sairence Posted June 6, 2021 Share Posted June 6, 2021 One of the other things we lack is an overall army doctrine. Marines have Dev/Tac/Assault, then each flavor of marines have their own individual buffs. Now guard is pretty simple, 1 - Arty weakens them, 2 - tanks whittle then down further, 3 - infantry finish them off. I don't think we should have the same as marines, as we have a much more fixed-layer approach. So I was thinking of something like this: Indirect Arty (& mortar HWT): -1 AP on anything over 18" Direct-Fire heavy weapons: (most tanks & heavy weapons teams): -1 AP on targets between 9-24" away assault & rapid fire weapons: -1 AP on targets <= 12" away These would last the whole game. We can't put a unit in another doctrine, and we won't always be able to get the best benefit, because target priority means we have to target units not in the optimal range brackets. That's pretty neat. Another thing I could see would be an army doctrine you pick at the start that gives a buff to one thing and a mallus to another. Say tank doctrine is a shrug for Russes but a movement penalty for infantry. duz_ 1 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707500 Share on other sites More sharing options...
duz_ Posted June 6, 2021 Share Posted June 6, 2021 Yeh for that style Doctrine you could borrow from AdMech where they can roll each turn for various buffs Although for IG would make more sense to pick them from maybe a smaller list Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707551 Share on other sites More sharing options...
OldWherewolf Posted June 6, 2021 Share Posted June 6, 2021 In the AdMech vs fixed style, the more fixed the doctrine the more powerful it's supposed to be. I'd hesitate on a rotation or a buff/mallus style, because I think that's the job orders should provide. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707556 Share on other sites More sharing options...
duz_ Posted June 6, 2021 Share Posted June 6, 2021 Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707560 Share on other sites More sharing options...
jarms48 Posted June 7, 2021 Share Posted June 7, 2021 (edited) Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines I think Guard detachment abilities should be 3 levels. - Home world: Cadia, Catachan, Civilized World, Death World, Hive World, etc. - Regiment specialisation: Armoured, Artillery, Drop Troops, Heavy Infantry, Light Infantry, Line Infantry, etc. - Company specialisation/equipment: Cyber-enhancement, Disciplined Shooters, Relic Armour, Wilderness Survivors, etc. So for example choosing a planet like Cadia would give a player: - Access to their unique relic, characters, stratagem, and order. As well as Take Aim! and Gunners Kill on Sight! being able to re-roll all Hits. - Selecting Heavy Infantry means all Regiment infantry receive carapace armour. - Selecting cyber-enhancement gives all Regiment infantry a 6+ invul. That way even players who take named regiments could have different abilities and loadouts. We could even make the 2 latter options be detachment options, so if you take multiple detachments they all have to be Cadian, but you could make 1 of them infantry and the other one artillery. Edited June 7, 2021 by jarms48 Shamansky, bristlybadger and OldWherewolf 3 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5707698 Share on other sites More sharing options...
Inquisitor_Lensoven Posted June 7, 2021 Share Posted June 7, 2021 Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines I think Guard detachment abilities should be 3 levels. - Home world: Cadia, Catachan, Civilized World, Death World, Hive World, etc. - Regiment specialisation: Armoured, Artillery, Drop Troops, Heavy Infantry, Light Infantry, Line Infantry, etc. - Company specialisation/equipment: Cyber-enhancement, Disciplined Shooters, Relic Armour, Wilderness Survivors, etc. So for example choosing a planet like Cadia would give a player: - Access to their unique relic, characters, stratagem, and order. As well as Take Aim! and Gunners Kill on Sight! being able to re-roll all Hits. - Selecting Heavy Infantry means all Regiment infantry receive carapace armour. - Selecting cyber-enhancement gives all Regiment infantry a 6+ invul. That way even players who take named regiments could have different abilities and loadouts. We could even make the 2 latter options be detachment options, so if you take multiple detachments they all have to be Cadian, but you could make 1 of them infantry and the other one artillery. personally I don't think more rules is the way to go, just make the rules available a little better Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708069 Share on other sites More sharing options...
Inquisitor_Lensoven Posted June 8, 2021 Share Posted June 8, 2021 Was just watching auspex tactics' video on the castigator, and it has its own unique autocannons that put our normal ACs to shame heavy4 d3 shots. Think it's too hopeful that the exterminator gets a similar profile for its ACs? Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708079 Share on other sites More sharing options...
jarms48 Posted June 8, 2021 Share Posted June 8, 2021 (edited) Was just watching auspex tactics' video on the castigator, and it has its own unique autocannons that put our normal ACs to shame heavy4 d3 shots. Think it's too hopeful that the exterminator gets a similar profile for its ACs? I think it's battle cannon is also D6 S9 AP-3 Damage 3, can't double tap though. Our autocannon is funnily better, provided you always get grinding advance. That's 8 shots reliably, rather a minimum of 4 to a maximum of 12. Still though, all our Russ turret weapons need a buff. The biggest issue is that it’s 5 points more than a standard Russ with the battlecannon and it basically gets free sponson heavy bolters, as well as BS3+ and a 6++. Then compared to the Exterminator it’s 40 points cheaper, factoring in sponson heavy bolters, and gets that BS3+ & 6++. It also can take advantage of its full movement characteristics. Edited June 8, 2021 by jarms48 Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708500 Share on other sites More sharing options...
Gloomfoe Posted June 9, 2021 Share Posted June 9, 2021 I want core vehicles, that would make guard unique Khornestar and jarms48 2 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708553 Share on other sites More sharing options...
redmapa Posted June 9, 2021 Share Posted June 9, 2021 So with AdMech and SoB getting some of their troops to be 20 man squads what do you think will be the fate of Conscripts vs Infantry Squads? Personally I think Conscripts are already in an awkward position so Infantry Squads being able to be 20 man as their max is, imo, a better solution than having a weird blob that you cant do much with. Veteran squads can then return to be troops and have a niche of their own and infantry squads can be a bit better at staying on objectives. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708894 Share on other sites More sharing options...
Gloomfoe Posted June 9, 2021 Share Posted June 9, 2021 Yeah I could see conscripts disappearing entirely this time around. Their size has already been cut in half(used to be able to take 60, now it's 30 max, or something like that) and if infantry squads go up to 20....what's the point? They are already practically the same points. And aren't all infantry raw recruits with a 13 second life expectancy anyways? Fluffwise infantry squads are already conscripts is what I'm getting at. There might be blowback from the longbeards, but...who knows, maybe infantry squads will go up to 30man blobs as a way to "meet in the middle". Then you put vets back in the troops slot, and they become the new infantry squad. And maybe a special rule like with command squads, only one per officer. Otherwise it will just be vet spam all over again. And tempestus scions...can stay as troops as well. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708897 Share on other sites More sharing options...
jarms48 Posted June 9, 2021 Share Posted June 9, 2021 Yeah I could see conscripts disappearing entirely this time around. Their size has already been cut in half(used to be able to take 60, now it's 30 max, or something like that) and if infantry squads go up to 20....what's the point? They are already practically the same points. And aren't all infantry raw recruits with a 13 second life expectancy anyways? Fluffwise infantry squads are already conscripts is what I'm getting at. There might be blowback from the longbeards, but...who knows, maybe infantry squads will go up to 30man blobs as a way to "meet in the middle". Then you put vets back in the troops slot, and they become the new infantry squad. And maybe a special rule like with command squads, only one per officer. Otherwise it will just be vet spam all over again. And tempestus scions...can stay as troops as well. 50 not 60. Also, Guard troops are taken from the best soldiers of the PDF. They're in no way conscripts. Conscripts in a Guard force means they're in desperate need of additional soldiers. Expendable_Aquanaut and Shamansky 2 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708906 Share on other sites More sharing options...
Commisar Necros Posted June 10, 2021 Share Posted June 10, 2021 Fluff wise there lots of talk of poorly trained guardsmen and penal legion conscript regiments. For conscripts to work they'd have to have a points drop and stat drop I think. Because now they're just kinda worse than infantry squads. If they move basic squads to 20 or 30 man they lose their place entirely. Conscripts/infantry/veterans are really similar and its hard to distinguish them, both on the field and rules wise. The equipment restrictions are about what you can do without stormtrooper like 4+ armor on vets to further split them apart, but that would keep them firmly in elite territory. Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5708912 Share on other sites More sharing options...
The_Athenian Posted June 10, 2021 Share Posted June 10, 2021 Bring back Attilan Rough Riders from 5th Edition so I have a reason to use my old as heck models! If Krieg gets horses they should be used as well. Ldorte, SteveAntilles and jarms48 3 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5709039 Share on other sites More sharing options...
jarms48 Posted June 10, 2021 Share Posted June 10, 2021 Bring back Attilan Rough Riders from 5th Edition so I have a reason to use my old as heck models! If Krieg gets horses they should be used as well. Bring back Mogul Kamir as a unique character who gives Rough Riders Obsec when within 6 inch of him! walter h and OldWherewolf 2 Back to top Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5709181 Share on other sites More sharing options...
OldWherewolf Posted June 11, 2021 Share Posted June 11, 2021 Bring back Attilan Rough Riders from 5th Edition so I have a reason to use my old as heck models! If Krieg gets horses they should be used as well. Bring back Mogul Kamir as a unique character who gives Rough Riders Obsec when within 6 inch of him! We should have a generic 'cavalry' entry, which encompasses Rough Riders, DKoK riders, etc. Then we can create custom riders, like 'Fenrisian guard' that ride wolves Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5709214 Share on other sites More sharing options...
Inquisitor_Lensoven Posted June 11, 2021 Share Posted June 11, 2021 Bring back Attilan Rough Riders from 5th Edition so I have a reason to use my old as heck models! If Krieg gets horses they should be used as well. Bring back Mogul Kamir as a unique character who gives Rough Riders Obsec when within 6 inch of him! We should have a generic 'cavalry' entry, which encompasses Rough Riders, DKoK riders, etc. Then we can create custom riders, like 'Fenrisian guard' that ride wolves that invites 3rd party models too much.GW doesn't seem to support creativity as much as they did once upon a time. Any unit entry will require them to produce a kit they think will appeal to a wide range of players and thus be profitable Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5709231 Share on other sites More sharing options...
Diagramdude Posted June 13, 2021 Share Posted June 13, 2021 With the CA super heavy auxiliary rule, do you spend 3CP on the super heavy aux and then get +2 for a net spend of 1cp? Or do you just gain two CP instead of spending 3CP Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5710416 Share on other sites More sharing options...
sitnam Posted June 14, 2021 Share Posted June 14, 2021 Bring back Attilan Rough Riders from 5th Edition so I have a reason to use my old as heck models! If Krieg gets horses they should be used as well. I think we could see Rough Riders return, but I'd be suprised if they went full-on Hun. I want Tallarn Mukaali to return Link to comment https://bolterandchainsword.com/topic/369215-9th-ed-wishlist/page/11/#findComment-5710444 Share on other sites More sharing options...
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