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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

This is circulating from the up coming CA

Helps a bit with Baneblades et al?

 

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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.

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

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. 

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.

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.

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 by jarms48

 

 

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

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 by jarms48

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.

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.

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. 

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.

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!

 

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 :wub:

 

 

 

 

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 :wub:

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

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

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