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Being a fan of "Everybody wins" scenarios, I'd like to be ABLE to take Platoons rather than REQUIRED to take Platoons.

 

I'd be happy with a lesser officer HQ. Detachments themselves are Platoon equivalents, and the mechanics for combining them already exist. Because they are varied, they are more interesting than Platoons ever were. The only probably with them is that in the current dex, you need either a company level or a named commander to lead each detachment, and it is rarely narratively feasible to have three company level commanders on the same small slice of battlefield.

 

At the same time, no one should be REQUIRED to fill too many spots with mandatory HQ tax- nothing beyond what the current detachment system already provides.

I'd like to see the following units made into viable options for competitive Army Lists:

 

 

1 - Ogryns -- Right now they are completely and utterly outshone by Bullgryns, especially in durability and close combat. Perhaps give them a rule (or Stratagem) that allows them to get Objective Secured, with out being a Troops choice, so that they can play a unique role within an AM army... i.e. T5 multi-wound objective holders. Perhaps if they have an AM character within 3" of them (i.e. their "handler"), you can activate a 1 CP Strat to give them Objective Secured for a turn.

 

 

2 - Leman Russes -- Right now, Tank Commanders are so much better, it doesn't make sense to take these (especially when you can tae 3 Tank Commanders in a Battalion). Perhaps give them the following:

 

(I) Leman Russes go up to BS3+ when they are within 6" of a Tank Commander

(II) Tanks with Vanquisher Turrets (both Leman Russ and Tank Commanders) get the following profile -- (Heavy 1 S10 AP-4 Dmg6)

(III) Tanks with Exterminator Turrets (both Leman Russ and Tank Commanders) get the following profile -- (Heavy 4 S7 AP-2 Dmg3)

 

 

3 - Basilisks -- Right now, sup-par choice relative to the Maticore in many respects. Perhaps change the Earthshaker Cannon to flat Damage 2 and allow it to fire twice, provided it stayed stationary and shot at the same target.

 

 

4 - Veterans -- Not much reason to take these instead of normal Guardsmen squads (which are Troops and cheaper) or Command Squads (which can have more Special Weapons at an overall cheaper cost). To differentiate Veterans, and give them a unique/worthwhile reason to be chosen in an AM army, I think they should be given the ability to pay points and gain one of the following "Veteran Specializations:"

 

(I) Light Infantry -- Whole squad gains Camo Cloaks (+2 save in cover) and ability to Infiltrate pre-game

(2) Mech Infantry -- Whole squad gains Krak Rockets (S7 AP-2 Dmg 3, one use only) and ability to re-rolls 1s to Hit on a turn they disembarked from a vehicle

(3) Assault Infantry -- Whole squad gains Combat Blades (AP-1 close combat weapon) and ability that gives them +1A if they charged

(4) Sappers -- Whole squad gains Demo Charges (12" Grenade D6 S8 AP-3 Dmg3, Blast) and ability to re-roll to Wound rolls for shooting attacks within 12" against Vehicles/Buildings

Edited by L30n1d4s

What about one step further? Why not make Ogryns troops :D

I think the basilisk idea makes sense, the small table size really limits its impact now and then add in the -1 for certain terrain they need a good sot in the arm

Some of these ideas have been thrown around a few times in similar threads, but what about stuff completely out of the box.

There have been significant changes across the board so far, what else can we come up with? (eg. Troop ogryns above)

I do like the idea of sorting out the multilaser, that guy has always been in an odd post. Rapid fire 3 with AP-1? Yes please!

 

In 3rd ed they had different ranks of HQ officers - not too dissimilar to the new SM character upgrades, seeing that again would be great

 

I had just gone through the Black Library art book I bought today and at the back is a bunch of Lord Solar art, it would be great to get a new Lord commander like that!

Fleshing out the Scion range and giving hot shot lasguns some decent effective range would help, or maybe assault 3? :O

So, I'm not especially versed in IG rules, but I'm wondering if some kind of mechanic to represent platoons by using Combat Patrol detachments for free, or as troop slots for larger detachments, or something of the kind? Potentially other detachment types could be used for a rebate, like Emperor's Fist companies or rough rider caracoles or the like?

Either heavy weapon platoons or heavy weapon squads in an infantry platoon. One way or another, three heavy weapon teams is too restrictive.

 

I wouldn’t mind having to pay for a command squad to get my platoons either, it’s fluffy, and hardly an issue for restrictions.

New wish: Ministorum priests actually being priests. They don't have the <Priest> keyword. I think the codes predates it. Some prayers too would be nice. Bring back the prayer of St. Brutus the Billigerent! Also, eviscerators plz.

I've said it before, the only lose x wounds per phase is under used and artificially increases the toughness of units without making it obscene. Make it so the baneblade can only lose 8 per phase, or 10 or 12.

 

Even using this on the leman russ.

 

Let the leman russ fire turret out of combat, maybe make it an order to reel it in on the power curve. 3 tank orders vs the 8 or 9 infantry orders is lame anyway.

 

I'd love to see veterans as troops again. Even if it was at a 1 to 1 limit with infantry squads.

 

Free voxcasters only make sense, 24" order range or unlimited if you can draw LOS. Or maybe something like 18" range or unlimited if the officer is within 3" of a command squad. Gives the command squad a purpose other than a special weapon delivery unit.

 

Medics in infantry squads. Maybe not a fnp but just the revive.

 

Agree with everyone else, the multi laser is trash and needs a rework. More shots, some AP anything.

 

Some form of infantry fast attack choice for the all infantry army. Scouts, snipers, artillery spotters.

 

I dont really want the army turned up to 11. Our power is in our mediocrity. Quantity has a quality of its own and all that.

 

 

Agree with everyone else, the multi laser is trash and needs a rework. More shots, some AP anything.

 

I dont really want the army turned up to 11. Our power is in our mediocrity. Quantity has a quality of its own and all that.

Can't help myself as these seem very contradictory to me.

The Multi laser is currently "the same as it ever was".

I gave up on them a while ago when I could replace them with a twin heavy bolter as an option which let us roll up to 9 dice between that and a hull mounted heavy bolter. Or pass on both for two heavy flamers.  

If our strength is our mediocrity then why even change the multi laser at all. 

I actually preferred trading it for an auto-cannon as my number one choice of upgrades. 

I think the chimera needs a little something else as a turret upgrade now and it might be worth the trouble if not the points. I'd love to see a quad multi laser turret. 

2 seperate statements. The multilaser is so bad that its a no brainer to replace it. It should offer a choice or some sort of risk/reward in its use. Let me overcharge it to be ap3 or something for a mw on a 1 like a plasma gun. Maybe just make it rapid fire 3 instead of heavy.

 

[quote name="Warhead01" post="567

Can't help myself as these seem very contradictory to me.

The Multi laser is currently "the same as it ever was".

I gave up on them a while ago when I could replace them with a twin heavy bolter as an option which let us roll up to 9 dice between that and a hull mounted heavy bolter. Or pass on both for two heavy flamers.

If our strength is our mediocrity then why even change the multi laser at all.

I actually preferred trading it for an auto-cannon as my number one choice of upgrades.

I think the chimera needs a little something else as a turret upgrade now and it might be worth the trouble if not the points. I'd love to see a quad multi laser turret.

 

Some form of infantry fast attack choice for the all infantry army. Scouts, snipers, artillery spotters.

 

So much this. I don't want to take vehicles to run a Brigade, and I hate having to spend CP to take another detachment solely to run 9 infantry squads. A new platoon organization might help too.

An upgrade to the Multilaser would be nice. Either more shots or RF would work. I wouldn't want it to get AP personally.

 

And the Chimeras firepower with dual HF or HB is not bad at them moment and just fine for its price and role. But I would to see firing points back on it.

I'd like to see the following units made into viable options for competitive Army Lists:

 

 

1 - Ogryns -- Right now they are completely and utterly outshone by Bullgryns, especially in durability and close combat. Perhaps give them a rule (or Stratagem) that allows them to get Objective Secured, with out being a Troops choice, so that they can play a unique role within an AM army... i.e. T5 multi-wound objective holders. Perhaps if they have an AM character within 3" of them (i.e. their "handler"), you can activate a 1 CP Strat to give them Objective Secured for a turn.

 

 

2 - Leman Russes -- Right now, Tank Commanders are so much better, it doesn't make sense to take these (especially when you can tae 3 Tank Commanders in a Battalion). Perhaps give them the following:

 

(I) Leman Russes go up to BS3+ when they are within 6" of a Tank Commander

(II) Tanks with Vanquisher Turrets (both Leman Russ and Tank Commanders) get the following profile -- (Heavy 1 S10 AP-4 Dmg6)

(III) Tanks with Exterminator Turrets (both Leman Russ and Tank Commanders) get the following profile -- (Heavy 4 S7 AP-2 Dmg3) Id Go heavy 6 with 2 damage

(IV) Battle cannons Damage D3+1? 

(V) Some reason to take Eradicator russes (Higher Damage)

 

 

3 - Basilisks -- Right now, sup-par choice relative to the Maticore in many respects. Perhaps change the Earthshaker Cannon to flat Damage 2 and allow it to fire twice, provided it stayed stationary and shot at the same target.

 

 

4 - Veterans -- Not much reason to take these instead of normal Guardsmen squads (which are Troops and cheaper) or Command Squads (which can have more Special Weapons at an overall cheaper cost). To differentiate Veterans, and give them a unique/worthwhile reason to be chosen in an AM army, I think they should be given the ability to pay points and gain one of the following "Veteran Specializations:"

 

(I) Light Infantry -- Whole squad gains Camo Cloaks (+2 save in cover) and ability to Infiltrate pre-game

(2) Mech Infantry -- Whole squad gains Krak Rockets (S7 AP-2 Dmg 3, one use only) and ability to re-rolls 1s to Hit on a turn they disembarked from a vehicle

(3) Assault Infantry -- Whole squad gains Combat Blades (AP-1 close combat weapon) and ability that gives them +1A if they charged

(4) Sappers -- Whole squad gains Demo Charges (12" Grenade D6 S8 AP-3 Dmg3, Blast) and ability to re-roll to Wound rolls for shooting attacks within 12" against Vehicles/Buildings

Agreed on this, maybe a few others: 

1 Baneblade in an Armoured company (Vehicle only spearhead)

Carapace armour as an option for veterans

Rules for Armoured companies - a la Deathwing and Ravenwing

Higher toughness Baneblades (russes too)

 

That should at least give some options

Platoons return as X Infantry Squads per troop slot, but the platoon makes the Command Squad slot free not the commander.  Command Squad issues orders, with the Platoon Commander included as a kind of sergeant but better.  They also get the "can't shoot at characters within 3"" bodyguard rule to protect Company Commanders.

 

Free Vox's, keep 18" order range for some limitation.

 

Infantry Squad special rule for some kind of bonus to shooting if another Infantry Squad has already fired at a unit (maybe limit to infantry), representing the weight of fire without using FRFSRF, could combine though.

 

General boost to tank survivability.

 

Orders that give some form of bonus for a unit getting an objective, maybe they count as double their size for obsec, can shoot after an action, I dunno.

 

I have more in my head but work calls!

All i really want is the Guard to become better. But balanced. Not as it was in the begining of 8th edition when every WAAC-head and their boyfriends included guard infantry in their perverted soup armies, which led to constant nerf-hammer beating of the Guard.

Need lieutenant level HQ's. Having a company level commander in every army does not make sense, especially when the game is designed to be playable at as few as 25 PL.

 

I'd love a regiment that is noteworthy for its integration of Ab-Humans.

 

I want another flier- like a fighter that can be an escort for the Valkyrie. I'm totally cool with them taking something from Forgeworld and remaking it in plastic for 40k. My hope would be the Avenger, because they could release it for guard as is, but build an Adepta Sororitas upgrade frame (like the Ravenwing frame for the Nephilim fighter) and give it back the Sororitas keyword that it had in 7th.

Just thought I'd mention something I haven't seen here yet:

The Macharius Twin Battle Cannon: 2D6, same profile as normal Battle Cannon.

The Macharius Twin Vanquisher: Heavy 2, S16 AP-4 D9, +1 to hit Vehicles and Monsters.

 

Seems to me that that's what the Vanquisher is going to look like in our new codex (heavy1, obvs). Makes sense to me - compare Demolisher at Heavy D6, S10 AP-3 DD6.

That’s some impressive stuff and a lot of work, hopefully someone reads it, you had me at platoons returning, and the mounted cavalry addition sealed it, well done sir, best codex the guard have had in several editions. Edited by MedicMike0708

Multilasers until 8th ed were a better than heavy bolters choice against light vehicles and high toughness, high armour targets (ie against rhinos and space marines).

Now with new "to wound" table and new ap system they became useless.

 

Only thing that cames in my mind is to give them a bonus on wounding (maybe reroll 1) but it would only work on T4 to T7 models ant that rule would be balanced but akward.

I had also made this document with how I envisioned custom regiments to work. Inspired with how the Ad-Mech custom forge worlds currently work. Here's the link:

 

https://docs.google.com/document/d/1uS19278Sj3rdqdgRt-h1GEBy5b0W4wtDaN1hPF61FkE/edit?usp=sharing

 

Essentially, it goes off many of the point, ability and stat changes outlined in my first document. For example a heavy infantry regiment gives all regiment units a 4+ save but something like grenadiers (who already have a 4+) don't get anything. 

 

On the flip side if you want somewhat durable and punchy Guardsmen you can choose a line infantry regiment. Take Grenadiers (so you're paying a premium for Guard infantry) and give them +6 inch rapid fire range, then either exploding 6's at half range or reroll 1's. 

 

I should also mention armoured regiments may look like a big nerf, with no more gunnery experts and spotter details. You do have to bear-in-mind that in my previous document, I did give Leman Russ tanks 14 wounds. Tank commanders also have 2 orders (they can no longer order themselves) and can give the tanks they order +1 to hit.

 

I do need to go back to that original document someday. It's kind of a mess with all the ideas I had just thrown together.

Edited by jarms48
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