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Warning: Long Thread
The Imperial Guard Codex is well written, but after a little over a year of playing Warhammer 40k I've come up with some ideas of how the Imperial Guard could be improved. I list things off in the order they are found in the codex, starting from page 34 and going until page 49.
Page 34, Wargear: (any wargear specific to 1 unit is covered in that unit's section)
-Grenades blow, but that's a rulebook problem, not an IG problem so I will say no more.
-The Honorifica Imperialis is cheesy. I would bring its points up by 5 so that people don't do the Junior officer with Honorifica HQ. It's crap fluff and a cheesey way to steal 5 points (which I have done sometimes lol)
-The Macharian cross, master crafted weapon, medallon crimson and refractor field are all cool for fluff, but not practical to take at the current point costs. I would probably take 5 off of each so more people would be inclined customise their officer with some medals and wargear.
-The regimental standard is a piece of garbage in my opinion. It costs enough to give an infantry squad some decent weapon upgrades and yet does very little. I would make the company standard give +1 ld and the regimental standard do the re-rolling, or maybe the other way around, but basically make it a ld buff that we would actually be able to use. Also drop the points cost (I know, that last bit is getting repedative).
Page 36, Vehicle upgrades
-Extra armour is something of a "never leave home without it" item, meaning it is probably broken. I use it a lot so I hate to admit this, but it probably needs a couple more points added on.
-The pintle stubber is fine, because being on the turret compensates for being weaker than hull or sponson weapons. The storm bolter on the other hand blows. Drop a couple points here so people who want a pintle weapon will have to think about which one to take for more than 2 milliseconds.
-Smoke launchers is another "never leave home without it" item, so maybe another point or 2 added.
-The only change I would make to track guards is to remove the bit about extra armour not working here. Why would the sound of a weapon impacting the track guard be any scarier than anywhere else on the tank?
Page 38, HQ
-First problem is that we only get 1. I would add some sort of secondary officer who could be used to make certain elements better. Things like a Cavalry commander who somehow makes rough riders better, an artillery commander who makes your indirect fire units better, a tank commander who can make your tanks work better etc.
-The Command Squad is versitile and well balanced, I wouldn't change it.
-The most widespread change I would make affects all guardsmen. I don't like the fact that guardsmen aren't really dependant on their sergeants for anything. He's really nothing more than another wound. What I would do is drop all guardsmen except sergeants by 1 ld. So guardmen would have ld6, but their sergeant would have 7. Veterans would have 7, but their sergeant would have 8 etc. This way losing the sergeant would be a signifcant loss.
-Support squads have no direct leader and no way of hooking up to a vox network. I would add a 7th model to them in the form of a sergeant (giving the ld7) who would have all the same options as an infantry squad sergeant, plus he could take the vox caster. He's really already paid for by the fact that weapons are all more expensive here for some reason. (obviously this one doesn't apply to sentinels.)
-Also mortars and Frag missisles need to be str5 Ap5. If orks can slap them together that good than imperial factories should be able to as well.
Page 40, Advisors
-Psykers are underpowered. Make them roll 2 dice and choose 1 for their power. That would allow them to be a little more relyable. At least you get 2 kicks at getting the power you want. Could say that the psyker did some pre-battle miditation to try and mentally prepare himself for a certain power.
-Commissars need only 1 change: The +1 should apply to the officer's ld in every way.
Why would a highly motivated officer suddenly become unmotivated when talking on a radio?
-Priests: priced to insure they never see use. If anyone needs a price cut, these guys do. Both off the priest himself and the wargear he can take. Take purity seals out of wargear and give this ability by default with no price increase.
They are obviously ment to be a specialty unit only intended for close combat, so I would losen up the advisor rule here on who they can go with. Why not assign them to lead the storm troopers who are after all the assault troops of the imperial guard, while allowing to officer to sit back where he can concentate, co-ordinate the battle with a vox network and have 2 men on a mortar.
Page 42, Elites:
-Veterans are cool, but get exploited a lot. The fact that 5 cheep men with BS 4 can take 3 special weapons and deep strike for free is a bit cheesy. I would make the number of weapon upgrades allowed have to do with the total number of men in the squad, kind of like guardian jetbikes for the eldar. Otherwise they are good.
-Ogryns: priced in money to ensure that they are never used. Drop a BS, these are clumsy creatures. I would also give them a 6+ invulnerable save just because they are such tanky creatures...and everything penetrates a 5+ armour save.
-Storm troopers: They are highly trained assault troops so give them WS4. Also I would change the hellgun a lot. I would make the model look kind of like a sub-machine gun, but with lasers. Give it Str4 AP- and 18" Assault 2. The laser looks beefier, hence the str 4 and they are intended to be assault troops, hence 18" assault 2.
-Ratlings don't need to be changed, sniper rifles do. Given snipers are intended to take out single targets of particular importance, they should have better AP.
-While cool for fluff and model, the techpriest doesn't work for me as a front liner unit. Besides, how often to vehicles get immobilized or lose armaments, but not get destroyed and then stay that way long enough that a techpriest can get to them.
Page 44, Troops:
-Grenadiers are members of the regiment with storm trooper quality equipment and training, so let them take doctrines. I would also say that to take grenadiers they have to be a full size sqaud if you want them to count as 1 of your complsory choices. O yeah, plus all the things I said for storm troopers and hellguns.
-Chimeras need the same price cut that everyone else is getting on their transports. I would allow the side hull lasguns to be replace with extra armour plating for AV11 on the side. This would be a price increase though. As for opening the hatch for squad weapons, I would allow heavy weapons to fire while the transport is moving. They men are staying put, but in a moving vehicle that's all. I would make the squad vulnerable instead of making the tank open topped for doing that as well. Say that if you can shoot you can be shot at.
Page 46, Fast Attack:
-Sentinels need to be able to move faster. Maybe give them a fleet move if they are in open terrain. I would also give them an extra die for difficult terrain tests because they are intended for that sort of thing. I would give them a new ability called crouch, where they could get behind some cover and crouch low. To use this they wouldn't be able to move and would recieve whatever cover save the area grants with a -1 on it because they are much bigger than troops.
-Let us take Salamanders. They would have to be a restricted troop, but it would make for a good objective taker.
Page 48, Heavy Support:
-Aside from changes made in the HQ section I would leave the heavy weapons platoon alone, I just wonder why it is a restricted troop.
-I would condense the Leman Russ into one selection and do it in a way that increases our chioces. Just call the one selection Leman Russ. Then say it must take one turret weapon and rattle off all the things a russ can be, must take a HB or LC on the Hull and can take HBs or HFs on the sponsons. Then give it an upgrade called "improved chasis" which give +1 side and rear armour and allows plasma cannons and multimeltas. This would also need to say what parts come in the box and what parts need to be special ordered, as there is no way GW would ever put that many weapons in one box.
-Give us Griffons!
I think I'll make doctrines a different thread. I'm sick of writing and you must be sick of reading.
Anyone like my ideas? Have their own?
Last edited by Rabid_IBM; January 25th, 2008 at 23:58.
what do you call a lasgun with a laser sight?
I agree, it's time the codex was updated and considering the number of Hell-gun/Storm trooper threads it is clear that this unit in particular is in need of a revue.
I also think the special weapons squad in the command section needs to be reviewed. If I want to sink the points into them, why not let them all take SW's? or at least let those not taking SW's take demo charges... (although I have to admit that this may make the squad too powerful as a deep strike/suicide squad)
Also, your ideas for the chimera are great, I suggested similar ideas in another thread only they were doctrin related:
aka: firing heavy weapons/special weapons while on the go is allowed if you take the mechanized doctrine (because, since you cane make an awesome mechanized army without buying the mechanized doctrine, this would give that doctrine purpose)
The Mechanized doctrine has to be changed in some way. it is great fluff but i dont really see an advantage to it. Being able to shoot heavy weapons while moving in a chimera would probably even this out easily.
I think commissars should be at least 10 points cheaper. with a commissar your paying an extra XX points to add +1 leadership to an officer and a crappy statline to the squad... isint that just a little over priced?
sanctioned psykers need to be at least semi useful. i can cope with having weak powers but being able to use them when i need them, or having strong powers but not having them be reliable... but both? come on throw the bolt magnets a bone!!
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
Does anyone else think that you should be able to place advisors where you want rather than have to have one in the Command Platoon? I would probably have a priest in my infantry platoon command but I don't need one in my Command Platoon...
Personally I would like to see some clarification between a "Platoon Commander" mentioned in the data-sheet (pg 63 of the codex) and the Junior Officer. What confuses me is that the codex says on page 44 and 48 about platoons led by Junior Officers (who happen to have higher ballistic and weapon skills than the Platoon Commander).
One final wish; would anybody be interested in seeing field guns (such as the PaK 40 75mm Anti Tank Gun used by the Wehrmacht during WWII) for heavy support? I thought this would be more in line with the Valhallan and Death Korps of Krieg's early 20th century warfare image. Perhaps make them have the same damage as Krak Missiles with large blast templates (but not allowed to move unless a vehicle is around).
I had never even noticed that "platoon commander" entry on the summary sheet. Lol. Also the stats for the junior officer are wrong on it. They put him down at WS and BS 4, but in the command squad entry he has WS and BS3. Looking around more, the priest's stats are wrong and so are the hellhound's.
One other thing I thought of: The grenade launcher's frag grenade needs to do more damage so that people acually use it once in a while. Maybe STR 4 AP 6. I don't know about anyone else, but I always fire Krak grenades the way it is now.
what do you call a lasgun with a laser sight?
I came across the idea while reading "Lord of the Night" that Storm Trooper grade soldiers have night vision goggles. Would it make sense for NVGs to be readily accessible to storm troopers which allow either allow them to see in the dark as normal, or double their base spotting distances for night fight scenarios? Otherwise, NVGs could be taken as a doctrine for armored vehicles, infantry squads and Ratlings.
Also, the auspex should be a readily accessible piece of wargear to command squads and storm trooper sergeants (otherwise a SAGE type of character from the Inquisitional retinue would be a useful alternative).
I wholeheartedly agree that we should have griffons back! That and all the other tanks that are currently IA only. Because I don't want to spend £40 just to be able to use a leman russ exterminator.
Some infantry manned artillery wouldn't go amiss either, the orks seem to be the only ones with any at the moment (excluding DkoK IA stuff). Speaking of the DkoK stuff, everyone should have thudd guns. because they're great.
If the chimera came down to say, 50pts, they'd be a lot more acceptable to use. And with more turret-weapon options please. I also imagine it'll come with searchlight and smokes for free in the next codex, as per other newer codices.
Infantry squads can take heavy stubber as a special weapon - This I would REALLY love.
I can't see the wargear surviving in it's current incarnation in the new codex whenever we get one, the latest codices have done away with the 'armoury' sections. I imagine it'll be something along the lines of 'officer may take X for Xpts, or Y for Ypts' etc. etc.
It'd be nice for the advisors rule to disappear completely. Putting people where they're of little or no use rather than where I want them is a little pointless.
Idea I really liked: Cavalry commander. I want an army of roughriders. Because it'd be fun.
And Ogryns need T5. they NEED it, they're too fragile at the moment. or FnP or something.
If I've replied, i've probably used Italics...
www.goodbyeboltgun.blogspot.com - Some of my stuff.
I agree with the idea of heavy stubbers in infantry squads, and the addition of IA tank variants.
I also think that it would be nice if the minimum range of Basilisks could be dropped to something more useful for average tables; maybe 24".
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Well i like the guard as they are for the most part 1 HQ is cool cause you get the same as troop HQ.
The LD is solved as Close order drill works for the officers in troop squads so i'm uber dependant on mine (LD 9, Iron Discipline)
What i would like to change
Make Ratilings smaller squads remove the 0-1. Dont see what army in its right mind has 11 snipers ?! they should be 5 man snipers with cooler models