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First off i know we are not going to get a new codex for years and also that our codex is still new but i just find these kind of threads very interesting.
Heres what i think would make the guard a better army to play with (Not more powerful)
1 - Commissars and Priests cost too much - Is the cost of 4 heavy bolters fair for what you get? Sure the Ld boost is nice but this is offset by the fact that you could lose your Ld bubble. Also you can't put these two where you want and combined with there high cost i can't see myself useing them in 1000 point or under games.
2 - Ogryns - These guys sould have a better save included with no extra cost.
3 - Storm troopers - I think they sould be 9 points each and lose there grenades as this would give them a role over vets as objective holders. Infiltrate sould be free but deep strike sould still cost. Maybe they sould have grenades at 9 points?
That or make the hellgun just a bit better.
4 - Sentinels and Chimera weapon options - Let us put heavy bolters and autocannons in our Chimera turrets and give the Sentinel the option to take a heavy bolter.
5 - Not really important but add the Vanquisher to the codex as a anti-tank tank is just what i need.
This is a thread for you to suggest changes or comment on the ones that i have put forward.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
Well, theres almost 1 for every forum now. :tongue:
1st of all WARRIOR WEAPONS!!! even cc guard don't take these things! why should uber cc marines get it for free when guardsmen have to pay to make themselves weaker! The doctrine should be free to make it vaguely useable and preferably get some kind of other bonus (like not compulsory for everyone). But the I guess you would start seeing tyranid style guard armies if you went to far with them and that would be wrong.
Next doctrine is genetic enhancements. Either turn it into bionics or just delete the damn thing.
A 2nd HQ option would be good so that you don't have to use special characters in larger games. I don't really know what that could be though.
Make command squads more resilient somehow. In 3rd ed they could be screened but now they are forced to hide or get blown off the board. Maybe simply add more men to the squad?
Priests can stay as they are only if command squads and warrior weapons get changed as above. That way they can actually help out certain armies.
I'd also like to see the guard seperated into platoons a bit more. Maybe a bonus if units actually operate with their platoons (and/or a penalty if they don't). Maybe something like Junior Officers can only affect their own platoon with Ld bubbles?
Sanctioned Psykers not losing a power on a 1 would be good. Leave them the same but turn that 1 into another power.
I'd also like to see the guard just a bit more susceptible to morale. None of this Iron Discipline/Die Hards stuff. I want to see a 40k army that isn't fearless!
Ok and since I've proposed all these upgrades I have to nerf something. ummm... ummm... eeeerrrr.... maybe light infantry could cost a bit more? (guard really don't have any 'uber' units do you...)
Check out my Codex: Farmyard Animals here!
If anyone wants any kind of help writing fluff for any kind of GW army just ask.
The "cool" additions definitely need improvement. Psykers, Priests, Commissars, Tech Priests, etc. Also points costs for the guns on some things like the Special Weapons Squads and the various Heavy Support Squads need to be checked out. Yes, getting a lot of heavy weaponry is dangerous and all but an average round of getting shot at for a 5+ army eliminates them rather quickly.
We need more alternative compositions. I wouldn't mind having an IG regiment with more special weaponry and less heavy weapons (like the Purify and Cleanse trait of the Space Marines). Or how about a "motorized" list that allows for vehicles like that open-topped truck we had around here. The SMs get a Trait that lets them use Bike Squadrons as Elite and Troops choices, why not Rough Rider armies? Or armies of Ogryns? Ratlings?
Different types of squads would do the trick nicely. Standard Infantry, Heavy Weapons, Special Weapons, Skirmishers/Light, etc. So you could have a Platoon with an infiltrating scout squad, two heavy weapon squads (with 2 heavy weapons apiece but with 8 total people maybe) or special weaponry, and standard infantry. (Some of which may be available as Doctrine choices.)
Carapace Armour needs a look-see.
Also, for the army that's renowned for its armour maybe we should have more vehicle options? The Chimera, Sentinel, Hellhound, Basilisk and Leman Russes are all well and good but letting an IG player spend some doctrine points on other vehicles would be nice.
Can we give the Rough Riders some motorcycles? Or how about giving them those Walkers used by the Clone Troops in Star Wars Episode 3? Mongolians are all well and good, but the RRs need looking into as well.
I feel that the Imperial Guard has so much potential to be truly customizable and varied as its often made out to be.
My main suggestion:
Split the "Doctrine" points from "Unit Points". Allow for 3 non-standard units to be fielded; Ogryns, Ratlings, Conscripts. Tech Priests, Priests, Sanctioned Psykers, and Commissars are now standard choices, to be taken by the player freely. After all these latter ones wouldn't exactly come from their homeworld, they'd be shipped with the regiment to wherever they're heading.
You'd have maybe 1-2 Unit Points.
Then a separate Doctrine can be used to make these Non-Standards as 0-3 Troops like the Grenadiers doctrine (but unlike the Grenadiers doctrine you must first expend one Unit-selection point).
It also seems a shame that the pretty Armoured Company vehicles can't be touched by main IG units. They could work out well being selected by Unit points. So you can field a few Vanquishers as Heavy Support for some real anti-tank. Or some Exterminators for butt-whooping.
There's no reason at all that every Imperial Guard army has to be the same shooty list with just the special choices providing the flavour.
I guess you can call me a bit of a lunatic in thinking that anything between the Armoured Company and a standard Imperial Guard army list should be constructed using the same rulebook.
A Horse-mounted, carapace armour wearing, conscript using army could pretty much recreate a "Bretonian" list with its knights in armour and peasants for fodder. How about a Siege Regiment with the Infantry Platoons full of Heavy Weapon and Special Weapon squads (perhaps "Doctrine" could free up certain kinds of equipment and exclude others) with mortars, grenade launchers, and flamers backed by some tough Ogryns for forlorn hopes.
Right now, the special choices for the IG seem a bit superficial considering how flexible many armies are. Most aren't even used. In fact, the Doctrines don't flesh out army possibilities, they just provide advantages. Iron Discipline is sweet. Close order drill and Drop Troops are free and can prove beneficial if you stick with just one army list. Veterans is often taken to get the Hardened Veterans as Elite choices, the best choice mainly due to points costs. And so on.
Hey, I drank a frapuccino and ate some coffee chocolate okay and it's 2 in the morn and I can keep ranting.
Leave all the stats as they are now, but change the codex in two ways:
All forge world vehicles need to be allowed. (except anything with structure points) At reasonable costs. We also need lessor transport than the chimera. There is an idea for Half tracks and Trucks lower down in the forum
And we need more artillery. Heavy mortars and thudd guns are a good start. But we should mount the earth shaker as artillery (shorter range maybe 18-96). Also allow them all for normal rules. Also a missile launcher tank and artillery would be inteligent.
We also need different types of guns. Nothing over powering, just more choice as far as carbines, submachine guns. Combi grenade Lauchers/lasguns would be awesome.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
Warrior weapons for free, hardened fighters doctrine extended to roughriders.
5 points sanctioned psykers able to choose their psi power at a price, like every other psyker on the board.
Assault 2 range 24" heavy stubber for infantry squads.
Open topped troop carrier front 12 side 11, same transport capacity as the Chimera, obtained from the Basilisk's hull.
Off map artillery using lines of sight of command sections with vox.
Griffon mortar carriers as 0-1 choices for infantry platoons.
Give us back the Exterminator and the Vanquisher.
Armored company rules merged with the main codex.
A lot of work went into a similar thread a while ago, so I thought I would share:
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
i think if you put and independant commissar witnh a rough rider squad he still has to have a horse. I was reading a copy of the old codex yesterday and i saw that and thought how cool a conversion it would make.
All Mac Users Go To Hell.
i think if you put and independant commissar witnh a rough rider squad he still has to have a horse. I was reading a copy of the old codex yesterday and i saw that and thought how cool a conversion it would make. As for new codex things
1) heavy stubbers as a heavy weapon choice
2) combi-las weapons i mean a combi flamer on a armoured fist seargent would be very nice
3) deep strike for sentinels without taking a doctrine but for a points cost
4)hellguns/pistols in the armoury and/ or a 1 point upgrade for a squad seargent without upgrading him to a vet
5) leman russ exterminators and basilsk implacments
6) officers not bieng independant characters until thier squad is wiped out
7) high ranking commissars as a hq choice, he just blows out the brains of members of his command squad or when somone whith 12 inches fails a leader ship test he executes on of them from a range
techpriests as hq for a doctrine
9)forge world stuff without having to ask for opponents consent as long as it has no structure points
10)power fists for st seargants
11) conscripts without having to take infantry platoon
All Mac Users Go To Hell.
First on my list is ye old Ogryn! These guys are need a couple of fixes. They really need heavy close combat weapons (max save of 4+) and Carapace Armor. I mean come on man, these guys get claubered by anything with a decent save and in return get waste by most wounds. Thats not right for a CC unit.
Secondly I would like a special rule for the Basilisk, so they can shoot in barrage while not being one unit. The Basilisk would be so much better that way.