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Thread: What do you want when/if the/a New Imperial Guard codex comes out?

  1. #11
    LO's Shadow Captain Lost Nemesis's Avatar
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    158

    HQ: Reduced cost of advisers and an "Independent Advisers" would be rather neat, otherwise things remain to be relatively good.

    Elites: I'd like to see Cadian Sniper squads here, instead of just Ratlings. As far as Hellguns go, I don't know if they should have higher strength weapons.. just doesn't seem to fit. Veterans are good.

    Troops: Virtually perfect.

    Fast Attack: Very nice, Sentinels should not get Fleet of Foot... I mean, if the graceful Eldar War Walkers don't have it, why should the Imperial Guard's clunky robots get it?

    Heavy Support: Maybe one more tank option would be nice to see.

    Heavy stubbers as special weapons would be pretty cool, too, and increase the variety of choices. Also, the Grenade Launcher might be given an increase in points and given a small blast template... I mean, it is shooting grenades, after all. The grenades need to go boom.

  2. #12
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    82

    What do I want to see? I want to see Doctrines remain. With Chaos losing their veteran skills it likes like our Doctrines are potentially under threat.


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    38

    The only gripe i have with the Imperial guard are the advisors and the elites

    Just let me pick my psychic ability with my psyker, then i would concider them.
    As for the priests keep there points the same and give the unit he joins the ability to fire rapid fire weapons as if they were assault weapons.
    And change the idependant comissars into independant advisors

    Other than that just give ogryns a 4+ save and imo that would make them more effective.
    Techpriests just need to be revamped 100% maybe let them use the rules as they are if the vehicle is not in base contact or something and make it a 3+ if they are.
    Now just Storm Troopers, From what i read the storm troopers are the special ops guys that are out capturing objectives, how am i supposed to do that with a squad that cant move and shoot? just make the guns assault and it would give them a whole new dynamic

    Other than that i think the army is perfect
    I dont want the army 2 be overpowered because that would just make it boring 2 play
    I just want every single 1 of my unit choices to be effective

  4. #14
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    54

    I'll echo the reduced cost of advisors (priests and commissars esp), with the additional benefit of being able to attach them to whichever squad you wanted to after the HQ command was filled with them, not once every command squad is filled as is the case now.

    I also fear for doctrines, although if the options are retained as unit options (eg squad can take carapace at +2pts per model) I would be ok with that, that would mean however that some units options would take up quite a lot of written space... My main concern with losing doctrines is that the 0-1 restriction be lifted for veteran squds and that grenadiers be a standard troops choice. Other "must keep" doctrines as options would have to include iron discipline, drop troops, close order drill, light infantry and possibly a free warrior weapons option by just making it a standard (free) choice for an infantry squad.

    Cheaper Chimera and/or side armour of 11 would definitely make it a more attractive option.

    Ogryns immune to instant death and/or made cheaper in points costs is all thats about needed on them to be more user friendly.

    Stormtroopers with assault weapons please!

    Enginseers servitors not being counted for armoury purposes as well as being similar to the techpriest entry in the DA codex where by they do not take up a FOC slot.

    Re-inclusion of the exterminator and griffon tanks.

    Heavy stubber as a special weapons choice for troops.

    Cheaper heavy weapons... or cheaper basic troopers, although I can almost guarantee plasma costs will go up to the new price of 15pts in line with the newer codices.
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    78

    I would agree with many of the people here in saying the rules are extremley balancesd already. However I think support squads need a bit of a tweak now that screening is no longer a part of the game, they simply don't have the redunancy when they can be shot at.

    It would also be nice as some have mentioned, to regain access to so some of the variant Russes, particularly the Vanquisher and Exterminator, and if they are very kind they may even give us access to the Annihilator in the next codex.

    However, I don't think we will see the next Guard codex for many years, while slightly out of date the current codex is still one of the most balanced armies in the game.

  6. #16
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    94

    Realistically speaking they could put all the Russ variants in without increasing the size of the codex very much. All they have to do is make one Russ entry and force us to choose from a list of turret armaments. The Demolisher will of course need to remain a separate entry due to the differences in armor and sponsons.

    The same could be done for the Griffon and Basilisk as well. All very simple and neat.

    I also can't see the plasma gun going up to 15 points. Maybe for Stormtroopers, for the basic guardsman all it would do is make the squad a very tantalizing and tasty target. Marines have the BS and armor to properly utilize the plasma gun, Guard just have the ability to throw a lot of them out.
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  7. #17
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    37

    HQ-cheaper or better advisors.
    And despite there being no chance of it happening i wish we could get power armor for our commanding officer.

    Elites-make the hellgun for stormtroopers better(either strength 4 ap- or assault 2)
    fix ogryns(both the model and the stats)

    Fast attack

    sentinels that can have pintle heavy stubbers(sentinel unleashing 6 shots of ap-6 fury on orcs=fun

    Heavy support

    Give me all the leman russ varients(executioner plasma destroyer...........dead terminators..........mmm plasma)

  8. #18
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    132

    I'd like to see them change the way Mechanised armies work. Sure give every unit the option to go i na Chimera, but don't force them, just lift the need of having an Infantry Platoon for every Armoured Fist squad, ie make AF normal troops for Mechanised.

    I also agree on many of the earlier comments, most of them really...maybe even all of them.
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  9. #19
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    47

    Nah, I think mechanised armies should be forced to chimera up. If a regiment is mechinised then it should actually BE mechinised.

    I very much agree on the return of the Leman Russ variants, I've got an exterminator thats been gathering dust for years now *cries* and since I normally play against dark eldar I really do miss it.

    I dont think sentinels should have pintle mounts, they are one man vehicles, and firing a gun out of the sunroof whilst driving doesnt seem to be the safest thing around.
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    105

    hmm id like to see the rough riders being given the options to take bikes for an extra point cost also Xeno mounts (although i like horses in some instances)

    Also id like to see the return of the Griffon and Thudd guns as heavy choices.

    Russ variants would be nice too- i agree this could be covered in the basic russ entry in the codex, in much the same way as the different patterns of sentinel

    basically im in agreement with most others, but we can all agree that the IG list as it is is pretty good and doesnt need much of an overhaul, just some new minis would be nice!
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