+ Reply to Thread
Page 1 of 5
1 2 3 ... LastLast
Results 1 to 10 of 47

Thread: New Codex: Imperial Guard Ideas

  1. #1
    Member sctt_leggett's Avatar
    Join Date
    Jul 2007
    Location
    Wellywood-New Zealand
    Posts
    65
    sctt_leggett has achieved CDLXXV sctt_leggett has achieved CDLXXV sctt_leggett has achieved CDLXXV sctt_leggett has achieved CDLXXV sctt_leggett has achieved CDLXXV
    37

    New Codex: Imperial Guard Ideas

    So I don’t know about the rest of you out there but I was a little annoyed when games workshop announced they were going to re-do the Space marine codex before they fixed the imperial guard one (and this is coming from a marine player).

    So in the meantime I want to know what you guys would do to fix Codex: Imperial Guard.

    I have a few ideas I would like to share;
    • The option of a command tank as a second HQ choice for standard armies. This would be either a leman russ or a basilisk with fixed upgrades. If you chose to select one of these then the other would not be available as a heavy support choice i.e. you could have 4 russes or 4 basilisks but not 2 basilisks and two russes. Also there is the option of not taking a command tank and having a mixture of basseys and russes as heavy support choices. I think by making the command tanks a little more costly and the fact that you can then only take that kind of tank; designers could still maintain an adequate balance within the list. Also note that taking this option would mean that your army cannot take an allied assassin because of the FOC, this was intentional.
    • Rework the doctrines System; as it is they are pretty good but could be better. I personally would have it like a tree diagram where purchasing certain doctrines would unlock other doctrines and makes others unavailable. Like, the further you get down one branch of the tree the more themed your army would be in a certain, single direction, or going a short way down a couple of branches means it has a little bit of theme from multiple angles (geeze this is harder to explain than I thought).
    • Fix special weapons; there are a few problems here like plasmas (an extremely rare weapon0 costing the same as a melta and a little more than a mass produced grenade launcher. Make the grenade launcher better and the plasma more expensive and this should make your special weapons selections a more interesting and thoughtful process.
    I was really hoping this topic would spark some really interesting conversation so feel free to post any or all of your ideas for a new guard codex as well as commenting on mine.

    Cheers,
    Scott
    Now that...was cool...

  2. #2
    Om nom nom ArchonFarseerGuy's Avatar
    Join Date
    Aug 2006
    Location
    Where you least expect me, brandishing a hungry Banhammer...
    Age
    18
    Posts
    4,276
    ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment. ArchonFarseerGuy Relax. You have achieved enlightenment.
    103

    Quote Originally Posted by sctt_leggett View Post
    So I don’t know about the rest of you out there but I was a little annoyed when games workshop announced they were going to re-do the Space marine codex before they fixed the imperial guard one (and this is coming from a marine player).
    Actually, I don't mind this. I like our current Codex, and I GW wants to blow their money on the 21st Marines book, let them. Whatever floats their boat really.

    So in the meantime I want to know what you guys would do to fix Codex: Imperial Guard.

    I have a few ideas I would like to share;
    • The option of a command tank as a second HQ choice for standard armies. This would be either a leman russ or a basilisk with fixed upgrades. If you chose to select one of these then the other would not be available as a heavy support choice i.e. you could have 4 russes or 4 basilisks but not 2 basilisks and two russes. Also there is the option of not taking a command tank and having a mixture of basseys and russes as heavy support choices. I think by making the command tanks a little more costly and the fact that you can then only take that kind of tank; designers could still maintain an adequate balance within the list. Also note that taking this option would mean that your army cannot take an allied assassin because of the FOC, this was intentional.
      Not a bad idea. Something I sure wouldn't mind seeing, given that the only way to get a second HQ is to chalk up a Special Character, and the extra firepower would be nice. I disagree with it being disallowed as a Heavy Support though, that would burn the army IMO.
    • Rework the doctrines System; as it is they are pretty good but could be better. I personally would have it like a tree diagram where purchasing certain doctrines would unlock other doctrines and makes others unavailable. Like, the further you get down one branch of the tree the more themed your army would be in a certain, single direction, or going a short way down a couple of branches means it has a little bit of theme from multiple angles (geeze this is harder to explain than I thought).
      I think it's a bit too complicated tbh. Whilst I wouldn't mind seeing a few more Doctrine Points (say, 7), I like the current Doctrine system.
    • Fix special weapons; there are a few problems here like plasmas (an extremely rare weapon0 costing the same as a melta and a little more than a mass produced grenade launcher. Make the grenade launcher better and the plasma more expensive and this should make your special weapons selections a more interesting and thoughtful process.
      I think a "numbers cap" would be more appropriate, like say, make Plasma Guns 0-2 or whatever.
    I was really hoping this topic would spark some really interesting conversation so feel free to post any or all of your ideas for a new guard codex as well as commenting on mine.

    Cheers,
    Scott
    I'm pretty happy with our current Codex, and it could just use a step into line with the current 40K rules, but I would like to see IG J/Bikes, and more lists like the Sttel Legion (looks at the J/Bikes).

    Oh yeah, and as a final note, I'd shamelessly refer you to my LO NZers Social Group (my Sig)8Y.

    -AFG


    -AFG's most effective way to avoid being purged by the Banhammer-

    Quote Originally Posted by Ben Hurley
    I don't think the sea levels rising is anything to do with climate change. Instead, the problem lies with childhood obesity. All the fat people are getting in the water at the same time, causing it to rise.

  3. #3

    If theres a new codex on the way Id like to see basilisks removed from the list, and griffons and exterminators returned. To me its seems wrong that a long ranged artillery piece ends up next to the bad guys...

    I like the idea of being able to take a tank commander style character as well, not sure about being able to take more HS choices though. Maybe that could be a way of intergrating mechanised and AC lists into the main IG list, and create a doctrine that makes command HQ squads 0-1, and the tank commander a requirement.

    Make drop troops have a proper cost to stop people only dropping one or two units maybe, say 30-50 points for the whole army?

    Just couple of my ideas there...

  4. #4
    Open Foot, Insert Mouth. Certs's Avatar
    Join Date
    Sep 2005
    Location
    ...
    Posts
    969
    Certs is octopoid Certs is octopoid Certs is octopoid Certs is octopoid Certs is octopoid Certs is octopoid Certs is octopoid
    64

    Quote Originally Posted by ernie55 View Post
    If theres a new codex on the way Id like to see basilisks removed from the list, and griffons and exterminators returned. To me its seems wrong that a long ranged artillery piece ends up next to the bad guys...
    lol, i said the same thing last 'new codex thread', thank raptor jesus someone else sees this the same way, it makes no sense having those basilisks on the front line.

    let's see what else was covered...

    rough riders getting an additional cc weapon after lance attack (if not an option to buy additional lances per rider) perish the thought of coming prepared for prolonged combat.

    different command options (as above with the tank commander) or my preference, the commisar hq upgrade (just like gaunt), and such.

    drop troops changed to make it semi like mechanized, where as if the unit can d/s from this doctrine, it must d/s. and possibly use an altered army list allowing only 'drop troop' units to be taken in the army.

    amount of doctrines that can be taken limited to 3 and get rid of restricted troops.

    more options for the leman russ turret weapons.

    i'd like to see the mechanized option be more viable, maybe chimeras have some point reduction when this option is taken. might as well include that for some of the other options as well; ex. widen the range of races to take preferred-enemy against,

    some sort of option to take an extra special weapon instead of a heavy weapon in guard infantry squads.

    hell, let's throw in an option for the "without number" 'nid biomorph while we're at it.

    all the advisors and other mainly unused units (priest/psykers/ogryns/ratlings) see some sort of tweak to make them more appealing to the general public.

    i think some people wanted guardsmen on dirt bikes.

    oh, and a new VDR (one that doesn't make anything you create overpriced).
    "The Tide of Humanity": IG All-Infantry Army
    admittedly a horrendously overpowered build, just not many able to take the amount of time involved in building and fielding it.

  5. #5

    I really like the tank commander idea, but why limit it to russ or basi, why not one of the salamanders it would make sense to me to see a light fast vehicle as the command section of an army.
    Thousand Bows (SM)
    Tau 3-1
    Tyranids 1-0
    Eldar 0-1

    Tau

    SW 0-1

    GK 1-0

  6. #6

    I have never used a Basilisk as a long range artillery, ive allways put a hard top on it and ran it around the borad. I think it looks cooler and as long as you screen with your troops, your ok. But they ususally do kill it around turn 4. That was back when i field Bassies in my army as the only tanks, now for fluff i bring none.

    No-Tanks has really put my army between a rock and a hard place leaving them with little to no support fire. If you have read my prior post you know i think its a problem resulting from the doctrine system.

    I want to see the Doctrine system get a overhaul.
    I would love to see a fast attack unit like that from the old catachan codex.
    I would like to see IG sinpers like those from the Catachan Codex.
    I would like them to look at Commissars from a realistic perspective.
    (Often time a unit will fail, commissar would kill the officer, then next turn they fail again and every one will run. Lets be honist, if i saw a commissar kill my officer, i would be more then hesatent to run, id rather take my chances fighting to live then running to die.)
    Bring back the Griffon, Vaquisher and Exterminator
    I think i liked the 3rd ed Hellhound better then the 4th ed one

  7. #7

    Id like priests to change so they dont have to be attached to a command squad and maybe a little points reduction, and I dont like the "always moving" rule either it just doesnt make sense.

    I personally would take ogryns if it didnt cost £50 for 5... sometimes I just dont understand GWs pricing policy - it costs x in the game so that obivously has a bearing on how much you must spend in hard earned cash...

    I agree commissars executing people should have a greater effect, maybe make the unit it happened to fearless (or something similar) for a turn or two.

    But lets all say boo to basilisks!!!!

  8. #8

    Possibly rework doctrines - I'd be okay with only being able to take 3 if they took away restricted troops. If one takes alway being able to have as many plasma guns as you'd like, Guardsmen better be 5 points again or something dramatic. Plasma guns are so important to overcome some of the weaknesses we have. I like the Basilisk, but if the option was to have it removed in favour of the Griffon and the Exterminator I guess I'd be okay. As for Psykers, I'd say focus their use as psychic shields. Sacrifice their ability to be offensive pskyers and just have them die to shield your army from psychic attacks - like dispell scrolls in fantasy. As for priests, I dunno what you can do - let them be attached anywhere so they could join your units of Ogyrn or whatever. I have a real problem with someone suggesting our access to plasma is limited. I know it might be unfluffy, but given the challenges otherwise faced by this army list, we need all the help we can get.

  9. #9
    Watcher In The Sky Beardy_Wierdy's Avatar
    Join Date
    Jul 2007
    Age
    22
    Posts
    1,081
    Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand Beardy_Wierdy is now officially grand
    47

    Quote Originally Posted by cadian315 View Post
    but given the challenges otherwise faced by this army list, we need all the help we can get.

    Personally, I dont find that plasma is essential even now.

    Ideally, give Krak Grenades from the Grenade Launcher AP3, and make it 10pts.

    And frankly, I would not give basic guardsmen squads the option of plasmaguns at all. I really dislike them in the hands of basic troopers. If its that important then make it a doctrine.

    "Forgeworld-Supplied: The regiment's homeworld has strong ties to a nearby forgeworld, basic Guardsmen squads may take Plasmaguns as a special weapon for 15pts each"
    The name refers to facial hair, not playing style.

    Quote Originally Posted by A news vendor's stand, London, June 1940
    French sign peace treaty: we're in the finals!

  10. #10

    I guess I play a lot of Terminator heavy armies, haha. Plasma is just too versatile and useful to not be used to its maximum potential, and is balanced by the danger in its use. Although, if they made krak grenades AP3 that'd be a slight improvement. I just really like being able to threaten almost anything with a humble infantry squad.

+ Reply to Thread
Page 1 of 5
1 2 3 ... LastLast

Similar Threads

  1. Post your ideas for new imperial guard Regiment here
    By Stdman in forum Imperial Guard
    Replies: 1
    Last Post: November 26th, 2007, 10:36
  2. Replies: 25
    Last Post: August 10th, 2007, 07:00
  3. Imperial Guard Cityfight 1500 Army List Ideas
    By Yugo To The Slavia in forum Imperial Guard
    Replies: 2
    Last Post: January 4th, 2007, 02:05
  4. New Imperial Guard Codex?
    By sgt screwball in forum Imperial Guard
    Replies: 12
    Last Post: October 2nd, 2005, 07:29

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Warhammer-Toplist Warvault Webring


Content Relevant URLs by vBSEO 3.5.0 RC1 PL1