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| Imperial Guard Who ordered you to die? Keep fighting! |
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| | #1 (permalink) |
| Member Join Date: Jul 2007 Location: Wellywood-New Zealand
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Rep Power: 33 ![]() ![]() ![]() ![]() ![]() | 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;
Cheers, Scott
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| Om nom nom ![]() ![]() Join Date: Aug 2006 Location: Where you least expect me, brandishing a hungry Banhammer... Age: 18
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).Oh yeah, and as a final note, I'd shamelessly refer you to my LO NZers Social Group (my Sig)8Y. -AFG | |
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| | #3 (permalink) |
| Member Join Date: Mar 2008 Age: 21
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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... |
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| | #4 (permalink) | |
| Open Foot, Insert Mouth. ![]() Join Date: Sep 2005 Location: Yes, Please
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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).
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| | #5 (permalink) |
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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.
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| | #6 (permalink) |
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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 |
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| | #7 (permalink) |
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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!!!! |
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| | #8 (permalink) |
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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.
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| | #9 (permalink) | ||
| Watcher In The Sky ![]() Join Date: Jul 2007 Age: 22
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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"
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| | #10 (permalink) |
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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.
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