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| Junior Member Join Date: Jun 2008 Age: 28
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Rep Power: 17 ![]() | Goals of the new Imperial Guard codex:
***Any suggested point-values are for reference only, and would be subject to balancing upon play-testing. Army Construction Changes: Platoons: All Guard Infantry are now purchased in platoons. Each platoon counts as a single unit for army selection, deployment and reserves purposes. However, each squad may deploy or arrive in a different location and acts independently of the others. Each platoon is made up of 1 to 3 squads of ten troopers. In addition to this, the platoon comes with one Officer. In addition to this, the Officer may have 1 Advisor attached to him. Each Officer is limited to one Advisor so that every squad can fit into a one chimera transport (10 troopers + attached Officer and Advisor = 12 Guardsmen). Officers: *Colonel: 50pts; may select 100 pts of wargear from the Officer Armory (see armory section for details); Colonels are designed to be more expensive because they offer the Guard 10LD without resorting to the danger of Commissars, while at the same time conserving wargear points by not resorting to a Medallion. Furthermore, their wargear limit is unrestricted, giving them access to every option from the Armory. *Captain: 30pts; may select 60 pts of wargear. *Lieutenant: 15pts; may select 30 pts of wargear. This wargear limit is designed to be high enough to allow him enough wargear selections to compliment his platoon, but limiting enough to force the player pick and choose. Company Commanders (HQ selections) must be Colonels or Captains. Platoon Commanders (all others) must be Captains or Lieutenants. A Guardsman is only as strong as his battle brothers around him; therefore, no Guardsman can count as an independent character. This means every Officer must always be attached to a squad. If the Officer’s entire squad was whipped out, he is subject to man alone tests. Platoon Command: this special rule replaces the old Leader special rule. First, it allows a Platoon Commander to leave the squad he is attached to if he is within 2” coherency of the new squad by the end of the movement phase. Platoon Commanders can only join squads from his platoon. Secondly, as along as the Officer is present, then when squads from the same platoon are moved within 2” coherency of each other, the squads count as a single unit. During any movement phase the squads may separate back into their original squads simply by moving out of 2” coherency. This special rule will open up many new tactics for Guard players. First, it will allow the Guard to rely on overwhelming numbers by creating units up to 32 Guardsmen strong. Second, it will still allow them the freedom to capture multiple objectives by separating into independent squads. Third, this rule is unique to the Guard and so it will help to distinguish them from other armies. Fourth, it is easier to use than the Leader special rule. Fifth, it makes more sense than the Leader special rule (after all, if a Guardsman can yell orders up to 12”, then not other leaders from other armies?). Squads: The following changes were made to represent the prolific use of these things in real-life military organizations: *One trooper in each squad can be upgraded to a Corporal (+5pts); besides the increased leadership, the Corporal is equipped with a lasgun, laspistol, and a close-combat weapon. *One trooper in each squad can be upgraded to a medic (+5pts). *One trooper in each squad can be upgraded to a vox-caster (+5pts). *One trooper in each squad can be upgraded with a special weapon selection from the Squad Armory (see armory section for details). *Two troopers can form a team to operate a heavy weapon selected from the Squad Armory. Upgraded troopers must be different troopers: you cannot have a vox-casting medic corporal with a plasma gun. Vehicle Squadron: All Guard vehicles are now purchased in squadrons. Each squadron counts as 1 slot on the force organization chart. A squadron is made up of 1 to 3 vehicles. These vehicles must adhere to all vehicles squadron rules. Although this would allow 9 tanks in a Guard army, there is a good reason to allow this: vehicle squadrons are subject to harsh penalties: · The entire squadron must shoot at the same target (this seriously limits their firepower and prevents the squadron from destroying more than one enemy unit per round). · The player must abandon vehicles which cannot maintain coherency (ouch!). · All three tanks in a squadron can be destroyed in one round by one enemy Heavy Weapon’s squad (because shots are distributed among the entire squadron). Considering these penalties, an army consisting of 9 tanks would have serious limitations to overcome. This would allow tread-heads the freedom they desire, without upsetting their noobie opponents. Simplified troop types: WS BS S T W I A LD Symbol Colonel* 3 4 3 3 1 3 2 10 Captain* 3 4 3 3 1 3 2 9 Lieutenant* 3 4 3 3 1 3 2 8 Corporal 3 3 3 3 1 3 1 7 Trooper 3 3 3 3 1 3 1 6 Conscript 2 2 3 3 1 3 1 5 *These guardsmen have access to the Officer’s Armory. Explanation of changes to stats: Guard players have enough to worry about when dealing with shooting, and tracking vehicle damages. Tracking wounds is just an added headache. After all, Guardsmen are only Guardsmen, and a Guardsman is only a wound. Therefore, it is only reasonable that no Guardsman should have more than one. Furthermore, the idea that a normal human can take two or even three wounds while a SPACE MARINE can only take ONE…is….well, more than a little ridiculous. Lastly, since Officers are no longer independent characters, they won’t need the additional wounds to stay alive in close combat. Beyond this major change, other stats were made more uniform for simplicity’s sake and ease of memorization. A Guardsman is made strong only by the battle brothers around him; therefore, the close combat abilities of all the Guardsmen have been equalized and reduced to represent this. Furthermore, the Officers close-combat abilities have been reduced to concentrate on squad-level tactics rather than powerful individuals. This frees the Officers to accomplish their primary mission: leading their squads. This is demonstrated by the fact that the only real difference between the human troop-types is their leadership values; humans are only human, after all. Just like in the current military, the squad leaders (Corporals) are given a rifle, pistol, and hand weapon; this weapon selection distinguishes them from the average trooper by allowing them an extra shot in the assault and an extra attack in close combat. Also, the Corporal is distinguished by reducing average trooper’s leadership by one. This reduction will not affect a squad’s leadership unless as Corporal is not purchased or if he is removed early. This change demonstrates the leadership value of non-commissioned Officers in the military, and may cause the player to reconsider removing his Corporal as a casualty and take out his heavy or special weapon trooper instead. HQ:
Advisors:
Transports:
Troops:
Special Equipment: Special Training: (suggested models) He’s a monster! Iron Discipline (Cadian) Cameleoline Light Infantry (Catachan) Entrenching tools Drop Troops (Elysian) Chem-inhalers Bitter Enemies (Steel Legion) Cyber-enhancements Tech Infantry (Skitarii) Ordnance For the Emperor (Tallarn) Warrior Weapons Reinforced Platoons (Valhallen) Targeters Close-Order Drill (Mordian) Carapiece Armor Hardened Fighters (Vostroyan) Some of these options had to be drastically modified so they would be equivalent to +15pts per squad. *Bitter Enemies: This replaces the Xeno-fighter doctrine. Any enemy army may be chosen as the hated foe. The Squad receives Preferred Enemy and Furious Charge special rules when facing their bitter enemy. *Close-Order Drill: While in close order, if an enemy unit charges the front 90o arc of the close-order formation, the squad may immediately make a round of shooting attacks at the charging unit. The charging unit suffers no moral effects from the shooting attacks and continues the assault as normal. If more than one enemy unit assaults, the squad must pick which to shoot. The close-order squad may not fire at enemies charging their flank or rear. *Chem-inhalers: Either ‘slaught or Kalma can be pumped through the inhalers. The first gives the squad the feel-no-pain special rule; the second gives the stubborn special rule. The chemical must be chosen before the battle and cannot be changed during battle. (Stubborn was selected instead of the Fearless special rule because Fearless would have made Iron Discipline useless.) *Cyber-enhancements: (this replaces the Gland Warriors doctrine). Altered by the bio-genetors of the Adeptus Mechanicus, these troopers have been implanted with a wide range of artificially enhanced organs and limbs, including glands which secrete potent chemicals that enhance endurance and quicken reflexes. The squad receives the fleet and acute senses special rules as well as 4 initiative. *Drop Troops: a squad with this doctrine receives the deep strike special rule. In addition to this, rather than deep striking, this unit may ride in a Valkyrie Transport. If a heavy weapon is not selected, a second special weapon may be selected. Every squad in a Drop platoon receives the Vox-Caster upgrade at no cost. *Entrenching tools:This special equipment gives the troops the ability to “dig-in.” “Digging-in” sets up a permanent feature on the battlefield. If a squad does not move, shoot or assault, it can dig-in (it can also dig in before battle). “Digging-in” is represented by placing some sandbag models around the “dug-in” troops. It offers a +1 to the cover save of any troop behind the sandbags (3+ cover save is max). If the dug-in troops move, the fortifications are left behind, and can be used by other troops, or even enemies. The fortifications can be destroyed by any unit occupying the fortified position. *For the Emperor: (this replaces the Afriel Strain doctrine). These troopers have been hardened by a life of constant warfare, and have realized that fear is inconsequential compared to their duty to the Emperor. As a result, this squad is subject to the And they shall know no fear special rule. *Hardened Fighters: A squad with this doctrine has been given advanced hand-to-hand training and receives 4WS and +1 Attack. *He’s a Monster: the squad’s Corporal has undergone the Ogryn bioengineering project and his stats and equipment are adjusted accordingly (see: Ogryns for details). If the Officer’s Advisor is a psyker, then the Officer can also undergo the Ogryn bioengineering project for +15 pts. *Iron Discipline: LD +1 (Max: 1 ; may regroup if under half-strength; ignore penalties for being outnumbered in close combat.*Light Infantry: this has been combined with the Jungle Fighters doctrine; special rules: scout, infiltrate, move through cover; a sniper rifle (3pts) may be selected as a special weapon; a heavy flamer (15pts) or sentinel may be selected as a heavy weapon option (the sentinel must maintain 2” coherency, shoot at the same target as the squad it is attached to, and when the squad enters close combat, the sentinel counts as locked. The sentinel is otherwise an independent unit but does not take up a slot on the force organization chart). If a heavy weapon is not taken in a unit of light infantry, a second special weapon may be selected. *Ordnance: one trooper has a demolition charge strapped to his chest. In the shooting phase, he can run forward 6” and blow himself up. The charge does not scatter (but neither can it be tossed into the midst of the enemy). He must detonate the charge once he reaches base contact with the nearest enemy model. Alternatively, in close combat, rather than making a close-combat attack, the ordnance trooper may detonate the demolition charge during his initiative. *Reinforced Platoons: Each squad is reinforced with an additional 4 troopers for a total of 14 troopers per squad. *Targeters: This would replace the Sharpshooters doctrine. Any Guardsman in a squad armed with a targeter has BS4. (The purpose of changing this doctrine was to reduce the number of rolls the Guard player must make each round of shooting by eliminating his re-rolls.) *Tech Infantry: the platoon’s troopers are more machine than man; each model has bionics (6+ invulnerable). A tech-priest must be chosen as the Officer’s Advisor, and he may use Blessing of the Machine-God special rule to repair any troops damaged (wounded) during the last turn. When a trooper is damaged, place it on its side. When the tech-priest attempts to repair the damaged troopers, roll a d6 for each. On a roll of 6+, he is repaired and stands back up. If not, remove the model. Wounds from weapons which instantly kill or which allow no armor saves cannot be repaired. To assist with these repairs, any member of the squad may be further augmented with a servo-arm (+5pts) and counts as a technical servitor. Each technical servitor included in the squad increases the tech-priest’s roll by +1 (max of 2+). The squad may include one gun servitor if it does not include a special weapon trooper and another if it does not include a heavy weapon trooper. Gun servitors exchange their servo-arms for heavy weapon mounts. The heavy weapon mount allows a gun servitor to purchase either a special or heavy weapon from the Squad armory; furthermore, it makes any special weapon count as twin-linked, and any heavy weapon counts as assault rather than heavy.In addition to all this, the tech-priest can further augment his mechanical warriors: for 10pts per squad, the platoon may be equipped with refractor fields (5+ invulnerable save); for 20 pts per squad, the platoon may be equipped with Chainsaw arms (count as Chain Weapons: +1 Strength); for 20 pts per squad, the platoon may be equipped with plasma cutters (count as power weapons). *Warrior Weapons: this doctrine equips the trooper with a hellgun, laspistol, a hand weapon and frag/krac grenades. For +15pts per squad, the platoon can exchange their hand weapons for Chain Weapons, or their krac-grenades for meltabombs. Fast:
Rules Animal Bike Movement: 6” 12” Assault: 12” 6” Special Rule: Fleet Turbo-boost Dangerous terrain tests: No Yes Attacks in melee: 1(2) 1 Melee Weapons: Pistol/hand weapon Pistol (other hand steers bike) Mounted Weapons: None Twin-linked lasgun Supplementary weapon: Lasgun Lasgun Stat change: +1 Toughness? +1 Toughness Hunting lance upgrade: No? No? Upgrade: Xeno-mounts Attack bike First, it is questionable as to whether the small Guardsmen bikes would merit +1 toughness; however, for the sake of uniformity, all bikes give +1 toughness (even those Eldar tin cans…I mean, er, jet bikes). Second, the size of a horse is equal to that of a bike; and for the sake of uniformity and simplicity, a rough rider’s stat line ought to be the same (4T) no matter which type of mount he is riding (even though it would probably make more sense if an animal mount offered +1 attack instead). Concerning hunting lances: first, it is questionable as to whether holding onto a stick strapped with detonating explosives would be safe enough to actually use in combat. For this reason alone, hunting lances ought to be considered for removal from the Guard codex. Secondly, at +2 Strength, +2 Initiative, AND power weapons, a hunting lance is arguably the most powerful melee weapon in the 40k universe. Being the most powerful melee weapon, why do only horse-riding humans (of all things) use them? It is much more likely that Space Marine Assault squads would have first dibs on hunting lances; and if Space Marines can use them, why not other armies? If anyone would be dumb enough to attempt to strap high explosives onto a stick and poke something with it, it would be an Ork. So why don’t Orks have hunting lances? Third, from a rules standpoint, the hunting lance is the most difficult squad-level weapon to use in the entire 40k universe: it has different rules based on whether the Rough Rider charged or got charged, it can only be used once in battle and after this first use, like the demolition charge, the Rough Rider model is supposed to be replaced with one NOT equipped with a hunting lance. Fourth, it is not precisely clear why adding the speed of a horse improves the explosive power of the demolition-charge (apparently, hunting lances can only add +2 strength and Initiative if the horses are assaulting). Fifth, since when in the history of war has a lance on horseback prevented the Rider’s use of his other hand? Even fully armored medieval knights carried shields in their off-hands; it only stands to reason that a Rough Rider could carry something as small as a pistol. For all these reasons, the hunting lance is the most poorly designed weapon in the 40k universe and ought to be removed from the new Guard codex…sad, I know…but like the squats…they just gotta go… Attack bikers: attack bikers can select a heavy weapon from the Squad Armory. Xeno-mounts: A Rough Rider platoon may exchange their horses for a creature native to their home-world. Each squad in the platoon must ride the same type of creature. Any of the following upgrades may be selected for the creatures at +40pts per selection per squad:
Elite:
While commandos may seem too cheap and too powerful, they are arguably the weakest unit in this list for their points-cost. This is because they are very threatening to the enemy and so will be a primary target. Unfortunately, being a 4-man Guard team AND a primary target can only result in their immediate death. Lastly, the commandos would not have a specific blister pack. After all, commandos are so variable that they could end up looking like anything. Therefore, having specific commando models would not be feasible. However, because of their variety, not having commando models would not be a problem; the only thing they really need to distinguish themselves from other Guardsmen is a 4-man team and better paint job. Heavy:
Armories: Officer Armory: Pts: Item: free Close combat weapon 3 Power Weapon 3 Chain Weapon (ie: chainsword): +1 Strength (strength bonus applies only when using the chainsword as the primary close-combat weapon). 25 Power Fist: cost increases because Officers are not independent free Laspistol 6 Plasma Pistol: cost lowered because of 1 wound Officers free Lasgun 2 Hellgun: Assault 2 10 Master Crafted Weapon 1 Noculars: receive the acute senses special rule 3 Cybernetic Enhancements: receive 4 Initiative 1 Surveyor: If enemy infiltrators set-up within 18” of any unit with a surveyor, that unit may take a free shot at them, and the infiltrators may be forced to fall back. 5 Trademark Item 20 Global Vectoring system: this allows any unit with a vox-castor to act as a forward observer for a mortar heavy weapon squad or basilisk squadron. *Carapiece armor, Bionics, and Refractors fields were excluded from the armory because, first, Officers are no longer independent characters. This makes these things practically useless. Secondly, this simplifies things so the multiple-armor special rule won’t apply to the Guard. (I’ve seen a Command Squad with six different armor-save values…talk about being a nightmare to track each individual model’s wounds…) Officer’s Honors: The point values of the Medallions were purposely kept high in order to discourage players from equipping every Sergeant, Officer, and Advisor with all of them. 15 Medallion Crimson: +1 wound. 15 Medallion Furiosus: +1 attack 15 Medallion Regulatus: +1 leadership (max 1 .15 Honorifica Imperialis: +1 WS, +1 BS Vehicle Armory: Pts: Main Weapon: 30 Conquer Cannon 40 Inferno Cannon 50 Battle Cannon 50 Demolisher Cannon 70 Earthshaker Cannon Pts: Items: 6 Pintle-mounted Heavy Stubber 6 Hunter Killer Missile: this ought to be remodeled so that once it is fired the missile can be removed from the model. 1 Camo-netting 10 Armored Crew Compartment 1 Searchlight 10 Track Guards: An Immobilized result is ignored on a 4+. This change was made to make track guards effective on tanks which currently do not benefit from this upgrade since a successful track-guard roll means they LOSE the ability to attack next round. 3 Smoke Launchers 10 Reactive Armor: reactive armor is explosives attached to the outside of the vehicle. When the vehicle takes incoming fire, the explosive detonate and eliminate the effects of the attack. When the first unit successfully hits the vehicle, the attack is ignored on a 2+; note that the Strength value of the attack is irrelevant: even lasguns can destroy reactive armor. The reactive armor should be modeled in such a way that it can be removed once destroyed. 10 Dozers and blades: vehicles moving no further than 6” may re-roll a failed Difficult Terrain test as well as allowing it to clear minefields. On sentinels, however, this upgrade acts as chainsaw-blades which gives the sentinel the move-through-cover special rule. The chainsaw blades can be used in close combat giving the sentinel +1 attack. 10 Extra Armor: -1 on vehicle damage chart 10 Tech-priest Enginseer: see Advisors section for details. Squad Armory: In addition to the above armories, and so as not to list each item in every troop-listing (which is redundant), there should be a universal squad armory where each squad may go to purchase its special and heavy weapons: Heavy Weapons Pts Special Weapons Pts Heavy Stubber +3 Hell Gun +1 Mortar +5 Flamer +6 Auto-cannon +10 Melta-gun +6 Rocket Launcher +15 Grenade Launcher +6 Las-cannon +20 Plasma Gun +10 Weapon Changes: Having a lasgun, hellgun, and shotgun is redundant since they are pretty much equally useless. In order to make them interesting enough to merit a distinction in the Guard codex, they should be changed in this way: Weapon S AP Range Type Lasgun 3 - 24 rapid Hellgun 3 - 24 assault2 Shotgun (IG) 3 - 12 assault2 4 - 12 assault1 Shotgun (SM) 4 5 12 assault2 5 5 12 assault1 *Hellguns: the purpose of changing the hellgun to assault2 is to give the Guard a mobile base of fire with the option of moving forward (or more likely: retreating) while firing. It is designed to acts like an Imperial Guard version of the Stormbolter. *Shotguns: these weapons have the option of firing both barrels simultaneously for added strength but at a reduced rate of fire. *Shotguns (IG): shotguns should be eliminated just to simplify things; however, if they are included in the final Guard codex, then any Grenadier Platoon could opt to replace their lasguns with shotguns. *Shotguns (SM): this is a Space Marine Scout’s version of the Imperial Guard’s shotgun. Not only is it a larger caliber, but it fires bolts rather than slugs. This weapon is designed to be an equivalent trade for the bolter while the shotgun (IG) is designed to be an equivalent trade for the lasgun. *Grenade Launcher: Frag: S3 AP - Range 24” Assault 1. This is a small change resulting from both common sense and an attempt to make the Grenade Launcher’s stats both easier to remember as well as easier to incorporate with lasgun rolls. Equipment changes to improve the Guard’s theme: Hellguns and heavy stubbers are such cool models, and they are specific to the Imperial Guard. Incorporating more of them would help distinguish the Guard from the other Imperial armies. To do this, those weapons which are used primarily by Space Marines must be removed. After all, bolters are Space Marine weapons, and I’ve never met a Space Marine player who believes a Guardsman is worthy to use one. Therefore, it would be good for the theme of the Guard to eliminate all bolters from their weapons options. Bolters and Storm Bolters would be replaced with Hellgun options. Bolt pistols would be replaced with laspistol or plasma-pistol options. The Heavy Bolter would be replaced with the Heavy Stubber. Furthermore, one only has to go as far as the new Forgeworld releases to see how much better heavy stubbers look on Guardsmen models than heavy bolters do. The benefits of heavy stubbers in the Guard army would be their cheaper cost. Saving points with a Stubber would allow more Guardsmen to be fielded in battle (which is, of course, the goal of every good infantry commander). Eliminations:
List of Included Weapons: List of Excluded Weapons: 1. Auto-cannon 1. Boltgun 2. Flamer 2. Bolt pistol 3. Grenade Launcher 3. Heavy Bolter 4. Heavy Flamer 4. Hell pistol 5. Heavy Stubber 5. Multi-laser 6. Hellgun 6. Multi-melta 7. Lasgun 7. Plasma Cannon 8. LasPistol 8. Ripper Gun 9. Las-cannon 9. Shotgun? 10. Meltagun 10. Storm Bolter 11. Missile Launcher 12. Mortar 13. Plasma Gun 14. Plasma pistol 15. Sniper Rifle |
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| Senior Member Join Date: Apr 2006
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I must say that I do appreciate the work you have put into this custom codex. But I feel that this oversimplifies the guard, dumbs down their character, and removes tons of fluff that the Guard is known for. It also violates tons of already standing fluff in the 40k universe. Ogryns have never been stated to be genetic experiments, and making them so actually gives Guard a small Space Marine like feel, and violates the standing fluff. Removing them and ratlings removed any chance for anyone to make an Abhuman based IG army. You might not like Abhumans, but I certainly do, and others do to. Commisars most certainly do not need to have the same statline as Colonels. Seeing as how, fluffwise, Commisars were Orphans trained from an early age, a WS of 4 is justified. Now, I do like the idea of reorganizing the IG into a more platoon/squadron based struvcture. I liked the idea of medics in every squad. The removal of bolters I find disagreeable, but no to misunderstanable, despite the fact it violates fluff. I think that flamers and grenade launcher do need a point reduction, but that is still up in the air as you stated. Personally, heavy stubbers as a special weapon option would make more sense, as they never struck me as being as large as a Missile Launcher/Lascannon,/etc. It is good at the heart of it. But you attempts to oversimplify everything does not attract me much to the Guard. WHy worry if they Guard have all these different statlines to take track of? Have you seen the Eldar codex?
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| | #3 (permalink) |
| Sparta! ![]() Join Date: Mar 2007 Location: Rockhampton, Queensland
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I second what sitnam said - appreciate the effort but it is entirely over simplified. Reducing everything to 1 wound is quite a bad idea - because if we were to follow this through then SM's would have 2 or 3 wounds, orks would be 2 wounds each and so on. Heroes have heroic stats because they are heroes, they never say die and know how to stick it to someone. WS & BS 4 is entirely justified as it represents highly skilled individuals. Bolters should not be removed as they are not as rare as you make out, nor are they entirely a Astartes weapon - Inquisitors, Commisars, Guard, Ecclesiarchy all have access to bolters and always have. Removing them doesn't make any sense at all - their rare nature is represented in the guard list by having only a small number of models armed with individual bolter weapons - and the Heavy Bolter is the staple of the Imperium. There weren't exactly a lot of stats to remember in the guard dex as most of them were extremely similar, if not identical, and the weapons weren't over the top. As sitnam said - check out the eldar dex for a weapons list! I think you have a good basis with the ideas for platoons, but as it stands it is dumbed down way too much, almost to the level that it is repulsive and loses all flavour. Harsh, but that's how it reads.
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| | #4 (permalink) |
| Junior Member Join Date: Jun 2008 Age: 28
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Rep Power: 17 ![]() | Thanks for the posts, and thanks to those of you who read it. To explain some of my reasoning: First, I really love Abhumans, but I removed them in hopes that we could see an Abhumans codex sometime in the future; that would be fun. My idea behind the changed Ogryns was to compare them to Guardsmen as termies are compared to space marines…except termies use layers of Armor, and Ogryns would be using layers of…well, meat. Plus, Ogryns suck for their points, they needed a change, so I had some fun with it. Secondly, I know it may seem like I dumbed down the Guard, but it is actually the opposite. I opened up extra options which were not there before. Commissars can now have 5WS and 5BS in my codex. That isn’t an option in the current one. They can also get more attacks than the current one; it all depends on how you equip them. Plus, advisors can be placed where ever they are needed, which seemed like an important change. As for Thomo’s questions, I understand giving everyone a single wound goes against everything in every codex. However, it seems to fit with the Guard (and only the Guard). Space Marines, Orks and ‘Nids get stronger as they age…normal humans get weaker. A 90 year old Space Marine can thump quite a few skulls, a 90 year old human is lucky to be still breathing. It just seems to be more realistic and emphasizes squad level tactics (which should be the primary focus in the Guard)…but you know, it’s just a game… As far as removing bolters, rarity had nothing to do with that decision. It was done for two reasons. The first was realism. If you were to take the 7.62mm minigun from the bed of any one of the attack helicopters currently used in the military, and then give it to a man to fire from the hip…well, he’d be wielding a weapon with 270lbs. of recoil; and after one burst, he’d have to go to the hospital to have all his broken bones set and then be put into a body-cast. But a bolter has 350lbs. of recoil…so…it would probably kill him… Secondly, as a Guard player, it just doesn’t seem right to win a game using Str 4 infantry weapons. Every Guard player’s favorite weapon ought to be the lasgun. Why would you even WANT bolters in the codex? And if you want some REAL firepower, we’ve got hellguns! What more could any good Guard player ask for? As far as heavy bolters are concerned, they don’t have to deal with recoil, but they do have a weight problem: how do the troopers carry all that bolter ammo? The .50cal HMG (= heavy stubber) requires a 4 man team just to carry ammo. Certainly a heavy bolter’s ammo would be even heavier; therefore, it just doesn’t make much sense for the Guard to use a heavy bolter in the offense… but then again, this is just a game played by kids who’ve never shot a real gun, so I should probably just keep my trap shut. Last edited by ssgtdanclay; July 1st, 2008 at 03:00. Reason: typo |
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| Sparta! ![]() Join Date: Mar 2007 Location: Rockhampton, Queensland
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Sorry, but I can't see how you have done the opposite of 'dumbing down' the list. The list as you have it is bland, with only minimal optimisation available for the individual player. If I wanted something like that I would play more chess. The things that you have changed (like advisors) are good, but they don't counteract the significant reductions to the rest of the list and also the identity of guard. Quote:
Quote:
The bolter is the staple weapon of the Imperium, just as much as the lasgun. The lasguns advantage lies in the ease with which it is produced, maintaned and supplied (ammo etc). The bolter takes a little more effort to correctly maintain. The bolters of the astartes are probably unusable by the majority of average citizens - but that is only one kind. The bolters of the Adepta Sororitas are certainly suitable for human use - as the sisters themselves are unaltered humans. And besides the way you keep going on about it is like you think that hordes of guardsmen are armed with bolters, whole platoons mowing down enemy troops with the bolter. A smattering of bolters across the army is hardly gamebreaking nor even unfluffy. Why would you go against 10,000 years (game time) and 4 (5 now) editions of established practice. Just because you don't like bolters doesn't mean that the vast majority don't. However, they are fluffy and undisputedly so. Read a bit more fluff. If underhive gangs in necromunda can get their hands on bolt pistols and numerous bolters then a military organisation as vast as the Imperial Guard, with whole forge worlds dedicated to producing them, doesn't have any issues with requisitioning some for the officers. Quote:
But leave the condescension at home. Any member of this forum who has served time in the forces could take a great deal of offence at that last comment. Just because something doesn't make sense to you, doesn't mean that it doesn't make sense to everyone. Also, take into consideration advances in technology and materials - they aren't using the same weapons, tech and materials that are prevelant today.
__________________ Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon Off Seasonal AoD 2! Off Seasonal AoD 3! Last edited by Exarch Thomo; July 1st, 2008 at 04:37. | ||||
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