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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

An idea I've been playing with... I based it heavily on the Inquisitor henchmen rules with the idea of creating a crazy unit with lots of cool models. I don't have the apoc book but this is certainly meant for an apoc battle.

IMPERIAL GUARD GENERALS

Bred for leadership, survivors of the violent infighting of the highest echelons of the Imperium, IG Generals (Fieldmarshals? Battlemasters? Lords Militant?) are the peak of Imperial military leadership. usable only in 2000 pt+ games.


General - 100 pts

WS5, BS5, S3, T3, W3, I3, A3, Ld10, Sv4+/4+ invulnerable

Power weapon, bolt pistol

Commander (2 orders, 24" range)
Iron will (choose to pass or fail morale checks)
Grand Strategy (may re-roll dice for first turn and to end the game)
Tactical withdrawl (if assaulted the General and his bodyguards (ONLY!) may immediately run 2d6", leave the rest of the Command Staff and form their own unit)

15-30 command staff

0-5 IG vets - 10 pts
BS4, 4+ save, hotshot lasgun
Optional flamer (5), GL (5), Sniper (5), melta (10), plasma (15)

0-1 Regimental Standard bearer - 25 points
Vet with Reg standard and hotshot pistol

0-5 Gun Servitors - 10 pts
As with the tech priest

0-5 Intelligence advisors - 20 pts
As Platoon command officer
Each one grants one unit scout or infiltrate

0-5 Sky masters - 20 pts
As Platoon command officer
Each one grants one infantry unit deep strike

0-5 Mentats - 10 pts
IG stats, armed with las pistol
Each one allows this unit or a unit within 24" to re-roll one shooting attack

0-5 Logistics officers - 10 pts
Platoon command squad options
Each one allows you to reroll 1 reserve roll per turn (a success or failure)

0-5 Junior Officers - 10 pts
Platoon command squad options
Each JO allows the general to bark one more order

0-5 Tech priests - 10 pts
IG stats, armed with las pistol. may take 1 of the following bits of tech, may not have more than 1 in an army):
Power field generator (5+ cover save to the unit or +1 to cover saves) - 50 pts
Master vox - 10 pts
Orbital Augury (re-roll 1 deep strike per turn) - 20 pts
Shrine of the machine god (re-roll 1 friendly vehicle damage per turn) - 20 points
Cognator (1 unit within 24" may measure before shooting) - 10 pts

(any number) Servants/Aides/Functionaries - 4 pts
Food tasters, butlers, runners, flying skull things, naked flying babies, ladies of the night, armed with 1 cc weapon
There to soak up wounds

0-1 Commissar Lord - 70 pts
As the normal unit

0-1 Priest
As the normal unit

0-1 Engineseer
As the normal unit

0-1 Officer of the fleet
As advisor

0-1 Astropath
As advisor

0-1 Artillery officer
As advisor

0-5 Bodyguards
As advisor

 
   
Made in au
Killer Klaivex






Forever alone

I was under the impression that Senior Officers are generals.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Company commanders are around Colonel rank, these are the guys 2 or 3 levels above them.

Anyway thoughts? Would you play against this unit?

 
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

what's the cost of the command squad if there is one? otherwise, doesn't look bad for 100 pts. letting them choose to pass or fail morale tests could be crucial in some games, i've won a few on the sole principle of getting them to run screaming. i don't have the most recent IG codex, so i don't know what all the advisors are, explain?


Automatically Appended Next Post:
oh, and you might want to extend his command range, apoc games are HUGE from what i've seen.

This message was edited 1 time. Last update was at 2009/07/06 06:16:49


DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

The command squad cost depends on how many of the various crazy advisors you take, with a miniumum number of 15 it will run a minimum of 60 points for 15 useless guys or a few hundred depending on wargear and the units you choose.

There are a few reviews of the advisors that will tell you more but basically, bodyguards take hits for him, astropaths +1 to reserve, Fleet officer -1 to enemy reserve, artillery calls in an off-board strike.

I agree on expanding the command radius, so let me throw in:

0-5 Charismatics - 15 points
Normal IG profile, las pistol
Powerful speakers, flag wavers, screaming bald sergents
Each Charismatic adds 6" to the command radius.

Also...

0-1 Personal Physician - 20 points
Normal IG profile, las pistol
Give the General (and only the general) Feel no pain

This message was edited 2 times. Last update was at 2009/07/06 07:50:32


 
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

i like it. especially the charismatics idea.

for the bodyguard, let him take in any troops/elite footsoldiers for their normal point values? they should still get the added rules. that way you can have some decent firepower with your meat shield for added killing goodness. =D

This message was edited 1 time. Last update was at 2009/07/06 08:14:48


DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

How do the point costs look?

 
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

never played apoc, so i don't know.

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in ca
Veteran Wolf Guard Squad Leader





In the chaotic wastes also known as Canada

Kid_Kyoto wrote:naked flying babies


WTF

DOOMFART's Drunken Rugby Player FOR DOOMFART! FOR GES! FOR DAKKA!!!!
Kanluwen wrote:Cadian Blood and Soul Hunter?
They're like kidnapping someone, and forcefeeding them heroin until they're hooked.
 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India


 
   
Made in us
Pyromaniac Hellhound Pilot






I have seen you make some pretty weird units in the past, Kid-Kyoto, but this one is actually pretty interesting! The Command Squad is a bit big (starting at 15 models and up to 30?), something a bit smaller might be more prudent, like 10-20, especially with those "servants" to bulk up your numbers/wounds, and give them pistols along with their CCW, but at BS2 or maybe even 1.

All in all, this is actually a pretty good unit, in my opinion, and points-wise I think is fair. Now if only we could have access to an armory to deck this dude out with some good stuff....

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in us
Member of the Malleus





San Francisco Bay, CA, Ancient Terra, Sol System

GIVE IT TERMINATOR ARMOR!!!!

lol

DQ:90-S++G+M----B--I+Pw40k+D+A++/cWD-R+++T(S)DM+
21-2-1 total.
Black Templars with GK allies WIP
Chaos Daemons: 2220 points, under construction.
:  
   
Made in us
Hardened Veteran Guardsman




I don't know, it seems way too many adviser slots with a too cheap points cost. If you lower the max slots and have a max of how many advisors you can bring so you have to actualy decide what to include rather than spending the tiny 300 points to get a 30 man super command squad it would go nice. But it is a cool idea to use!

"Give me my men and let me show you arses how you assult Orks."-Col. Veros

win-loss ratio:
24-17-6
i play:
orkursk 82nd crimson guard 
   
Made in se
Hardened Veteran Guardsman






Needs more wargear


Starting my first army!

Any Cadian who can't field-strip his own lasgun by age ten was born on the wrong planet! Anon

DA:90SG-M+B+I+Pw40K(4)06----D-A+/hWD-R++T()MDM+
 
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

There was something like this in White Dwarf.

It also had a butler or servant as a retinue choice, Nothing special, the butler was just supposed to be cheap and soak up squad wounds.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I remember the old WD, but with my magazines on the slow boat from china I can't check it now.

Wargear - This is where I have a problem. Generals certainly should have some good stuff, hence the powersword & invulnerable save but he should never be a front line guy, so things like termi armor, lightning claws and such just don't seem in character. Maybe I would open the armor to the body guards who are fighty types, but the general should be hunched over a big map, not fighting a bloodthirster. Thoughts? What wargear does he need?

Advisor costs and numbers - I see the issue with there being too many of them, maybe I should lump most of them into one category of 0-5 Command Officers so people have to make hard choices.

I'll try a take 2 on this soon.

 
   
Made in se
Hardened Veteran Guardsman






Lookin' forward to it


Starting my first army!

Any Cadian who can't field-strip his own lasgun by age ten was born on the wrong planet! Anon

DA:90SG-M+B+I+Pw40K(4)06----D-A+/hWD-R++T()MDM+
 
   
Made in us
Regular Dakkanaut





This was covered in White Dwarf 306. Imperial Guard High Command groups. The list of staffers actually isn't too different from what we have now in the company command squad. The bonuses they provide are very different though and more inline with an Inquisitor's retinue.

Imperial Guard High Commander + 4 to 11 aides chosen from the list below.

Grenadier Bodyguard
Servitor Body guards
Veteran
Orderlies

Grenadiers are stormtroopers

Veterans get vox, medic and or company standard and the usual special weapons choices

This is your basic command squad. You also get the options below which are more in line with the inquisition.

Servitors get a power fist and a close combat weapon (Include a techpriest in your army and you get up to 5 of these guys.)

Orderlies are armed with laspistol and CC weapon and include any from the list below.

Staff officer - any squad with a vox also has a scanner, two or more let you reroll scatter on blast rolls. (This guy is replaced with the artillery officer, who is not as useful, or the fleet officer who is useful but doesn't let you reroll scatter.)

Master Astropath - Acts as though it has a psychic hood.(This guy is replaced with the Primaris psyker or astropath, both of which are more useful in my opinion.)

Scribe Historicus - gives the command squad the counterattack universal rule, two or more, any unit within 12" gets counterattack. (This guy can be replaced with a preacher or commissar.)

Batman - if high commander takes a wound he may allocate to batman. (Essentially a bodyguard in the current codex.)

Sage - +1 BS for HC, if two or more reroll a failed to hit roll. (Not easily replaced by anything in the current codex. The new command orders makes up for the loss of a reroll for the commander though.)

Pastor - HC squad is stubborn (Replaced by preacher in the current codex.)

High commander was 50 pts
Grenadiers 10 pts
Servitiors - 25 points
Veterans - 8 pts
Guardsmen - 6 pts
Orderly - varies from 6 pts to 10 pts depending on what type of orderly.

Overall I think the High Command was a great idea, and now it can nearly be duplicated with the current codex rules. The only downside I see is the options have become more expensive points wise. The up side is I think some of the new choices are more useful in the game.
   
Made in us
Regular Dakkanaut




I like the idea, and would like to contribute to it (sorry if some of the ideas are redundant)

-Stuff like Comissar Lord, Priest, Primaris Psyker, etc that are taken count as a squad upgrade and not Independent characters. This makes some of them a lot more useful (like the eviscerator priest).

High Command Platoon (5-25 men)

-Staff Officers

(0-6)Aide-de-camp (5 points): Each aide increases the command radius by 2"

(0-2)Command Liasons (10 points): General May issue +1 order for each Liason. If you have 2 liasons, on a roll of 12 only that order fails (you may still issue additional orders if they are available.

(0-3)Neurosavant: Each neurosavant lets you designate a Jr Officer from a command platoon (before the game starts) and gives them the ability to use ONE of the Sr officer orders. Designate which Jr Officer can issue which order before the game starts.

(0-4)Officer of the Fleet (30 points): The first does the same, but each additional officer does the following:
2: Forces opponent to re-roll the mishap table if you wish
3: Forces opponent to re-roll scatter dice when deep striking
4: Forces opponent to roll an additional D6 when deep striking

(0-4)Master of Ordinance (30 points): The first does the same, but each additional does the following:
2: Bombardment only scatters 2D6
3: Bombardment does 2D6 to vehicles covered under hole
4: Ignores cover saves and may re-roll scatter dice

(0-4)Astropath (30 points): The first does the same, but each additional does the following:
2: May get a free shot at units that Deep Strike within 9" of a unit
3: May get a free shot at units that Deep Strike within 18" of a unit
4: May re-roll for determining who goes first/seizing initiative

Support Officers

(0-2)Surgeon (25 points): First surgeon gives FnP, second allows you to re-roll one FnP roll in the squad per turn.

(0-5)Quartermaster (5 points): Each quartermaster gives the High Command squad acess to the following:
1: Any member may take krak/meltabombs at 2/4 pts
2: Any member may take carapace armor at 3 pts or power armor at 10 pts
3: Any member may take hotshot laspistol/bolt pistol at 1 pt, or plasma pistol at 8 pts
4: Any member may take power weapons at 4 pts, 1 in 5 may take power fist at 8 pts
5: Any member may take a refractor field at 8 pts

Bodyguards

(0-5)Ogryn Bodyguard (35 points): Standard Ogryn stats.
   
Made in au
Lone Wolf Sentinel Pilot






Company commanders are at Captain or Major rank; it actually says in the codex. There was this great entry in Chapter Approved about 18 months ago for Imperial High Commanders

Many started armies including: / , , ....and Bretonnia 
   
 
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