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Made in gb
The Last Chancer Who Survived




United Kingdom

Imperial Guard veterans are the guys who survived several years of harsh combat in the 41st millennium. They have trained with all the tools of an infantryman's trade, they have learned tactics, they know coordination, and are a commander's go-to men for high-risk tasks.

So, obviously, their natural role is to bubblewrap my Tank Commander.

I want to create some rules that better reflect these men and their abilities. I think I have a reasonable baseline going, but I'm not sure of the points:

[Points: 40]

Veteran: Ws 4 // Bs 4 // Str 3 // T 3 // W 1 // I 3 // A 1 // Ld 8 // Sv 5+

Unit size: 6

Wargear:
-Flak Armour
-Lasrifle (Range 30" Lasgun, with Salvo 2/4)
-Laspistol
-CCW
-Frag Grenades

Special Rules:
-Infiltrate

Options:
-You may take up to 4 extra veterans for [8 points each]
-Two Veterans may form a Veteran Weapons Team (Basically a Vet model with 2 wounds and a big gun) who must take one item from the
Heavy Weapons list.
-One Veteran may carry a vox-caster [5 pts]
-Up to three Veterans may take a Special Weapon
-A Vendetta, Valkyrie, Chimera or Taurox may be taken as a Dedicated Transport

Mission Type (Replacing Doctrines):
-Skirmish Fighting (All veterans in this unit have Carapace Armour) [15 pts]
-Interception (All Veterans in this unit have Camo-Cloaks, and on turn 1 may fire twice, excluding grenades) [20 pts]
-Demolitions (All Veterans in this unit have Melta Bombs. One Veteran has a Demolition Charge) [30 pts]

This message was edited 5 times. Last update was at 2015/07/29 16:02:11


 
   
Made in us
Legendary Master of the Chapter






Eh It was ok till interception....sooo close.

Mission types are not exactly replacing it since they are pretty much the same.

If anything missions should be something like,
Head hunter: PE warlord
Big game prize: Monster hunter
Saboteurs: (or some other name for) Tank hunter.

It shouldn't replace doctrines and should be a 1 freebee pick since they are vets... they have been around for a while now no?

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Maybe. How would you change Interception?
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





I'd say 7 or 8 points a model. Basing this off D99 who have the same stat block and come with pe nids, deepstrike and stubborn.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Sounds fairly reasonable. I was sorta going for "SM Scouts -1", with options. I'll call them 8 ppm. What's a D99?
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





D99 is a special elysian drop regiment attached to the I.inquisition. they all got genetic enhancements to boost reflexes and hand eye coordination that gave them buffed stats
   
Made in ie
Nurgle Predator Driver with an Infestation





Calixis sector / Screaming Vortex

Why are you making these guys I4?
Isn't that a bit much for unaugmented humans?
The only others I can name who have that are Tempestus HQ choices... (who I suppose have hypno-conditioning, insane/instinctive combat prowess and plot on their side)

CSM
Militarum Tempestus
Dark Angels (Deathwing)
Inquisition 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

The Scouts -1 theme. Tbf, I4 was always going to be a bit more than needed on these guys, but I thought I'd throw it in there.
Occasionally you get IG books that have humans taking out Chaos Marines or the like, and given that these guys aren't getting anything other that 2-3 attacks each (no power weapons), I thought it would fit.
   
Made in gb
Hallowed Canoness





Between

 Talon of Anathrax wrote:
Why are you making these guys I4?
Isn't that a bit much for unaugmented humans?
The only others I can name who have that are Tempestus HQ choices... (who I suppose have hypno-conditioning, insane/instinctive combat prowess and plot on their side)


Sororitas Canoness has I4 as well.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Hardened Veteran Guardsman





Okay, just my 2 cents, the stats, costing and options are good, but I am sick to death of the five man minimum squad. Both RL and in the game it has been repetedly said that the guard come in squads of ten, which annoys me when they only come in squads of five. Just a nitpick, otherwise they look good.

I am the Paper Proxy Man. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Thanks

I don't mind putting them up to 10 men, but then they would have a hard time fitting in a vendetta.

I'm thinking of dropping I4 to I3 to make more sense, and making them 7 ppm. Any thoughts?
   
Made in us
Legendary Master of the Chapter






MMh If you are trying to do SM scout type guys

You can leave doctrines alone
Throw in missions where 1 gives you infiltrate and scout (deep infiltration)
maybe Fortify position: shrouded and +1 bs so long as you dont move

and im at a loss for a 3rd to round it out.

Personally i like the idea of them getting upgrades based on what they are veterans of kinda like the relic upgrades for forgeworld marine stuff.

This message was edited 1 time. Last update was at 2015/07/28 15:30:36


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Hmm. I had scouts as a base idea, as they're humans +0.5, and SM are humans +1. So Veterans, logically, would be humans +0.25.

The guard don't really need scouts - that's what sentinels should be for. But Veterans are much more skilled than most humans, and are the ones who'd be likely to set up shop in a location hours before a battle, and get their stuff in gear (hence deploying close).


Automatically Appended Next Post:
 Desubot wrote:

Personally i like the idea of them getting upgrades based on what they are veterans of kinda like the relic upgrades for forgeworld marine stuff.


Hmm...

This message was edited 1 time. Last update was at 2015/07/28 15:33:00


 
   
Made in gb
Hallowed Canoness





Between

Why not units of 6-10? Veterans could easily be operating with depleted numbers.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Why 6?

I don't mind the change, but I went with 5, as it's a typical number in most 40k armies - units tend to be either IC's, 5-man, 10-man or who-the-feth-knows-it's-a-horde.

Just realised that 5-men in this vet squad lends itself to min-maxing (5 men: 2 take a Heavy Weapon, 3 take a Special Weapon).
   
Made in gb
Hallowed Canoness





Between

6 reduces the minmax weapon choices (by forcing points to be spend on an extra model) and prevents you attaching a Priest or Commissar to the squad if you want to put them in a Vendetta.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Good point.


Automatically Appended Next Post:
Update made:

Initiative dropped to 3 (it's a shooty unit anyway).
Min squad size increased to 6.

This message was edited 1 time. Last update was at 2015/07/29 07:17:49


 
   
 
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