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How could they fix the Astra militarum with a new codex? @ 2015/07/10 18:07:19


Post by: JohnHwangDD


And Baneblade. GW has an amazing 8-in-1 kit combining the original 2-in-1 Baneblade / Hellhammer with the extra sprues for the 6-in-1 Shadowsword / Stormlord / ... kit.

There is no way IG don't get the Baneblade in their next Codex.


How could they fix the Astra militarum with a new codex? @ 2015/07/10 18:14:23


Post by: aka_mythos


As much as I liked Doctrines, I don't think a modified port over of the doctrines from the older codex is likely. GW only wants rules that have accompanying models and many of the techy upgrades require something other than GWs current plastic kits.


How could they fix the Astra militarum with a new codex? @ 2015/07/10 18:49:50


Post by: Sledgehammer


 aka_mythos wrote:
As much as I liked Doctrines, I don't think a modified port over of the doctrines from the older codex is likely. GW only wants rules that have accompanying models and many of the techy upgrades require something other than GWs current plastic kits.
If anything I think they will make them formation based.


How could they fix the Astra militarum with a new codex? @ 2015/07/10 19:41:30


Post by: HANZERtank


 Anpu42 wrote:

>Rank and File (If all Models of a unit are in base contact with each other they may fire Over-watch at full BS)
>Formation March ( If all Models of a unit are in base contact with each other they may Fire one extra shot with Non-Heavy Weapons)


this plus first rank fire order. Non shall live.


How could they fix the Astra militarum with a new codex? @ 2015/07/11 04:19:26


Post by: aka_mythos


 Sledgehammer wrote:
 aka_mythos wrote:
As much as I liked Doctrines, I don't think a modified port over of the doctrines from the older codex is likely. GW only wants rules that have accompanying models and many of the techy upgrades require something other than GWs current plastic kits.
If anything I think they will make them formation based.
That makes a lot of sense.


How could they fix the Astra militarum with a new codex? @ 2015/07/11 04:50:46


Post by: Signet-Powers


What I want but probably won't get:

- Platoon doctrines.

- Infinite ranged vox casters (it is a radio and will add some much needed flexibility to infantry placement.)

- Lasguns infiite range (it is a laser..)

- Veteran Leman Russes.

- Heavy plasma gun team.

- Hydra with intercept.

- Trench fortifitation.

- Rough riders replaced with dino riders or, failing that, motorcross bikes.

- Bayonet upgrade?

- Mines.

- Company standard isn't useless.

- Themed detachmwnts, eg: artillery only detachment, russ only detachment, infantry only deatcahment, etc, ect...


Automatically Appended Next Post:
Also a Vortex missile upgradefor the Deathstrike with the pie plate staying on the board after detonation and it continues to move around for the remainder of the game based on scatter dice.


How could they fix the Astra militarum with a new codex? @ 2015/07/11 09:57:52


Post by: Smotejob


I would like to see sentinels (armored and scout), bullgryns, ogryns, rough riders, chimeras, hell hounds all become more cost efficient. Either make them stronger or, keeping with the motif of the army, make them cheaper in points. they are not worth what we pay for them. really, just make the units in the codex way more cost efficient. These are meant to be the most expendable warriors in the 40k universe which means cheap cheap cheap and very few to no special rules. give me a reason to buy the models lol.

I expect them to cut storm troopers and taurox out of the codex as they are their own codex now just as inquisition became their own army. could be wrong here, but I could see it happening.








How could they fix the Astra militarum with a new codex? @ 2015/07/11 18:22:42


Post by: UrsoerTheSquid


It will never happen, but bring back Marbo!


How could they fix the Astra militarum with a new codex? @ 2015/07/11 23:21:12


Post by: martin74


Would like to see a veteran driver upgrade to the chimera. Only for Vet Squads. Makes the BS for the chimera 4.


How could they fix the Astra militarum with a new codex? @ 2015/07/11 23:50:02


Post by: the_Armyman


Smotejob wrote:

I expect them to cut storm troopers and taurox out of the codex as they are their own codex now just as inquisition became their own army. could be wrong here, but I could see it happening.


They had the opportunity to do that the last time and didn't do it. That's not to say they wouldn't do it the next update, though. Brave new GW world and all...

martin74 wrote:Would like to see a veteran driver upgrade to the chimera. Only for Vet Squads. Makes the BS for the chimera 4.


That would actually be an interesting upgrade for any vehicle. Veteran sentinels would be an autotake, IMO.


How could they fix the Astra militarum with a new codex? @ 2015/07/12 05:12:43


Post by: martin74


Would like to see a veteran driver upgrade to the chimera. Only for Vet Squads. Makes the BS for the chimera 4.


How could they fix the Astra militarum with a new codex? @ 2015/07/13 00:47:03


Post by: master of ordinance


I have a homebrewed character that lets me upgrade the crews of my tanks to veterans with +1 BS for 10 points. It is something that needs doing IMO and GW need to fix it.


How could they fix the Astra militarum with a new codex? @ 2015/07/13 13:58:55


Post by: vipoid


Personally, I'd like to see some sort of buff to the lasgun. e.g. an order that lets you halve your shots, but get extra strength based on the number of models firing.

In an edition where the entire enemy army can be AV10 (or better), or T7+ MCs, or have some other ridiculous survivability method, S3 lasguns just feel pointless.

if I need to have 8-9 guardsmen for each special/heavy weapon I include, then I'd rather those guardsmen were armed with something more threatening than a letter-opener.


How could they fix the Astra militarum with a new codex? @ 2015/07/13 15:36:40


Post by: Silverthorne


I think they should be able to take up to 4 fortifications, first off.

Basic guardsmen and russes (not variants) get endless swarm rules.

More navy aircraft in the book. Let each scion sergeant give orders to his squad like a prime.

Heavy weapon teams get stealth and a price break.


How could they fix the Astra militarum with a new codex? @ 2015/07/13 16:07:46


Post by: Desubot


 Silverthorne wrote:


Heavy weapon teams get stealth and a price break.


Taking fortified positions. (If you dont move you get a cover bonus) would be pretty cool


How could they fix the Astra militarum with a new codex? @ 2015/07/13 22:56:28


Post by: master of ordinance


 vipoid wrote:
Personally, I'd like to see some sort of buff to the lasgun. e.g. an order that lets you halve your shots, but get extra strength based on the number of models firing.

In an edition where the entire enemy army can be AV10 (or better), or T7+ MCs, or have some other ridiculous survivability method, S3 lasguns just feel pointless.

if I need to have 8-9 guardsmen for each special/heavy weapon I include, then I'd rather those guardsmen were armed with something more threatening than a letter-opener.


This. The Lasgun was an adequate weapon back in 5th when armies where composed of sane units. These days however it is just a largely useless weapon.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 01:12:41


Post by: Trickstick


 master of ordinance wrote:
This. The Lasgun was an adequate weapon back in 5th when armies where composed of sane units. These days however it is just a largely useless weapon.


I don't get it, the lasgun is one of the best infantry weapons in the game. The sheer amount of dice you can roll is awesome. I also love how it makes anything taking a toughness 6 upgrade (such as nurgle bikes) a waste of points.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 01:52:21


Post by: Dalymiddleboro


Yea. Plus we have oodles of plasma and melta and lascannons.

The lasgun is fine.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 02:55:09


Post by: Vaktathi


At a point where basic 13pt troops in some armies can require an average of 29 BS3 lasgun shots to inflict a single wound against, and where troops on jetbikes can pack quad-shot S6 weaponry, I think the issue is that the game has simply run away on itself so much that the basic Lasgun is ultimately both pointless and entirely too granular.

In my last dozen games I can probably count on one hand the number of successfully inflicted wounds my Lasguns have caused.

I don't think the problem was inherently really with the Lasgun so much, as it is the fact that the game has simply run amok and inflation has reached the point where such weapons are too granular to really matter. One might almost want to ditch them as an individual weapon entirely and treat the entire squad's shooting as a single combined weapon based on size.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 03:19:39


Post by: Ashiraya


Let's be fair though, the problem there is not worst for IG. Bolter marines suffer even worse, because they pay over twice as much for +1s - which is unlikely to make much difference with Wraithknights carving through your lines. There is very little that 10 BS4 S4 shots can achieve that 30 BS3 S3 shots can't.

And in return, with Ion Accelerators and Scatter Lasers, the T4 is not very useful either, and thanks to how easy it is to get a cover save the 3+ armour is not cost-effective either. In fact, the Scatter Laser is rather inefficient against Guardsmen because that extra point of strength is wasted. Orks suffer far more.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 03:28:12


Post by: hotsauceman1


I think the best way is to recycle troop. and free tanks


How could they fix the Astra militarum with a new codex? @ 2015/07/14 05:48:54


Post by: Signet-Powers


The issue with lasguns is that you're lucky if you even inflict one wound per guard squad on a marine. That's 50pts to try to hurt one marine (and that's INCLUDING prescience and FRFSRF) You gotta add special weapons and heavy weapons to increase your chances but even then they'll only kill one marine each so its 60/70pts to kill 2-3 marines, provided they pass the buff rolls. THEN you gotta try to make up for the fact that these guard will go down instantly.

You're reliant on tanks then and the sad truth is that our tanks... aren't really that good. They have great firepower but they're incredibly unreliable and there are countless hard counters to them. Not to mention how expensive they are. It's not that rare for non-guard armies to out-tank the guard amd a wall if AV12/14 just isn't what it used to be.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 11:23:04


Post by: master of ordinance


 Ashiraya wrote:
Let's be fair though, the problem there is not worst for IG. Bolter marines suffer even worse, because they pay over twice as much for +1s - which is unlikely to make much difference with Wraithknights carving through your lines. There is very little that 10 BS4 S4 shots can achieve that 30 BS3 S3 shots can't.
.


Well, assuming average Guard:

30 shots @50% hitrate so 15 shots hit. Average target is T4 so 33.3'% wounding = 5 wounds. Average save of a 3+ so of these only one wound will be actually taken. So for your 30 shots you inflict 1 wound on an MEQ. Even on something lighter with a 4+ save you are still only inflicting 2-3 wounds on average. The Lasgun is just terrible in this era of modern weapon inflation.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 11:48:22


Post by: sumi808


My person take on what I would like to see:

Bring back lord commander solar macharius – but not at 173 points, make him worth it

Bring back captain alrahem, chenkov and sly!

Make the imperial armour 2nd edition vanquisher the normal Vanquisher with option of beast hunter shells

Bring back 12” leadership bubble for CCS + PCS + commissar

Make orders come from sergeants and veteran sergeants

Vox allows to use leadership of PCS/CCS if outside 12 in bubble

LIMIT vets to 0-1 per army same as 3rd edition - in their original fluff, vets were rare. They were the last guys to survive 10 years of war out of a starting army of 600,000 or something. So these dude should be psycho elites, all come with shotguns standard, every man in squad can upgrade to melta-guns, they infiltrate, have stealth, move through cover, camo - they can take sly marbo to replace their vet Sargent

Reduce ogryn price to 20-30 points per ogryn, +10 points for bonehead

Lumbering behemoth – we want it back

Leman russ demolisher should be 140 points or 130 points not 170....

All leman russ get 4 or 5 hull points – necron transports get 4 hull points

Hydra gets interceptor and can shoot ground troops

Bring back cut artillery vehicles

Medics for infantry platoons to give blobs FNP

Give foot-slogging guard get camo-cloak options and light infantry/move through cover options – if they elect to take a transport then they loose these two upgrades/options

get rid of lasguns, make them autoguns or something ... lasers that cant kill...really?




How could they fix the Astra militarum with a new codex? @ 2015/07/14 12:09:02


Post by: vipoid


 Trickstick wrote:

I don't get it, the lasgun is one of the best infantry weapons in the game.


By what possible measure?

 Trickstick wrote:
The sheer amount of dice you can roll is awesome.


No, it really isn't. Mostly it's just a waste of time - when you roll 50+ dice and do maybe 1 wound as a result. Yeah, that was really worth the effort.

Most of the time, it's the equivalent of snapshotting bolters - you're rolling a lot of dice but having a negligible impact on the game.

Also, I think you're vastly underestimating the ease with which other armies can sweep guardsmen off the table. You'll often have a squad firing 40 lasgun shots in your turn, and then just 10 the turn after. Meanwhile, I strongly doubt that your lasguns inflicted comparable casualties on the enemy.

 Trickstick wrote:
I also love how it makes anything taking a toughness 6 upgrade (such as nurgle bikes) a waste of points.


Indeed. I bet those Nurgle bikers are really trembling when it takes a mere 36 lasgun shots to down a single one of them.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:00:53


Post by: master of ordinance


sumi808 wrote:My person take on what I would like to see:

Bring back lord commander solar macharius – but not at 173 points, make him worth it

Bring back captain alrahem, chenkov and sly!

Make the imperial armour 2nd edition vanquisher the normal Vanquisher with option of beast hunter shells

Bring back 12” leadership bubble for CCS + PCS + commissar

Make orders come from sergeants and veteran sergeants

Vox allows to use leadership of PCS/CCS if outside 12 in bubble

LIMIT vets to 0-1 per army same as 3rd edition - in their original fluff, vets were rare. They were the last guys to survive 10 years of war out of a starting army of 600,000 or something. So these dude should be psycho elites, all come with shotguns standard, every man in squad can upgrade to melta-guns, they infiltrate, have stealth, move through cover, camo - they can take sly marbo to replace their vet Sargent

Reduce ogryn price to 20-30 points per ogryn, +10 points for bonehead

Lumbering behemoth – we want it back

Leman russ demolisher should be 140 points or 130 points not 170....

All leman russ get 4 or 5 hull points – necron transports get 4 hull points

Hydra gets interceptor and can shoot ground troops

Bring back cut artillery vehicles

Medics for infantry platoons to give blobs FNP

Give foot-slogging guard get camo-cloak options and light infantry/move through cover options – if they elect to take a transport then they loose these two upgrades/options

get rid of lasguns, make them autoguns or something ... lasers that cant kill...really?




I would say yes to most of this but as to limiting veterans HELL NO! I run Veteran IG armies at the moment as they are the most reliable troops choice and to be honest the only one even remotely worth investing the masses of points in. And do NOT make the Shotgun the standard weapon. Unless you are facing Tau or the sole last survivor of a SM squad you do NOT want to be entering assault as everyone is better than you.

Apart from that I agree with you. The Demolisher needs to be cheaper, 130 to 140 points. Sure its a big ass cannon, but its mounted on an expensive tank with a rear armour of 11 and a requirement to get realllllllyyyyy close to the enemy in order to be used and unlike the SM vindicator it can not just ignore terrain.
Blobs of FNP would be a beautiful sight, each Medic should have an 8" bubble or something.
Hull Points need to just vanish and be replaced with separate Glance and Penetration tables. But given that GW seem to be fixed on this 'LOMG! TANKS ARE LIKE MC'S BUT WEAKER!!1!1' kind of attitude the LR does need its HP buffed to 4 or 5.
Rough Riders. Make them 6 points per model and make that lance a multi use weapon that is Strength and Initiative +2 and AP2 on the charge. They might actually be worth taking then.
LB. Yes, just yes.
Give the Vanquisher Beast Hunter shells and a +4 on the penetration damage role. And the ability to fire HE shells as it can in fluff. It might actually be useful then.
Hydra's should have had Interceptor and Ground Attack first. Seriously, they where the first ever dedicated AA weapons in the game.
Ogryns need to be 20-25 points. Bullgryns around 30 at the most.

vipoid wrote:
 Trickstick wrote:

I don't get it, the lasgun is one of the best infantry weapons in the game.


By what possible measure?

 Trickstick wrote:
The sheer amount of dice you can roll is awesome.


No, it really isn't. Mostly it's just a waste of time - when you roll 50+ dice and do maybe 1 wound as a result. Yeah, that was really worth the effort.

Most of the time, it's the equivalent of snapshotting bolters - you're rolling a lot of dice but having a negligible impact on the game.

Also, I think you're vastly underestimating the ease with which other armies can sweep guardsmen off the table. You'll often have a squad firing 40 lasgun shots in your turn, and then just 10 the turn after. Meanwhile, I strongly doubt that your lasguns inflicted comparable casualties on the enemy.

 Trickstick wrote:
I also love how it makes anything taking a toughness 6 upgrade (such as nurgle bikes) a waste of points.


Indeed. I bet those Nurgle bikers are really trembling when it takes a mere 36 lasgun shots to down a single one of them.


Just ignore him. He appears to be one of these SM players whom is butthurt because 50+ Lasgun shots killed one of his precious Tactical Marines, and he was only able to wipe out 98% of the IG unit in his next turn as the result.


Automatically Appended Next Post:
Also, we need IA Volume two to be updated. Almost every unit in there is overpriced for what it does.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:06:16


Post by: Blacksails


Yeah, don't limit vets. Vets are actually in a decent spot right now, they just need a better ride and better support.

Lots of good ideas in this thread over all, very few I'd entirely disagree with.

On the subject of doctrines/regimental traits, I'd prefer if GW/the power that be decided against using a specific regiment name tied to a specific trait, and were more generic with the traits. Like 'Light Infantry' instead of 'Catachan Jungle Fighters', or 'Masters of the Siege' instead of 'Death Korps of Krieg'.

Allows for more flexibility and logic with existing regiments, and more fluff oriented for DIY regiments. I just don't like being pigeon-holed or having to explain to someone that my clearly Mordian Iron Guard force is using a trait that is not the actual Mordian Iron Guard trait.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:14:30


Post by: Hoyt


Hopefully we see more formations to give Guard the extra boost we need, but I really want Ordnance Russes to be fixed, we need Lumbering behemoth back and the MBT and Demolisher both need to be a lot cheaper.

Lasguns do need improvement as well, they barely kill anything, I think my conscripts have killed more models in close combat than shooting, due to the re-rolls from the Priest.


Would like the Hellhound and it's variants to be a lot cheaper, maybe around 70-75 pts?


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:16:44


Post by: Blacksails


Oh, there's no way there won't a dozen formations and some sort of super formation.

Yeah, Hellhounds and their ilk shouldn't be more than 90pts. Then again, at ~70pts, it steps on the toes of the humble chimera, but then again again, the Chimera is overpriced, which means the Taurox is also overpriced if the chimera drops in points.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:21:31


Post by: Hoyt


Yeah the Chimera is overpriced and should also drop in points, it's the side armour 10 that really kills it, being able to be boltered to death on such a large portion of the vehicle really hampers it, I'd rather have Rhino armour stats if it meant a drop in points.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:23:31


Post by: Blacksails


 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points, it's the side armour 10 that really kills it, being able to be boltered to death on such a large portion of the vehicle really hampers it, I'd rather have Rhino armour stats if it meant a drop in points.


I'd rather keep the AV12 front (it has its uses with enough of them) and drop back to ~50pts, 55-60 with an autocannon turret.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:25:56


Post by: Kanluwen


I'd love to see Guard vehicles get a "Reinforced Armor" upgrade.

Something like 20 points for boosting their side armor values by a point.

Hell, you know what?

"Reactive Armor"--10 points for a boost to the side and rear armor values until they suffer a penetrating hit to those facings.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:27:47


Post by: Hoyt


 Blacksails wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points, it's the side armour 10 that really kills it, being able to be boltered to death on such a large portion of the vehicle really hampers it, I'd rather have Rhino armour stats if it meant a drop in points.


I'd rather keep the AV12 front (it has its uses with enough of them) and drop back to ~50pts, 55-60 with an autocannon turret.



50 pts is reasonable, I'd happily pay that, then the Hellhound variants could be around 75 pts I think.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:33:57


Post by: Blacksails


 Hoyt wrote:
 Blacksails wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points, it's the side armour 10 that really kills it, being able to be boltered to death on such a large portion of the vehicle really hampers it, I'd rather have Rhino armour stats if it meant a drop in points.


I'd rather keep the AV12 front (it has its uses with enough of them) and drop back to ~50pts, 55-60 with an autocannon turret.



50 pts is reasonable, I'd happily pay that, then the Hellhound variants could be around 75 pts I think.


Make it so.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 13:35:24


Post by: DalinCriid


Give them cool formation like in the SM 7th edition. I really wanna see those guardsmen shining and not only 7 up to 10 tanks deployed with only 2 infantry squads.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 14:50:50


Post by: master of ordinance


Oh hell yes, drop the prices on the Hellhound and its ilk. 130 points for an AV12/12/10 tank that has to get really realllyyyy close to the enemy to actually engage them (Template range for one of them) with 3HP and BS3 is just plain stupid. Drop the Chimera to 45-50 points and make the Autocannon a free upgrade (your dropping a shot for that +2 Strength) and drop the Taurox down to 35 points (an 11/10/10 vehicle with BS3 and 3HP is a joke at 75 points) and we can start talking again.

Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again. Or at least reduce the minimal range down to 12". 36" - otherwise known as half the length ways board - is way to far for a minimal range. And drop the price on them too.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:12:14


Post by: Trickstick


 master of ordinance wrote:
Just ignore him. He appears to be one of these SM players whom is butthurt because 50+ Lasgun shots killed one of his precious Tactical Marines, and he was only able to wipe out 98% of the IG unit in his next turn as the result.


That is a bit of a random personal attack. I'm actually a pure blooded Guard player, and have been for many years. I just happen to see merit in mass lasgun tactics. The biggest mark against them is the same as with any horde army, the time and effort it takes to play.

 master of ordinance wrote:
Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again.


Earthshakers can fire directly.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:21:14


Post by: master of ordinance


 Trickstick wrote:
 master of ordinance wrote:
Just ignore him. He appears to be one of these SM players whom is butthurt because 50+ Lasgun shots killed one of his precious Tactical Marines, and he was only able to wipe out 98% of the IG unit in his next turn as the result.


That is a bit of a random personal attack. I'm actually a pure blooded Guard player, and have been for many years. I just happen to see merit in mass lasgun tactics. The biggest mark against them is the same as with any horde army, the time and effort it takes to play.


Sorry, I do get a bit butthurt over this subject. Sure, 50 odd shots do seem impressive but when you are inflicting 1 to 2 wounds with all those dice.... And then your opponent fires back and wipes most of the squad... It just gets to you after a while.
your sections keep pumping out shots and they seem to do nothing but your opponents models pretty much just have to fart at your infantry to kill half of them.


 master of ordinance wrote:
Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again.


Earthshakers can fire directly.


Not in the new codex. They are Barrage only with a 36" minimal range.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:27:54


Post by: Trickstick


 master of ordinance wrote:

 master of ordinance wrote:
Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again.


Earthshakers can fire directly.


Not in the new codex. They are Barrage only with a 36" minimal range.


They are barrage with a 36" minimum range. The barrage rules (brb 160) state that barrage weapons can fire directly within minimum range. The only weapons in the codex that can't fire directly are storm eagle rockets and the deathstrike, because they are specifically prohibited.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:40:23


Post by: HandofMars


Oh boy, where to start.

With the, let's say rapid expansion, of the lethality of the 40K battlefield, the Imperial Guard have been left behind like their traditional epithet.

Infantry: these need to be like the Renegades list in Vraks. Cheap as dirt, and 1 special weapon/vox/banner per 5, 1 heavy weapon per 10. Instead of 35 base with 3 for each additional one, make them 50 base (to represent flak armour and militia training) and 4 for each additional one.

Stormtroopers: Skitarii and the Scouts frankly make a mockery of these guys. They are still one of the better plasma delivery systems out there with built-in deep strike and move through cover, but they are still too expensive. They should be 10 points each, no more.

Oddball stuff: Ogryn need to be cheaper, rough riders need some kind of special rule, psychic battle squad should not suck.

Tanks: I had briefly hoped tanks would have a resurgence with the reduction of melta-spam out there (everyone is going grav first and plasma second), but there is a LOT of haywire, gauss, and now D out there. And it's not like crazy grav spam can't still easily delete vehicles by itself. I don't know what can be done here, since the Russes were already significantly reduced in price. A tank formation that lets them fire overwatch would be nice, especially if it let you snap fire blasts (and cause D3 or D6 automatic hits like flamers, for example) .

Really, a lot of things could be fixed just by giving guard some formations, especially ones that let them take stuff for free. A gladius-like formation for Steel Legion with a bunch of free chimeras, for example.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:42:55


Post by: vipoid


I can't remember if I've brought this up before, but one thing that really bugs me is that most of our equipment seems to be based on SM prices.

Now, this isn't too bad with ranged weapons - where only the firer's BS matters. The problems really start when you get to melee weapons. e.g. a Veteran Sergeant pays about 60% of his base cost for a power sword, which he swings at WS4 S4 I4. In contrast, a guardsman sergeant pays 300% of his base cost for a power sword that he swings at WS3 S3 I3.

Why is he paying so much more for an inferior weapon?

It's the same problem with our HQs. A SM Chapter Master pays ~25% of his base cost for a S8 power fist, whilst our Lord Commissar pays ~40% of his base cost for a S6 power fist.

Pricing equipment this way undermines the whole idea of 'cheap but weak' characters.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:48:38


Post by: JohnHwangDD


 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points,


If the SM book is any guide, Chimeras will be FREE if you take enough 3 Platoons and a CHQ.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:48:44


Post by: master of ordinance


vipoid wrote:I can't remember if I've brought this up before, but one thing that really bugs me is that most of our equipment seems to be based on SM prices.

Now, this isn't too bad with ranged weapons - where only the firer's BS matters. The problems really start when you get to melee weapons. e.g. a Veteran Sergeant pays about 60% of his base cost for a power sword, which he swings at WS4 S4 I4. In contrast, a guardsman sergeant pays 300% of his base cost for a power sword that he swings at WS3 S3 I3.

Why is he paying so much more for an inferior weapon?

It's the same problem with our HQs. A SM Chapter Master pays ~25% of his base cost for a S8 power fist, whilst our Lord Commissar pays ~40% of his base cost for a S6 power fist.

Pricing equipment this way undermines the whole idea of 'cheap but weak' characters.


This as well. There is no way that a Power Weapon is worth 10 points for an IG officer.

HandofMars wrote:
Tanks: I had briefly hoped tanks would have a resurgence with the reduction of melta-spam out there (everyone is going grav first and plasma second), but there is a LOT of haywire, gauss, and now D out there. And it's not like crazy grav spam can't still easily delete vehicles by itself. I don't know what can be done here, since the Russes were already significantly reduced in price. A tank formation that lets them fire overwatch would be nice, especially if it let you snap fire blasts (and cause D3 or D6 automatic hits like flamers, for example) .


*Chuckles* the price reduction came with the massive nerf that was the removal of the LB rule, essentially invalidating a lot of tank builds. And the Demolisher and Executioner where actually ramped up in price.
If we ever get a decent formation that does something like that before the Space Smurfs I will rejoice. But given that we IG peasants are not allowed to out perform the gods of Timmyhood in any way shape or form I sadly doubt it will ever happen.






How could they fix the Astra militarum with a new codex? @ 2015/07/14 15:53:28


Post by: vipoid


 master of ordinance wrote:

This as well. There is no way that a Power Weapon is worth 10 points for an IG officer.


I hate to tell you this, but our officers pay 15pts for their power weapons...


How could they fix the Astra militarum with a new codex? @ 2015/07/14 16:14:46


Post by: master of ordinance


 vipoid wrote:
 master of ordinance wrote:

This as well. There is no way that a Power Weapon is worth 10 points for an IG officer.


I hate to tell you this, but our officers pay 15pts for their power weapons...


Ack! Thanks for that, I havnt used them in that long that I had forgotten!


How could they fix the Astra militarum with a new codex? @ 2015/07/14 19:25:18


Post by: aka_mythos


Many of our tanks are already organized into squads, so I don't know how vehicle formations for certain tanks would work unless they're very specific. A formation of deathstrikes would be amusing.

I'd like to see the option that a Leman Russ tank in a squadron can be upgrade to a tank squadron commander... what that guy would do I don't know, but it seems appropriate.

I could see a formation of Hellhounds combining their shots to use a single apocalypse flamer template.

 JohnHwangDD wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points,


If the SM book is any guide, Chimeras will be FREE if you take enough 3 Platoons and a CHQ.

I don't think this would ever happen. There is a clear difference in gains between the 20% bonus a marine squad would get by having free rhinos, and the almost 100% bonus you'd get for a IG squads getting free chimeras. I think more realistically would be some sort of multi-platoon Cadian formation where one squad per platoon gets a free chimera.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 19:25:25


Post by: the_Armyman


 JohnHwangDD wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points,


If the SM book is any guide, Chimeras will be FREE if you take enough 3 Platoons and a CHQ.


If that actually comes to pass, most of the old IG players will cackle with glee. We've got enough Chimeras to choke a hippo. Now, actually fitting them on the table may be a completely different problem...


How could they fix the Astra militarum with a new codex? @ 2015/07/14 20:04:25


Post by: Breton


 vipoid wrote:
I can't remember if I've brought this up before, but one thing that really bugs me is that most of our equipment seems to be based on SM prices.

Now, this isn't too bad with ranged weapons - where only the firer's BS matters. The problems really start when you get to melee weapons. e.g. a Veteran Sergeant pays about 60% of his base cost for a power sword, which he swings at WS4 S4 I4. In contrast, a guardsman sergeant pays 300% of his base cost for a power sword that he swings at WS3 S3 I3.

Why is he paying so much more for an inferior weapon?

It's the same problem with our HQs. A SM Chapter Master pays ~25% of his base cost for a S8 power fist, whilst our Lord Commissar pays ~40% of his base cost for a S6 power fist.

Pricing equipment this way undermines the whole idea of 'cheap but weak' characters.


Because you're not paying for WS, S or I. You did that when you bought your guardsman/Sergeant. You're paying for the AP. Is the guardsman's power sword worse AP than the Sergeants?


How could they fix the Astra militarum with a new codex? @ 2015/07/14 20:14:21


Post by: vipoid


Breton wrote:

Because you're not paying for WS, S or I. You did that when you bought your guardsman/Sergeant. You're paying for the AP. Is the guardsman's power sword worse AP than the Sergeants?


But that's the thing - when you take into account the base price of the models, the guardsman is paying 5 times more than the space marine.

Are guardmen getting 5 times the value out of AP3?


How could they fix the Astra militarum with a new codex? @ 2015/07/14 20:35:56


Post by: morganfreeman


 Ashiraya wrote:
Let's be fair though, the problem there is not worst for IG. Bolter marines suffer even worse, because they pay over twice as much for +1s - which is unlikely to make much difference with Wraithknights carving through your lines.


Let's be honest here.

Bolter marines pay over twice as much for +1s and ap 5 on their guns, and frag grenades, and a 3+ armor save, and +1 to almost every (baseline) stat that they have.

While I'm not trying to argue that tacs are amazing or anything (this thread isn't about them), they're hardly just "guardsmen with +1 strength to their guns for twice the points."

 master of ordinance wrote:


Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again. Or at least reduce the minimal range down to 12". 36" - otherwise known as half the length ways board - is way to far for a minimal range. And drop the price on them too.


Wait, earthshakers can't fire directly? Where's that rule? o.O


How could they fix the Astra militarum with a new codex? @ 2015/07/14 20:45:30


Post by: Hoyt


 morganfreeman wrote:


 master of ordinance wrote:


Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again. Or at least reduce the minimal range down to 12". 36" - otherwise known as half the length ways board - is way to far for a minimal range. And drop the price on them too.


Wait, earthshakers can't fire directly? Where's that rule? o.O



Read the Barrage rules in the rulebook, it states barrage can fire indirectly as long as its beyond minimum range, or fire directly normally


How could they fix the Astra militarum with a new codex? @ 2015/07/14 21:59:02


Post by: JohnHwangDD


 aka_mythos wrote:
 JohnHwangDD wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points,


If the SM book is any guide, Chimeras will be FREE if you take enough 3 Platoons and a CHQ.

I don't think this would ever happen. There is a clear difference in gains between the 20% bonus a marine squad would get by having free rhinos, and the almost 100% bonus you'd get for a IG squads getting free chimeras. I think more realistically would be some sort of multi-platoon Cadian formation where one squad per platoon gets a free chimera.


The Marines get FREE Razorbacks or FREE Drop Pods; IG Chimeras are grossly overpriced, so FREE is a fair price. Chimeras for everyone who can take them as Dedicated Transports.

I only have a half-dozen Chimeras, so there's really not that much self-interest here. If I were serious about it meching up, I'd have more like a dozen Chimeras.


How could they fix the Astra militarum with a new codex? @ 2015/07/14 23:32:46


Post by: saithor


Most of what could be said has already been said, but one thing I think would be cool is if we brought more stuff in from the 30k Solar Auxilla and Militia books.
-If GW doesn't want Banblades in the books, at least give us some 30k Maclador's.
-Replace Lasguns with the lasrifles from there as well, with the atachments that can make it Heavy 2 or a one shot multi-laser.
-Macladors or Dracossans as Alternative transports.
-Transfer a lot of the vehicle upgrades over as well.
-Attachable medic squads as elites.
-Give us either Thunderbolts or Vultures in the main dex.
-Recon squads with Infiltrate, Move Through Cover, Stealth, and the ability to all take Sniper Rifles

Besides the 30k stuff, here's what else
-Chimera points decrease and Autocannon turret.
-Bring back the removed vehicles, and characters. Especially Marbo
-BS 4 upgrades for vehicles
-Actually make sentinels useful. Not sure how to do this
-Hellhound and variants to around 70-80 apiece
-Upgrade Voxcasters
-New fortifications, mines, emplacements, heck even rigged unerground exploisives which turns the terrain into difficult of dangerous
-Endless swarm rules
-Vendettas to maybe 150 pts?
-Regimental doctrines. If GW can make chapter tactics, this should be no problem.
-Formations. Not Decurion level, but the Imperial Guard is supposed to be very disciplined and organizational, yet I think we have fewer formations then the orks.

Will post more as I think them up


How could they fix the Astra militarum with a new codex? @ 2015/07/15 01:41:39


Post by: HandofMars


 aka_mythos wrote:
Many of our tanks are already organized into squads, so I don't know how vehicle formations for certain tanks would work unless they're very specific. A formation of deathstrikes would be amusing.

I'd like to see the option that a Leman Russ tank in a squadron can be upgrade to a tank squadron commander... what that guy would do I don't know, but it seems appropriate.

I could see a formation of Hellhounds combining their shots to use a single apocalypse flamer template.

 JohnHwangDD wrote:
 Hoyt wrote:
Yeah the Chimera is overpriced and should also drop in points,


If the SM book is any guide, Chimeras will be FREE if you take enough 3 Platoons and a CHQ.

I don't think this would ever happen. There is a clear difference in gains between the 20% bonus a marine squad would get by having free rhinos, and the almost 100% bonus you'd get for a IG squads getting free chimeras. I think more realistically would be some sort of multi-platoon Cadian formation where one squad per platoon gets a free chimera.

Dark Angels Ravenwing Support Squads are vehicles with overwatch, so there is precedent.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 01:49:37


Post by: sumi808


That is something I never thought of....I like it!

Bring all the imperial armour second edition stuff into the normal codex

make guard vehicles BS4 (tank commander bs5 and pask bs6)

Lumbering behemoth

defensive weapons rule - so when they are assaulted the tanks can fire all their hull mounted and sponsor and pintle weapons at normal BS (maybe not main gun)

increase hull points to 5

Ratlings get Infiltrate, Move Through Cover, Stealth, and Sniper Rifles at BS4 for 6 points a model?


How could they fix the Astra militarum with a new codex? @ 2015/07/15 01:53:20


Post by: Anpu42


Astra Militarum Infantry Company
Core: 1-2
Auxiliary: 1+
Command: 0-3

Infantry Platoon (Core):
1x Commissar or Junior Officer
1x Platoon Command Squad
2x Infantry Platoons
1x Veteran Squad
0-1 Sentinel Squadron (Armored or Scout)

[If two Infantry Platoons are taken with a Commissar and Junior Officer all Dedicated Transports are free.]


Infantry Company Command (Command):

1x Company Command Squad
0-1 Commissar
0-1 Astropath
0-1 Priest
0-1 Engineer

Armored Fist Command (Command):
1x Tank Commander Squadron
0-1 Tech

Lord Commissar Command (Command):
1x Lord Commissar
0-10 Commissars
0-1 Transport

Primaris Psyker Conclave (Command):
1x Primaris Psyker
1x Wyrdvane Psykers
0-1 Transport

Armored Fist Task Force (Auxiliary):
1-5 Engineers
3-5 Leman Russ Squadrons
0-1 Basilisk Battery
0-1 Wyvern Battery
0-3 Manticors
0-1 Death-Strike

Militarum Tempestus (Auxiliary):
1x Militarum Tempestus Command Squad
2-5 Militarum Tempestus Squads

Air Defense Force (Auxiliary):
1x Hydra Battery
1x Vendetta Squadron

Scout Platoon (Auxiliary):
2-5 Veteran Squads [Must take forward Sentries]
0-3 Special Weapons Squads
0-3 Ratings

Air-Assault Squadron (Auxiliary):
1x Valkyrie Assault Gunships
1x Vendetta Gun Ships

Artillery Support (Auxiliary):
1 Basilisk Battery
1 Scout Sentinel Squadron

Heavy Siege Platoon (Auxiliary):
1-2 Ogryns
1-2 Bullgryns
0-1 Leman Russ Demolisher Squadron

Armored Recon (Auxiliary):
1-3 Scout Sentinel Squadrons
0-3 Hellhound Squadron
0-3 Rough Riders


How could they fix the Astra militarum with a new codex? @ 2015/07/15 04:22:51


Post by: JohnHwangDD


 sumi808 wrote:
make guard vehicles BS4 (tank commander bs5 and pask bs6)


No.

If anything IG stats are TOO good. BS3 across the board, except specialists and characters.

Even better if Guardsmen go to WS2.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 11:50:48


Post by: master of ordinance


 JohnHwangDD wrote:
 sumi808 wrote:
make guard vehicles BS4 (tank commander bs5 and pask bs6)


No.

If anything IG stats are TOO good. BS3 across the board, except specialists and characters.

Even better if Guardsmen go to WS2.


Keep us at BS3 base, but allow us to purchase Veteran Crew's as an upgrade to make them BS4. 10 points should cover it.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 12:07:39


Post by: Blacksails


Yeah, BS4 should be saved for stormies, vets, and senior officers, commissars, and advisors/non-Guardsmen.

I wouldn't be sad if there continued to be no veteran vehicle BS4, but I wouldn't be too excited either if there magically was the option in the new book.

I can see the Navy options (aircraft) getting some sort of Ace upgrade, which could be +1BS and/or upgraded Jink save. That would be a fair and reasonable compromise to me.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 12:31:42


Post by: tau tse tung


Give an air combat squadron bonus since flyers have fallen out of favor, so for example put the guard's "inspiring presence" rule if you run 3 vendettas or Valkyries. This will even out the formation divide in 7th.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 18:32:25


Post by: morganfreeman


 Hoyt wrote:
 morganfreeman wrote:


 master of ordinance wrote:


Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again. Or at least reduce the minimal range down to 12". 36" - otherwise known as half the length ways board - is way to far for a minimal range. And drop the price on them too.


Wait, earthshakers can't fire directly? Where's that rule? o.O



Read the Barrage rules in the rulebook, it states barrage can fire indirectly as long as its beyond minimum range, or fire directly normally


Yeah, I'm well aware. Which is why I was scratching my head at what I quoted - a flate statement of the Basilisk being unable to direct fire and a need to reduce the min range to compensate.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 18:58:14


Post by: JohnHwangDD


 master of ordinance wrote:
 JohnHwangDD wrote:
 sumi808 wrote:
make guard vehicles BS4 (tank commander bs5 and pask bs6)


No.

If anything IG stats are TOO good. BS3 across the board, except specialists and characters.

Even better if Guardsmen go to WS2.


Keep us at BS3 base, but allow us to purchase Veteran Crew's as an upgrade to make them BS4. 10 points should cover it.


10 pts is far too cheap for how rare BS4 should be in a Guard army.

Consider that BS4 = +33% direct fire efficiency, then a 150-pt Tank should pay at least +50 pts for BS4.

I'd be OK if Pask were made non-unique. Pay Pask points for +1 BS.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 19:07:01


Post by: Blacksails


There's more to a unit than its gun.

A 33% price increase is ridiculous.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 19:08:58


Post by: Kanluwen


I disagree that BS4 should be "rare" in Guard forces.

They're not PDFs. BS3 should be what you see for PDFs(trained, but not highly skilled)--and BS4 should be Guard squads.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 19:38:34


Post by: IrishWristwatch


When the 6th edition Codex came out, I was horrified. While most of the units I used were still there, what we really lost was that ability to make an army that felt thematically different from other IG armies. I wanted those regimental doctrines that were rumored before the book came out, and I wanted all those special characters that we lost.

I've really just stopped caring about new codex releases. I just built my own, and while I'm still playtesting and modifying it, I'm finally playing with the army which I've wanted to play for such a long time. I'm trying to encourage my brother and friends to make their own codexes. Why should we pay 60 bucks each time they release another one of these books only to get dissapointed when they remove long-held units and beloved characters. I hardly want formations, I don't ever even play competitively.

If anyone wants to see the changes I made, heres the document. It's really rough, but I've had more fun playing this army than playing necrons or anything else.

https://docs.google.com/document/d/141WrF8qfNv2GZO4BRZKw_IU_EQr6aVuoobvZEk37M38/edit?usp=sharing


How could they fix the Astra militarum with a new codex? @ 2015/07/15 20:35:33


Post by: ultimentra


 Kanluwen wrote:
I disagree that BS4 should be "rare" in Guard forces.

They're not PDFs. BS3 should be what you see for PDFs(trained, but not highly skilled)--and BS4 should be Guard squads.


This is actually incorrect. The Conscript profile is BS2, and it can be reasonably assumed that your bog standard PDF (basically like a National Guard, or Special Police Force equivalent) is what this is meant to represent.

BS 3 should be reserved for actual Guardsmen which are supposed to be "the best of the best" from any given planet or sector.


How could they fix the Astra militarum with a new codex? @ 2015/07/15 23:41:46


Post by: Alcibiades


BS 4 (or any 4 stat) in 40K is generally reserved for the extremely well trained or experienced.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 00:02:24


Post by: master of ordinance


 JohnHwangDD wrote:
 master of ordinance wrote:
 JohnHwangDD wrote:
 sumi808 wrote:
make guard vehicles BS4 (tank commander bs5 and pask bs6)


No.

If anything IG stats are TOO good. BS3 across the board, except specialists and characters.

Even better if Guardsmen go to WS2.


Keep us at BS3 base, but allow us to purchase Veteran Crew's as an upgrade to make them BS4. 10 points should cover it.


10 pts is far too cheap for how rare BS4 should be in a Guard army.

Consider that BS4 = +33% direct fire efficiency, then a 150-pt Tank should pay at least +50 pts for BS4.

I'd be OK if Pask were made non-unique. Pay Pask points for +1 BS.


50 points for +1BS on a tank, are you have a laugh or have you just gone completely insane. Its not like the Leman Russ is particularly strong right now. Its an average tank and 150 points is only netting you AV14/13/10, a Battlecannon, a Heavy Bolter, BS3 and 3HP. Veteran squads pay 10 points to be +1BS. A tank should not have to pay much more than that if it should have to pay more than 10 at all, and 50 is just a joke. 200 points... That nets SM players an AV14/14/14 4HP BS4 2 TL Lascannon, 1TL Heavy Bolter 12 man capacity tank. Is a BS4 Leman Russ really worth as much as a fething Landraider?!
No it is not. 160 points, yes. 165 points, maybe. 200 points.... Are you off your meds?!


How could they fix the Astra militarum with a new codex? @ 2015/07/16 00:07:40


Post by: GoonBandito


10pts for +1BS is probably too cheap. I'd say more like +20pts for "Veteran Tank crews" which give +1BS, but can only be taken on vehicles in a Tank Commander Squadron. At least then you can have a squadron of Vanquishers that are all BS4.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 00:19:18


Post by: Blacksails


 GoonBandito wrote:
10pts for +1BS is probably too cheap. I'd say more like +20pts for "Veteran Tank crews" which give +1BS, but can only be taken on vehicles in a Tank Commander Squadron. At least then you can have a squadron of Vanquishers that are all BS4.


You'd have to make it different for each vehicle type.

Increasing the BS on the Hellhound family or arty isn't doing much. Same goes for blast variants of Russes.

Chimera get affected more, as would certain Russes and flyers.

If simplicity is the name of the game, 10pts is probably the most fair. Its big investment for a bunch of Chimeras, and perhaps a little cheap for the likes of Punishers, but useless on many other Guard vehicles.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 00:26:49


Post by: Kanluwen


 ultimentra wrote:
 Kanluwen wrote:
I disagree that BS4 should be "rare" in Guard forces.

They're not PDFs. BS3 should be what you see for PDFs(trained, but not highly skilled)--and BS4 should be Guard squads.


This is actually incorrect. The Conscript profile is BS2, and it can be reasonably assumed that your bog standard PDF (basically like a National Guard, or Special Police Force equivalent) is what this is meant to represent.

BS 3 should be reserved for actual Guardsmen which are supposed to be "the best of the best" from any given planet or sector.

Conscripts are not the same as PDFs, so suggesting that their profile is representative is a bit much. And no, the 'bog standard PDF' is not 'like a National Guard or Special Police Force equivalent'. It's a standing army for a planet, intended to stave off raids from small forces or small uprisings.

The PDF is also meant to slow down any invading force that is beyond their means or weaken them for the Imperium's reprisal.

Conscripts are something different entirely. They're untrained or untested masses given guns and sent to the front lines. One could make an argument that a Cadian Whiteshield unit(traditionally represented by "Conscript Squads") wouldn't be BS2 but rather BS3 given that we're talking about teenagers who have been engaged in live fire exercises and constant training since the age of 6. Conscripts are basically the Imperium's version of Cultists.

To clarify a bit more though, I feel like BS3 would be worthless with Guard. Lasguns aren't so powerful that they should be hamstrung by a lowered Ballistic Skill. They're already Rapid Fire weapons, meaning that they require you to get into Rapid Fire range to get the most out of your weapons.

Lasguns go to Salvo 2/4 and S3 AP4 or 5? Yeah, okay maybe BS3 would be better as a mitigating factor.





How could they fix the Astra militarum with a new codex? @ 2015/07/16 00:35:53


Post by: Hoyt


 morganfreeman wrote:
 Hoyt wrote:
 morganfreeman wrote:


 master of ordinance wrote:


Whilst we are here the Earthshaker cannon on the Basilisk needs to be able to fire directly again. Or at least reduce the minimal range down to 12". 36" - otherwise known as half the length ways board - is way to far for a minimal range. And drop the price on them too.


Wait, earthshakers can't fire directly? Where's that rule? o.O



Read the Barrage rules in the rulebook, it states barrage can fire indirectly as long as its beyond minimum range, or fire directly normally


Yeah, I'm well aware. Which is why I was scratching my head at what I quoted - a flate statement of the Basilisk being unable to direct fire and a need to reduce the min range to compensate.



Just clarifying for the person you quoted, I dunno why people keep claiming you can't fire directly with a Bassie.





As for tanks and BS 4, I think 15 pts for an upgrade to it is reasonable, Tau and Eldar got it, why shouldn't the masters of armoured warfare get it too?


How could they fix the Astra militarum with a new codex? @ 2015/07/16 01:54:55


Post by: triplegrim


1. Rough riders released as models or removed. They're pointless as they are.

2. Some sort of motorcycle unit would be cool and give added mobility to the IG. Perhaps they could fight like dragoons, that is, use the bikes to get around and for cover when standing still (5+ cs), but not being able to fight from them?

3. +1 T for heavy weapon squads.

4. Bayonets for 5 points for whole squad, giving them S4 when charging. Could be a regimental doctrine. Which neeeds to be put back in!

5. Power fists should not cost 25 points for a T3 S3 model.

6. Lumbering behemoth back for LR.

7. Regiment wide rules. Whats the point in having vostroyan and catachans if they're all the same anyway? It annoys the crap out of me that these has been retconned like so much else. I also loved the chapter doctrines that was in 4th(?).

8. Possibility for medic for every squad.

9. Baneblades will probably be in the main codex. Would at least give us a more standard LoW.

10. Commisars should be W2 like they used to be.

11. Lord Commisars are too expencive. 50 would be a better price.

12. CCSs are too expencive. Really like the advisors though.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 08:15:22


Post by: HANZERtank


Id like to see something like how sm can upgrade the captain to have a bike with horses instead. But make horses more useful with extra wound or toughnes. Then iif your warlord is on a horse makes rough riders troops or allows vets to take the upgrade to make a really mobile force. I don't particularly want to charge, I just want a way to get about the field more.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 12:57:59


Post by: Kanluwen


On a slightly interesting note it's now showing "Ork Bestsellers", "Meks", and "Astra Militarum Bestsellers" on the main Warhammer 40,000 page for GW.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 13:12:30


Post by: MarsNZ


 Blacksails wrote:
 GoonBandito wrote:
10pts for +1BS is probably too cheap. I'd say more like +20pts for "Veteran Tank crews" which give +1BS, but can only be taken on vehicles in a Tank Commander Squadron. At least then you can have a squadron of Vanquishers that are all BS4.


You'd have to make it different for each vehicle type.


But why?

I pay the same for a Plasma gun whether its being used by a regular guardsman or a veteran.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 13:29:23


Post by: Blacksails


MarsNZ wrote:


But why?

I pay the same for a Plasma gun whether its being used by a regular guardsman or a veteran.


Which, theoretically, also doesn't make sense. A plasma gun is more effective on vets for two/three important reasons. The first is the BS boost which makes the weapon directly more effective, the second is the carrying cost and number of guns per unit, which greatly favours the vets, and the kind of third reason is the total cost in bringing the same number of plasma guns to bear.

Now, this is where it gets fuzzy in balance, because everything should have a role, and vets having the role of special weapon monkeys works, compared to platoons which can bring mass heavy and special weapons while being durable through number of wounds.

Its the same reason a power fist isn't worth 25pts on a Guard model even though its what marines pay. A much more reasonable price would be 15pts for much of the same reasons I listed above.

With 40k's granularity (or lack thereof), its really not worth it for wargear price changes within the codex, but if this were more like an RPG on a D20 or D100 system, then it would make sense to bump the cost of plasma on vets a little higher than the cost on base guardsmen.

With something like a vet crew, simplicity wise, a flat 10-15pts upgrade in the armoury section would be reasonable. If we were to get nitty-gritty, then arty should be paying less than a Punisher due to how BS affects those two weapons.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 15:01:15


Post by: HandofMars


Guard had 10 point power weapons and 15 point fists in the previous book, but I guess power blobs were just too hardcore.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 15:03:35


Post by: Kanluwen


Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


How could they fix the Astra militarum with a new codex? @ 2015/07/16 15:53:21


Post by: Breton


The same thing that will fix Tactical marines. A drastic improvement to the basic troop type and basic trooper weapon.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 15:58:18


Post by: NotQuintinus


 Kanluwen wrote:
Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


Robin Cruddace wrote the (superior) 5th edition book as well. Hell, I'd rather use the 5th edition book than the 6th edition book considering how little was changed and most for the worse.



How could they fix the Astra militarum with a new codex? @ 2015/07/16 16:53:07


Post by: Kanluwen


 Quintinus wrote:
 Kanluwen wrote:
Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


Robin Cruddace wrote the (superior) 5th edition book as well. Hell, I'd rather use the 5th edition book than the 6th edition book considering how little was changed and most for the worse.


Cruddace was claimed as "lead writer" on that, but it was one of the first books with his name alone on it--and I've heard through the grape vine for years that it really was more of a Ward book.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 16:59:17


Post by: NotQuintinus


 Kanluwen wrote:
 Quintinus wrote:
 Kanluwen wrote:
Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


Robin Cruddace wrote the (superior) 5th edition book as well. Hell, I'd rather use the 5th edition book than the 6th edition book considering how little was changed and most for the worse.


Cruddace was claimed as "lead writer" on that, but it was one of the first books with his name alone on it--and I've heard through the grape vine for years that it really was more of a Ward book.


Yeah, my best friend's former roomate's ex gf's ex bf was a black shirt. Heard the same thing from him.

In other words, anything to back that up other than just "through the grapevine"?


How could they fix the Astra militarum with a new codex? @ 2015/07/16 19:39:52


Post by: master of ordinance


 Kanluwen wrote:
 Quintinus wrote:
 Kanluwen wrote:
Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


Robin Cruddace wrote the (superior) 5th edition book as well. Hell, I'd rather use the 5th edition book than the 6th edition book considering how little was changed and most for the worse.


Cruddace was claimed as "lead writer" on that, but it was one of the first books with his name alone on it--and I've heard through the grape vine for years that it really was more of a Ward book.


*Chokes* you mean there is a chance that Matt Ward, the Fluff Slayer, one of the most hated writers may actually have done something good?!
Hell, we need to bring 5th back. Less complicated special rules and vehicles that where actually effective. Leman Russ felt like heavy tanks, not crappy MC's that have all the vulnerabilities and none of the advantages of being MC's.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 20:39:27


Post by: NotQuintinus


 master of ordinance wrote:
 Kanluwen wrote:
 Quintinus wrote:
 Kanluwen wrote:
Nah, it comes down to Robin Cruddace and his "streamlining" ideas.

If he can't copy/paste it, it's too complex!


Robin Cruddace wrote the (superior) 5th edition book as well. Hell, I'd rather use the 5th edition book than the 6th edition book considering how little was changed and most for the worse.


Cruddace was claimed as "lead writer" on that, but it was one of the first books with his name alone on it--and I've heard through the grape vine for years that it really was more of a Ward book.


*Chokes* you mean there is a chance that Matt Ward, the Fluff Slayer, one of the most hated writers may actually have done something good?!
Hell, we need to bring 5th back. Less complicated special rules and vehicles that where actually effective. Leman Russ felt like heavy tanks, not crappy MC's that have all the vulnerabilities and none of the advantages of being MC's.


The funny thing is, I'd believe that Mat Ward wrote it because the book was actually pretty fun to play once you got the hang of it. IMO Mat Ward was the best rules writer Games Workshop has had for a long while. He's the whole reason why all of the cool Rogue Trader and 2nd edition stuff like rad grenades, hallucinogen grenades, and other stuff came back. Was his stuff powerful? Sure, but I'd blame the other writers for not being on his level.

His background may have been childish at times, like with Draigo, but at least it was something new and caused discussion. For every Draigo there was something cool like Sanguinor anyway.

If you like Battle Focus, you can thank Ward for that as well. I'm sure he was responsible for a lot of things in the 6th edition Eldar book as well.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 20:53:07


Post by: Vaktathi


 Quintinus wrote:

The funny thing is, I'd believe that Mat Ward wrote it because the book was actually pretty fun to play once you got the hang of it. IMO Mat Ward was the best rules writer Games Workshop has had for a long while. He's the whole reason why all of the cool Rogue Trader and 2nd edition stuff like rad grenades, hallucinogen grenades, and other stuff came back. Was his stuff powerful? Sure, but I'd blame the other writers for not being on his level.
I would posit that when everything else is the problem...it usually isn't


His background may have been childish at times, like with Draigo, but at least it was something new and caused discussion. For every Draigo there was something cool like Sanguinor anyway.
Not everyone like the Sanguinor either, a lot of people thought that entire concept was terrible...

If you like Battle Focus, you can thank Ward for that as well. I'm sure he was responsible for a lot of things in the 6th edition Eldar book as well.
The one Phil Kelly & Adam Troke wrote? Where Ward isn't listed in any of the credits at all?


How could they fix the Astra militarum with a new codex? @ 2015/07/16 21:10:03


Post by: BlaxicanX


That Ward created battle focus is a rumor I've heard consistently over the years. Despite not being tla credited writer, Ward was the lead designer on the writing team and apparently contributed a fair amount to the design of many of the 6e codices.


How could they fix the Astra militarum with a new codex? @ 2015/07/16 23:04:24


Post by: MarsNZ


 Blacksails wrote:
MarsNZ wrote:


But why?

I pay the same for a Plasma gun whether its being used by a regular guardsman or a veteran.


Which, theoretically, also doesn't make sense. A plasma gun is more effective on vets for two/three important reasons. The first is the BS boost which makes the weapon directly more effective, the second is the carrying cost and number of guns per unit, which greatly favours the vets, and the kind of third reason is the total cost in bringing the same number of plasma guns to bear.

Now, this is where it gets fuzzy in balance, because everything should have a role, and vets having the role of special weapon monkeys works, compared to platoons which can bring mass heavy and special weapons while being durable through number of wounds.

Its the same reason a power fist isn't worth 25pts on a Guard model even though its what marines pay. A much more reasonable price would be 15pts for much of the same reasons I listed above.

With 40k's granularity (or lack thereof), its really not worth it for wargear price changes within the codex, but if this were more like an RPG on a D20 or D100 system, then it would make sense to bump the cost of plasma on vets a little higher than the cost on base guardsmen.

With something like a vet crew, simplicity wise, a flat 10-15pts upgrade in the armoury section would be reasonable. If we were to get nitty-gritty, then arty should be paying less than a Punisher due to how BS affects those two weapons.


I actually couldn't agree more. My point is that I don't want another one of my armies to be the Guinea Pig for another general GW mess-around with balance.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 00:11:59


Post by: NotQuintinus


 Vaktathi wrote:
 Quintinus wrote:

The funny thing is, I'd believe that Mat Ward wrote it because the book was actually pretty fun to play once you got the hang of it. IMO Mat Ward was the best rules writer Games Workshop has had for a long while. He's the whole reason why all of the cool Rogue Trader and 2nd edition stuff like rad grenades, hallucinogen grenades, and other stuff came back. Was his stuff powerful? Sure, but I'd blame the other writers for not being on his level.
I would posit that when everything else is the problem...it usually isn't

Let's look at the other writers for 5th-6th edition.
Phil Kelly, who is an absolutely poor rules writer. His power levels vary far too much, from unkillable falcons to good-for-3-months Chaos Marines to unlimited-range Serpentshield spam. Most tend to be slightly higher on power level and dominate tournaments but have poor staying power and the worst internal balance of any author
Robin Cruddace, power levels are all over the place. Imperial Guard are extremely good, while Tyranids are horrible until formations come out for them
Jeremy Vetock, power levels are all over the place. Beginning to see a trend here? Writes the underpowered mess Dark Angels, while also managing to whip up the Tau codex (which I admittedly quite like)

Then Mat Ward, whose books were consistently high power level. But hey, he never did anything that was appalling such as 2++ rerollable invulnerable saves, 2 points for 6++ Mark of Tzeentch. 3++ stormshields were powerful but they actually made terminators worthwhile. Grey Knights were extremely good, 6th edition toned them down while making Necrons (for a short time) king of the pile, and still managed to compete very well. Keep in mind, I'm only focusing on 40k here.


His background may have been childish at times, like with Draigo, but at least it was something new and caused discussion. For every Draigo there was something cool like Sanguinor anyway.
Not everyone like the Sanguinor either, a lot of people thought that entire concept was terrible...

The concept of an Imperial warp demon is FAR more interesting and original than anything Phil Kelly has ever come up with. Robin Cruddace made some cool characters too at least. What did Phil Kelly do? Create wolfy mcwolfwolferson riding a wolf with his wolf claws?

If you like Battle Focus, you can thank Ward for that as well. I'm sure he was responsible for a lot of things in the 6th edition Eldar book as well.
The one Phil Kelly & Adam Troke wrote? Where Ward isn't listed in any of the credits at all?


It was mentioned at a Games Day iirc, I'll see about finding it.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 01:45:22


Post by: Vaktathi


 Quintinus wrote:

Let's look at the other writers for 5th-6th edition.
Phil Kelly, who is an absolutely poor rules writer. His power levels vary far too much, from unkillable falcons to good-for-3-months Chaos Marines to unlimited-range Serpentshield spam. Most tend to be slightly higher on power level and dominate tournaments but have poor staying power and the worst internal balance of any author
Robin Cruddace, power levels are all over the place. Imperial Guard are extremely good, while Tyranids are horrible until formations come out for them
Jeremy Vetock, power levels are all over the place. Beginning to see a trend here? Writes the underpowered mess Dark Angels, while also managing to whip up the Tau codex (which I admittedly quite like)

Then Mat Ward, whose books were consistently high power level. But hey, he never did anything that was appalling such as 2++ rerollable invulnerable saves
Neither did anyone else really until after 5th edition, and they shortly stopped attributing authorship within like 8 or 9 months IIRC after 6E came out on codex books IIRC and Ward wasn't listed as author on anything after 5E.

2 points for 6++ Mark of Tzeentch. 3++ stormshields were powerful but they actually made terminators worthwhile. Grey Knights were extremely good, 6th edition toned them down while making Necrons (for a short time) king of the pile, and still managed to compete very well. Keep in mind, I'm only focusing on 40k here.
And he did that in large part by giving lots of factions everything and the kitchen sink. Look at the 5E blood angels book. They went from an army that was largely codex-adherent in nature with a focus on speed and close combat, to suddenly being the chapter that could field the most psykers (aside from GK's), field the most walkers, field the most heavy armor, got Fast on everything *and* still kept (and enhanced) its speed/assault bonuses.

Similarly, C:SM came out in 2008, it made every other SM book rather pointless to play in comparison, and every SM army I saw was "Vulkan+Hammernaters+tons of Melta" until Kelly's Space Wolves came out. I literally didn't see an SM army without Vulkan (and I think Hammernators too but I could be wrong there) for a full year.

I'm not saying any of GW's writers were perfect, they have never been, and your criticisms of the others are quite valid, but it's hard to say that Ward was so much better and the problems were all with everyone else.


The concept of an Imperial warp demon is FAR more interesting and original than anything Phil Kelly has ever come up with. Robin Cruddace made some cool characters too at least.
That's certainly the first time I've ever heard of the Sanguinor descried as such. Potentially a cool concept in theory, but really failed in the execution for many. Much like many tried to spin Draigo's tale into a tragic sisyphean one after the 2010 GK book, but wasn't exactly terribly what the average reader would have gotten from reading his fluff entry.

What did Phil Kelly do? Create wolfy mcwolfwolferson riding a wolf with his wolf claws?
Much like Ward's renaming of Dreadnought Close Combat Weapons to Blood Fists for no reason, and sillyness like Bloodstrike missiles, or the very name "Sanguinor"? Effectively "thing-that-color-of-blood", the same way a tormetor would be a "thing-that-torments"?


It was mentioned at a Games Day iirc, I'll see about finding it.
First time I've heard that. It's hard to ascribe specific mechanics like that to someone though when they're not mentioned in any credits or as an author. Not saying it's impossible, but never seen any proof or even heard rumor of it before today.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 02:48:19


Post by: NotQuintinus


 Vaktathi wrote:
 Quintinus wrote:

Let's look at the other writers for 5th-6th edition.
Phil Kelly, who is an absolutely poor rules writer. His power levels vary far too much, from unkillable falcons to good-for-3-months Chaos Marines to unlimited-range Serpentshield spam. Most tend to be slightly higher on power level and dominate tournaments but have poor staying power and the worst internal balance of any author
Robin Cruddace, power levels are all over the place. Imperial Guard are extremely good, while Tyranids are horrible until formations come out for them
Jeremy Vetock, power levels are all over the place. Beginning to see a trend here? Writes the underpowered mess Dark Angels, while also managing to whip up the Tau codex (which I admittedly quite like)

Then Mat Ward, whose books were consistently high power level. But hey, he never did anything that was appalling such as 2++ rerollable invulnerable saves
Neither did anyone else really until after 5th edition, and they shortly stopped attributing authorship within like 8 or 9 months IIRC after 6E came out on codex books IIRC and Ward wasn't listed as author on anything after 5E.

Still didn't refute my point, Mat Ward was overall a much more consistent writer and did more good things for the game than any other single writer.


2 points for 6++ Mark of Tzeentch. 3++ stormshields were powerful but they actually made terminators worthwhile. Grey Knights were extremely good, 6th edition toned them down while making Necrons (for a short time) king of the pile, and still managed to compete very well. Keep in mind, I'm only focusing on 40k here.
And he did that in large part by giving lots of factions everything and the kitchen sink. Look at the 5E blood angels book. They went from an army that was largely codex-adherent in nature with a focus on speed and close combat, to suddenly being the chapter that could field the most psykers (aside from GK's), field the most walkers, field the most heavy armor, got Fast on everything *and* still kept (and enhanced) its speed/assault bonuses.

Iirc Blood Angels already had a unique dreadnought (The Furioso), and a unique Predator. As for the most psykers, it makes sense - Sanguinious was a psyker. And hey, fluff changes - just ask the Black Templars and their new 1k chapter strength. I wouldn't say they had the kitchen sink.


Similarly, C:SM came out in 2008, it made every other SM book rather pointless to play in comparison, and every SM army I saw was "Vulkan+Hammernaters+tons of Melta" until Kelly's Space Wolves came out. I literally didn't see an SM army without Vulkan (and I think Hammernators too but I could be wrong there) for a full year.

I'm not saying any of GW's writers were perfect, they have never been, and your criticisms of the others are quite valid, but it's hard to say that Ward was so much better and the problems were all with everyone else.

Right, and after Space Wolves came out you didn't see anything except for Grey Hunter/Runepriest/Long Fang spam. Rather, C:SM made every Space Marine book "pointless" to play because they were so bad.



The concept of an Imperial warp demon is FAR more interesting and original than anything Phil Kelly has ever come up with. Robin Cruddace made some cool characters too at least.
That's certainly the first time I've ever heard of the Sanguinor descried as such. Potentially a cool concept in theory, but really failed in the execution for many. Much like many tried to spin Draigo's tale into a tragic sisyphean one after the 2010 GK book, but wasn't exactly terribly what the average reader would have gotten from reading his fluff entry.

What did Phil Kelly do? Create wolfy mcwolfwolferson riding a wolf with his wolf claws?
Much like Ward's renaming of Dreadnought Close Combat Weapons to Blood Fists for no reason, and sillyness like Bloodstrike missiles, or the very name "Sanguinor"? Effectively "thing-that-color-of-blood", the same way a tormetor would be a "thing-that-torments"?

Sanguinor is pretty obviously a spin-off of Sanguinius so I don't see what the deal is with that one, especially since he's purported perhaps to be the ghost of the primarch. Maybe I'm not an "average" reader though, I thought it was neat.
Blood Fists and Bloodstrike missiles are a bit silly, but really not close to Wolf Lord with Wolf Claws On Thunderwolf accompanied by Wolf Guard and Wolf Priest with Cyberwolves.



It was mentioned at a Games Day iirc, I'll see about finding it.
First time I've heard that. It's hard to ascribe specific mechanics like that to someone though when they're not mentioned in any credits or as an author. Not saying it's impossible, but never seen any proof or even heard rumor of it before today.



Phil Kelly mentioned it at a Games Day, which would've been the one after the codex came out so 2013.


Anyway, back on topic.

I'd like to see a return of legit Penal Battalions. Also, Forgeworld did a fantastic job (as always) with the imperial militia list in their 5th Horus Heresy book.

Basically, you can get Provenances of War which describe where your army is from for a small points cost. Some cost more than others, obviously but they're cool. One for Traitors gives Zealot but forces units to fire Snap Shots, another one allows you to get +1 Strength and +1 Initiative, and all sorts of cool things. I'd love to see that in the next book.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 03:44:19


Post by: Vaktathi


EDIT: Had a big reply written up, internet ate it, suffice to say I disagree but don't want to take it any more off topic or re-write it


How could they fix the Astra militarum with a new codex? @ 2015/07/17 04:49:06


Post by: Chootum


I am having a lot of fun with the current book. But I am not competitive at all.

Formations would be nice to see. I want to see a horde formation with "send in the next wave" rule akin to the last dex, or similar to the tyranids " endless swarm" formation. That would be loads of fun!


How could they fix the Astra militarum with a new codex? @ 2015/07/17 14:04:23


Post by: sumi808


Veteran crews for tanks would be cool, rather than bonus bs why not allow them to ignore crew shaken and crew stunned results? would be interesting change and fit with idea they been through and seen alot war


How could they fix the Astra militarum with a new codex? @ 2015/07/17 14:08:40


Post by: Kanluwen


 sumi808 wrote:
Veteran crews for tanks would be cool, rather than bonus bs why not allow them to ignore crew shaken and crew stunned results? would be interesting change and fit with idea they been through and seen alot war

I would rather see genuine benefits for veteran vehicle crews than just "Bonus BS" or "Ignore Crew Shaken/Stunned".

It would be cool to see a veteran Demolisher crew getting some kind of benefit versus targets in fortifications, or a veteran Punisher crew being able to gain Skyfire for a turn, a veteran Vanquisher crew getting Strength D versus Monstrous Creatures, a veteran Sentinel pilot getting some kind of unique ability, etc etc.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 14:23:53


Post by: Alcibiades


What I think they may do is duplicate the Mechanicus Canticles and give a series of orders the effectiveness of which depends on the number of infantry squads on the table.

Which would have the side effect of encouraging people to buy lots of models.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 15:06:43


Post by: saithor


These are mostly great ideas so far, some further ones that I have, mostly ideas for new units, as almost everything has been said for modyfing old units.
-Have a medium tank that is a regular tank. This was suggested earlier, and I think it's a good idea. Make it a repulse tank with 13/11/10 armor to give the guard some speed. Turret options suh as TL Autocannon or Lascannon, I can't think of any real unique weapons at the moment.
-Minefields 10-20 points apiece for a minefield around as big as an Aegis defense lines long section. Enemy units moving over it take D6 S4 AP 4 hits for every ten models in anti-personal minefield, AT ones cause non-Skimmer vehicles to take one S8 AP 2 hit on the rear armor that auto-immobilizes on a 5+. Can only have a maximum of one for every other fortification on the field. Give the Guard three-four fortification slots.
-Combat Engineers. Come with Shotguns stock. Can Bolster Defenses. Can take new special weapon Spigot Launchers(still working on rules. Mortar style explosion that reduces terrain cover saves by one). Can take Demo-Charges, melta-bombs, and specialized grenades.
-Snipers, in either squad or character form or both. Character would be like Enginseers or Preists. Both should have Infiltrate, Move Through Cover and Camo-Cloaks default. Squad should have BS 4, character BS 5.
-Medics. Either have attachable elites section or allow all squads to grab a medkit.
-Trenches, around 20 pts each, only 5+ cover.
These are just rough ideas, I'll add more as I finish designs them.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 15:11:45


Post by: Blacksails


 saithor wrote:
-Have a medium tank that is a regular tank. This was suggested earlier, and I think it's a good idea. Make it a repulse tank with 13/11/10 armor to give the guard some speed. Turret options suh as TL Autocannon or Lascannon, I can't think of any real unique weapons at the moment.


We already have the chassis in the form of the Hellhound variants. 12/12/10 Fast is a perfect medium tank. Just keep the Hellhounds to their template/blast weapons, then add a second variant with, as you said, autocannons, lascannons, and a vanquisher style cannon.

Hell, you could even make them into a Razorback-esque vehicle with a reduced passenger capacity for things like command squads.

But now I'm dreaming.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 15:12:19


Post by: Kanluwen


Alcibiades wrote:
What I think they may do is duplicate the Mechanicus Canticles and give a series of orders the effectiveness of which depends on the number of infantry squads on the table.

Which would have the side effect of encouraging people to buy lots of models.

Or you could take the more common sense approach and have them using the Doctrina Imperatives that Skitarii have.

Mechanicus Canticles really aren't impressive outside of the formations where Skitarii units count for them.


Automatically Appended Next Post:
 saithor wrote:
These are mostly great ideas so far, some further ones that I have, mostly ideas for new units, as almost everything has been said for modyfing old units.
-Have a medium tank that is a regular tank. This was suggested earlier, and I think it's a good idea. Make it a repulse tank with 13/11/10 armor to give the guard some speed. Turret options suh as TL Autocannon or Lascannon, I can't think of any real unique weapons at the moment.

Ew, no. The Guard doesn't need speed. We don't need a medium tank--we need our heavy tanks to actually be worth taking. Adding a new vehicle to the mix doesn't fix that issue, it just adds something to distract from the issue.

-Minefields 10-20 points apiece for a minefield around as big as an Aegis defense lines long section. Enemy units moving over it take D6 S4 AP 4 hits for every ten models in anti-personal minefield, AT ones cause non-Skimmer vehicles to take one S8 AP 2 hit on the rear armor that auto-immobilizes on a 5+. Can only have a maximum of one for every other fortification on the field. Give the Guard three-four fortification slots.

AT mines not affecting skimmer vehicles can make them effectively useless.

-Combat Engineers. Come with Shotguns stock. Can Bolster Defenses. Can take new special weapon Spigot Launchers(still working on rules. Mortar style explosion that reduces terrain cover saves by one). Can take Demo-Charges, melta-bombs, and specialized grenades.

Or they come with Lasguns stock, this isn't DKoK. The reason their Combat Engineers came with Shotguns is because they're intended to accompany their little mining device.

Bolster Defenses is "eh". I would rather see them have the ability to deploy a Tarantula Sentry Battery and/or the ability to boobytrap fortifications. Maybe give them the Ground Scanners that FW put out as well.

-Snipers, in either squad or character form or both. Character would be like Enginseers or Preists. Both should have Infiltrate, Move Through Cover and Camo-Cloaks default. Squad should have BS 4, character BS 5.

Said it before, saying it again.

Dedicated sniper teams with what effectively is a stripped down lascannon. Spotter allows for rerolls on either hits, wounds, or armor pen.
Additionally allow for Spotters to reduce the scatter for Ordnance or Barrage weapons being fired indirectly.

-Medics. Either have attachable elites section or allow all squads to grab a medkit.

Why Elites? That's just kinda silly given how already crowded that section is.
A Platoon or Company option for a Medicae Detachment ala Regimental Advisors, divided up into CCS->PCS->MTCS->MTS->HVS->IS would be far better especially giving the likelihood of a sliding scale for the detachment.

-Trenches, around 20 pts each, only 5+ cover.
These are just rough ideas, I'll add more as I finish designs them.

They're not bad ideas--so please don't think I'm ripping on you just for fun or anything. I think some of the ideas could use finessing but at the same time some of it just circles around the whole issue of "Let's add X instead of fixing Y".


How could they fix the Astra militarum with a new codex? @ 2015/07/17 16:24:58


Post by: master of ordinance


The trenches are a good idea but I like the Medium Tank and Sniper ones the best.

A Medium Tank should be something like the Panzer IV to the Leman Russ's Tiger. The armour should be week and they should not be fast. Currently a LR moves 6" so a regular tank with an AV of 12-13/11/10 and a move of 12" should be good enough. Its weapons should be similar to the Leman Russ for the most part, a lighter version of the Battlecannon and Vanquisher cannon for the basic variants, a Lascannon, an Autocannon with 4 shots and a longer range, a lighter version of the Punisher with less shots, etc. Hull mounted Heavy Stubbers are a must.

The Snipers are a great idea, maybe allow 1-4 to be purchased as a single Elites slot.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 17:14:13


Post by: Kanluwen


 master of ordinance wrote:

A Medium Tank should be something like the Panzer IV to the Leman Russ's Tiger. The armour should be week and they should not be fast. Currently a LR moves 6" so a regular tank with an AV of 12-13/11/10 and a move of 12" should be good enough. Its weapons should be similar to the Leman Russ for the most part, a lighter version of the Battlecannon and Vanquisher cannon for the basic variants, a Lascannon, an Autocannon with 4 shots and a longer range, a lighter version of the Punisher with less shots, etc. Hull mounted Heavy Stubbers are a must.

Again, this isn't fixing any of the actual issues with the Leman Russ. It needs to be a Tiger before we start throwing in a Panzer IV.

Before we start adding more vehicles that are very likely to be woefully underpar, let's get the Leman Russ up to a reasonable place.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 17:31:12


Post by: Makumba


I would rather have 13+ av12 65pts medium tanks armed with auto cannons, then 140 ore more pts heavy lemman russes that do nothing because they are blast.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 17:51:10


Post by: gungo


Leman russes are actually pretty good they just need two rules changes. Lumbering behemoth back so ordinance doesn't make everything snap fire and better priced sponsons.

Give them a few decent formations and give the army access to more interceptor based weapons and the Russ becomes a scary tank again.

But mostly the guard just lack decorian style list building and a ton of formation bonuses. There are also units I'd like to personally adjust and many ideas here are good but the main problem is guards are still a 6th edition codex where 7th edition codexs are the most powerful because of all the formation bonuses.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 17:54:02


Post by: Kanluwen


gungo wrote:
Leman russes are actually pretty good they just need two rules changes. Lumbering behemoth back so ordinance doesn't make everything snap fire and better priced sponsons.

Give them a few decent formations and give the army access to more interceptor based weapons and the Russ becomes a scary tank again.

But mostly the guard just lack decorian style list building and a ton of formation bonuses. There are also units I'd like to personally adjust and many ideas here are good but the main problem is guards are still a 6th edition codex where 7th edition codexs are the most powerful because of all the formation bonuses.

That's not remotely true as to why Guard struggle. Tau aren't a 7th edition book and they're still plenty powerful. Eldar were powerful even before their recent upgrade despite not being a 7th edition book.

It's not the lack of a unique FOC and formations, it's just a bad book with shoddy internal/external balance. It holds up just fine against, say, CSM or Orks but against anything else it struggles beyond any rational metric.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 20:14:37


Post by: master of ordinance


Kanluwen wrote:
gungo wrote:
Leman russes are actually pretty good they just need two rules changes. Lumbering behemoth back so ordinance doesn't make everything snap fire and better priced sponsons.

Give them a few decent formations and give the army access to more interceptor based weapons and the Russ becomes a scary tank again.

But mostly the guard just lack decorian style list building and a ton of formation bonuses. There are also units I'd like to personally adjust and many ideas here are good but the main problem is guards are still a 6th edition codex where 7th edition codexs are the most powerful because of all the formation bonuses.

That's not remotely true as to why Guard struggle. Tau aren't a 7th edition book and they're still plenty powerful. Eldar were powerful even before their recent upgrade despite not being a 7th edition book.

It's not the lack of a unique FOC and formations, it's just a bad book with shoddy internal/external balance. It holds up just fine against, say, CSM or Orks but against anything else it struggles beyond any rational metric.


Ugh, this time one hundred. Especially when you consider the limited (5 to 6) number of actually valid choices we have (and even some of these are debatable).

Makumba wrote:I would rather have 13+ av12 65pts medium tanks armed with auto cannons, then 140 ore more pts heavy lemman russes that do nothing because they are blast.


Aye, the problem is that the Leman Russ is just too expensive to be a desirable choice if faced with other options.

Kanluwen wrote:
 master of ordinance wrote:

A Medium Tank should be something like the Panzer IV to the Leman Russ's Tiger. The armour should be week and they should not be fast. Currently a LR moves 6" so a regular tank with an AV of 12-13/11/10 and a move of 12" should be good enough. Its weapons should be similar to the Leman Russ for the most part, a lighter version of the Battlecannon and Vanquisher cannon for the basic variants, a Lascannon, an Autocannon with 4 shots and a longer range, a lighter version of the Punisher with less shots, etc. Hull mounted Heavy Stubbers are a must.

Again, this isn't fixing any of the actual issues with the Leman Russ. It needs to be a Tiger before we start throwing in a Panzer IV.

Before we start adding more vehicles that are very likely to be woefully underpar, let's get the Leman Russ up to a reasonable place.


Yep, the Leman Russ needs a major buff. Being cheaper, another HP and some buffs and extra weapons, especially free coaxial Heavy Stubbers, are in dire need.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 20:34:49


Post by: Gamgee


 Kanluwen wrote:
gungo wrote:
Leman russes are actually pretty good they just need two rules changes. Lumbering behemoth back so ordinance doesn't make everything snap fire and better priced sponsons.

Give them a few decent formations and give the army access to more interceptor based weapons and the Russ becomes a scary tank again.

But mostly the guard just lack decorian style list building and a ton of formation bonuses. There are also units I'd like to personally adjust and many ideas here are good but the main problem is guards are still a 6th edition codex where 7th edition codexs are the most powerful because of all the formation bonuses.

That's not remotely true as to why Guard struggle. Tau aren't a 7th edition book and they're still plenty powerful. Eldar were powerful even before their recent upgrade despite not being a 7th edition book.

It's not the lack of a unique FOC and formations, it's just a bad book with shoddy internal/external balance. It holds up just fine against, say, CSM or Orks but against anything else it struggles beyond any rational metric.

I agree. Some older codexes were working fine with all the new stuff around. Including my own the Tau. The AM need a drastic overhaul. Perhaps there will be an in lore "Marian" reforms to the regiments to make them more effective fighting force. Combined with some new gear/tech from an STC would be a good lore reason to reform what the AM is and have it make sense.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 21:14:49


Post by: vipoid


 master of ordinance wrote:

Yep, the Leman Russ needs a major buff.


Agreed. I think the problem is that a lot of people (mainly those who don't play IG) *think* LR tanks are good. I'm not sure why - maybe because they're the cheapest AV14 vehicles, or perhaps because they remember that LRs used to be strong, and think they still are.

Trouble is, whilst LR tanks might have been strong in the past, the game has moved on since then. Unfortunately, the LRs haven't.

In fact, the ordnance varieties got significantly worse. But, even aside from that, most of their weapons just aren't good. It seems that they're either under-specialised (autocannons, the punisher without Pask, the heavy bolters they all come with etc.) or over-specialised... and still rubbish (is any tank really afraid of the vanquisher?). Then there's issues like plasma cannons having a fatal design flaw. AV14 means jack when you can die simply from firing your own weapons (made even more tragic because plasma cannons are about the only LR weapon that's even vaguely competent). We don't even have the advantage of squadrons anymore, because a) FoCs are a joke (so it's not like it's a useful bonus), and b) several elite races have been handed vehicle squadrons anyway.

About the only advantage LRs have over the tanks of other armies is AV14... in an edition where races can have D-weapons in standard games, multiple-shot haywire guns on basic troops etc.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 21:51:50


Post by: Martel732


Alcibiades wrote:
BS 4 (or any 4 stat) in 40K is generally reserved for the extremely well trained or experienced.


Because the system does not have enough granularity.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 22:00:12


Post by: Finlandiaperkele


All I want to see is the return of Vox Network in some form.

Currently Vox Casters work merely as megaphones...


How could they fix the Astra militarum with a new codex? @ 2015/07/17 22:49:44


Post by: saithor


 Kanluwen wrote:

Ew, no. The Guard doesn't need speed. We don't need a medium tank--we need our heavy tanks to actually be worth taking. Adding a new vehicle to the mix doesn't fix that issue, it just adds something to distract from the issue.


We already have Hellhounds, and in an objective based game slow moving isn't going to help us out as much.

 Kanluwen wrote:

AT mines not affecting skimmer vehicles can make them effectively useless.


Yeah, I realized this after posting, they can affect Vehicles as well. Thinking S8 AP2, hits rear armor, if it pens on a 4+ is immobilized


 Kanluwen wrote:
Or they come with Lasguns stock, this isn't DKoK. The reason their Combat Engineers came with Shotguns is because they're intended to accompany their little mining device.

Bolster Defenses is "eh". I would rather see them have the ability to deploy a Tarantula Sentry Battery and/or the ability to boobytrap fortifications. Maybe give them the Ground Scanners that FW put out as well.


I'll work on that. I was actually going for a more demo/chemical weapons close quarters group with specialized grenades, Spigot Launchers, and other specialized gear.


 Kanluwen wrote:
Said it before, saying it again.

Dedicated sniper teams with what effectively is a stripped down lascannon. Spotter allows for rerolls on either hits, wounds, or armor pen.
Additionally allow for Spotters to reduce the scatter for Ordnance or Barrage weapons being fired indirectly.


Combine the two into one. The debate is squad vs. character, as a sniper is more of a character role, but it probably will jsut come off as a worse, cheap Vindicare. Recon Squads for spottign, have already started cracking

 Kanluwen wrote:
Why Elites? That's just kinda silly given how already crowded that section is.
A Platoon or Company option for a Medicae Detachment ala Regimental Advisors, divided up into CCS->PCS->MTCS->MTS->HVS->IS would be far better especially giving the likelihood of a sliding scale for the detachment.


I also said upgrade for squad, which I think is the better option. The reason I mentioned elites is because he Millitia 30k list was on my mind


 Kanluwen wrote:
They're not bad ideas--so please don't think I'm ripping on you just for fun or anything. I think some of the ideas could use finessing but at the same time some of it just circles around the whole issue of "Let's add X instead of fixing Y".


I want to fix Y as well, and actually made my own suggestions in earlier posts, but it's been discussed so much I wanted to offer some posts considering other ideas. New units are rare for guard, with us losing several in return for only two (Wyvern and Bullgryn) so new units would be welcome. Also I'm looing for cheap feedback on my homebrew Steel Legion Codex

 Kanluwen wrote:

Again, this isn't fixing any of the actual issues with the Leman Russ. It needs to be a Tiger before we start throwing in a Panzer IV.

Before we start adding more vehicles that are very likely to be woefully underpar, let's get the Leman Russ up to a reasonable place.


I was just throwing in some new possible units. People have already thrown in tons of suggestions for how to improve the ruses, so I decided to try another route for improving the codex. Those are just gneneral ideas, I have more specific ideas coming.

 master of ordinance wrote:
A Medium Tank should be something like the Panzer IV to the Leman Russ's Tiger. The armour should be week and they should not be fast. Currently a LR moves 6" so a regular tank with an AV of 12-13/11/10 and a move of 12" should be good enough. Its weapons should be similar to the Leman Russ for the most part, a lighter version of the Battlecannon and Vanquisher cannon for the basic variants, a Lascannon, an Autocannon with 4 shots and a longer range, a lighter version of the Punisher with less shots, etc. Hull mounted Heavy Stubbers are a must.


Problem is thats a lighter version of the Leman Russ just makes them a cheaper Russ, which is what people want the current russ to be. I'm working on possible weapon systems that could be used. Also, it should be able to carry Assualt Cannons, TL or single. I never got why those are only in the realm of the SM.

 Finlandiaperkele wrote:
All I want to see is the return of Vox Network in some form.

Currently Vox Casters work merely as megaphones...


Agreed, it's stupid, it's not how radios work at all. Infinite ranged orders would be better between vox units. Allow Voxes for tanks so that Tanks can get orders from CCS as well.


How could they fix the Astra militarum with a new codex? @ 2015/07/17 22:56:22


Post by: Desubot


Better Range of Orders.

FRFSRF working on all weapons shot instead of just lasguns would be cool though possible a little OP

Also would rather see orders and senior orders combine together and get a general points increase/balance if that was the case so that orders are slightly more accessible.



How could they fix the Astra militarum with a new codex? @ 2015/07/17 23:03:27


Post by: Vaktathi


 Desubot wrote:
Better Range of Orders.

FRFSRF working on all weapons shot instead of just lasguns would be cool though possible a little OP
I immediately thought of command squads with quad meltas using this, thinking "man, 8 BS4 melta shots would be really ridiculous".

Then I remembered Skitarii can double-tap BS5/6/7 Haywire guns without having to worry about getting off an Ld test to do so..

I think when the game has gotten to the point where one has to actually pause to think if being able to double melta shots like that would be overpowered, something has gone terribly wrong with the rest of the game...


How could they fix the Astra militarum with a new codex? @ 2015/07/17 23:11:14


Post by: saithor


 Vaktathi wrote:
 Desubot wrote:
Better Range of Orders.

FRFSRF working on all weapons shot instead of just lasguns would be cool though possible a little OP
I immediately thought of command squads with quad meltas using this, thinking "man, 8 BS4 melta shots would be really ridiculous".

Then I remembered Skitarii can double-tap BS5/6/7 Haywire guns without having to worry about getting off an Ld test to do so..

I think when the game has gotten to the point where one has to actually pause to think if being able to double melta shots like that would be overpowered, something has gone terribly wrong with the rest of the game...


Isn't that what happens every time GW releases a new edition?


How could they fix the Astra militarum with a new codex? @ 2015/07/17 23:11:38


Post by: Desubot


 Vaktathi wrote:
 Desubot wrote:
Better Range of Orders.

FRFSRF working on all weapons shot instead of just lasguns would be cool though possible a little OP
I immediately thought of command squads with quad meltas using this, thinking "man, 8 BS4 melta shots would be really ridiculous".

Then I remembered Skitarii can double-tap BS5/6/7 Haywire guns without having to worry about getting off an Ld test to do so..

I think when the game has gotten to the point where one has to actually pause to think if being able to double melta shots like that would be overpowered, something has gone terribly wrong with the rest of the game...


The power creep certainly has gotten insane.



How could they fix the Astra militarum with a new codex? @ 2015/07/17 23:22:03


Post by: Signet-Powers


 vipoid wrote:
 master of ordinance wrote:

Yep, the Leman Russ needs a major buff.


Agreed. I think the problem is that a lot of people (mainly those who don't play IG) *think* LR tanks are good. I'm not sure why - maybe because they're the cheapest AV14 vehicles, or perhaps because they remember that LRs used to be strong, and think they still are.

Trouble is, whilst LR tanks might have been strong in the past, the game has moved on since then. Unfortunately, the LRs haven't.

In fact, the ordnance varieties got significantly worse. But, even aside from that, most of their weapons just aren't good. It seems that they're either under-specialised (autocannons, the punisher without Pask, the heavy bolters they all come with etc.) or over-specialised... and still rubbish (is any tank really afraid of the vanquisher?). Then there's issues like plasma cannons having a fatal design flaw. AV14 means jack when you can die simply from firing your own weapons (made even more tragic because plasma cannons are about the only LR weapon that's even vaguely competent). We don't even have the advantage of squadrons anymore, because a) FoCs are a joke (so it's not like it's a useful bonus), and b) several elite races have been handed vehicle squadrons anyway.

About the only advantage LRs have over the tanks of other armies is AV14... in an edition where races can have D-weapons in standard games, multiple-shot haywire guns on basic troops etc.


Leman Russes need some sort of jink equivelent and a hull point upgrade. These are supposed to be massive, slow, frontline war machines, the idea that they can be wiped out as easipy as they are is absurd. BS4 should come standard as it should be easier for a tank gunner to aim than a footsoldier. Hull points should increase to 4 or 5 as well.

If not, a massive points drop is needed for it to be somewhat competitive in its current state.



How could they fix the Astra militarum with a new codex? @ 2015/07/18 01:20:39


Post by: Selym


 triplegrim wrote:


9. Baneblades will probably be in the main codex. Would at least give us a more standard LoW.

Looking at how other codexes have been doing LoW options, Creed will be our LoW next.
I hope for a Beihnblehd, but I get the feeling that would be expecting too much of GW. Their reasoning will be that the SH LoW options are all tidily available in the Escalation book. For the low, low price of all your cash.

I would like to see better tank formation choices that the Steel Host. SH is nice, but it's a little restrictive, and it forces you to take a Hydra.
A Baneblade escort formation would be nice.

Example:

1x Baneblade Variant
1x Tank Commander Squadrons
2-6 Leman Russ Squadrons
0-3 Sentinel Squadrons

Formation Rule: While the Baneblade is alive, all units from this formation within 18" of the Baneblade gain Pinning, Fleshbane and Armourbane on each of their attacks. [Possibly also Fear.]


How could they fix the Astra militarum with a new codex? @ 2015/07/18 08:09:08


Post by: JohnHwangDD


 Blacksails wrote:
There's more to a unit than its gun.

A 33% price increase is ridiculous.


A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period. They are mere humans against everything else. The reason Guard exist is to make everyone else look good. BS4 should be EXTREMELY RARE, and expensive. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.





Automatically Appended Next Post:
 Blacksails wrote:
We already have the chassis in the form of the Hellhound variants. 12/12/10 Fast is a perfect medium tank.


Agree. The Hellhound chassis is a Cruiser Tank, faster but lighter than the Leman Russ heavy tank chassis.


Quite frankly, all this talk of buffing things for the sake of buffing is annoying. The Imperial Guard have great tools, and just need some price fixes. Not power upgrades.

Save the bumps for the IG Formation, not for the units.

I already have a massive Eldar army for BS4 S3 T3. Also Sisters. And Stormtroopers. The last thing I want is Guard "improved" to be like Eldar / Sisters / Stormtroopers.

With any luck GW will standardize down to BS3 WS2 S3 T3 (BS2 Conscripts, BS4 Ratlings, BS2 WS4 Ogyns) just like how Necrons got RPs and Sv dropped to be different from Space Marines.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 10:08:32


Post by: morganfreeman


 JohnHwangDD wrote:

Guard should be the WORST basic troopers in the galaxy. Period. They are mere humans against everything else. The reason Guard exist is to make everyone else look good. BS4 should be EXTREMELY RARE, and expensive. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.



Why should guard be the worst basic troopers?

They're your average humans, but they're (fairly) well trained and equipped in very much the same vein as today's soldiers - as good as you can get without spending too much. The fact that there are things like Conscripts, Grotz, Cultists, and Renegades and Heretics (forgeworld) goes to show you that your average guardsmen isn't actually poorly trained or shittily equipped, he'd just not elite.

And BS4 is not "rare" or "truly exceptional". FFS Orks can get to BS3 if they have a have a glorified red-dot sight and take the time to look through it rather just shooting from the hip in the enemies general direction. BS4 isn't much better than that - it's basically just well trained and having a firm grasp of how your weapon will react to distance and the environment (wind).



How could they fix the Astra militarum with a new codex? @ 0015/04/27 08:42:52


Post by: Vaktathi


 JohnHwangDD wrote:
 Blacksails wrote:
There's more to a unit than its gun.

A 33% price increase is ridiculous.


A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period.
Huh? Worse than Grots?

They're not supposed to be ultra elite, but there are very definitely things that a guardsmen should be both better equipped and stat'd than. We're talking generally well trained human troops (not poorly trained conscripts, who have their own unit entry), some of whom have been exposed to military training their entire lives. There also have always been IG units that have been portrayed as very well trained and lavishly equipped, and, depending on the reigning GW design paradigm of the time, has sometimes been portrayed in the rules (e.g. all Cadians in 3E/4E were effectively BS "3.5").

. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.
If you're offended over that, I don't know what to say. However, there have been BS4 guardsmen in every single edition of 40k ever.


Also remember basic Eldar, aside from Aspect Warriors & characters, were all WS3/BS3 for more than 90% of 40k's existence until they decided to change that very recently and to some degree of controversy. Humans weren't *that* far down the totem pole.


40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.
Points costs are there to reflect the tabletop value of a unit, not to reflect background rarity. Otherwise a Tactical Marine would be 800,000,000 points next to a basic Guardsmen, and is why pricing things that way is terrible game design. 10pts would be an entirely appropriate points cost in terms of reflective tabletop value on many units, particularly those that rely single shot weapons and don't properly function within the current ruleset (e.g. Vanquishers).

EDIT: as a further point, I think it's time to start looking beyond stats as simple faction defining features. Even 70 year old tanks with crews that only had a few weeks training could hit targets hundreds of meters away with great accuracy, modern tanks moving at highway speeds can hit another moving target at a couple thousand meters away with 90%+ success rates.

Other games don't typically treat to-hit ability as a faction specific trait. Flames of War deals with to-hit rates depending on the opposing army's veterancy. Any conscript can be taught how to shoot modern weapons with some competency fairly quickly, it's up to the foe to make themselves hard to hit, and thus a Veteran enemy is very difficult to hit (knowing how to move from cover to cover, when to make their move, how to cover each other, etc) and sometimes even impossible to hit, while conscripts bumbling around in the open running human wave attacks are hit on 2's even by other conscripts.

Or one can look at something like Dropzone Commander, where to-hit rolls are generally weapon specific, with the "IG" style faction having just as many "hit on 2+" weapons as even the advanced cyborg humans and hyper-capable aliens, with similar power weapons, but don't necessarily have the same specialized support abilities or things like energy forcefields or blistering speed or raw resiliency.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 08:53:24


Post by: Selym


 JohnHwangDD wrote:
 Blacksails wrote:
There's more to a unit than its gun.

A 33% price increase is ridiculous.


A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period. They are mere humans against everything else. The reason Guard exist is to make everyone else look good. BS4 should be EXTREMELY RARE, and expensive. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.

A BS4 upgrade at that cost is NEVER worth it in the IG. I agree that it should be rare, but not that it should cost waaay more than it's worth.
Keep the BS4 handouts as they are - Veteran squads and HQ choices.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 17:58:28


Post by: master of ordinance


 Signet-Powers wrote:
 vipoid wrote:
 master of ordinance wrote:

Yep, the Leman Russ needs a major buff.


Agreed. I think the problem is that a lot of people (mainly those who don't play IG) *think* LR tanks are good. I'm not sure why - maybe because they're the cheapest AV14 vehicles, or perhaps because they remember that LRs used to be strong, and think they still are.

Trouble is, whilst LR tanks might have been strong in the past, the game has moved on since then. Unfortunately, the LRs haven't.

In fact, the ordnance varieties got significantly worse. But, even aside from that, most of their weapons just aren't good. It seems that they're either under-specialised (autocannons, the punisher without Pask, the heavy bolters they all come with etc.) or over-specialised... and still rubbish (is any tank really afraid of the vanquisher?). Then there's issues like plasma cannons having a fatal design flaw. AV14 means jack when you can die simply from firing your own weapons (made even more tragic because plasma cannons are about the only LR weapon that's even vaguely competent). We don't even have the advantage of squadrons anymore, because a) FoCs are a joke (so it's not like it's a useful bonus), and b) several elite races have been handed vehicle squadrons anyway.

About the only advantage LRs have over the tanks of other armies is AV14... in an edition where races can have D-weapons in standard games, multiple-shot haywire guns on basic troops etc.


Leman Russes need some sort of jink equivelent and a hull point upgrade. These are supposed to be massive, slow, frontline war machines, the idea that they can be wiped out as easipy as they are is absurd. BS4 should come standard as it should be easier for a tank gunner to aim than a footsoldier. Hull points should increase to 4 or 5 as well.

If not, a massive points drop is needed for it to be somewhat competitive in its current state.



Actually they dont need a HP upgrade, GW needs to get rid of the bloody HP system all together. But if we cannot have that then I will settle with 4 to 5HP. For now.
One of my biggest pet peaves is how people seem to think that a Leman Russ is nigh on invincible and even broken. Sure, they used to be tough. Not anymore though and 150 points for a cannon and a Heavy Bolter is just too much, especially when the rear armour is so weak that thy can be boltered to death within the space of a single turn by a squad of Marines. And failing that almost any basic Infantry unit is glancing them on 4's with Krak Grenades. Sure, tanks should be vulnerable to close assault but thanks to the HP system they are far too vulnerable. If it is going to remain in place then perhaps we need to go back to the third editions methods of resolving assaults against vehicles whereby the armour value of the facing side was used (so if you assaulted the front then you where trying to penetrate the frontal armour with those Krak grenades, not the rear)

I think that everyone here remembers the time a few weeks back when I started a thread because a friend of mine wanted to neuter my army by limiting the number of tanks I could bring. Apparently my Leman Russ where OP because they ignored his basic Marines armour saves. Well, two of them did anyway. And only with their main guns. And the frontal armour is really OP levels of tough because his Missile Launcher Devastators could not penetrate it. Sadly it as yet to occur to him to flank them, or to stop trying to just bumrush the tanks (which I always dig in) and actually try to use cover.... Well I do tell a lie, he has started using cover more in the last few games. Probably something about me turning up with 7 tanks when he tried to limit me to three.....
I should also note that he sees nothing wrong with the Land Raider, an AV14/14/14 BS4 2 TL Lascannon 1 TL Heavy Bolter with POTM and a 12 man capacity that costs a mere 50 points more than the Leman Russ. Or his most basic weapon ignoring my Infantries armour
Or for that matter to turning up with close to 3000 points in a game that was meant to be 1500 points (didnt help him though)
Or turning up with a Primarch when we had agreed on no LoW choices (still didnt help him)
But those are other issues.

The point is that the Leman Russ needs a massive buff and a reduction in points to bring it back to its old position, as a slow moving but scary focus point around which the rest of the army can assemble.

Oh and JohnHwang DD, I completely disagree with you. We have veteran infantry at BS4 so why should our tank crews, whom owing to their tank and its great big thick armour plates, have a far higher survivability ratio and thus would find it even easier to achieve veteran status? Veteran tanks at BS4 are something that we most definitely need and 10 points is a fair cost for this.

Besides, why should the IG be shittier than other Infantry? What about Grots? Or Conscripts? Or Cultists?
Hell, we should be around the level of basic Eldar Infantry in terms of training or at least BS.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 18:17:09


Post by: Blacksails


 JohnHwangDD wrote:

A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period. They are mere humans against everything else. The reason Guard exist is to make everyone else look good. BS4 should be EXTREMELY RARE, and expensive. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.


Two things.

The system isn't granular enough to represent the differences in a vet or stormtrooper vs an Eldar Guardian or Space Marine. Thus, BS4 represents any unit that is considered significantly better than the baseline of BS3. For Guard, that happens to be vets who have survived years of frontline combat, and stormies, who are trained from nearly birth to be the ultimate, non-genetically modified human soldier. If the system operated on a D10, 20, or 100, then yes, there would be a difference between vets and marines.

The second thing is that points shouldn't be representing the fluffy rareness of something. Points exist to create a balanced selection of units in a game where the player can customize their force. It should be readily apparent to you that if we used points to indicate how rare something is, Marines wouldn't be a playable force, as pointed earlier in this thread.

So no, 40-50 is not a good number. Its a terrible number based on some poor premises that don't do anything positive for the game. A 10pts upgrade represents a good cost for most vehicles on top of their base price for people who want to play a more elite feeling Guard regiment, which is as fluffy and appropriate as any other force.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 18:54:03


Post by: Martel732


 Blacksails wrote:
 JohnHwangDD wrote:

A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period. They are mere humans against everything else. The reason Guard exist is to make everyone else look good. BS4 should be EXTREMELY RARE, and expensive. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.


Two things.

The system isn't granular enough to represent the differences in a vet or stormtrooper vs an Eldar Guardian or Space Marine. Thus, BS4 represents any unit that is considered significantly better than the baseline of BS3. For Guard, that happens to be vets who have survived years of frontline combat, and stormies, who are trained from nearly birth to be the ultimate, non-genetically modified human soldier. If the system operated on a D10, 20, or 100, then yes, there would be a difference between vets and marines.

The second thing is that points shouldn't be representing the fluffy rareness of something. Points exist to create a balanced selection of units in a game where the player can customize their force. It should be readily apparent to you that if we used points to indicate how rare something is, Marines wouldn't be a playable force, as pointed earlier in this thread.

So no, 40-50 is not a good number. Its a terrible number based on some poor premises that don't do anything positive for the game. A 10pts upgrade represents a good cost for most vehicles on top of their base price for people who want to play a more elite feeling Guard regiment, which is as fluffy and appropriate as any other force.


I can't add much to this. There are basically only three options for BS: 2,3,4. That makes it very challenging when assigning veteran humans vs spess mahreens. I'm with BS 4 humans, because the whole spess mahreen thing is kinda stupid anyway.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 19:18:22


Post by: saithor


 master of ordinance wrote:

Actually they dont need a HP upgrade, GW needs to get rid of the bloody HP system all together. But if we cannot have that then I will settle with 4 to 5HP. For now.
One of my biggest pet peaves is how people seem to think that a Leman Russ is nigh on invincible and even broken. Sure, they used to be tough. Not anymore though and 150 points for a cannon and a Heavy Bolter is just too much, especially when the rear armour is so weak that thy can be boltered to death within the space of a single turn by a squad of Marines. And failing that almost any basic Infantry unit is glancing them on 4's with Krak Grenades. Sure, tanks should be vulnerable to close assault but thanks to the HP system they are far too vulnerable. If it is going to remain in place then perhaps we need to go back to the third editions methods of resolving assaults against vehicles whereby the armour value of the facing side was used (so if you assaulted the front then you where trying to penetrate the frontal armour with those Krak grenades, not the rear)

I think that everyone here remembers the time a few weeks back when I started a thread because a friend of mine wanted to neuter my army by limiting the number of tanks I could bring. Apparently my Leman Russ where OP because they ignored his basic Marines armour saves. Well, two of them did anyway. And only with their main guns. And the frontal armour is really OP levels of tough because his Missile Launcher Devastators could not penetrate it. Sadly it as yet to occur to him to flank them, or to stop trying to just bumrush the tanks (which I always dig in) and actually try to use cover.... Well I do tell a lie, he has started using cover more in the last few games. Probably something about me turning up with 7 tanks when he tried to limit me to three.....
I should also note that he sees nothing wrong with the Land Raider, an AV14/14/14 BS4 2 TL Lascannon 1 TL Heavy Bolter with POTM and a 12 man capacity that costs a mere 50 points more than the Leman Russ. Or his most basic weapon ignoring my Infantries armour
Or for that matter to turning up with close to 3000 points in a game that was meant to be 1500 points (didnt help him though)
Or turning up with a Primarch when we had agreed on no LoW choices (still didnt help him)
But those are other issues.

The point is that the Leman Russ needs a massive buff and a reduction in points to bring it back to its old position, as a slow moving but scary focus point around which the rest of the army can assemble.

Oh and JohnHwang DD, I completely disagree with you. We have veteran infantry at BS4 so why should our tank crews, whom owing to their tank and its great big thick armour plates, have a far higher survivability ratio and thus would find it even easier to achieve veteran status? Veteran tanks at BS4 are something that we most definitely need and 10 points is a fair cost for this.

Besides, why should the IG be shittier than other Infantry? What about Grots? Or Conscripts? Or Cultists?
Hell, we should be around the level of basic Eldar Infantry in terms of training or at least BS.


Please oh please do not hat me for this, but I actually kind of like the idea of the HP system. I don't know why, I just sort of do. Not as it is, with all the Haywire/Gauss/Grav/etc. it's broken, but I liked the basic idea behind it. Where the screwed up is with all the auto-glance weapons, and the HP values assinged, which makes little to no sense. Chimera's and Hellhound have the same HP as a Leman Russ? Land Radiers have more? Yeah they screwed the delivery of it up, but I actually find the system sort of interesting. Maybe because I entered on the tail-end of 5th and haven't experienced any other form of 40k without HP really.

On the BS 4 thing, as pointed out, the realisim of training and so on is completely unrealistic in 40k. If we were running a d10 or d20 system as pointed out above and Guard had the same BS as SM, then you'd have a good reason to complain. With a 6 sided cscale though, there just aren't enough options for BS values to show the differences in skill that well. Besides which, I'm not paying almost a whole chimera to make a tank BS 4, and I doubt anybody would, so balanced it is not.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 22:11:18


Post by: HANZERtank


With SM getting their free transports, it might be possible that as a formation bonus thing for taking a large force, conscripts might become free. Plus it would push sales as everyone wants to take 50 free guys for every platoon you bring.


How could they fix the Astra militarum with a new codex? @ 2015/07/18 22:58:25


Post by: Breton


an AV14/14/14 BS4 2 TL Lascannon 1 TL Heavy Bolter with POTM and a 12 man capacity


That variant has a 10 man capacity last I checked.

Comparing the two---

that's two high S hits, and a TL HB vs your High Str Pie Plate
and a HB.

The weapons can be argued as something of a wash.

leaving A point of BS difference, some rear/side AV, the Transport Capacity and the POTMS vs 50? points and the number one can field per FOC (selection)?


How could they fix the Astra militarum with a new codex? @ 2015/07/18 23:47:59


Post by: Anpu42


Here is something we have been playing around with for Rough Riders
Rough Riders Troop [Points: 50]
Sargent/Rough Rider
Weapon Skill: 3/3
Ballistic Skills: 3/3
Strength: 3/3
Toughness: 4/4
Wounds: 1/ 1
Initiative: 3/3
Attacks: 2/1
Leadership: 8/7
Save: 5+/5+
Unit Type:
Cavalry. Rough Rider Sergeant is Cavalry (Character).
Unit Composition:
4 Rough Riders
1 Rough Rider Sergeant
SPECIAL RULES:
Special Training
Wargear:
>Flak Armor
>Las Pistol
>Close Combat Weapon
>Hunting lance [+2 I]
>Frag & Krak grenades
Options:
>May include up to five additional Rough Riders [10 PPM]
>The Rough Rider Sergeant may replace his Las Pistol and/or Close Combat Weapon with one of the following:
May replace his Close Combat With with one of the following:
>Power Weapon [5 Points]
>Power Fist [15 Points]
>Las Pistol [Free]
>Plasma Pistol [10 Points]
The Rough Rider Sergeant may take Melta Bombs [5 Points]
Up to two Rough Riders may replace their hunting lance with one of the Following:
>Flamer [5 Points]
>Grenade-Launcher [5 Points]
>Melta-Gun [10 Points]
>Plasma-Gun [15 Points]
>Plasma Pistol [15 Points]
One Model may take the following:
>Battle Standard (Gives Unit Stubborn) [10 Points]
Any Model may exchange their Las Pistol and/or Close Combat Weapon for one of the following.
>Las Gun [Free]
>Las Pistol [Free]
>Shotgun [Free]
>War Shield (+1 Save) [5 Points]
Special Training:
Roll 1d6 for Each Rough Rider Troop right after determining Warlord Trait. [Option Roll once and all get the same Special Training]
1] Coursers: Can Shoot after or Before Running
2] Death Riders: Gain +1 FNP [6+]
3] Detesters: Gain Gain Furious Charge
4] Lancers: Can still Assault after Running
5] Outriders: Gain Outflank
6] Raiders: Gain Hit and Run


How could they fix the Astra militarum with a new codex? @ 2015/07/18 23:53:34


Post by: triplegrim


I se a lot of posters arguing about the price of equipment for the guard. It is ridiculous of course that a power fist costs 25 points in a guard list, and the same for a death company jump troop, who can do much more damage with it.

In general I think there is too much equipment choices in 40k. it slows down the games, makes for strange lists and RPS lists... GW could sell much more models if they had 8 or 9 different types of IG troopers, but with set equipment. Grenaders, demolitions experts, bayonetters, plasma squad etc sort of like WarMaHordes does if you understand where I am trying to get?


How could they fix the Astra militarum with a new codex? @ 2015/07/19 00:50:08


Post by: aka_mythos


...Rough Riders...

When it comes to Rough Riders whenever GW updates them they need to serious consider some important points...

Regardless of where they come from cavalry have always been regarded as elite troops relative to infantry. Rough Riders in whatever form need to be on that same level as Veterans and Storm Troopers rather than simply basic guardsmen on horses with a flaccid lance...

Would it hurt to simply give them true "Power lances?" -it's not as if anyone actually uses those despite being in the core rulebook.

The other big advantage of cavalry has always been their ability to carry heavier equipment than footslogging infantry. When a steed does all the work you can carry a heavier weapon than the infantry. This means heavier armor, more weapon, or both, while still retaining heighten mobility.

I think Rough Riders should be used to emphasize the "imperialness" of the Imperial Guard and to that end I see them a two unit in one kit... Rough Riders split into "Lancers" and "Dragoons". Lancers being the rough riders we've had but with tweaks to emphasize that assault and scout role, power lance and some sort of shield for a invulnerable armor save. Dragoons are more mid-to-close mobile firepower to help compensate for the slower static nature of purely gun line infantry; I picture them with carapace armor, a heavy las-carbine, and choice of special weapons.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 02:13:45


Post by: Breton


Well Rough Riders have always been something of a favorite red-headed step child. GW has always loved them without actually showing them any love. Just a vague reference to Atilla the Hun that got included everywhere, but expanded on nowhere.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 02:32:07


Post by: Colehkxix


I still wouldn't take those rough riders.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 03:31:03


Post by: Clockwork Iron


Rough riders are something I really want to take, and a simple fix I see is simply give them the ability to assault after coming on from reserve. They would then work like a proper counter attack unit, and imagine how cool it would look for the static lines of infantry to be saved from the assaulting foe by a unit of mighty lancers, driving back the heretical filth with the emperor's fury!


How could they fix the Astra militarum with a new codex? @ 2015/07/19 03:36:57


Post by: aka_mythos


Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.



How could they fix the Astra militarum with a new codex? @ 2015/07/19 04:32:34


Post by: Kanluwen


 aka_mythos wrote:
Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.

Except that "anachronistic future wrought with medieval feudalism" isn't the rule of thumb.

Are there elements of feudalism in the culture of the Imperium? Of course. But that doesn't take away from the fact that there is room for armies like the Cadians which use combined arms tactics and have been fleshed out more recently to be in line with (relatively) modern schools of thought for warfare.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 05:23:23


Post by: aka_mythos


 Kanluwen wrote:
 aka_mythos wrote:
Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.

Except that "anachronistic future wrought with medieval feudalism" isn't the rule of thumb.

Are there elements of feudalism in the culture of the Imperium? Of course. But that doesn't take away from the fact that there is room for armies like the Cadians which use combined arms tactics and have been fleshed out more recently to be in line with (relatively) modern schools of thought for warfare.
Are you arguing that there shouldn't be Rough Riders? -All I'm doing is arguing they should exist and need an update. I'm not insisting anyone has to use them.

This is ultimately a fictional setting or else marine bikers would be just as dead as our rough riders. And yet you have people who insist that because their Cadians use combined arm tactics that means rough riders shouldn't exist rather than asking themselves how would cavalry be used if they were institutionally forced on a regiment. Historically cavalry died to mass machinegun fire but you have to realize that was because they were used in a traditional fashion that left them relatively unsupported in the way that a combined arms approach would insist on them receiving support.

Rough Riders need an update and I'm just proposing that update should be within the character of the setting and that's where I prefer doubling down on the feudalism by pursuing two traditional forms of cavalry .


How could they fix the Astra militarum with a new codex? @ 2015/07/19 05:36:03


Post by: Sledgehammer


 aka_mythos wrote:
 Kanluwen wrote:
 aka_mythos wrote:
Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.

Except that "anachronistic future wrought with medieval feudalism" isn't the rule of thumb.

Are there elements of feudalism in the culture of the Imperium? Of course. But that doesn't take away from the fact that there is room for armies like the Cadians which use combined arms tactics and have been fleshed out more recently to be in line with (relatively) modern schools of thought for warfare.
Are you arguing that there shouldn't be Rough Riders? -All I'm doing is arguing they should exist and need an update. I'm not insisting anyone has to use them.

This is ultimately a fictional setting or else marine bikers would be just as dead as our rough riders. And yet you have people who insist that because their Cadians use combined arm tactics that means rough riders shouldn't exist rather than asking themselves how would cavalry be used if they were institutionally forced on a regiment. Historically cavalry died to mass machinegun fire but you have to realize that was because they were used in a traditional fashion that left them relatively unsupported in the way that a combined arms approach would insist on them receiving support.

Rough Riders need an update and I'm just proposing that update should be within the character of the setting and that's where I prefer doubling down on the feudalism by pursuing two traditional forms of cavalry .
There should be rough riders and there should be more modern forces. There should also be forces that have a mix of everything as "An anachronism is a chronological inconsistency in some arrangement, especially a juxtaposition of person(s), events, objects, or customs from different periods of time.

All of these types of play should be possible and viable. Right now only a very small portion of guard tactics are represented in the book, and even less are viable. Light Infantry with sentinels, and rough riders should work differently than a mechanized force, and should also be at the very least semi feasible.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 06:09:43


Post by: Colehkxix


 aka_mythos wrote:
Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.



I am interested in those units.

But with all of the WAAC players around, and the fact that they're never mechanically worth taking, means I won't.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 06:36:21


Post by: saithor


 aka_mythos wrote:
Well some people won't take Ratlings or Ogryn, and some people won't take Khorne Berzerkers or Thousand Sons, and some people won't take etc... The fact some people are disinterested in a unit doesn't mean GW should ignore a unit completely. Most often when I hear a complaint about IG it's from people who want IG to be analogous to a modern army... That's simply not the case and the sooner IG depart from that notion the sooner they can incorporate more of what they need. 40k is suppose to be this anachronistic future wrought with medieval feudalism; as it is very little of that comes through. Rough riders and cavalry in general maybe a bit heavy handed thematically but it fits the character of the setting.



I agre with you completely, my favorite army is Steel Legion, and I don't think they should be modern, instead that would completely ruin their flavor. I actually think GW should have done sub-codexes for us instead of Marines, because we have unique groups and units, and each is artistically, thematically, and visually different, instead of just being the same looking guys in a different color. Also because I will take the average courageous guardsman who goes out to fight the horrors of 40k over the genetically engineered superman who is designed for it.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 06:53:07


Post by: BlaxicanX


 triplegrim wrote:
I se a lot of posters arguing about the price of equipment for the guard. It is ridiculous of course that a power fist costs 25 points in a guard list, and the same for a death company jump troop, who can do much more damage with it.

In general I think there is too much equipment choices in 40k. it slows down the games, makes for strange lists and RPS lists... GW could sell much more models if they had 8 or 9 different types of IG troopers, but with set equipment. Grenaders, demolitions experts, bayonetters, plasma squad etc sort of like WarMaHordes does if you understand where I am trying to get?
This is how the Horus Heresy game does it.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 07:45:22


Post by: sumi808


I agree with a previous post here that the points should be used to balance the factions from a game-play point of view, not a fluff point of view. You could introduce something like a FOC to limit the number of units in an army or have specific unit restrictions like 0-1 per army.

BS3 guardsmen blows in current edition (np previous editions), but BS4 being uncommon fits the mold. BS4 tanks makes more sense for guardsmen as when firing you are relying on the tanks targeting systems not the person. Same for space marines right?

With the power creep in 7th the BS3 is alright with orders, but imho its the lasgun that blows, not the BS3. As a few posters said earlier on, firing 50 shots, rolling 50 dice to do 1 wound blows hard and eats alot of time.

Please o emperor give LR more hull points or bring back the old system for vehicles


How could they fix the Astra militarum with a new codex? @ 2015/07/19 07:51:52


Post by: mr. peasant


Re: Ogryns, I think their fixes are easy:

- Make them 5-10 points cheaper.
- Change them from "Very bulky" to just "Bulky".
- Merge Ogryns and Bullgryns into a single unit and allow them to mix their loadout composition (Ripper gun/Grenadier gauntlet + Slab shield/Power maul + Brute shield) on a per model basis.
- *Maybe* allow them access to any Power weapon, instead of restricting them to just Power mauls, as they'd probably get a lot more mileage out of a Power axe.


How could they fix the Astra militarum with a new codex? @ 2015/07/19 10:15:16


Post by: master of ordinance


Breton wrote:
an AV14/14/14 BS4 2 TL Lascannon 1 TL Heavy Bolter with POTM and a 12 man capacity


That variant has a 10 man capacity last I checked.

Comparing the two---

that's two high S hits, and a TL HB vs your High Str Pie Plate
and a HB.

The weapons can be argued as something of a wash.

leaving A point of BS difference, some rear/side AV, the Transport Capacity and the POTMS vs 50? points and the number one can field per FOC (selection)?


I stand corrected. A 10 man capacity.
Still does not remove the fact that it is far better than the Leman Russ. That 'some rear and side armour' essentially makes the Landraider immune to flanking shots with anything other than dedicated anti tank guns such as the Melta and Lascannon and also makes them immune to Krak Grenades.
And they cannot be rapid fired to death by a squad of basic infantry getting on their rear arc.
Not to mention that those two high S hits are TL. which makes them far more accurate.
Between a Leman Russ and a Landraider I will take the Landraider any day. It can actually hurt the Leman Russ.


How could they fix the Astra militarum with a new codex? @ 2015/07/20 09:49:18


Post by: sumi808


Fingers crossed GW reads dakka dakka and implements some of these suggetsions


How could they fix the Astra militarum with a new codex? @ 2015/07/20 10:38:34


Post by: Makumba


Before the new AM codex came out, people were already saying that IG happens to be static with little unit synergy. And they still removed HQs and units that gave a little of that synergy, nerfed the mobility knowing very well how 7th ed is going to look. I doubt the next AM codex is going to fix anything, unless it is a drastic codex rewrite. And when GW did something like that the last time in 7th, GK droped from 3 builds in a single codex to 4 usable units.


How could they fix the Astra militarum with a new codex? @ 2015/07/20 16:53:28


Post by: JohnHwangDD


Vaktathi wrote:
 JohnHwangDD wrote:
A mere 10 points is even more ridiculous. That is so cheap as to be automatic, which defeats the point of IG being a basic human force.

Guard should be the WORST basic troopers in the galaxy. Period.
Huh? Worse than Grots?

They're not supposed to be ultra elite, but there are very definitely things that a guardsmen should be both better equipped and stat'd than. We're talking generally well trained human troops (not poorly trained conscripts, who have their own unit entry), some of whom have been exposed to military training their entire lives. There also have always been IG units that have been portrayed as very well trained and lavishly equipped, and, depending on the reigning GW design paradigm of the time, has sometimes been portrayed in the rules (e.g. all Cadians in 3E/4E were effectively BS "3.5").

. A human shooting as well as a augmented super soldier Space Marine or hypertwich Eldar is ridiculous. Offensive, really.
If you're offended over that, I don't know what to say. However, there have been BS4 guardsmen in every single edition of 40k ever.

Also remember basic Eldar, aside from Aspect Warriors & characters, were all WS3/BS3 for more than 90% of 40k's existence until they decided to change that very recently and to some degree of controversy. Humans weren't *that* far down the totem pole.

40-50 points is a good number, because it keeps BS4 very rare, truly exceptional.
Points costs are there to reflect the tabletop value of a unit, not to reflect background rarity. Otherwise a Tactical Marine would be 800,000,000 points next to a basic Guardsmen, and is why pricing things that way is terrible game design. 10pts would be an entirely appropriate points cost in terms of reflective tabletop value on many units, particularly those that rely single shot weapons and don't properly function within the current ruleset (e.g. Vanquishers).

EDIT: as a further point, I think it's time to start looking beyond stats as simple faction defining features. Even 70 year old tanks with crews that only had a few weeks training could hit targets hundreds of meters away with great accuracy, modern tanks moving at highway speeds can hit another moving target at a couple thousand meters away with 90%+ success rates.

Other games don't typically treat to-hit ability as a faction specific trait. Flames of War deals with to-hit rates depending on the opposing army's veterancy. Any conscript can be taught how to shoot modern weapons with some competency fairly quickly, it's up to the foe to make themselves hard to hit, and thus a Veteran enemy is very difficult to hit (knowing how to move from cover to cover, when to make their move, how to cover each other, etc) and sometimes even impossible to hit, while conscripts bumbling around in the open running human wave attacks are hit on 2's even by other conscripts.

Or one can look at something like Dropzone Commander, where to-hit rolls are generally weapon specific, with the "IG" style faction having just as many "hit on 2+" weapons as even the advanced cyborg humans and hyper-capable aliens, with similar power weapons, but don't necessarily have the same specialized support abilities or things like energy forcefields or blistering speed or raw resiliency.


First off, Grots, Conscripts and Guardians are not the standard troops of the Ork / IG / Eldar forces. The basic troopers are Orks Boyz, Guardsmen, and Aspect Warriors. Relative to every other army's basic troops (Boyz, Tac Marines, Aspect Warriors, Necron Warriors, Chaos Marines, etc.), Guardsmen should be the worst and their stats (and points) should reflect that.

Conscripts should be worse, and the d6 system should put them at BS2 (or even BS1). Some Cadians might be Veterans, warranting BS3.3, and the best trained Companies and Brigades might average BS3.1.

As above, the standard Eldar Trooper is a BS4 Aspect Warrior. Guardians have always been understat (should have been BS3.7). And yes, basic Humans SHOULD be that far down the totem pole. Making races distinctive is a good thing.

Again, 10 points is an auto-take, so it's a poor price. How would it be that EVERY SINGLE Russ / Hellhound / Valk on the tabletop wouldn't pay the 10 points? How would that be good design? Fact is, people take Pask, who's an expensive 0-1 upgrade. That means Vet Russes are properly balanced and costed and limited, and your proposed 10 point upgrade is nonsense.

40k uses WW1 technology. There are auto-targeters, but the crews are trained to disable them and use the manual aiming systems, with multiple redundant failsafes that are manually enabled and then disabled as part of the firing sequence. There is a prayer that is recited by the entire crew at each step of the firing sequence, which makes it pretty hard to hit something. To compare with WW2 or moderns is completely wrong. Also, the 40k scale is wrong. 40k should actually be played with Epic Minis (which is a different issue).

I am aware of how FOW works, and it's a better engine. 40k isn't a simulation. It's a fantasy game.


How could they fix the Astra militarum with a new codex? @ 2015/07/20 17:46:22


Post by: Blacksails


 JohnHwangDD wrote:

Again, 10 points is an auto-take, so it's a poor price. How would it be that EVERY SINGLE Russ / Hellhound / Valk on the tabletop wouldn't pay the 10 points? How would that be good design? Fact is, people take Pask, who's an expensive 0-1 upgrade. That means Vet Russes are properly balanced and costed and limited, and your proposed 10 point upgrade is nonsense.



No, 10pts is not auto-take. Paying 10pts for every chimera rapidly adds up to the cost of having one or even two extra chimeras, which are more useful in putting more effective shots down range, and better saturate the field with armour. In a 1500pts army, I could field some ~5-6 chimeras, and paying 10pts for each would not be worth it if I could have an extra chimera or Wyvern or Hydra or infantry squad, or better wargear options, or advisors.

Further, on just about any blast vehicle (most of the Guards' tanks), the BS4 is mostly wasted and not worth the 10pts. A vanilla russ seeing a -1" deviation is hardly worth it for 10pts, and especially if you were doing it army wide. In a 1500pts game, its not unreasonable to have in excess of a dozen tanks, and that upgrade would literally cost you an extra tank or two. The only tanks that would see a very real boost would be the Exterminator and Punisher, and really only the Punisher. Chimeras would receive some benefit, but a BS4 multilaser and occasionally heavy bolter too is so insignificant an upgrade compared to the standard BS3 as to be hardly worth mentioning in any competitive sense.

And the tank commanders are different, because they also grant Tank Orders, and Pask grants specific (and good) bonuses to a few already desirable variants. His points costs are justified far more than looking at his BS4.

Seriously, of all the examples you used, I'm laughing because the Hellhound and Banewolf can't even make use of their BS stat for their main cannons. Valks have pathetic guns to begin with, the Vendetta is already TL'd, and most of the other Guard weaponry is already TL'd or a blast and therefore see little improvement from a bump in BS, especially at 10pts.

All that said, I'd be fine it was 15pts, if only at first to play test and err on the side of caution. Anything more is ridiculous.


How could they fix the Astra militarum with a new codex? @ 2015/07/20 18:18:27


Post by: Vaktathi


 JohnHwangDD wrote:

First off, Grots, Conscripts and Guardians are not the standard troops of the Ork / IG / Eldar forces. The basic troopers are Orks Boyz, Guardsmen, and Aspect Warriors. Relative to every other army's basic troops (Boyz, Tac Marines, Aspect Warriors, Necron Warriors, Chaos Marines, etc.), Guardsmen should be the worst and their stats (and points) should reflect that.
That's a rather narrow definition of "Basic troop", and would very much depend on the type of force in question.

Even if we accepted that however, I would argue that Guardians are very much basic troops. They crew almost all Eldar vehicles as well as operate all heavy weapons & artillery platforms, operate as "cavalry" equivalents on jetbikes, and undertake infantry roles. In fact, they are routinely noted as being amongst the most common Eldar warriors. One can very easily make armies composed of nothing but Guardian units, one cannot make an army of Aspect Warriors without any sort of Guardians (including vehicle crews) that actually functions.


Conscripts should be worse, and the d6 system should put them at BS2 (or even BS1). Some Cadians might be Veterans, warranting BS3.3, and the best trained Companies and Brigades might average BS3.1.
Ok, methinks we're being overly harsh on the poor guardsmen here, and enforcing a view of what BS should be that nothing GW has ever produced would back up. There have always been BS4 Guard meodels in IG armies going back to RT. BS1 has been reserved almost exclusively for units which have been impaired for some reason or another, typically units that are firing blindly (either because they've actually been blinded or are not actually looking at what they're shooting at because they're hiding/taking cover).

If we're assuming that the best trained IG units should only barely warrant BS3, that's a definite revision on how they've been portrayed in the past, and not reflective of any way GW has chosen to portray them. GW have consistently portrayed BS3 as the base for a typical averaged "Trained soldier", with BS2 being used for unimpaired but untrained/uncaring units


As above, the standard Eldar Trooper is a BS4 Aspect Warrior. Guardians have always been understat (should have been BS3.7). And yes, basic Humans SHOULD be that far down the totem pole. Making races distinctive is a good thing.
Distinctive is one thing, insisting they should always have amazing stats "because Elves" is not. BS4 doesn't make Eldar distinctive, it just makes them BS4 (and devalues of BS4 meant on Aspect Warriors). Part of what I'd liked about Eldar until recently was that they didn't fall super hard into the "Elves are Better" trap. What makes a faction distinctive is their weaponry, style of play, unit makeup, and look. Simply being all BS4 is a really lame way to do that.


Again, 10 points is an auto-take, so it's a poor price. How would it be that EVERY SINGLE Russ / Hellhound / Valk on the tabletop wouldn't pay the 10 points? How would that be good design? Fact is, people take Pask, who's an expensive 0-1 upgrade. That means Vet Russes are properly balanced and costed and limited, and your proposed 10 point upgrade is nonsense.
One can tweak that as necessary, 10pts on this unit, 15pts on this unit, etc.

I can think of all sorts of things I wouldn't buy that on.At 10pts, it's not worth it on Chimeras, nor Hellhounds where I'm not using BS in the first place. Not gonna bother on a Valkyrie that's supposed to be transporting stuff and spending most of its time jinking or firing weapons where BS4 isn't going to make a huge difference anyway. I wouldn't bother with it on Ordnance equipped Russ tanks. I certainly wouldn't buy it for a Taurox. Buying it for a Wyvern would be pointless. There's all sorts of things you'd never buy it for.

Typically, in the past, GW has treated a BS upgrade as a ~10pt deal, sometimes 15., Look at Company Command Squads, they pay 20pts over a Platoon Command squad for both BS4 and a greater array of more powerful Orders and the ability to issue twice as many, assuming BS4 is 10pts is probably pretty safe there. One can see this in the Tank Commander upgrade as well, they pay 30pts to get BS4 and access to Orders, BS4 fits nicely as ~10-15pts of that.

One can also look at other sources, like IA1, where BS4 HQ & Elite Russ tanks are 10pts more than BS3 Troop Equivalents. or IA13 where everything starts at BS2 and can upgrade to BS3 for 10pts (which is by no means always taken).

As for Pask, people take Pask to get Rending on a 20 shot gun. They don't take Pask for just for BS4. I don't think I've seen Pask used in anything but a Punisher, and certainly not on anything that uses a Blast.

30-40pts however is simply completely out of bounds for how much value that brings, there's nothing in an IG army where paying 40pts just for BS4 is going to be consistently worth it, and assigning that value simply to represent rarity means it simply might as well just not be an option for how often people would consider taking it.


40k uses WW1 technology. There are auto-targeters, but the crews are trained to disable them and use the manual aiming systems, with multiple redundant failsafes that are manually enabled and then disabled as part of the firing sequence. There is a prayer that is recited by the entire crew at each step of the firing sequence, which makes it pretty hard to hit something. To compare with WW2 or moderns is completely wrong.
This varies extremely wildly by author and timepoint in GW's lifetime. I've certainly read GW stories where the operation of tanks was practically identical to WW2 operate with none of the religious mumbo-jumbo ever mentioned.

Also, the 40k scale is wrong. 40k should actually be played with Epic Minis (which is a different issue).
Absolutely at this point it should, 40k at this point has run away on itself.


I am aware of how FOW works, and it's a better engine. 40k isn't a simulation. It's a fantasy game.
Right, but that doesn't mean we can't use some of these ideas from others games, slavishly adhering to specific stat's in what is effectively a binary range, means that there's essentially no room for abstraction.


How could they fix the Astra militarum with a new codex? @ 2015/07/20 21:24:23


Post by: saithor


 JohnHwangDD wrote:

First off, Grots, Conscripts and Guardians are not the standard troops of the Ork / IG / Eldar forces. The basic troopers are Orks Boyz, Guardsmen, and Aspect Warriors. Relative to every other army's basic troops (Boyz, Tac Marines, Aspect Warriors, Necron Warriors, Chaos Marines, etc.), Guardsmen should be the worst and their stats (and points) should reflect that.

Conscripts should be worse, and the d6 system should put them at BS2 (or even BS1). Some Cadians might be Veterans, warranting BS3.3, and the best trained Companies and Brigades might average BS3.1.

As above, the standard Eldar Trooper is a BS4 Aspect Warrior. Guardians have always been understat (should have been BS3.7). And yes, basic Humans SHOULD be that far down the totem pole. Making races distinctive is a good thing.

Again, 10 points is an auto-take, so it's a poor price. How would it be that EVERY SINGLE Russ / Hellhound / Valk on the tabletop wouldn't pay the 10 points? How would that be good design? Fact is, people take Pask, who's an expensive 0-1 upgrade. That means Vet Russes are properly balanced and costed and limited, and your proposed 10 point upgrade is nonsense.

40k uses WW1 technology. There are auto-targeters, but the crews are trained to disable them and use the manual aiming systems, with multiple redundant failsafes that are manually enabled and then disabled as part of the firing sequence. There is a prayer that is recited by the entire crew at each step of the firing sequence, which makes it pretty hard to hit something. To compare with WW2 or moderns is completely wrong. Also, the 40k scale is wrong. 40k should actually be played with Epic Minis (which is a different issue).

I am aware of how FOW works, and it's a better engine. 40k isn't a simulation. It's a fantasy game.


Practically everybody else has already answered you, so I'll leave this short
-Pask is not worth the points. The only time you ever see him is on a Punisher because of the unique benefeits he gives a punisher. If he truly was worth the points, he'd actually be taken on something besides a Punisher.
-You're not paying the 70pts for Pask for just BS4. Your paying 70 pts for Preffered Enemy for him and his unit, tank orders, Tank Hunter, and a special benefeit to the tank's main gun, and BS4. And if the entire crew prays before each shot, a lot of 40k writers have been neglecting their duty. Or just realized how idiotic that sounded.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 00:26:28


Post by: General Hobbs




They fix guard by fixing the other broken armies. It's not GW's rules, it is the codexes that re the problem. 3rd edition was way more fun than this edition. Because the codexes were simple.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 00:28:24


Post by: Blacksails


General Hobbs wrote:


They fix guard by fixing the other broken armies. It's not GW's rules, it is the codexes that re the problem. 3rd edition was way more fun than this edition. Because the codexes were simple.


Its both.

Codices are a problem, but the core rules are equally bloated, poorly written, and tend to favour certain elements over others.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 01:09:30


Post by: JohnHwangDD


It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.

The d6 scale, in particular, is made even narrower by not using BS2 in a significant way. If everybody is BS4, why even bother having a BS stat?

What IG always has is volume and mass. That is how they compensate for individually being crap. FRFSRF, for example, mitigates BS3 to making it better than BS4.

The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 01:22:08


Post by: Vaktathi


 JohnHwangDD wrote:
It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.
Since when did there have to be a uniform "worst", and how does an increased capability at using ranged weaponry suddenly make them "heroic" where they weren't before?


The d6 scale, in particular, is made even narrower by not using BS2 in a significant way. If everybody is BS4, why even bother having a BS stat?
A very good question given with the state of the game at this point, particularly in light of the change with Eldar.


What IG always has is volume and mass. That is how they compensate for individually being crap. FRFSRF, for example, mitigates BS3 to making it better than BS4.
The problem is there's a huge number of weapons that don't benefit from anything like FRFSRF, and that need a higher hit rate in order to really function properly. Stuff like a Leman Russ Vanquisher for example, where, at BS3, a dedicated tank hunter that is terrible at hunting tanks, because it lacks the ability to put enough hits on target to matter most of the time.


The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.
And yet there's been the history of the Cadians (where at one point they had BS 3.5 because they got to reroll 1's to hit), the well trained and lavishly equipped Vostroyans, Stormtroopers & Kasrkin, Krieg Guardsmen with WS4, etc.

The IG encompasses probably the most diverse and varied fighting force in the galaxy, where there are Chenkov-style conscript hordes, there are elite Kasrkin, where there are luckless namless regiments that die without any significant accomplishment, there are renowned ultra-experienced regiments like the Tanith 1st that can seemingly take on anything. There's a very good basis for stat variation with the IG.


Ultimately, enhanced BS IG units currently already, and always have, existed. We're not introducing anything new that the faction hasn't had access to before.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 09:13:24


Post by: master of ordinance


 JohnHwangDD wrote:
It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.

The d6 scale, in particular, is made even narrower by not using BS2 in a significant way. If everybody is BS4, why even bother having a BS stat?

What IG always has is volume and mass. That is how they compensate for individually being crap. FRFSRF, for example, mitigates BS3 to making it better than BS4.

The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.


John, are you an Eldar/Necron/Marine player?
It is, sadly, a general given these days that most basic units are BS4 and those of which are not have some way to compensate for this, such as Tau having a 30" range and strength 5 AP4 weapons. What has the Guard got? A gakky glorified flashlight which in all honesty is crap. Oh sure we have FRFSRF but even with that we are only putting an average of two casualties on to a target a turn. That is 50 shots to kill two average MEQ (which most things are these days) opponents. Just stop and think on that for a while.
That is why we have Veterans and the are really fun buuuuuutttttt
what about our tanks? The fluff is full of veteran tank crews and it makes sense that a crew protected by thick steel would last longer than your average squishy man but for some reason we dont have them. But some of our vehicles need to be BS4, Take the Vanquisher, it is in all honesty crap with its one shot that only hits 50% of the time. Or the Punisher, that really would benefit. The Exterminator loves BS4. Hell, even our blast vehicles can benefit from it, that 1" can make all the difference.
10 points is not too little to ask. It makes sense. It feels right.

I have play tested this. I run a Homebrewed tank commander (costing 265 points) whom allows me to upgrade my tanks to BS4 for 10 points. It works. On the one hand the tanks individual performance is improved but on the other it quickly racks up. 7 tanks? Thats 70 points right there. Thats a Veteran Squad with a Heavy Bolter or Forward Sentries. Or 7 BS4 tanks.
So far all my opponents have agreed that it is a balanced upgrade.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 10:22:44


Post by: HANZERtank


Bs4 vanquishers would be an Emperor send. Sometimes my vanq will only take out one vehicle the entire game, from a combo of missing half the time and no real bonus to actually destroying enemy armour. All I can do is hull point strip with it because it's not ap 1. He hits half the time, and then only has a 1 in 6 chance to actually detonate most vehicles on a pen. And the only good thing about it is it averages 15 for its armour pen rolls.

Also make the deathstrike strength D.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 10:57:15


Post by: sumi808


Bs3 guardsmen with autogun or stubber instead of lasguns as standard issue? Would this assist? I cant remember off top of ma head


How could they fix the Astra militarum with a new codex? @ 2015/07/21 11:02:38


Post by: HANZERtank


 sumi808 wrote:
Bs3 guardsmen with autogun or stubber instead of lasguns as standard issue? Would this assist? I cant remember off top of ma head


Lasguns, Autoguns and Stubbers all use the same profile now I believe.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 11:40:56


Post by: vipoid


I expect this has been brought up at some point, but why does a Deathstrike Missile need to be on the board to fire?

The thing has an unlimited range - surely we should be firing it from a base somewhere?

You don't see modern day military forces wheeling nuke-launchers to the edge of the place they're planning to nuke. What would be the point? You're basically sacrificing one of the greatest advantages of your weapon (the ability to hit a target at massive ranges), for no gain whatsoever.

But apparently in the 41st millennium, this is the standard strategy.

Incidentally, when people order missile strikes, they're usually pretty precise about when they want them. I don't recall any general responding to the question of when he wants the missile to fire with "Surprise me."


How could they fix the Astra militarum with a new codex? @ 2015/07/21 11:45:45


Post by: Blacksails


You could say the same thing of all the artillery really. A basilisk or manticore has no purpose being within small arms fire of the enemy.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 11:49:42


Post by: HANZERtank


 vipoid wrote:

Incidentally, when people order missile strikes, they're usually pretty precise about when they want them. I don't recall any general responding to the question of when he wants the missile to fire with "Surprise me."


Love the idea of phoning up the missile site and it being like a cable company.

"We're being overrun down here, need missile strike asap"

"We can fire it anytime between 11am and 5pm, will you be in then?"

"Depends how long it takes for this carnifex to eat our platoon really."

"We can reschedule for another day if these times are inconvenient for you. And that attitude is not helping get this done any quicker."


How could they fix the Astra militarum with a new codex? @ 2015/07/21 12:32:11


Post by: vipoid


 Blacksails wrote:
You could say the same thing of all the artillery really. A basilisk or manticore has no purpose being within small arms fire of the enemy.


Very true, but artillery at least needs to be somewhere vaguely near the battlefield. Missiles can be fired from hundreds of miles away.

 HANZERtank wrote:
 vipoid wrote:

Incidentally, when people order missile strikes, they're usually pretty precise about when they want them. I don't recall any general responding to the question of when he wants the missile to fire with "Surprise me."


Love the idea of phoning up the missile site and it being like a cable company.

"We're being overrun down here, need missile strike asap"

"We can fire it anytime between 11am and 5pm, will you be in then?"

"Depends how long it takes for this carnifex to eat our platoon really."

"We can reschedule for another day if these times are inconvenient for you. And that attitude is not helping get this done any quicker."




How could they fix the Astra militarum with a new codex? @ 2015/07/21 14:10:25


Post by: master of ordinance


 HANZERtank wrote:
 vipoid wrote:

Incidentally, when people order missile strikes, they're usually pretty precise about when they want them. I don't recall any general responding to the question of when he wants the missile to fire with "Surprise me."


Love the idea of phoning up the missile site and it being like a cable company.

"We're being overrun down here, need missile strike asap"

"We can fire it anytime between 11am and 5pm, will you be in then?"

"Depends how long it takes for this carnifex to eat our platoon really."

"We can reschedule for another day if these times are inconvenient for you. And that attitude is not helping get this done any quicker."


Have an exalt for that


How could they fix the Astra militarum with a new codex? @ 2015/07/21 16:15:04


Post by: Alcibiades


The AM codex provides a rationale for the missile launcher being so close. Read the fluff text.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 16:32:01


Post by: master of ordinance


Alcibiades wrote:
The AM codex provides a rationale for the missile launcher being so close. Read the fluff text.


*Snorts* yes, and I read that too. It still makes no sense whatsoever.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 16:36:17


Post by: vipoid


Alcibiades wrote:
The AM codex provides a rationale for the missile launcher being so close. Read the fluff text.


I just read it and can see nothing of the sort.

All I'm seeing is reasons why deploying the damn thing so close is a really, really stupid idea. To name a few:

- "The Deathstrike exhibits huge range..." So why does it need to be positioned about a hundred yards from the front-line?

- "Able to visit the wrath of the Emperor upon targets half a world away." So, this thing can be fired on a target that's literally on the other side of the world... and they still feel the need to wheel it about 10ft from its target.

- "...the Deathstrike often requires its own escort and presents the foe with a valuable and relatively soft target." So why move the bloody thing to the edge of a battlefield?

- "Held behind imperial lines, Deathstrikes lurk out of site." So, wait, we're hiding these things behind our lines... by placing them in the open, maybe 10 yards behind the front line.

- "Fed short range combat-launch coordinates..." Is this what you're referring to? Because the text says that this is only for very desperate scenarios. And, if it isn't, how the hell do the IG coordinate anything when they are apparently incapable of providing long range coordinates. And, for that matter, what the hell are "short range coordinates"? I thought the entire point of geographic coordinates was that they provide a global positioning system. Or did everyone just forget to put batteries in their radios, so that "short range coordinates" consist of a commander shouting "fire it over there!" as loud as he can?


How could they fix the Astra militarum with a new codex? @ 2015/07/21 16:38:43


Post by: Selym


Conclusion:
The artillery is for Apoc games, where you strategically take one end of the board (which at this point should be large enough to call a "map"), point it at an enemy some extreme distance away, and then pound with impunity


How could they fix the Astra militarum with a new codex? @ 2015/07/21 16:40:08


Post by: Kanluwen


While it does say that it is "for very desperate scenarios", it also says that the Deathstrike is experiencing something of a renaissance because of how bad things are becoming. It ends that blurb with:
Such measures are as inhumane as they are desperate, yet in these times no sacrifice is too great to ensure the survival of Mankind.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 17:25:42


Post by: Alcibiades


 vipoid wrote:
Alcibiades wrote:
The AM codex provides a rationale for the missile launcher being so close. Read the fluff text.


I just read it and can see nothing of the sort.

All I'm seeing is reasons why deploying the damn thing so close is a really, really stupid idea. To name a few:

- "The Deathstrike exhibits huge range..." So why does it need to be positioned about a hundred yards from the front-line?

- "Able to visit the wrath of the Emperor upon targets half a world away." So, this thing can be fired on a target that's literally on the other side of the world... and they still feel the need to wheel it about 10ft from its target.

- "...the Deathstrike often requires its own escort and presents the foe with a valuable and relatively soft target." So why move the bloody thing to the edge of a battlefield?

- "Held behind imperial lines, Deathstrikes lurk out of site." So, wait, we're hiding these things behind our lines... by placing them in the open, maybe 10 yards behind the front line.

- "Fed short range combat-launch coordinates..." Is this what you're referring to? Because the text says that this is only for very desperate scenarios. And, if it isn't, how the hell do the IG coordinate anything when they are apparently incapable of providing long range coordinates. And, for that matter, what the hell are "short range coordinates"? I thought the entire point of geographic coordinates was that they provide a global positioning system. Or did everyone just forget to put batteries in their radios, so that "short range coordinates" consist of a commander shouting "fire it over there!" as loud as he can?


You're confusing two different issues... whether there is a rationale given and whether the rationale makes sense. A rationale is given -- you just quoted it in your last paragraph. That it doesn't make sense is another matter.



How could they fix the Astra militarum with a new codex? @ 2015/07/21 17:34:00


Post by: NotQuintinus


I always had the idea that Deathstrikes could fire any time, but the more time you let it "ready" the more powerful it is. So first turn if it fired, it's a Strength 10 7" Blast. Next turn, it's Apocalyptic with Ignores Cover. Third turn and on, it's Strength D



How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:00:41


Post by: Dalymiddleboro


An apocalyptic ignores cover would be better than D.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:06:24


Post by: Desubot


I think id rather have a D weapon with a bonus to roll.

3+ to the D roll so epic destruction on a 4+


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:21:29


Post by: Kanluwen


 Quintinus wrote:
I always had the idea that Deathstrikes could fire any time, but the more time you let it "ready" the more powerful it is. So first turn if it fired, it's a Strength 10 7" Blast. Next turn, it's Apocalyptic with Ignores Cover. Third turn and on, it's Strength D


It's not a laser. It doesn't need to charge up.

If anything, it should be something like it normally rolls an absurd 3-4D6 for Scatter, subtracting 1D6 for every full turn that the Deathstrike has not moved or suffered a Weapon Destroyed result.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:26:13


Post by: HANZERtank


 Desubot wrote:
I think id rather have a D weapon with a bonus to roll.

3+ to the D roll so epic destruction on a 4+


Use the rules for the vortex warhead. Anything under the 10" blast is gone. No saves, no special rules just gone. GC take D6 wounds and super heavys lose d3 structure points(which is 3,6 or 9 hull points).


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:29:24


Post by: Selym


 HANZERtank wrote:
 Desubot wrote:
I think id rather have a D weapon with a bonus to roll.

3+ to the D roll so epic destruction on a 4+


Use the rules for the vortex warhead. Anything under the 10" blast is gone. No saves, no special rules just gone. GC take D6 wounds and super heavys lose d3 structure points(which is 3,6 or 9 hull points).
Add a rule that removes all terrain under the blast, and replaces it with a 10" crater.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:33:15


Post by: vipoid


Alcibiades wrote:

You're confusing two different issues... whether there is a rationale given and whether the rationale makes sense. A rationale is given -- you just quoted it in your last paragraph. That it doesn't make sense is another matter.


Actually, rationales are supposed to be logical reasons.

Otherwise you might as well say "we're doing this stupid thing because it's what we're doing."

Currently, we appear to have an irrationale.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:35:26


Post by: saithor


 Selym wrote:
 HANZERtank wrote:
 Desubot wrote:
I think id rather have a D weapon with a bonus to roll.

3+ to the D roll so epic destruction on a 4+


Use the rules for the vortex warhead. Anything under the 10" blast is gone. No saves, no special rules just gone. GC take D6 wounds and super heavys lose d3 structure points(which is 3,6 or 9 hull points).
Add a rule that removes all terrain under the blast, and replaces it with a 10" crater.




We do need a good lasgun replacement. Any thoughts? I was thinking 30k Solar Auxilla Lasrifles with attachments


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:39:40


Post by: aronthomas17


Bring back Doctrines, allowing you to customise your army, or have certain rules (like chapter tactics) I.e. Cadians BS4 or something... Would make it fluffy and help your play style


How could they fix the Astra militarum with a new codex? @ 2015/07/21 18:55:55


Post by: HANZERtank


 saithor wrote:
 Selym wrote:
 HANZERtank wrote:
 Desubot wrote:
I think id rather have a D weapon with a bonus to roll.

3+ to the D roll so epic destruction on a 4+


Use the rules for the vortex warhead. Anything under the 10" blast is gone. No saves, no special rules just gone. GC take D6 wounds and super heavys lose d3 structure points(which is 3,6 or 9 hull points).
Add a rule that removes all terrain under the blast, and replaces it with a 10" crater.




We do need a good lasgun replacement. Any thoughts? I was thinking 30k Solar Auxilla Lasrifles with attachments


How about multilasers, the greatest weapon mankind can bring to bear on it's foes.

P.S. anybody know when the next C.S.Goto book comes out?

But in seriousness, they could do with a buff. Even just a range increase would do. Being very fragile, guard need to lay on hurt before other things get in range. A 6" boost fluffed as a tighter focused beam STC being discovered would allow a turn of fire before most other mainstay guns get in range.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 19:02:50


Post by: NotQuintinus


 Kanluwen wrote:
 Quintinus wrote:
I always had the idea that Deathstrikes could fire any time, but the more time you let it "ready" the more powerful it is. So first turn if it fired, it's a Strength 10 7" Blast. Next turn, it's Apocalyptic with Ignores Cover. Third turn and on, it's Strength D


It's not a laser. It doesn't need to charge up.

If anything, it should be something like it normally rolls an absurd 3-4D6 for Scatter, subtracting 1D6 for every full turn that the Deathstrike has not moved or suffered a Weapon Destroyed result.


Not saying it's charging, just "readying" the weapon for maximal damage. Regardless, I like the idea of 3D6 of Scatter.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 19:06:30


Post by: Vaktathi


At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.



How could they fix the Astra militarum with a new codex? @ 2015/07/21 19:24:45


Post by: Kanluwen


 Vaktathi wrote:
At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.


These are alternatives to the current nonsense of being unable to fire the damn thing turn one.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 20:33:00


Post by: Vaktathi


 Kanluwen wrote:
 Vaktathi wrote:
At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.


These are alternatives to the current nonsense of being unable to fire the damn thing turn one.
Is there a need for alternatives as opposed to simply removing the restriction? Certainly it can't be worse than a Stormsword doing the same thing turn 1, and then turn 2, and 3...




Just not seeing a need for the turn 1 restriction nor anything really to take its place when you've got stuff like that rolling around

Though that said, I wonder at its inclusion as a normal battlefield frontline unit at all when it should really be more something of a mission objective than a tactically operating support unit.


How could they fix the Astra militarum with a new codex? @ 2015/07/21 20:51:56


Post by: Kanluwen


 Vaktathi wrote:
 Kanluwen wrote:
 Vaktathi wrote:
At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.


These are alternatives to the current nonsense of being unable to fire the damn thing turn one.
Is there a need for alternatives as opposed to simply removing the restriction? Certainly it can't be worse than a Stormsword doing the same thing turn 1, and then turn 2, and 3...


Do Stormswords use the Apocalyptic Blast template?
Serious question as I don't have the most current rules for them.


Just not seeing a need for the turn 1 restriction nor anything really to take its place when you've got stuff like that rolling around

Logically, I can understand the restriction. If I take 3 Deathstrike Launchers against an army which is going to have lots and lots of expensive models deployed on the table at the start, and I'm hucking S10 AP1 Apocalyptic Blast, Ignores Cover, Barrage shots at them turn one...I'm going to thin that enemy force out. If I'm firing three of them, I might actually wipe out the enemy force pretty fast--provided they're not all T6 or have Eternal Warrior or something else to prevent them from being doubled out or they have hefty Invulnerable saves, etc.

That said--given the silly nature of some armies now, I really would like to fire Deathstrikes turn one. Not that I'm bitter against an Eldar player, nope...


Though that said, I wonder at its inclusion as a normal battlefield frontline unit at all when it should really be more something of a mission objective than a tactically operating support unit.

Who says every battle where a Deathstrike is involved is actually a frontline battle? Maybe the enemy broke through the Guard's lines or sent a raiding party through and the battle is to defend the Deathstrike's elevated launch position!



How could they fix the Astra militarum with a new codex? @ 2015/07/21 20:55:54


Post by: Desubot


 Kanluwen wrote:
 Vaktathi wrote:
 Kanluwen wrote:
 Vaktathi wrote:
At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.


These are alternatives to the current nonsense of being unable to fire the damn thing turn one.
Is there a need for alternatives as opposed to simply removing the restriction? Certainly it can't be worse than a Stormsword doing the same thing turn 1, and then turn 2, and 3...


Do Stormswords use the Apocalyptic Blast template?
Serious question as I don't have the most current rules for them.


Just not seeing a need for the turn 1 restriction nor anything really to take its place when you've got stuff like that rolling around

Logically, I can understand the restriction. If I take 3 Deathstrike Launchers against an army which is going to have lots and lots of expensive models deployed on the table at the start, and I'm hucking S10 AP1 Apocalyptic Blast, Ignores Cover, Barrage shots at them turn one...I'm going to thin that enemy force out. If I'm firing three of them, I might actually wipe out the enemy force pretty fast--provided they're not all T6 or have Eternal Warrior or something else to prevent them from being doubled out or they have hefty Invulnerable saves, etc.

That said--given the silly nature of some armies now, I really would like to fire Deathstrikes turn one. Not that I'm bitter against an Eldar player, nope...


Though that said, I wonder at its inclusion as a normal battlefield frontline unit at all when it should really be more something of a mission objective than a tactically operating support unit.

Who says every battle where a Deathstrike is involved is actually a frontline battle? Maybe the enemy broke through the Guard's lines or sent a raiding party through and the battle is to defend the Deathstrike's elevated launch position!



when has that stopped the dubs with the big wub way portal drop with d flamers

I feel if they want to keep that fluffiness down, they could just make it so the longer you wait the better your chances of direct hitting like for every turn you scatter d3 less or something.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 00:06:21


Post by: saithor


 Desubot wrote:
 Kanluwen wrote:
 Vaktathi wrote:
 Kanluwen wrote:
 Vaktathi wrote:
At this point, is there really a good balance argument for the Deathstrike needing such random factors?

It's got a scary weapon, but it only fires once. With the state of the current game, you can bring other units that can fire similar or even more powerful weapons every single turn. While it may cost you 3x as much to bring such a superheavy, you'll get 6x the number of shots and probably 6x the survivability between AV14 and 9HP.


These are alternatives to the current nonsense of being unable to fire the damn thing turn one.
Is there a need for alternatives as opposed to simply removing the restriction? Certainly it can't be worse than a Stormsword doing the same thing turn 1, and then turn 2, and 3...


Do Stormswords use the Apocalyptic Blast template?
Serious question as I don't have the most current rules for them.


Just not seeing a need for the turn 1 restriction nor anything really to take its place when you've got stuff like that rolling around

Logically, I can understand the restriction. If I take 3 Deathstrike Launchers against an army which is going to have lots and lots of expensive models deployed on the table at the start, and I'm hucking S10 AP1 Apocalyptic Blast, Ignores Cover, Barrage shots at them turn one...I'm going to thin that enemy force out. If I'm firing three of them, I might actually wipe out the enemy force pretty fast--provided they're not all T6 or have Eternal Warrior or something else to prevent them from being doubled out or they have hefty Invulnerable saves, etc.

That said--given the silly nature of some armies now, I really would like to fire Deathstrikes turn one. Not that I'm bitter against an Eldar player, nope...


Though that said, I wonder at its inclusion as a normal battlefield frontline unit at all when it should really be more something of a mission objective than a tactically operating support unit.

Who says every battle where a Deathstrike is involved is actually a frontline battle? Maybe the enemy broke through the Guard's lines or sent a raiding party through and the battle is to defend the Deathstrike's elevated launch position!



when has that stopped the dubs with the big wub way portal drop with d flamers

I feel if they want to keep that fluffiness down, they could just make it so the longer you wait the better your chances of direct hitting like for every turn you scatter d3 less or something.


Turn one launch should be allowed, otherwise it's just a free KP that may or may not earn it's points back, depending on what it launches the missile. Seriously though, it's an ICBM, but if there's an army of enemies coming at them the commander is more than likely going to yell "Feth This!" and scream at the crew to launch it already. If you're worried about the massive alpha strike, just limit Deathstrikes to one per armym, or 2000 pts.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 00:52:21


Post by: Vaktathi


 Kanluwen wrote:

Do Stormswords use the Apocalyptic Blast template?
Serious question as I don't have the most current rules for them.
Aye, same strength, AP, blast size, and gets the ignores cover bit.



Logically, I can understand the restriction. If I take 3 Deathstrike Launchers against an army which is going to have lots and lots of expensive models deployed on the table at the start, and I'm hucking S10 AP1 Apocalyptic Blast, Ignores Cover, Barrage shots at them turn one...I'm going to thin that enemy force out. If I'm firing three of them, I might actually wipe out the enemy force pretty fast--provided they're not all T6 or have Eternal Warrior or something else to prevent them from being doubled out or they have hefty Invulnerable saves, etc.
True, but you can take an Unbound army of 3 Stormswords and do the same thing, with some extra guns thrown in and some points left over in a typical 1500-2000pt game. Particularly as GW's rules writing department isn't restricting itself in the same way most playgroups are with house rules against Unbound and whatnot.

I could understand the restriction in the context of earlier editions. At this point, I think allowing it to fire on turn 1 isn't any more broken than stuff that's possible in the Necron, Eldar, AdMech, etc books.


That said--given the silly nature of some armies now, I really would like to fire Deathstrikes turn one. Not that I'm bitter against an Eldar player, nope...
Exactly. If we're facing a dozen D shots coming from across the board with an Eldar army and the like, I just don't see the point of the restriction anymore.


Who says every battle where a Deathstrike is involved is actually a frontline battle? Maybe the enemy broke through the Guard's lines or sent a raiding party through and the battle is to defend the Deathstrike's elevated launch position!

Possible, but hard to swallow if you're seeing them routinely, and in theory not really something that would be brought to bear against something within small arms distance, most such weapons wouldn't be able to properly function like that short of simply detonating in place.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 04:44:44


Post by: JohnHwangDD


 master of ordinance wrote:
 JohnHwangDD wrote:
It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.

The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.


John, are you an Eldar/Necron/Marine player?


I dunno, maybe you should take a look at my sig and P&M blog sometime...

And what's your point?

Shouldn't the question be whether I am a Guard / IOM player?

And if we're asking questions about personal interest, are you even half as invested into Guard as I am? If not, maybe you should be the one to step back until you've matched me in GW / Imperial spend.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 05:00:36


Post by: MarsNZ


"I spend more money so my opinion is more valid"

That's a pretty bold angle


How could they fix the Astra militarum with a new codex? @ 2015/07/22 05:03:24


Post by: JohnHwangDD


It's a fair take when he's trying to bring up non-Guard armies to imply something sneaky.

Also, this is GW gaming, so pay to play definitely should matter.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 05:27:45


Post by: Sledgehammer


 JohnHwangDD wrote:
 master of ordinance wrote:
 JohnHwangDD wrote:
It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.

The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.


John, are you an Eldar/Necron/Marine player?


I dunno, maybe you should take a look at my sig and P&M blog sometime...

And what's your point?

Shouldn't the question be whether I am a Guard / IOM player?

And if we're asking questions about personal interest, are you even half as invested into Guard as I am? If not, maybe you should be the one to step back until you've matched me in GW / Imperial spend.
To determine Investment on the individual, subjective, and qualitative level, you must take into account the other investments that a person has. In other words a subjective determination on investments, is the comparison between how much you have invested in one thing as opposed to others. I may only have around 2,000 points of guard and thus quantitatively you have a lot more than I do. That does not mean that you have more investment in guard than I do. I am 100% invested in guard, whereas you have diversified investments. If any one of those investments goes wrong for you, then you are not screwed as you have a safety net comprised of different assets. I, as a guard player have no where else to turn if something happened. See Subjective Theory of Value

Now that the Ad Hominem is complete, I'm going to be as short as possible in retorting your arguments. The guard is anything and everything. You are telling me that my Volunteer Group ,that has been hand picked by the planetary governor, has existed as an entity for thousands of years, and operates as light infantry, airborne and guerrilla fighters are supposed to use mass infantry and tanks. How am I supposed to play the way I want to if my guardsmen are just walking corpses? I like infantry, and a well placed shot from any rifle should be able to take anything down. Right now I don't win games because I refuse to take tracked vehicles and other things that are against the fluff of my volunteer organization. Do you know what happens when you put a bunch of veterans without transports, a bunch of sentinels, and vendetta air support against just about any army? I get tabled and/or lose the game before it even starts. So don't tell me how my guard are supposed to play.

My guys don't even have infiltrate or any other special rules that should go along with their fluff and their fighting style. The guard has everything and anything, and the rules should reflect that. Sure we shouldn't be the best at anything, but we also shouldn't be the worst. My veteran fighting force should at least stand toe to toe with other similar infantry, but instead they get gunned down like mooks.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 05:33:50


Post by: MarsNZ


 JohnHwangDD wrote:
It's a fair take when he's trying to bring up non-Guard armies to imply something sneaky.

Also, this is GW gaming, so pay to play definitely should matter.


Yeah well my Guard army is bigger than yours, so you're wrong.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 06:44:39


Post by: JohnHwangDD


The fact that I have 3.5x as my IG as you suggests you can far more easily walk away from Guard than I can. Playing a hand of $1 poker is very different than switching between poker and craps at the High Rollers room.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 06:53:09


Post by: MarsNZ


How do you know I'm not leaving out future projects/unpainted plastic in that total as you do, I looked at your blog "high roller", you're wrong.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 07:11:47


Post by: ultimentra


Guys stop feeding John. This is exactly how trolls work. He's fething with you.



How could they fix the Astra militarum with a new codex? @ 0055/07/22 07:35:58


Post by: reds8n


Be much better if we moved back to the actual topic rather than the current show of oh so interesting puffery we have going on.

Thank you.



How could they fix the Astra militarum with a new codex? @ 2015/07/22 10:06:45


Post by: master of ordinance


reds8n wrote: Be much better if we moved back to the actual topic rather than the current show of oh so interesting puffery we have going on.

Thank you.



Im not quite sure why but this made me laugh, so have an exalt Red.

I will get right back OT but first just one tidgy little thing....

JohnHwangDD wrote:
 master of ordinance wrote:
 JohnHwangDD wrote:
It's very simple: in any system, somebody has to be the worst. In 40k, that is the IG. Making Guardsmen heroic diminishes the scale of the rest of the game.

The idea that individual Guardsmen or units thereof should be "good" misses the entire point of the IG.


John, are you an Eldar/Necron/Marine player?


I dunno, maybe you should take a look at my sig and P&M blog sometime...

And what's your point?

Shouldn't the question be whether I am a Guard / IOM player?

And if we're asking questions about personal interest, are you even half as invested into Guard as I am? If not, maybe you should be the one to step back until you've matched me in GW / Imperial spend.


.... John, having looked at your sig and blog I am impressed. You are fairly well invested. However I am not sure how many points I have in my IG, I lost count some years back at the 3Kish mark for my first army.
Currently I have two armies - well technically three, but I am currently running the South Lancashire's and the Whermacht together until they both become big enough to split off from each other and become independent armies on their own. Currently this combined army sits at the 3K - 3.5K mark as well and is set to be expanding soon with some new British Infantry and next year with my local clubs Army Builder which will involve a Panzer Grenadier division with supporting Pioneers, SS, Panzers, Scout columns and possibly Fallschirmjager.
So each army will be looking close to the 4K mark.

Oh, and I have no other 40K armies. I am completely invested in the IG whereas you hav armies from each different race. Please do not try to turn this into an IG dick size comparison.

Vaktathi wrote:
 Kanluwen wrote:

Do Stormswords use the Apocalyptic Blast template?
Serious question as I don't have the most current rules for them.
Aye, same strength, AP, blast size, and gets the ignores cover bit.


Yep, pretty much although your range is only 36". That said I would rather take my Stormsword any day. It makes for a great Marine killer, is far, far tougher, has more backup weapons and can fire multiple times over.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 15:34:26


Post by: HandofMars


JohnHwang be trollin' hard.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 20:06:45


Post by: General Hobbs




I've been out of the game for a year....so......if I were to do guard, what should I take to have a fun game?


How could they fix the Astra militarum with a new codex? @ 2015/07/22 20:12:49


Post by: Kanluwen


General Hobbs wrote:


I've been out of the game for a year....so......if I were to do guard, what should I take to have a fun game?

It's going to vary wildly based upon your playstyle and what you want to accomplish in your own local meta.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 21:05:58


Post by: General Hobbs




I like tanks and transports and guys hopping out and mowing people down.

My old list included a bunch of vets in chims and russes and I'd throw in some Inquistion stuff for counter attack.

I almost feel like doing a counts as army with space marine scouts in land speeder storms and speeder gunships, using Guard models and Guardified scratchbuilt transports after reading most of this thread.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 21:17:55


Post by: vipoid


General Hobbs wrote:


I've been out of the game for a year....so......if I were to do guard, what should I take to have a fun game?


A 5th edition rulebook.


How could they fix the Astra militarum with a new codex? @ 2015/07/22 22:55:51


Post by: Selym


 vipoid wrote:
General Hobbs wrote:


I've been out of the game for a year....so......if I were to do guard, what should I take to have a fun game?


A 5th edition rulebook.
Hear hear!


How could they fix the Astra militarum with a new codex? @ 2015/07/22 23:54:51


Post by: JohnHwangDD


All this "troll": name-calling is pretty fething annoying. Just because I have a different viewpoint, and am not afraid to state it, that isn't trolling.

I have spent a metric fethton of both time and money on my IG and allied IoM forces, and the army matters a LOT to me. It has been, and continues to be, a massive undertaking to collect, assemble, and play. And the amount of IG & IoM stuff I can put on the tabletop is tremendous.

If anyone is trolling, it's trolling to suggest that my substantial investments in other forces somehow diminishes the effort and expense I've put into my IG.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 00:30:49


Post by: BlaxicanX


 JohnHwangDD wrote:
All this "troll": name-calling is pretty fething annoying. Just because I have a different viewpoint, and am not afraid to state it, that isn't trolling.
You've explicitly stated in the past that the outrageousness of your assertions is tied proportionally to how bored you are.

That is basically trolling.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 02:36:16


Post by: UrsoerTheSquid


For the deathstrike, I'd like to see it be able to fire no matter what, as in if it is destroyed the missle launches anyway and will it a target randomly determined. I'm not sure how, maybe it will scatter D6, D6's away from the tank in a random direction? I know that is a little bit of orky chaos. But hey a massive fighting force like this is gonna have hilarious blunders as well


How could they fix the Astra militarum with a new codex? @ 0015/07/23 02:55:49


Post by: BlaxicanX


Make the Deathstrike missile strength D, keep the random launch, have it cost 160 points.

It's AV12 with 3 HP's, if the opponent can't kill it before it launches they're a bad player and kind of deserve the D-struction anyway.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 06:22:07


Post by: sumi808


In the next codex maybe Ogryns will loose ripper guns and instead get Grav guns, that would defiantly make me use my 3 ogryn models, especially if they are priced at 25 points a model


How could they fix the Astra militarum with a new codex? @ 2015/07/23 07:15:09


Post by: Selym


 sumi808 wrote:
In the next codex maybe Ogryns will loose ripper guns and instead get Grav guns, that would defiantly make me use my 3 ogryn models, especially if they are priced at 25 points a model

/ What's that coming out the Chimera,
Is it an Ogryn,
Oh crap it's grav-guns! /

I would love to do that.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 11:21:38


Post by: Ferros


Quite frankly the idea of a random one-shot pony is stupid and lacks any sense of tactics or strategic value. It's lulzy - and I love it for that - but it's unplayable now as-is.

A few ideas:
Start of the game, controlling player chooses a warhead (via marker/card) that ranges from HE/Frag to Vortex. Progressively stronger warheads take more turns to prepare. The card is hidden face-down from the opponent until the turn it is used.

Basically forces the opponent to always worry about when it'll go off while giving the controlling player some tactical flexibility.

When the Deathstrike is destroyed, the commander will initiate an emergency fire. The missile will be cold-launched without set coordinates to stop the enemy from getting its hand on the valuable (and tide-turning!) ordnance. Roll for scatter and double the distance.



How could they fix the Astra militarum with a new codex? @ 2015/07/23 11:25:51


Post by: Selym


 Ferros wrote:
Quite frankly the idea of a random one-shot pony is stupid and lacks any sense of tactics or strategic value. It's lulzy - and I love it for that - but it's unplayable now as-is.

A few ideas:
Start of the game, controlling player chooses a warhead (via marker/card) that ranges from HE/Frag to Vortex. Progressively stronger warheads take more turns to prepare. The card is hidden face-down from the opponent until the turn it is used.

Basically forces the opponent to always worry about when it'll go off while giving the controlling player some tactical flexibility.

When the Deathstrike is destroyed, the commander will initiate an emergency fire. The missile will be cold-launched without set coordinates to stop the enemy from getting its hand on the valuable (and tide-turning!) ordnance. Roll for scatter and double the distance.

I would use that. Mainly to scare the pants off my enemy than anything else, but it's an excellent T1/T2 distraction carnifex.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 13:56:25


Post by: JohnHwangDD


 BlaxicanX wrote:
 JohnHwangDD wrote:
All this "troll": name-calling is pretty fething annoying. Just because I have a different viewpoint, and am not afraid to state it, that isn't trolling.
You've explicitly stated in the past that the outrageousness of your assertions is tied proportionally to how bored you are.

That is basically trolling.


Are none of the people on Dakka of sufficient mental acuity to recognize that particular comment may have been made in jest?


How could they fix the Astra militarum with a new codex? @ 2015/07/23 14:48:28


Post by: HandofMars


Admitted troll claims admission was just a joke! Wild and ridiculous assertions to be taken seriously and at face value! News at 11!


How could they fix the Astra militarum with a new codex? @ 2615/07/24 22:44:27


Post by: Makumba


 JohnHwangDD wrote:
 BlaxicanX wrote:
 JohnHwangDD wrote:
All this "troll": name-calling is pretty fething annoying. Just because I have a different viewpoint, and am not afraid to state it, that isn't trolling.
You've explicitly stated in the past that the outrageousness of your assertions is tied proportionally to how bored you are.

That is basically trolling.


Are none of the people on Dakka of sufficient mental acuity to recognize that particular comment may have been made in jest?


Jests understanding stops when someones money is not working as it was expected.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 16:47:52


Post by: Dalymiddleboro


I just don't think there should be trolling either.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 17:21:03


Post by: ultimentra


 BlaxicanX wrote:
Make the Deathstrike missile strength D, keep the random launch, have it cost 160 points.

It's AV12 with 3 HP's, if the opponent can't kill it before it launches they're a bad player and kind of deserve the D-struction anyway.


Plus it fits the fluff, its a nuclear missile for feths sake. But no, we won't get it. Because we're Guard, and we can't have anything nice. Ever. Guard will likely never be at the power level of its leafblower days. Sorry for the negativity but there's just so many things that I want to happen with the next book because I feel cheated by the one we have, that I know won't happen. Necron and Eldar players can rejoice, but Guard players since I have been playing (since 5th edition) there were two points that guard were strong, leafblower phase and very early in 6th edition when spammable forgeworld weapon platforms in power blobs was a viable tactic. Those days are long over. Honestly, I think Guard are just becoming a larger, worse version of Skitarii, Cult, or Harlequins. An ally army. I haven't been able to make them work without allies since Maelstrom became standard.

I want marbo and chenkov back damn it.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 17:28:48


Post by: mad_eddy_13


To answer the title question.

1. overall points recalculation - take a look at everything and tinker around a bit

2. please give a little love to rough riders, ogryns/bullgryns and stormtroopers (lower points + some reworked rules/wargear)

3. BRING BACK MARBO, PENAL GUARD, AND ALL THE DEAD CHARACTERS!!!

4. some cool formations would be nice

5. rules for different regiments would be fun, even just a few buyable special rules that represent the unit's home world would work



How could they fix the Astra militarum with a new codex? @ 2015/07/23 17:37:26


Post by: BlaxicanX


 JohnHwangDD wrote:
 BlaxicanX wrote:
 JohnHwangDD wrote:
All this "troll": name-calling is pretty fething annoying. Just because I have a different viewpoint, and am not afraid to state it, that isn't trolling.
You've explicitly stated in the past that the outrageousness of your assertions is tied proportionally to how bored you are.

That is basically trolling.


Are none of the people on Dakka of sufficient mental acuity to recognize that particular comment may have been made in jest?
"Haha dude I was just trolling when I said I troll haha you fell for it!

Mom's gonna flip!"


How could they fix the Astra militarum with a new codex? @ 2015/07/23 17:39:52


Post by: SickSix


Having just bought my first IG codex ever, (coming from a SM player) I was shocked how thin the book is. The IG is the largest army in the universe and has nearly as much regimental diversity as SM chapters! How is this book so small and where are all the regimental supplements?

I was disappointed a bit.

But yes, all codexes without the decurion list building will be at a disadvantage.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 17:42:59


Post by: Makumba


Can't have regiments and regiment rules, when you don't have models for them. Got to protect that brand, so no random people start making victorian looking IG or something like that.


How could they fix the Astra militarum with a new codex? @ 0057/07/23 19:59:32


Post by: Sledgehammer


Makumba wrote:
Can't have regiments and regiment rules, when you don't have models for them. Got to protect that brand, so no random people start making victorian looking IG or something like that.
Here are some rules for the famous 1st cadian light infantry regiment. Oh look some rules for the 2nd cadian armor batallian. Over there is the renowned 3rd cadian artillary and engineer corps. The represented regiment homeworld is irelevant, only the rules that allow for that playstyle are because I can use those rules for my own regiment.

The lack of varied models is no reason to restrict playstyles as they could say they are cadian in the book.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 21:43:03


Post by: tau tse tung


As a Valhallan player I would love regiment rules, flicking though my 3rd edition codex I'm seeing "close order formations" too. These should definitely be reintroduced giving more of a tactical twist to games. Forcing a guard player maybe brutal under a pie plate but if it gives said player an extra shot or re-rolls it may really boost a normal squads usefulness.


How could they fix the Astra militarum with a new codex? @ 2015/07/23 22:13:57


Post by: Selym


More command elements would be nice. Add similar things to other codexes for tactical depth, but make the AM codex full of such things.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 11:19:06


Post by: Dalymiddleboro


Command squads ordering vehicles. Not just tank orders.

Orders in general just need a boost. Maybe more than one order to a squad.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 11:49:09


Post by: Kanluwen


Easiest fixes for Orders:
-Sergeants can issue Orders to their squad, while still receiving Orders from Junior/Senior Officers. Means that Hardened Veterans can get a bit more independent in terms of Orders.
-Orders have no range limits when being issued by/to units with Vox Casters.
-Orders succeed automatically but can only be used once per game, outside of specific Formations/Detachments.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 12:14:06


Post by: Selym


 Dalymiddleboro wrote:
Command squads ordering vehicles. Not just tank orders.

Orders in general just need a boost. Maybe more than one order to a squad.
Double up on FRFSRF or combine it with another for extra kick, that would make IG infantry very much viable again, and would paint a big red target on officers, resulting in a sort of distraction carnifex.

That would be both hilarious and tactical.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 13:15:10


Post by: Dalymiddleboro


Yea like get back into the fight, the FRFSRF the same unit.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 13:21:59


Post by: vipoid


So, perhaps allow each unit to receive one 'junior' and one 'senior' order per turn?

Also, I'd suggest that any orders given by a company commander to his own squad automatically succeed.

Currently, let's say that I have 2 CCSs with Vox Casters. Why are those company commanders more likely to succeed at ordering each other's squads by radio than they are at giving the same order to their own squads?


How could they fix the Astra militarum with a new codex? @ 2015/07/24 14:01:37


Post by: Selym


 vipoid wrote:
So, perhaps allow each unit to receive one 'junior' and one 'senior' order per turn?

Also, I'd suggest that any orders given by a company commander to his own squad automatically succeed.

Currently, let's say that I have 2 CCSs with Vox Casters. Why are those company commanders more likely to succeed at ordering each other's squads by radio than they are at giving the same order to their own squads?
Because they're lazy. Or something.

Maybe the CO has a very quiet whimpery voice that needs magnification via a mid-range vox?

I like the Junior + Senior idea though, that could limit possible spamming.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 15:25:32


Post by: Dalymiddleboro


 Selym wrote:
 vipoid wrote:
So, perhaps allow each unit to receive one 'junior' and one 'senior' order per turn?

Also, I'd suggest that any orders given by a company commander to his own squad automatically succeed.

Currently, let's say that I have 2 CCSs with Vox Casters. Why are those company commanders more likely to succeed at ordering each other's squads by radio than they are at giving the same order to their own squads?
Because they're lazy. Or something.

Maybe the CO has a very quiet whimpery voice that needs magnification via a mid-range vox?

I like the Junior + Senior idea though, that could limit possible spamming.



Would also be fluffy as an NCO gives out orders but sometimes needs additional guidance from a CO.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 16:05:12


Post by: master of ordinance


 Dalymiddleboro wrote:
 Selym wrote:
 vipoid wrote:
So, perhaps allow each unit to receive one 'junior' and one 'senior' order per turn?

Also, I'd suggest that any orders given by a company commander to his own squad automatically succeed.

Currently, let's say that I have 2 CCSs with Vox Casters. Why are those company commanders more likely to succeed at ordering each other's squads by radio than they are at giving the same order to their own squads?
Because they're lazy. Or something.

Maybe the CO has a very quiet whimpery voice that needs magnification via a mid-range vox?

I like the Junior + Senior idea though, that could limit possible spamming.



Would also be fluffy as an NCO gives out orders but sometimes needs additional guidance from a CO.


Another vote for the Sargent's being able to give orders to their squads, Vox giving unlimited order range and the auto order for an officers squad if he gives them one.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 16:43:31


Post by: Kommissar Kel


Thread at this point tl:dr; so I am just going to state what I want.

Vox casters: forget having a radio that increases your chance to hear the commander within shouting distance, bring back the master vox(10-15 pts) and so long as there is a master vox then orders can be issued to any unit containing a vox caster on the table-top.

Russes: actually 3 things
1) bring back lumbering behemoth, simply ignores the snap-shots only with ordnance.
2) separate the battle tanks and siege tanks as different entries.
3) beast-hunter shells as upgrades for a vanquisher.

Regimental Doctrines: basically a guard chapter tactics, but with bene's and negs. Possibilities are:
Mechanized- every unit that can must take a transport, but at a reduced cost.
Light infantry- loses armor save but gaing stealth and move through cover.
Some sort of Cadian related doctrine- extra order per officer, must take at least 1 platoon.
Drop troops: deep strike for every infantry and sentinels, no tanks.

Detachment of formations:
Core: must take 1, maybe 1-2
Infantry regiment- 1 company command squad, 2-5 platoons, 1 sentinel squadron, 1 choice of either ratlings, ogryn/bullgryn, or psyker battle squad, 0-1 commissar or primaris psyker.
Veterans regiment- 1 company command squad or lord commissar, 2-5 veteran squads, 1 -2 support tanks, maybe navy support(or just add valkyries as dt options for vets)
Armoured battlegroup- 1 tank commander, 2-5 leman russ battle tanks or siege tanks, any combination, 1 or 2 veterans or platoon infantry squads that must take chimeras.
Auxiliaries:
Psyker group- 1 primaris and 1 psyker battle squad, perma-joined like seer council
Armoured support- 0-1 or 1 enginseer, 2-5 russ squadrons, 1-3 hellhound squadrons
Artillery support- 2-3 bassilisk squadrons, 0-1 hydra batteries, 0-3 manticores
Deathstrike- 1 deathstrike, 1 hydra battery, hydra must have at least 2 hydras(maybe this is where the hydras can choose whether or not to have skyfire)
Abhuman auxiliaries- 2-5 squads of ratlings, ogryns, or bullgryns
Superheavy support- 1 baneblade variant.

I would also like to see some of the following:
-The chainsaw bit on scout sentinels as a weapon.
-Bonuses for taking squadrons of 3 of any/every vehicle(forcing all russes in a squadron to be of the same type for the bonus)
-heavy weapins platoons(1 pcs and 2-5 hwt)
-return of remnant squads or making vet squads 5-10 with restrictions on specials based on unit size)
-making an upgrade sprue for the vendetta and/or making it an upgrade for valkyrie squadrons(barring those remove it all together for a vulture or lightning)



How could they fix the Astra militarum with a new codex? @ 2015/07/24 17:11:11


Post by: martin74


I like alot of the ideas above. More I read on this thread, I do agree that formations based on types of units than actual regiments (cadians/catachans).
I'm hoping this ogryn formation thing on the GW website translates into something fun.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 17:25:22


Post by: Selym


 Kommissar Kel wrote:

Russes: actually 3 things
1) bring back lumbering behemoth, simply ignores the snap-shots only with ordnance.
2) separate the battle tanks and siege tanks as different entries.
3) beast-hunter shells as upgrades for a vanquisher.

Regimental Doctrines: basically a guard chapter tactics, but with bene's and negs. Possibilities are:
Mechanized- every unit that can must take a transport, but at a reduced cost.
Light infantry- loses armor save but gaing stealth and move through cover.
Some sort of Cadian related doctrine- extra order per officer, must take at least 1 platoon.
Drop troops: deep strike for every infantry and sentinels, no tanks.


Add an Armoured Regiment doctrine.

Armoured Regiment:
The primary detachment must contain at least two Leman Russ tanks or variants, which may be in the same squadron. Each vehicle may take dozer blades for free, and heavy support vehicles may be taken as elite choices.

Add in the Lumbering Behemoth thingy, and I'm good to go.


How could they fix the Astra militarum with a new codex? @ 2015/07/24 17:32:18


Post by: master of ordinance


 Selym wrote:
 Kommissar Kel wrote:

Russes: actually 3 things
1) bring back lumbering behemoth, simply ignores the snap-shots only with ordnance.
2) separate the battle tanks and siege tanks as different entries.
3) beast-hunter shells as upgrades for a vanquisher.

Regimental Doctrines: basically a guard chapter tactics, but with bene's and negs. Possibilities are:
Mechanized- every unit that can must take a transport, but at a reduced cost.
Light infantry- loses armor save but gaing stealth and move through cover.
Some sort of Cadian related doctrine- extra order per officer, must take at least 1 platoon.
Drop troops: deep strike for every infantry and sentinels, no tanks.


Add an Armoured Regiment doctrine.

Armoured Regiment:
The primary detachment must contain at least two Leman Russ tanks or variants, which may be in the same squadron. Each vehicle may take dozer blades for free, and heavy support vehicles may be taken as elite choices.

Add in the Lumbering Behemoth thingy, and I'm good to go.


No. Free tanks. Skitari get free upgrades, Space Smurfs get free transports. Necrons get free everything. We get free tanks


How could they fix the Astra militarum with a new codex? @ 2015/07/24 18:50:47


Post by: Selym


 master of ordinance wrote:
 Selym wrote:
 Kommissar Kel wrote:

Russes: actually 3 things
1) bring back lumbering behemoth, simply ignores the snap-shots only with ordnance.
2) separate the battle tanks and siege tanks as different entries.
3) beast-hunter shells as upgrades for a vanquisher.

Regimental Doctrines: basically a guard chapter tactics, but with bene's and negs. Possibilities are:
Mechanized- every unit that can must take a transport, but at a reduced cost.
Light infantry- loses armor save but gaing stealth and move through cover.
Some sort of Cadian related doctrine- extra order per officer, must take at least 1 platoon.
Drop troops: deep strike for every infantry and sentinels, no tanks.


Add an Armoured Regiment doctrine.

Armoured Regiment:
The primary detachment must contain at least two Leman Russ tanks or variants, which may be in the same squadron. Each vehicle may take dozer blades for free, and heavy support vehicles may be taken as elite choices.

Add in the Lumbering Behemoth thingy, and I'm good to go.


No. Free tanks. Skitari get free upgrades, Space Smurfs get free transports. Necrons get free everything. We get free tanks

Buy 1 Pask, get 3 LRBT troop choices for free!

Actually, if that's just three lone russes taken as troops, that's far more balanced than some other things we've seen around here.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 07:13:11


Post by: sumi808


LRBT needs t0 come down to 130 points. Demolisher down to 140 points

How about a formartion like this: take any 3 leman russes and they get free camo netting and dozer blades


How could they fix the Astra militarum with a new codex? @ 2015/07/25 08:11:16


Post by: master of ordinance


With the Leman Russ tanks re-introduce the LB rule

Give all Leman Russ +1 HP

Then knock the price of any Leman Russ that fires blast weapons down by 20 - 30 points

Then make the Vanquisher 155, let it fire HE shells like a regular Russ and AP shells which have Armour Bane and a +4 on the damage table

Then give us a formation which gives us some free tanks and/or free upgrades to them


How could they fix the Astra militarum with a new codex? @ 2015/07/25 08:18:01


Post by: HANZERtank


Give all the special characters back.

I get they were probably removed because they were for regiments gw didn't produce so they stopped them to reduce third party armies.

So just release them as 'new' characters from cadia and catachan. With the newest black crusade there must be some notable people popping up on cadia. And make some new battles for the catachan to have some fun in.

Or just make more models for the other regiments.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 10:14:53


Post by: sumi808


Yes! Bring back lord commander solar macharius, marbo, chenkov etc


How could they fix the Astra militarum with a new codex? @ 2015/07/25 10:35:30


Post by: gmaleron


Personally for me I miss the Doctrines the most, it really added a sense of variety and flavor to IG armies and with the new trend of Formation Shenanigans I think we could get some pretty cool stuff.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 11:57:56


Post by: master of ordinance


 gmaleron wrote:
Personally for me I miss the Doctrines the most, it really added a sense of variety and flavor to IG armies and with the new trend of Formation Shenanigans I think we could get some pretty cool stuff.


I like this. Doctrines that functioned like formations would be really cool. Have an exalt.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 12:58:29


Post by: Kommissar Kel


 Selym wrote:
 Kommissar Kel wrote:

Russes: actually 3 things
1) bring back lumbering behemoth, simply ignores the snap-shots only with ordnance.
2) separate the battle tanks and siege tanks as different entries.
3) beast-hunter shells as upgrades for a vanquisher.

Regimental Doctrines: basically a guard chapter tactics, but with bene's and negs. Possibilities are:
Mechanized- every unit that can must take a transport, but at a reduced cost.
Light infantry- loses armor save but gaing stealth and move through cover.
Some sort of Cadian related doctrine- extra order per officer, must take at least 1 platoon.
Drop troops: deep strike for every infantry and sentinels, no tanks.


Add an Armoured Regiment doctrine.

Armoured Regiment:
The primary detachment must contain at least two Leman Russ tanks or variants, which may be in the same squadron. Each vehicle may take dozer blades for free, and heavy support vehicles may be taken as elite choices.

Add in the Lumbering Behemoth thingy, and I'm good to go.


Instead I added it as a primary formation, would still kind of need a doctrine, maybe something like free recovey gear or iwnd(representing fw-drawn crews)

I also forgot a savage or death world doctrine with a laspistol and ccw free upgrade for infantry squads and vets; drawback of no heavy weapons(maybe an extra special instead along with maybe a limitation on transports).


How could they fix the Astra militarum with a new codex? @ 2015/07/25 13:33:10


Post by: Selym


I'd also like to see an AT buff to Vanquishers, and the ability to take a TC a a standalone tank, no need for a wingman.

Maybe:

Vanquisher Battle Cannon:

Range 72" // Str 8 // Ap 2 // Armourbane, Heavy 1, Vanquisher Shells, Advanced Targeters

Vanquisher Shells:
Vanquisher rounds are some of the deadliest anti-armour munitions ever created, featuring a depleted uranium shell, and a vortex detonator, causing a small implosion.
When the VBC causes a glancing hit, it removes 2 HP instead of 1. When the VBC causes a penetrating hit it causes 2 HP damage, and may re-roll on the damage table.

Advanced Targeters:
Vanquishers are rare, but powerful variants of Leman Russ Tank. To make up for their low numbers, Vanquishers are fitted with targeting equipment to boost their combat effectiveness.
The VBC may re-roll all 1's and 2's to hit.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 14:07:03


Post by: Blacksails


You don't even need that.

Just pull the rules straight from the ABG book with points cost adjusted for the newer codex.

Co-ax heavy stubber and beast hunter shells makes it perfect.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 14:12:10


Post by: Selym


Beast hunter and co-axial is nice, but the Vanq cannon is still a little lackluster on the tank-hunting side of things.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 14:25:55


Post by: Blacksails


 Selym wrote:
Beast hunter and co-axial is nice, but the Vanq cannon is still a little lackluster on the tank-hunting side of things.


Makes me wish the vehicle/MC rules split would just go away...:/



How could they fix the Astra militarum with a new codex? @ 2015/07/25 20:32:47


Post by: Lukash_


Maybe something like this for the Vanquisher:

Vanquisher Cannon

STR 8 AP1, Armorbane, Heavy 1

Comes with built-in coaxial Heavy Stubber.

Depleted Uranium Rounds: Vanquisher cannons are fearsome anti-vehicle weapons. Any rolls of 1 or 2 on the Vehicle Damage table may be rerolled.

Tank Commanders in Vanquishers may take Beast Hunter Shells.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 20:36:46


Post by: Kanluwen


 Blacksails wrote:
 Selym wrote:
Beast hunter and co-axial is nice, but the Vanq cannon is still a little lackluster on the tank-hunting side of things.


Makes me wish the vehicle/MC rules split would just go away...:/


Putting it bluntly, Armourbane needs to be boosted to include MC/GC.

Rather than roll 2D6 armor penetration or anything like that, Armourbane weapons count as Strength D on a To Wound roll of a 6.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 23:46:33


Post by: triplegrim


Introduce a vostroyan character.

Make Baneblade part of the codex proper.

Leman russ formation of 3 leman russes gets sponson weapons for free.


How could they fix the Astra militarum with a new codex? @ 2015/07/25 23:53:30


Post by: Selym


 triplegrim wrote:

Leman russ formation of 3 leman russes gets sponson weapons for free.


130 points for an Exterminator with hull HB and sponson Plasma Cannons or Meltas or Heavy Bolters.

*shudder*

I would love that


How could they fix the Astra militarum with a new codex? @ 2015/07/26 09:25:33


Post by: vipoid


I've got a better idea - since IG likes spamming things, how about a 3-for-2 formation?

Buy 2 vehicles for any squadron, and get a third one for free.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 09:26:37


Post by: Selym


 vipoid wrote:
I've got a better idea - since IG likes spamming things, how about a 3-for-2 formation?

Buy 2 vehicles for any squadron, and get a third one for free.
Trolltastic with Tank Commanders XD


How could they fix the Astra militarum with a new codex? @ 2015/07/26 09:54:53


Post by: master of ordinance


The Vanquisher cannon needs the TL rule and the following:

HE shell: R72" S8 AP3 Ordnance1 Large Blast

AP shell: R72" S8 AP2 Ordnance1 Armourbane Tank Killer

Tank Killer - A Glancing or penetrating hit from the Vanquisher's AP shell inflicts 2HP worth of damage and has a +3 on the damage table


Add on to this the re-introduction of the Lumbering Behemoth rule for all Leman Russ and allow all of them to take coaxial Heavy Stubbers.

Jobs a good one


How could they fix the Astra militarum with a new codex? @ 2015/07/26 10:15:26


Post by: Selym


Coaxial grants TL on hit.
So the Vanq wouldn't need TL as standard.

I also wouldn't give it the battlcennon round, as that would make LRBT's redundant. Give it a:

MC-killr: Range 72" // Str 7 // Ap 3 // Ord 1, Small Blast, Annihilator Round

Annihilator Round: Any model with multiple wounds that is successfully wounded by this shot (before saving throws) takes D3 wounds. These may be saved.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 10:32:43


Post by: vipoid


I don't know, I think it raises an important question - why is it that Leman Russes only carry a single type of shell?

It just seems really weird that the IG change the tanks for different missions, rather than the shells.

Can the Demolisher really not fire eradicator or battle-cannon shells, even at reduced range or something?

I can maybe understand some variants being too specialised (like the Executioner or Punisher) to fire the shells of other leman russes. But, even then, surely they could carry some more specialised ammunition? e.g. Pask's punisher can choose to fire its main gun as a single large blast, rather than 3 shots. So, why can't all executioners do this? It's hardly something that can be due to the pilot. Likewise, his punisher fires rending shots (i.e. ones that are actually worth a damn)... um, can we have that ammunition for other Punishers and Exterminators?


How could they fix the Astra militarum with a new codex? @ 2015/07/26 10:37:21


Post by: Selym


 vipoid wrote:
I don't know, I think it raises an important question - why is it that Leman Russes only carry a single type of shell?

It just seems really weird that the IG change the tanks for different missions, rather than the shells.

Can the Demolisher really not fire eradicator or battle-cannon shells, even at reduced range or something?

I can maybe understand some variants being too specialised (like the Executioner or Punisher) to fire the shells of other leman russes. But, even then, surely they could carry some more specialised ammunition? e.g. Pask's punisher Executioner can choose to fire its main gun as a single large blast, rather than 3 shots. So, why can't all executioners do this? It's hardly something that can be due to the pilot. Likewise, his punisher fires rending shots (i.e. ones that are actually worth a damn)... um, can we have that ammunition for other Punishers and Exterminators?

I think Pask just stole a bunch of assault cannon ammunition for his punisher, and used a Tau-modified plasma cannon on his executioner.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 15:41:14


Post by: saithor


 HANZERtank wrote:
Give all the special characters back.

I get they were probably removed because they were for regiments gw didn't produce so they stopped them to reduce third party armies.

So just release them as 'new' characters from cadia and catachan. With the newest black crusade there must be some notable people popping up on cadia. And make some new battles for the catachan to have some fun in.

Or just make more models for the other regiments.


Or just start remaking those regiments. I don't like the idea of Chenkov or Al'raheim being cadian or catachan. Maybe GW should remember that they created more regiments than jsut Cadians and Catachans. Next codex they'll probably say that Yarrick is now a Cadian.

Like I said, doctrines to represent each regiment would be nice, but serously, let's make mini-codexes for each regiment. I find that the IG is much more diverse than the Space Marines, so giving us special rules fr each regiment, and a couple of unique characters/weapons/wargear/units wouldn't be unappreciated. Also, for formations,

-One green tide one for Conscripts/platoons. The Imperial Guard is described as literally being numbered in the billions. Have a similiar one for tanks as well, once a tank is destroyed on a 3+ a tank of the same type drives up. If anybody thinks it's OP, just make it a 4+
-Scout group. Infantry Platoons and Scout Sentinels that get Scout or Outflank, Stealth, and some other benefeit like free Sniper Rifles up to one per squad, or pinning.
-Heavily armored group that gives the entire group one of the following at the begining of the game: Tank Hunters, Monster Hunters, or Shred. Also get BS 4 upgrades for free.
-Armored Battery. Any combination of Wyverns, Basilisks, Griffons, Collussi, or Medusas. Get free re-rolls on Scatter Dice. Or alternatively, if all the same vehicle, they use Apocalyptic Barrages.
-Steel Tide Mechanised Company. All the Chimeras are fast on the first turn of the game. Can't think of anything else at the moment
-Armored Hunter-Killer team Up to two squadrons of Armored Sentinels w/free veterean and HK missile upgrades. They nominate one unit at the begining of the game, and get free rerolls to hit, wound, or penetrate armor.

I'll add more as I come up with it.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 16:22:30


Post by: Kanluwen


Al'Raheim might as well have been Cadian or Catachan. Tallarn weren't "Arabs in Space" like some people think, they were inspired by Lawrence of Arabia and the British "Desert Rats" during WWII.

In any regards I would rather see new characters made for Scions, Bullgryn, and Veteran Squads than some silly HQ choice who effectively does nothing that isn't already a formation benefit or a Warlord trait.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 17:22:16


Post by: Selym


 saithor wrote:
Also, for formations,

-One green tide one for Conscripts/platoons. The Imperial Guard is described as literally being numbered in the billions. Have a similiar one for tanks as well, once a tank is destroyed on a 3+ a tank of the same type drives up. If anybody thinks it's OP, just make it a 4+
-Scout group. Infantry Platoons and Scout Sentinels that get Scout or Outflank, Stealth, and some other benefeit like free Sniper Rifles up to one per squad, or pinning.
-Heavily armored group that gives the entire group one of the following at the begining of the game: Tank Hunters, Monster Hunters, or Shred. Also get BS 4 upgrades for free.
-Armored Battery. Any combination of Wyverns, Basilisks, Griffons, Collussi, or Medusas. Get free re-rolls on Scatter Dice. Or alternatively, if all the same vehicle, they use Apocalyptic Barrages.
-Steel Tide Mechanised Company. All the Chimeras are fast on the first turn of the game. Can't think of anything else at the moment
-Armored Hunter-Killer team Up to two squadrons of Armored Sentinels w/free veterean and HK missile upgrades. They nominate one unit at the begining of the game, and get free rerolls to hit, wound, or penetrate armor.


Human Wave Attack: Any Conscript Squad or Combined Platoon Squad that is completely destroyed may return to the game as per reserves on the next game turn, on a 3+.

Steel Tide Mech Company: All Chimeras are counted as Fast on the first turn, and may take H/K Missiles and Dozer Blades for free.

Armoured Battle Group: Leman Russ tanks may be taken as troop choices. [And some other benefit I can't think of right now. Don't say Lumbering Behemoth or point reductions, or Squadron benefits, they should come as standard]


How could they fix the Astra militarum with a new codex? @ 2015/07/26 17:29:42


Post by: saithor


 Kanluwen wrote:
Al'Raheim might as well have been Cadian or Catachan. Tallarn weren't "Arabs in Space" like some people think, they were inspired by Lawrence of Arabia and the British "Desert Rats" during WWII.

In any regards I would rather see new characters made for Scions, Bullgryn, and Veteran Squads than some silly HQ choice who effectively does nothing that isn't already a formation benefit or a Warlord trait.


Colonel Gunther Raddick
Colonel Gunther Raddick
Colonel Raddick is a 90 pt upgrade for your CCS. The CCS still has the normal options that it would normally have

Stats and Rules
WS 4 BS 4 S 3 T 3 I 4 A 2 W 3 Ld 9 Sv 5+/5++
Wargear
Refractor Field
Flak Armor
Power Sword
Refractor Field


Heirlooms of Conquest
Deathmark:
R 30” S 2 AP 2 Assault 3, Fleshbane, Precision Shot, Master-Crafted

Warlord Trait
Mechanized Assault
Once per Game drink your turn all non-heavy vehicles you control can move at cruising speed and can fire all weapons at full BS. Any passengers embarked in them can fire at full BS


Special Rules
Voice of Command
Senior Officer
Armored Commander: Any vehicle in Colonel Raddick’s Army can take a vox for 5pts. Any vehicle with a vox can receive orders from Colonel Raddick as if they were an infantry unit, and also get all the benefits of having a vox.

Full-Mechanized Army: Any troops choice in Colonel Raddick’s Army must take a Chimera as a Dedeicated Transport, and are allowed to even if they normally are not. So must Colonel Raddick’s squad

There, a character who does stuff that isn't in Warlord traits etc. As for what you suggested, that's good as well, but I think that pushing the other egiments would be good for both the players and for GW.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 17:38:39


Post by: Kanluwen


"Pushing the other regiments" might be good for the players, but not necessarily GW.

I would rather see them dump the old regiments from everything but lore, including the Catachans, and bring up a new regiment alongside of the Cadians. Maintaining those models, even in a format of "We have them in the warehouse and have the molds for them too" has to cost them a decent amount.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 17:49:15


Post by: danpieri


I have to agree with a lot of the changes that fellow guardsmen want.

*Put the Vulture in the codex. I have used it a couple of times and did QUITE well with them.
*Allow the Vendetta to be an upgrade to the Valkerie. It makes sense to cut the capacity down to allow the extra power source for the TLLC.
*Adding Sentinals to the foot units sounds good. Allow them to be the Heavy Weapon choice for the squad. I think it would be kinda cool seeing a walking heavy weapon in the middle of a squad. Heck, even have them as 2 seaters.
*Bring back Marbo, Harker and some of the other removed characters. I used Harker a few times, and he made a difference.
*It would be interesting to have a D strength Deathstrike.
*Allow the Hydras to target ground forces.
*Bring back the Lumbering Behemoth rule.

Some extra things I wouldnt mind seeing are......
*Allow tank formations to fire at different targets. It just makes sense to allow it. They could also give a bonus of some sort if they target the same target.
*In the Valks and Vendys, allow some sort of attack by the troops inside. I am not talking about the HB they already have. Perhaps a sniper or a grenade launcher could shoot from it, but only if in hover mode. I wouldnt suggest a rocket launcher though, since the back blast would incinerate the occupants of the troop hold.



How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:08:23


Post by: martin74


I have suggest things earlier, but after playing in a tournament yesturday, we need a small piece of gear available to every vehicle.

Back in 5th ed., the Hydra had a piece of wargear that negated the saves of some skimmers and such, cant remember the word exactly. I played against the Ravenwing formation. Really, 2/3+ re-rollable jink saves. In the first round of shooting, I took out one bike. Now that was Pask (punisher gun boat) w/ Exterminator (las cannon, heavy bolters), 3 chimera, 4 plasma guns, 2 melta guns, Knight with thermal cannon, heavy stubber. 2nd turn, bring in the melta storm troop squad, plasma storm troop squad, vendetta, and scout sentinels (3 w/ auto cannons), removed two more bikes.

We need a piece of gear to negate re-roll jink saves or similar. I now know that in the face of the formations, the IG/AM codex is under powered.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:24:07


Post by: ultimentra


Man it is so hilarious that so many people want forgeworld stuff in the codex, do you people really think it is going to happen? We even had forgeworld artillery units REMOVED from our 5th ed codex! What makes you think GW will put Vultures, Coax rules, or Beasthunter, or anything else like that in our codex? There's no money in doing it for them. While GW may be incredibly inept at making rules, they don't make them to make us the players happy. They make them to sell models. Why the hell would they put the Vulture or the Armored Battlegroup rules in a new codex, when they can make you spend even more money on the Imperial Armour book? It makes literally no sense in business terms. I just wish people would stop talking about it already because its making me bitter. It won't happen.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:36:00


Post by: Blacksails


Yeah, we know.

You can still want and wish for something knowing full well it won't or likely won't happen.

The entire thread is theoretical.

Have some fun. Let loose.

We all know what's going to happen with the codex, but its nice to imagine a world where GW has the customer's best interest in mind.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:40:11


Post by: Selym


 Blacksails wrote:

We all know what's going to happen with the codex, but its nice to imagine a world where GW has the customer's best interest in mind.
My IRL predictions so far:

-Yarrick becomes Cadian
-We get Formations, but they only serve to buff things we never use, like Ogryns, Ratlings and Rough Riders
-We /do/ get a codex LoW, but it's Creed
-Creed does not get his Taktikul Jeenyus thing from 5E
-We either don't get Regimental rules, or if we do, they miss the point entirely. i.e, Cadian Doctrine: Tempestus are infantry choices // ABG Doctrine: LRBT (and only LRBT) get free H/K missiles.
-Orders remain largely unchanged
-We gain a new vehicle that adds nothing we can't already do


Automatically Appended Next Post:
-GW stops listing Steel Legion and Vostroyan models, and denies their existence


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:44:05


Post by: Blacksails


I'm expecting no new art work, no new fluff, more pictures of models instead, an increase in the book's cost, random point shuffling that doesn't make a lot of sense (the bad will still be bad, the good will still be good, and some random unit will either be nerfed into oblivion or buffed into WTF territory), we'll get a super formation with a bunch of other formations, and I'd be surprised if we got a new kit. No bringing back anything that was previously cut.

That's what I'm expecting. Set the bar low enough and you'll hopefully be surprised is my approach this time around.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:44:59


Post by: Sledgehammer




Harker is in the book. He is an upgrade for a veteran sergeant for 55 points. He is relentless and has a rending bolter. That is all he has.

From my experience veterans are really only useful for their special weapons. They don't put out enough firepower to ever be a threat to another infantry unit. The only exception to this are grots and nurglings. It is quite sad when your veterans aren't able to really take anything on without having 3 plasma guns/flamers/meltas. These guys should be able to engage in a fire fight through small arms fire and at least inflict some casualties. Right now a veteran squad is only as useful as its special weapons. A rifle should never be considered useless especially in the hands of a skilled user. This sentiment should also apply to storm troopers and really any model in the game.

I play light infantry and without infiltration or outflanking I'm essentially playing a footslogging guard list except without tanks or heavy weapons support (which makes it for gameplay purposes essentially a de-facto line infantry regiment) . Light infantry regiments engage in combat areas where mechanized troops and armor cannot reach or effectively fight in. The infantry do most of the fighting and advancing on the enemy. They are generally supported by light vehicles like jeeps and buggies which in 40k would include the taros, tarox, and sentinels. They are also supported by long range fire support from fire bases and from aircraft that provide close air support.

A light infantry regiment might push into the mountains or forests where the enemy is not suspecting an attack due to the tight terrain. They may also simply pass up the enemy within those places and instead harry supply lines. Coordinating in a larger strategical operation a light infantry element could sneak through a hole in the enemy lines and then in concert with armored, mechanized, and line infanry elements encircle an enemy location before the main offensive begins.

They are meant to be stealthy and maneuverable on the tactical level, which is not represented well enough within the book. I run all infantry as veterans with camo cloaks and no transports. Massed infantry is not how a light infantry regiment operates as it needs to remain hidden so that it can encircle and take out unsuspecting enemies. The Infantry in a light infantry army need to be able to at least hold their own if this is to work to some degree.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 18:55:51


Post by: vipoid


 Sledgehammer wrote:

From my experience veterans are really only useful for their special weapons. They don't put out enough firepower to ever be a threat to another infantry unit. The only exception to this are grots and nurglings. It is quite sad when your veterans aren't able to really take anything on without having 3 plasma guns/flamers/meltas. These guys should be able to engage in a fire fight through small arms fire and at least inflict some casualties. Right now a veteran squad is only as useful as its special weapons. A rifle should never be considered useless especially in the hands of a skilled user. This sentiment should also apply to storm troopers and really any model in the game.


I think this goes back to the problems with the lasgun - in that you need about 40 of them before they'll do anything worthwhile. With veterans being 10-man squads... it's not going to happen.

For me, it's just depressing when I can fire my veterans' special weapons... and might as well stop there. Firing their lasguns is usually an exercise in time-wasting.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 19:06:58


Post by: Sledgehammer


 vipoid wrote:
 Sledgehammer wrote:

From my experience veterans are really only useful for their special weapons. They don't put out enough firepower to ever be a threat to another infantry unit. The only exception to this are grots and nurglings. It is quite sad when your veterans aren't able to really take anything on without having 3 plasma guns/flamers/meltas. These guys should be able to engage in a fire fight through small arms fire and at least inflict some casualties. Right now a veteran squad is only as useful as its special weapons. A rifle should never be considered useless especially in the hands of a skilled user. This sentiment should also apply to storm troopers and really any model in the game.


I think this goes back to the problems with the lasgun - in that you need about 40 of them before they'll do anything worthwhile. With veterans being 10-man squads... it's not going to happen.

For me, it's just depressing when I can fire my veterans' special weapons... and might as well stop there. Firing their lasguns is usually an exercise in time-wasting.
Exactly. In order to combat this In my codex I gave special "Assault Veterans" Shredder lasguns which fluff wise have a much higher rate of fire, are 18" range assault 2 shred and are all equipped with camo cloaks and have infiltrate. Their battlefield utility is to outflank enemy infantry positions and then take them out or dwindle them down before they can get into cover. Wheter the weapon is assault 2 shred, or assault 3 the effect is the same against t5 sv 3+ it is just that you are more likely to have additional outliers in assault 3 vs assault 2 shred.

The primary problem with the guard and its inability to effectively switch between a more "elite" composition and a "normal" composition is the d6 system.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 19:09:19


Post by: Grumblewartz


I would love to see Ogryns as an optional choice for Command Squads/Platoon Command Squads with an ability to always take wounds/fight in a challenge for the commanding officer like the old days. Definitely concur with the BIG price drop, and powermauls should be a free option. They just aren't that insane given all the powerfists, etc. in the game these days.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 19:35:52


Post by: Hoyt


 martin74 wrote:
I have suggest things earlier, but after playing in a tournament yesturday, we need a small piece of gear available to every vehicle.

Back in 5th ed., the Hydra had a piece of wargear that negated the saves of some skimmers and such, cant remember the word exactly. I played against the Ravenwing formation. Really, 2/3+ re-rollable jink saves. In the first round of shooting, I took out one bike. Now that was Pask (punisher gun boat) w/ Exterminator (las cannon, heavy bolters), 3 chimera, 4 plasma guns, 2 melta guns, Knight with thermal cannon, heavy stubber. 2nd turn, bring in the melta storm troop squad, plasma storm troop squad, vendetta, and scout sentinels (3 w/ auto cannons), removed two more bikes.

We need a piece of gear to negate re-roll jink saves or similar. I now know that in the face of the formations, the IG/AM codex is under powered.



Yeah we really need something to deny the enemy cover saves, maybe a -1 modifier if a LR squadron or 50 guardsmen combined into a blob could be a bonus, or even just give us some formations which gives modifiers to enemies cover save as part of running that formation?


How could they fix the Astra militarum with a new codex? @ 2015/07/26 19:53:05


Post by: BlaxicanX


FoMT gives ignore's cover to the entire unit, and the Eradicator has ignores cover by default. The Hellhound and the Banewolf are also ignores cover.

IG already have tools for countering cover-heavy armies. They just need some tweaking to be more useful (i.e. hellhounds and their variants need to either get AV13 front armor or drop to about 100 points).

The Hydra autocannon should be ignore's cover though, I agree. It having skyfire (meaning snapshots against ground targets) would balance that out.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 19:54:28


Post by: Selym


And if you ever need to really give the finger to cover-loving armies, take a Hellhammer. What with a 7" blast, Str 10 Ap1 Ignores cover main cannon, and the ability to run over infantry units with impunity.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 20:21:41


Post by: Robbert Ambrose


Perhaps it's a bit of vague statement but I actually hope GW will take some inspiration from how contemporary military forces fight when they will design the IG Codex, like doctrines, special rules, etc. Also should they release a new guardsmen kit I hope they can be posed more like real life soldiers rather than the static, cramped poses that come with the current cadian/catachan kit, heck most of forgeworld elysians are posed quite realistic for plastic models.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 20:25:20


Post by: Kanluwen


 BlaxicanX wrote:
FoMT gives ignore's cover to the entire unit, and the Eradicator has ignores cover by default. The Hellhound and the Banewolf are also ignores cover.

IG already have tools for countering cover-heavy armies. They just need some tweaking to be more useful (i.e. hellhounds and their variants need to either get AV13 front armor or drop to about 100 points).

The Hydra autocannon should be ignore's cover though, I agree. It having skyfire (meaning snapshots against ground targets) would balance that out.

Nah, no "Ignores Cover". It has Skyfire now and is useless.

The Hydra Autocannon should be the following profile:
Twin-Linked Hydra Autocannon Range: 72" Strength: 7 AP: 4 Heavy 8
Special Rules: Skyfire, Interceptor, Servotracker, Withering Fire, Twin-Linked.
Servotracker: If a shot from a Hydra Autocannon successfully Glances or Penetrates an enemy Flyer or Skimmer moving Flat-Out, then the Flyer or Skimmer cannot make an attempt at a Jink save this turn. If a shot from a Hydra Autocannon successfully Wounds an enemy Flying Monstrous or Gargantuan Creature utilizing their flight modes, they cannot make a Jink save.

Withering Fire: When firing at ground targets, this weapon snapshots at BS2 if it has not moved.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 20:47:24


Post by: BlaxicanX


Mechanically, I don't really see how servotracker is enough of a departure from ignore's cover to not just say that it has ignore's cover instead.

Withering fire and interceptor are good additions though.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 22:08:51


Post by: Kanluwen


 BlaxicanX wrote:
Mechanically, I don't really see how servotracker is enough of a departure from ignore's cover to not just say that it has ignore's cover instead.

Withering fire and interceptor are good additions though.

Honestly, the big reason why?

To avoid the trap of "Ignores Cover equals No Jink save" logic. By putting in a rule specific to negating Jink saves, the necessity of "Well X needs Ignore Cover, because it's meant to deal with Jinking units!" and when we get the next edition, we can remove that one piece of text in Jink:

"If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn."

becomes
"If the unit Jinks, all models in the unit with this special rule gain a 4+ save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn."


And Seer Councils/Librarian Conclave on bikes suddenly see a huge nerf as #4 in Telepathy becomes far, far less useful to them.

While we're at it, we throw Jetbikes into the Skyfire list as well.




Automatically Appended Next Post:
Also: It's basically what the "Auto-Targeting System" did in the previous Guard book for Hydras.


How could they fix the Astra militarum with a new codex? @ 2015/07/26 22:13:50


Post by: Signet-Powers


 Robbert Ambrose wrote:
Perhaps it's a bit of vague statement but I actually hope GW will take some inspiration from how contemporary military forces fight when they will design the IG Codex, like doctrines, special rules, etc.


Real military tactics wouldn't translate well onto the tabletop

-No man left behind rule: Upon any infantry model suffering a single wound, all infantry are to hold positions and may not fire unless in overwatch. They cannot move or shoot until a medical valkyrie arrives from reserve to collect the single injured Guardsmen and has left the board.



How could they fix the Astra militarum with a new codex? @ 2015/07/26 23:07:47


Post by: sumi808


Thats a great idea, +1 i would love to see company command aquad is one officer and 4 ogryns. That would be a great option, especially if ogryns have grav guns


How could they fix the Astra militarum with a new codex? @ 2015/07/26 23:30:57


Post by: Kanluwen


 sumi808 wrote:
Thats a great idea, +1 i would love to see company command aquad is one officer and 4 ogryns. That would be a great option, especially if ogryns have grav guns

No grav. Grav is supposed to be rare as all get-out, and it should be an exclusive to Astartes/Mechanicus thing.

Ripper Guns should get Fleshbane or Shred.
Bullgryn Grenadier Gauntlets should be able to be used for Overwatch.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 00:00:42


Post by: sumi808


Originally in 3rd n 4th according to fluff plasma was a rare tech from dark age and we forgot how to make it.

The rules and fluff change all the time to move more sales. It would be fun to see this on ogryns

But then again my pov is just one amoungst tens of thousands.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 06:48:14


Post by: gmaleron


No need to put Grav guns in the Imperial Guard army when you can easily ally in Grav Guns/Cannons from either Space Marines or Mechanicum.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 06:56:33


Post by: Selym


 gmaleron wrote:
No need to put Grav guns in the Imperial Guard army when you can easily ally in Grav Guns/Cannons from either Space Marines or Mechanicum.

I use drop pod BT by min/maxing crusader squads

Spoiler:

Chaplain [90 pts]

Crusaders w/Grav-Pistol, Grav-Gun, Grav-Cannon, Drop Pod [170 pts]

Crusaders w/Grav-Pistol, Grav-Gun, Grav-Cannon, Drop Pod [170 pts]

Drop Pod [35 pts]

[Allied Total: 465 pts]


This allows me to drop two units of grav spam on T1. Probably kill a Riptide or something.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 07:09:34


Post by: ultimentra


 Selym wrote:
 gmaleron wrote:
No need to put Grav guns in the Imperial Guard army when you can easily ally in Grav Guns/Cannons from either Space Marines or Mechanicum.

I use drop pod BT by min/maxing crusader squads

Spoiler:

Chaplain [90 pts]

Crusaders w/Grav-Pistol, Grav-Gun, Grav-Cannon, Drop Pod [170 pts]

Crusaders w/Grav-Pistol, Grav-Gun, Grav-Cannon, Drop Pod [170 pts]

Drop Pod [35 pts]

[Allied Total: 465 pts]


This allows me to drop two units of grav spam on T1. Probably kill a Riptide or something.


This is actually god damn genius, why have I never heard of anyone doing this before now?

Anyways, going back to Guard, I think Ogryns and Bullgryns need to see a massive price decrease. Many Necron units got price decreases, for Ogryns it would only be fair. Though TBH I think the only dexes that ever get fethed over harder than us are CSM and Orks so I'm not exactly counting on it happening. I would really like to see a price decrease for just about everything aside from Leman Russ variants.


How could they fix the Astra militarum with a new codex? @ 2708/08/14 21:24:37


Post by: vipoid


 Kanluwen wrote:

Grav is supposed to be rare as all get-out


I think "supposed" is the key word there.

Certainly you wouldn't get the impression that it was in any way rare, looking at a lot of SM lists.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 09:03:38


Post by: Talon of Anathrax


 TheSilo wrote:


HQ
- Bump priests to 35 points
- Enginseers can repair vehicles within 6", not base to base contact
- Lord Commissar drops to 50 points
- Commissars are 0-5, not 1 per PCS/CCS. It's For Your Own Good resolves before the perils of the warp (you lose the model but it doesn't harm the unit)

Troops
- HWS drop to 30 points and may purchase a vox, camo, snare mines
- SWS may take dedicated transports
- PCS gain the combined squads special rule (may join your blob squads)

Elites
- Wyrdvanes, when manifesting powers you may change one failed warp charge roll to a '6' so they're more reliably casting, but also suffering way more perils of the warp
- Scion Tempestors gain voice of command
- Ogryns of every type drop 5 points

Fast Attack:
- Cavalry grant +1 Toughness, rough riders gain WS4
- Hunterkiller and hellstrike missiles gain armorbane, lose ordnance
- Scout Sentinels increase cost by 5 points, gain camo netting
- Hellhound variants drop cost by 10 points

Heavy Support
- Deathstrike gains Strength D


All these I can heartily agree with. I'd also give ratlings AP4, and give the Scion Command Squads access to the Scion orders from their codex (that they can only give to Scion squads obviously).
I'd also ask for fromations and doctrines of some kind (maybe with large, customisable formations acting as doctrines, with formations where you can choose your specialisation (like "[race]fighters", "light infantry", "sharpshooters", "hardened fighters") and a few called "drop troops regiment", "recon regiment", "grenadiers regiment", "mecanised regiment", "artillery regiment" or something).


How could they fix the Astra militarum with a new codex? @ 2015/07/27 11:39:25


Post by: martin74


I would like to see ogryns get better.

1. Ripper guns gain fleshbane: It is a rapid fire shotgun.
2. Get a rule similar to 5th ed. furious charge. +1 to initiative and strength
3. Point reduction. They cost more than a basic terminator.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 21:37:28


Post by: Hoyt


 martin74 wrote:
I would like to see ogryns get better.

1. Ripper guns gain fleshbane: It is a rapid fire shotgun.
2. Get a rule similar to 5th ed. furious charge. +1 to initiative and strength
3. Point reduction. They cost more than a basic terminator.


^This

I'd drop 'em to 20 points each, it's not like their toting TDA around.


How could they fix the Astra militarum with a new codex? @ 2015/07/27 21:44:32


Post by: Selym


Baneblades getting a drop by about 75 points per hull.

Everything else on them is good though.

#wishlisting


How could they fix the Astra militarum with a new codex? @ 2015/07/27 21:57:37


Post by: vipoid


 martin74 wrote:
I would like to see ogryns get better.

1. Ripper guns gain fleshbane: It is a rapid fire shotgun.
2. Get a rule similar to 5th ed. furious charge. +1 to initiative and strength
3. Point reduction. They cost more than a basic terminator.


Whilst I agree with the overall sentiment, Fleshbane seems out of place in both fluff and purpose. Considering that a shotgun in 40k is S3, I'm not seeing how a rapid-fire version justifies Fleshbane. Especially when you consider all the weapons that don't have Fleshbane, despite being more dangerous.

Gameplay wise , is S5 really the issue with the Ripper Gun? It seems good enough to wound most infantry and such, and we have better options against MCs. I'd have thought it would be more useful to give it Rending (which would make it useful against more targets) and/or increase its range to 18".


How could they fix the Astra militarum with a new codex? @ 2015/07/27 22:14:48


Post by: Selym


Also, make veterans:


Unit size: 5

Veteran: Ws 4 // Bs 4 // Str 3 // T 3 // W 1 // I 4 // A 1 // Ld 7 // Sv 5+

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

Special Rules:
-Scout (or Infiltrate, whichever allows for deploying within 18" of the enemy)
-Outflank

Options:
-You may take up to 5 extra veterans for [X points]
-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:
-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 their Lasrifles twice) [15 pts]
-Demolitions (All Veterans in this unit have Melta Bombs. One Veteran has a Demolition Charge) [30 pts]


How could they fix the Astra militarum with a new codex? @ 2015/07/27 23:54:07


Post by: Sledgehammer


 Selym wrote:
Also, make veterans:


Unit size: 5

Veteran: Ws 4 // Bs 4 // Str 3 // T 3 // W 1 // I 4 // A 1 // Ld 7 // Sv 5+

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

Special Rules:
-Scout (or Infiltrate, whichever allows for deploying within 18" of the enemy)
-Outflank

Options:
-You may take up to 5 extra veterans for [X points]
-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:
-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 their Lasrifles twice) [15 pts]
-Demolitions (All Veterans in this unit have Melta Bombs. One Veteran has a Demolition Charge) [30 pts]
GW better not let your dreams just be dreams. They just need to do it.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 00:22:51


Post by: Dalymiddleboro


Veterans in vendettas again. What a beautiful world.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 03:05:39


Post by: saithor


So many things to fix with our codex. I'm going to just homebrew it all I swear. Okay, here is what my homewbrewed dream codex wuld be like. WIP for all you Commissar/Ogryn/Ratling/Rough Rider lovers, or people who will indoubtedly complain about balance, sense, and me ripping the codex to shred

-Firstly, voxes provide infinite orders ranges.
-Vehicles can take voxes for 5 pts. Vehicles with Voxes can be issued Orders.
-Any infantry squad can take a med-kit for 10 pts.
-Chimera's are 50 pts, AC are free or for 5 pts
-Deathstrikes are 0-1, D strength shot weapon. Fires on a 4+ 1st turn, +1 to roll for every subsequent turn. They grow more inacurate as they are glanced or penned, instead of taking longer to shoot, to represent panic fire.
-Trenches can be taken for every non-DT squad, length of long aegis section, big enough for HWT, provides 5+ cover. Can be upgraded to 4+ cover for ten points, and can grab up to two fixed Heavy Stubbers for 5 pts each.
-Minedfields for 10 pts, length of Aegis Long Section, max 2-3. Any nfantry model passing over rolls a d6. On a 3+ take a S4 Ap 4 hit. Any non-flyer vehicle takes a S8 hit on the rear, if it pens instead of rolling on chart roll a d6, on a 4+ the vehicle is immobilized.
-Combat Engineers, get Bolster Defense, Krak Grenades, Demo Charges (up to two-three), can booby-trap fortifications, reduce cover, and have a spigot launcher that is either a Krak-Missile launcher or a mortar that reduces the cover of any terrain it hits by 1 permanently.
-Leman Russes, gain Lumbering Behemoth, Demolisher to 150, LRBT to 140, Hp to 4, Co-ax and BH shells for Vanquisher.
-Any vehicle can grab Veterean Crews (BS 4) for ten points.
-Bring back: Collussuss, Medusa, Griffon, Old Harker, Marbo, Al'Raheim, Bastogne, Chenkov. Also give us the Vulture. And you guys have already seen Colonel Gunther Raddick.
-Hydra can switch between Air and Ground, ignores Jink saves
-Hellhound
It and it's variant down to 70 pts each, Smoke Launchers default. Veterean crews give +1 S for regular Hellhound, Shred for Banewolf.
-Dragon Medium Tank 60 pts Heavy Support
BS 3 A F 12 S 12 R 10 HP 3

Unit Type: Vehicle (Tank, Fast)

Unit Composition: 1 Dragon
Wargear: Turret-Mounted Autocannon
Hull-mounted Heavy Bolter
Smoke Launchers
Searchlight

Options
May Take up to two additional Dragons……60pts each
Can take a veteran crew (BS 4).....10pts
May replace it’s Autocannon with any of the following
-Assualt Cannon……….5pts
-Lascannon…….5pts
-Twin-Linked Autocannon…10pts
-Battle Cannon…….10pts
-Vanquisher Battle Cannon…..10pts
-Twin-Linked Assualt Cannon…..15pts
May take one of the following
-Heavy bolted Sponsons….15pts
-Heavy Flamer Sponson……15pts
Can replace it’s hull mounted Heavy Bolter with one of the following
-Heavy Flamer…..free
-Auocannon……5pts
May take any of the following
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts


-Bombardier Heavy SP gun
AV 14/12/10 HP 4 BS 3 Heavy Tank Points WIP
Single Hull-mounted gun, one of following, points are WIP
Devastator Cannon
R 48" S 9 AP 3 Large Blast, Ordance 1
AT Cannon
R 72" S D Ap 1 Ordance 1
Cover-Terminator
R: 48" S 8 AP 3 Ignore Cover, Reduce cover granted by terrain hit by one
Heavy Autocannon Array
R: 48 " S: 8 Ap 4 Heavy 3 Twin-linked
Heavy Demolisher Cannon
R: 24" S D Ap 1 Large Blast, Ordance 1
-Tank Commander
Further ten point upgrade to one member of a squadron of tanks, gives a further upgrade depending on tanks in squadron
Dragon: Scout
Hellhound & Friends: Scout
LRBT, Demolisher, Eradicator, Executioner, Bombadier without AC or At cannon: Reroll Scatter
Vanquisher or AT Bombadier: Tank Hunter, Preffered Enemy (Vehicles)
Exterminator, AC Bombardier: Shred

These are extremely rough ideas, more to follow.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 03:32:35


Post by: Lukash_


I'd like to see a tweaked version of the Leman Russ Conquerer; Guard kinda lacks mobility right now and that would help.

Hellhounds get a points drop, or gain the Scout and Acute Senses rules if they stay the same.

Banewolf gets a 6" torrent.

Slight price drop on the Manticore; price increase on the Wyvern.

Chimeras drop to 55 points.

Executioner's Gets Hot becomes a single roll for all three shots. This means you will no longer statistically glance yourself to death in a 6 turn game.

Vanquisher Cannon gets AP1. Vanquishers reroll 1s and 2s on the vehicle damage table.

Giving vehicles infantry orders would be horrifically overpowered. Ignores Cover Demolishers? Instead, Tank Commanders get a few more unique orders:

"Steady...steady...:" Enemy units must reroll successful cover saves.

"Get out of there!:" Unit must make a shooting attack, followed by a d3+1 Flat Out move.

"On my mark!:" Tank Commander makes a shooting attack on an enemy vehicle or building. If a glancing or penetrating hit is scored, the ordered unit treats that armor facing as being one lower than normal for their shooting attacks until the end of the phase.

A Doctrines system would be fantastic. I think at least one (Steel Legion?) should make all Chimera turret weapons get pinning (IRL APCs use their weapons as suppressioni for the infantry.)

Drop the price on the Demolisher down to 160, all Leman Russes suffer no ill effects from the Ordnance rule.

Sentinels can take a formation that grants Tank Hunter and Monster Hunter.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 12:07:24


Post by: Kommissar Kel


 Kanluwen wrote:

Servotracker: If a shot from a Hydra Autocannon successfully Glances or Penetrates an enemy Flyer or Skimmer moving Flat-Out, then the Flyer or Skimmer cannot make an attempt at a Jink save this turn. If a shot from a Hydra Autocannon successfully Wounds an enemy Flying Monstrous or Gargantuan Creature utilizing their flight modes, they cannot make a Jink save.

Withering Fire: When firing at ground targets, this weapon snapshots at BS2 if it has not moved.


Servotracker would have very little effect. You choose to jink when targeted; so it is jinking before the hydra can damage it. That gives it no effect.

There was also a poster a page back that asked for ogryns in command squads; then gave the rules for nork deddog. We already have one of those, taking away his uniqueness is not going to help(although I would like a return of the bodyguards: just auto-pass look out sir and always available to meet a challenge as if they were characters)


How could they fix the Astra militarum with a new codex? @ 2015/07/28 12:37:06


Post by: Kanluwen


 Kommissar Kel wrote:
 Kanluwen wrote:

Servotracker: If a shot from a Hydra Autocannon successfully Glances or Penetrates an enemy Flyer or Skimmer moving Flat-Out, then the Flyer or Skimmer cannot make an attempt at a Jink save this turn. If a shot from a Hydra Autocannon successfully Wounds an enemy Flying Monstrous or Gargantuan Creature utilizing their flight modes, they cannot make a Jink save.

Withering Fire: When firing at ground targets, this weapon snapshots at BS2 if it has not moved.


Servotracker would have very little effect. You choose to jink when targeted; so it is jinking before the hydra can damage it. That gives it no effect.

Jinks aren't automatic saves however, so all it takes is a slight rejigging of the wording. The intent should've been clear in any regards.

If you suffer a single Wound/Glance/Penetrate from any of this model's Hydra Autocannons, then the target may not claim a Jink save from the remaining shots for this model's Hydra Autocannons.

You did see that I had it listed as Heavy 8, right?

There was also a poster a page back that asked for ogryns in command squads; then gave the rules for nork deddog. We already have one of those, taking away his uniqueness is not going to help(although I would like a return of the bodyguards: just auto-pass look out sir and always available to meet a challenge as if they were characters)

Ogryn in command squads aren't supposed to be so rare that only one exists.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 12:47:47


Post by: Blacksails


Wouldn't that mean by your wording that the enemy model would have to roll their jink saves one at a time until they fail one?


How could they fix the Astra militarum with a new codex? @ 2015/07/28 13:10:11


Post by: Kanluwen


 Blacksails wrote:
Wouldn't that mean by your wording that the enemy model would have to roll their jink saves one at a time until they fail one?

Indeed it would.


How could they fix the Astra militarum with a new codex? @ 2015/07/28 13:12:04


Post by: Blacksails


 Kanluwen wrote:
 Blacksails wrote:
Wouldn't that mean by your wording that the enemy model would have to roll their jink saves one at a time until they fail one?

Indeed it would.


That seems unnecessary.

"Ignores Jink" is simpler and achieves pretty much the same outcome.