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What does the future hold for the Imperial Guard? @ 2017/02/03 15:34:11


Post by: Kellevil


I was very sad that 'The Fall of Cadia' held no IG updates...

So what is next? When will they do something/anything with the backbone of the imperium?!?

Are they waiting so long because they are doing a complete revamp of the line?

What will happen to the IG in a storyline that is now moving forward?



What does the future hold for the Imperial Guard? @ 2017/02/03 15:55:24


Post by: Sonic Keyboard


A Leman russ variant with twin-linked heavy grav cannon, and new catachan devil unit with stealth and rending, that can charge after infiltrating.

Also Creed will become a monstrous creature.


What does the future hold for the Imperial Guard? @ 2017/02/03 16:11:00


Post by: oldzoggy


more discontinued models ; )


What does the future hold for the Imperial Guard? @ 2017/02/03 16:11:53


Post by: Mr Morden


GW may consider that they updated Guard - especially Cadian Guard in the Damocles Gulf campaign books.

They gave various formations and the like just not especially good ones.

Still they are better then the one the Sisters got in C:IA.



What does the future hold for the Imperial Guard? @ 2017/02/03 16:40:57


Post by: master of ordinance


Sonic Keyboard wrote:
A Leman russ variant with twin-linked heavy grav cannon, and new catachan devil unit with stealth and rending, that can charge after infiltrating.

Also Creed will become a monstrous creature.

It should say something that I can half beleive that GW would do this.


What does the future hold for the Imperial Guard? @ 2017/02/03 16:50:52


Post by: Sentinel1



Cadian built Flak armour is now a scarce and holy artefact for tech priest to recite over!

Commander of planetary force X, 'Listen up! the Bastion of Cadia has been annihilated in the justice and Holy campaign to victoriously defeat Heresy in the name of the Immortal Emperor. By his guiding hand our order of Lasguns and armour survived the planets destruction and is bound within a few weeks. Wear these relics with pride for each of you will be unstoppable with your Holy lasguns! Even as we speak the forces of Chaos are in full retreat! Although the loss of Cadian Manufactorums is a terrible blow, the Cadian pattern is still vigorously produced on other worlds. We will stand out as an unstoppable bastion of defence with Cadias last pure devices. I ask you men, are we not invincible?' *Massive crowd roars and cheers*


What does the future hold for the Imperial Guard? @ 2017/02/03 17:02:07


Post by: CplPunishment


Maybe a line of cadians that don't resemble spaceballs?


What does the future hold for the Imperial Guard? @ 2017/02/04 17:18:05


Post by: master of ordinance


What we want:
>A points deduction on all Troops choices
>Lasguns become worth a damn (longer range would help)
>Cheaper special and heavy weapons
>Side armour 11 for the Chimera, along with a points reduction
>Vox casters give unlimited order range
>Standards are actually useful
>Relics are not overpriced garbage
>Most HQ units have a 20% points reduction
>Orders become more versatile
>Priests regain access to the Evisicrator
>Storm Troopers get a 20% points reduction
>Hellguns become S4 AP3 Assault 3
>Volleyguns become S5 AP3 Assault 6
>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP
>Bullgryns drop to 28-30 PPM and gain a 3+ save, FNP and modular loadout options
>Ratlings become somewhat useful
>Sentinels have a 5-10 point reduction in cost
>Hellhound chassis drop in price by 50%
>GW listens to the communities ideas and advice about what to do with Rough Riders... Or just squats them
>Leman Russ chassis drop in price by between 15% to 30%, chassis dependent
>Leman Russ chassis become 4HP models and regain Lumbering Behemoth
>All vehicles gain the ability to become veterans (+1 BS) for 10 points
>The Manticore and Basilisk come down in price by about 20%
>The Deathstrike becomes SD with a +2 on the table
>Griffons, Bombards and Medusas return
>The Vanquisher becomes an actual tank killer
>No more Gets Hot on the Executioner
>Hydras become good against ground targets again and drop in price
>Baneblade chassis become part of the army
>Malcador and Machirus tanks become part of the army and can be used in the place of Baneblades in formations
>Formations that are actually worth a damn and do cripple your wallet and army to bring
>New models that actually look decent

What we will probably get though will be:
>A 10% to 20% pints increase across the board (because Guard still occasionally beat Marines)
>Leman Russ tanks become AV 13/12/10 (because Marine tanks do not have good armour so why should Guard)
>Battlecannons become S7 and Earthshakers S8, and both become AP4 (because Marines should not be vulnerable to heavy ordnance at all, even when caught in the open)
>Lasguns become S2 (after all, Hellguns are S3)
>A new, poorly named, shoddily designed and completely useless model that we didnt ask for


What does the future hold for the Imperial Guard? @ 2017/02/04 17:33:03


Post by: epronovost


@Master of ordinance

Well that's call being salty...

More seriously, I think that guardsmen will change flagship. With the official destruction of Cadia, the age and underwhelming esthetic of the models it's possible we will see Vostroyan or Catashan become the new standard guard model. As for new stuff, Guards will probably get a new "Macro-formation" build, probably see the return of a few basilisk variant and the Rough Riders go the way of the Dodos. No, guardsmen will not become a powerhouse. Ogryn will still be problematic, while not bad, ratling will be situational due to the poor effectveness of snipers and Scions will be underwhelming or overcost. Tanks will be decent and artillery pretty good.


What does the future hold for the Imperial Guard? @ 2017/02/05 05:30:04


Post by: Sledgehammer


As the scale of the combatants becomes ever larger with the inclusion of primarchs and deamon primarchs, the imperial guard will start to feel even weaker than they have before. Not to mention the fact that the IG at cadia were the ones that traditionally holding chaos back and have failed in that task. The guard seem increasingly irrelevant.


What does the future hold for the Imperial Guard? @ 2017/02/05 05:59:16


Post by: epronovost


 Sledgehammer wrote:
As the scale of the combatants becomes ever larger with the inclusion of primarchs and deamon primarchs, the imperial guard will start to feel even weaker than they have before. Not to mention the fact that the IG at cadia were the ones that traditionally holding chaos back and have failed in that task. The guard seem increasingly irrelevant.


It's indeed a problem with a setting that becomes more and more "mythical" in its scope. The little people fall behind rather quickly. It's entirely possible for the Guards to remain relevent and interesting in such a setting. You only need to focus on one thing: strength of character. The Imperial Guard cannot live up to Primarchs and the like in terms of sheer power, but it's entirely possible for a "normal human" to possess the genius and, more importantly, the will to become a leader of such a magnitude. They don't even need to be psykers, even if they could be one, the Guards could use a new Ollianus or Macharius. They almost already have one in the person of Yarrick. Maybe we will be given a new Lord Solar/Warmaster to lead the Imperial Guard in the future or maybe a ore humble and quirky hero like a Rogue Trader turned general inspired of people like Drake for example. They are growing increasingly irrelevant due to lack of attention, not lack of potential. Normal badass heroes have proven multiple time to just as popular than Mythical heroes.


What does the future hold for the Imperial Guard? @ 2017/02/05 06:49:59


Post by: Lance845


CplPunishment wrote:
Maybe a line of cadians that don't resemble spaceballs?


omg... I want to start a guard army just to make spaceballs now.


What does the future hold for the Imperial Guard? @ 2017/02/05 07:14:10


Post by: Asterios


 master of ordinance wrote:
What we want:
>A points deduction on all Troops choices
>Lasguns become worth a damn (longer range would help)
>Cheaper special and heavy weapons
>Side armour 11 for the Chimera, along with a points reduction
>Vox casters give unlimited order range
>Standards are actually useful
>Relics are not overpriced garbage
>Most HQ units have a 20% points reduction
>Orders become more versatile
>Priests regain access to the Evisicrator
>Storm Troopers get a 20% points reduction
>Hellguns become S4 AP3 Assault 3
>Volleyguns become S5 AP3 Assault 6
>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP
>Bullgryns drop to 28-30 PPM and gain a 3+ save, FNP and modular loadout options
>Ratlings become somewhat useful
>Sentinels have a 5-10 point reduction in cost
>Hellhound chassis drop in price by 50%
>GW listens to the communities ideas and advice about what to do with Rough Riders... Or just squats them
>Leman Russ chassis drop in price by between 15% to 30%, chassis dependent
>Leman Russ chassis become 4HP models and regain Lumbering Behemoth
>All vehicles gain the ability to become veterans (+1 BS) for 10 points
>The Manticore and Basilisk come down in price by about 20%
>The Deathstrike becomes SD with a +2 on the table
>Griffons, Bombards and Medusas return
>The Vanquisher becomes an actual tank killer
>No more Gets Hot on the Executioner
>Hydras become good against ground targets again and drop in price
>Baneblade chassis become part of the army
>Malcador and Machirus tanks become part of the army and can be used in the place of Baneblades in formations
>Formations that are actually worth a damn and do cripple your wallet and army to bring
>New models that actually look decent

What we will probably get though will be:
>A 10% to 20% pints increase across the board (because Guard still occasionally beat Marines)
>Leman Russ tanks become AV 13/12/10 (because Marine tanks do not have good armour so why should Guard)
>Battlecannons become S7 and Earthshakers S8, and both become AP4 (because Marines should not be vulnerable to heavy ordnance at all, even when caught in the open)
>Lasguns become S2 (after all, Hellguns are S3)
>A new, poorly named, shoddily designed and completely useless model that we didnt ask for


Forgot being able to put Heavy Weapons, Special Weapons, Conscripts and such into Chimera's or Taurox's, the lack of giving them a dedicated transport bites the big one.


What does the future hold for the Imperial Guard? @ 2017/02/05 09:14:21


Post by: Iron_Captain


All I want for the IG is infantry that actually looks like humans instead of gorillas in uniform.


What does the future hold for the Imperial Guard? @ 2017/02/05 12:02:26


Post by: MarsNZ


Astra Auxilium. Sick of summoning shenanigans? Does your Imperial faction require cheap expendable troops? Buy this supplement! Field as many as you can fit on the table - provided you buy enough models.


What does the future hold for the Imperial Guard? @ 2017/02/05 12:38:49


Post by: Mr Morden


epronovost wrote:
 Sledgehammer wrote:
As the scale of the combatants becomes ever larger with the inclusion of primarchs and deamon primarchs, the imperial guard will start to feel even weaker than they have before. Not to mention the fact that the IG at cadia were the ones that traditionally holding chaos back and have failed in that task. The guard seem increasingly irrelevant.


It's indeed a problem with a setting that becomes more and more "mythical" in its scope. The little people fall behind rather quickly. It's entirely possible for the Guards to remain relevent and interesting in such a setting. You only need to focus on one thing: strength of character. The Imperial Guard cannot live up to Primarchs and the like in terms of sheer power, but it's entirely possible for a "normal human" to possess the genius and, more importantly, the will to become a leader of such a magnitude. They don't even need to be psykers, even if they could be one, the Guards could use a new Ollianus or Macharius. They almost already have one in the person of Yarrick. Maybe we will be given a new Lord Solar/Warmaster to lead the Imperial Guard in the future or maybe a ore humble and quirky hero like a Rogue Trader turned general inspired of people like Drake for example. They are growing increasingly irrelevant due to lack of attention, not lack of potential. Normal badass heroes have proven multiple time to just as popular than Mythical heroes.


Cain is your man - reluctant but effective


What does the future hold for the Imperial Guard? @ 2017/02/05 13:18:33


Post by: Fafnir




I'd be on board with all of this. And revamped roughriders. Because I want to love them...

What we will probably get though will be:


...But I know this is what's going to happen...


What does the future hold for the Imperial Guard? @ 2017/02/05 14:59:01


Post by: gmaleron


Unfortunately I don't see the IG getting the attention it deserves, we are in the same boat as DE, Orks and Bugs in the fact that we are often overlooked or only given "Band Aid" style updates to try and keep us somewhat relevant. The wishlisting above has a lot of good things that are necessary however I would even settle for the following which sadly might be more reachable:

-IG Tanks get a variant that is effective in dealing with Monstrous Creatures (Beast Hunter Shells anyone?)
-IG Tanks get 4 HP base
-Points reduction across the board


What does the future hold for the Imperial Guard? @ 2017/02/05 15:33:49


Post by: Engine of War


 gmaleron wrote:
Unfortunately I don't see the IG getting the attention it deserves, we are in the same boat as DE, Orks and Bugs in the fact that we are often overlooked or only given "Band Aid" style updates to try and keep us somewhat relevant. The wishlisting above has a lot of good things that are necessary however I would even settle for the following which sadly might be more reachable:

-IG Tanks get a variant that is effective in dealing with Monstrous Creatures (Beast Hunter Shells anyone?)
-IG Tanks get 4 HP base
-Points reduction across the board


That would be nice.

I run BH shells already with my IA book (it REALLY throws people for a loop when I say its Instant Death. Kill Kharne and countless other big things with these lovely shells).
But I wish I could run them normally instead of a special tank (Commisar tank is usually how I run them).


What does the future hold for the Imperial Guard? @ 2017/02/05 15:39:45


Post by: Kanluwen


 gmaleron wrote:
Unfortunately I don't see the IG getting the attention it deserves, we are in the same boat as DE, Orks and Bugs in the fact that we are often overlooked or only given "Band Aid" style updates to try and keep us somewhat relevant.

Basically everyone has received "band-aid style updates" over the past few years. Some of those band-aids have been covering minor scrapes, others are trying to hold severed limbs together.

The wishlisting above has a lot of good things that are necessary however I would even settle for the following which sadly might be more reachable:

-IG Tanks get a variant that is effective in dealing with Monstrous Creatures (Beast Hunter Shells anyone?)
-IG Tanks get 4 HP base
-Points reduction across the board

Forget anything and everything about tanks. Until we get an edition change and vehicles get a change, don't even bother.


What does the future hold for the Imperial Guard? @ 2017/02/05 15:39:57


Post by: ZebioLizard2



>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP


Is.. that really necessary? Or is this just full wishlisting.


What does the future hold for the Imperial Guard? @ 2017/02/05 15:45:02


Post by: Kanluwen


 ZebioLizard2 wrote:

>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP


Is.. that really necessary? Or is this just full wishlisting.

Have you ever used Ogryn?

Yeah. Absolutely necessary.


What does the future hold for the Imperial Guard? @ 2017/02/05 17:47:06


Post by: master of ordinance


gmaleron wrote:
-IG Tanks get a variant that is effective in dealing with Monstrous Creatures (Beast Hunter Shells anyone?)

Forgot abut this. We need an anti MC choice or ywo, and they need to be good.

ZebioLizard2 wrote:
>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP


Is.. that really necessary? Or is this just full wishlisting.

Have you ever run Ogryns? Which reminds me:
>An effective delivery system for Ogryns.


What does the future hold for the Imperial Guard? @ 2017/02/05 18:01:45


Post by: MarsNZ


 gmaleron wrote:

-Points reduction across the board


I think we're well past this being a viable fix. The cost of almost everything has gradually crept downwards, in some cases combined with increased offensive power. It's at the point where how much lower should we go? 3ppm? 2ppm? Start pointing IG by squad, say, 6-8pts per squad? Diminishing returns is already a big thing when it comes to large guard blobs. The alternative is to make guardsmen individually better, which runs counter to what attracts many of us to play the faction.


What does the future hold for the Imperial Guard? @ 2017/02/05 18:57:57


Post by: Sledgehammer


The problem is now that if guardsmen are to stand out on their strength of character they must well, standout. To stand out is to be important as an individual and to make a difference as an individual. The guard are at an impasse where they are either a monolith of facless goons, or they are a group of heroic and laudable individuals.


This change into strength of character must translate into gameplay mechanics as well. I do not see that happening sadly.


What does the future hold for the Imperial Guard? @ 2017/02/05 18:58:34


Post by: Elbows


Meagre pay and a genuine expectation of dying in service?


What does the future hold for the Imperial Guard? @ 2017/02/05 20:07:39


Post by: Nerak


 Elbows wrote:
Meagre pay and a genuine expectation of dying in service?
Exalted

In the "agents of the Imperium" book the officer of the fleet and all guards psykers are listed. This "could" indicate that they and the valkyre are dropped from the codex. I'm expecting to see the vendetta dissapeared, though I converted one so I hope not. It might change name to something not impressive like "Auxilias Solaris" or "Militarum sapiens" with where the fluff is heading.

Guards are my favourite army but all horde armies really seem to have taken a beating. I don't want super bio-engineered killing machines or demigods or monsters. I want the good simple men complaining about having to kill them.


What does the future hold for the Imperial Guard? @ 2017/02/05 22:57:45


Post by: Robbert Ambrose


I hope for Guarsmen sculpts that are not holding their fifles sidewards from their torsos, but actually aim foward.


What does the future hold for the Imperial Guard? @ 2017/02/06 02:58:29


Post by: KayTwo


Wish list:
1. ability to upgrade any infantry unit or vehicle to "veteran status (BS4)
2. Tank commanders may issue orders to infantry or vehicle squads other than their own/ infantry commander may issue orders to vehicles
3. Vox give orders unlimited range
4. Valks are considered dedicated transports
5. upgrade for for the MoO that allows him to use his special ability more than once per turn (For lets say 20 points)
6. Leman russ variant with twin linked las canons. And give all russes some rear Armour.
7. Do something with scions, they look great but aren't cost effective next to vets.
8. Vehicle mounted plasma weapons do not suffer "gets hot"

I don't think GW will be drooping the Cadians anytime soon, but; I've been wrong before. If they were to do so I doubt they would replace them with Catchan, those guys just never seemed popular. Maybe new models for Tanith? Maybe Death Korp or one of the other WW1ish armies? Or some previously undisclosed guard army that looks something like the new Scions. Either way, we will see.



What does the future hold for the Imperial Guard? @ 2017/02/06 04:27:49


Post by: Kellevil




Damn fine list!

How about this one;
The ability attach a command squad to the platoon it commands so everyone in the platoon can get FNP from the platoon medic?


What does the future hold for the Imperial Guard? @ 2017/02/06 05:03:20


Post by: Commissar Benny




Great write up Master of Ordinance. For those asking if he is serious, yes basically all of the above would need to happen and more if guard is ever to be taken seriously. Its not wish listing or sarcasm. This is bare minimum what is needed to make the codex even remotely viable. Ogryns as discussed are a perfect example and yes FNP is absolutely necessary. Lets ignore the fact that FNP exists on tons of units in the game that currently shouldn't. Taken directly from the lore:

"Ogryns are massive brutes whose immense strength is legendary throughout the imperium. They thunder into enemy tropps, smashing the 'little 'uns' to a paste with broad swings of stocky weapons. They can survive a score of wounds that would fell a normal man and shrug off small arms fire as if it were nothing more than a bothersome sump-fly."

Has anyone seen a better definition for feel no pain? Anyone? I'm fine with Ogryns having a higher saving throw because much of their skin is exposed. That is fine but they damn well better have a 4+ FNP. Currently Ogryn/Bullgryn are in the same price range as wolfen yet lack any of the melee lethality or special rules. Beautiful models, but yeah their rules are absolute garbage.


What does the future hold for the Imperial Guard? @ 2017/02/06 05:23:28


Post by: BrianDavion


KayTwo wrote:
Wish list:
1. ability to upgrade any infantry unit or vehicle to "veteran status (BS4)
2. Tank commanders may issue orders to infantry or vehicle squads other than their own/ infantry commander may issue orders to vehicles
3. Vox give orders unlimited range
4. Valks are considered dedicated transports
5. upgrade for for the MoO that allows him to use his special ability more than once per turn (For lets say 20 points)
6. Leman russ variant with twin linked las canons. And give all russes some rear Armour.
7. Do something with scions, they look great but aren't cost effective next to vets.
8. Vehicle mounted plasma weapons do not suffer "gets hot"

I don't think GW will be drooping the Cadians anytime soon, but; I've been wrong before. If they were to do so I doubt they would replace them with Catchan, those guys just never seemed popular. Maybe new models for Tanith? Maybe Death Korp or one of the other WW1ish armies? Or some previously undisclosed guard army that looks something like the new Scions. Either way, we will see.



my guess would be, if they change the line up at all, it'll be a new army, one rigged to be more visually distinct. from a marketing POV none of the guard regiments scream "40k" the way say... space marines do.



Automatically Appended Next Post:
Commissar Benny wrote:


Great write up Master of Ordinance. For those asking if he is serious, yes basically all of the above would need to happen and more if guard is ever to be taken seriously. Its not wish listing or sarcasm. This is bare minimum what is needed to make the codex even remotely viable. Ogryns as discussed are a perfect example and yes FNP is absolutely necessary. Lets ignore the fact that FNP exists on tons of units in the game that currently shouldn't. Taken directly from the lore:

"Ogryns are massive brutes whose immense strength is legendary throughout the imperium. They thunder into enemy tropps, smashing the 'little 'uns' to a paste with broad swings of stocky weapons. They can survive a score of wounds that would fell a normal man and shrug off small arms fire as if it were nothing more than a bothersome sump-fly."

Has anyone seen a better definition for feel no pain? Anyone? I'm fine with Ogryns having a higher saving throw because much of their skin is exposed. That is fine but they damn well better have a 4+ FNP. Currently Ogryn/Bullgryn are in the same price range as wolfen yet lack any of the melee lethality or special rules. Beautiful models, but yeah their rules are absolute garbage.


"shrug off small arms fire" that to me suggests a toughness of 4-5 (keep in mind small arms fire is autoguns, and lasguns S3 weapons)


What does the future hold for the Imperial Guard? @ 2017/02/06 06:14:24


Post by: Commissar Benny


BrianDavion wrote:
"shrug off small arms fire" that to me suggests a toughness of 4-5 (keep in mind small arms fire is autoguns, and lasguns S3 weapons)


I would agree except that even a moderate amount of S3 fire brings down Ogryn like they are nothing. I played against a genestealer cult list recently where neophyte autogun shots brought down 2 Ogryn in one round of shooting. Then they had to make a leadership test which they failed and were useless for the rest of the game.

Here is another quote from the lore:

"Their skin is extremely thick and Ogryns can ignore wounds that would cripple or kill a normal man."

Again of all the units in the game with FNP I doubt any of them are characterized in the same manner & frequency as Ogryn are as just completely ignoring wounds. Lets set aside the FNP issue for a moment though and dig into all the other issues plaguing this codex entry.

Ogryn & Bullgryn are massively overpriced for what they bring to the table. To start their base cost is almost 33% more expensive then Wolfen with no awesome special rules. Despite being what should be the designated counter assault unit in the IG codex, 2 of the 3 builds offer no benefit to melee whatsoever.

Ripper Guns give no bonus to strength/WS, despite being specifically designed for Ogryn to be used as melee weapons yet it is not reflected at all on the tabletop.. Nor do they add rending/shred when fired. Which is a huge disappointment.

Then you have the slab shield option. Which forces bullgryn to take grenade launchers. Once again...not providing any benefit to melee. IG's primary weakness.

Lastly you have power maul & brute shield. Now, while this is likely your best option it is still pretty terrible. The increase in points to an already expensive unit is well beyond reasonable. The +2S is nice, however the concussive bonus is less than ideal. One of Ogryns biggest threats is S10 power weapons. Thunder hammers, power claws & what have you. Concussive does nothing for you when those weapons are already hitting at initiative one since they are unwieldy. If any of those attack get through its instant death if you fail invul despite the ogryn/bullgryn's 3 wounds.

Then there is the issue of low leadership. Meaning you have to add a commissar or some other babysitter to actually make the unit effective...bloating the points even more...


The entire IG codex is filled with units like this.

Like why are we paying 125+ points for a hellhound? Not only is it unlikely to even make it to its target with AV12, but you are paying 125 pts for what is essentially a heavy flamer torrent. Yeah it might get that 1 shot off, but then it is going to get popped or charged at which point its toast. The likelihood you are going to be able to kill 125 points in 1 flamer template is highly unlikely. Meaning its not going to pay for itself.




What does the future hold for the Imperial Guard? @ 2017/02/06 07:03:46


Post by: Fafnir


Commissar Benny wrote:


"Their skin is extremely thick and Ogryns can ignore wounds that would cripple or kill a normal man."

Again of all the units in the game with FNP I doubt any of them are characterized in the same manner & frequency as Ogryn are as just completely ignoring wounds.


I'm pretty sure anything Nurgle would take issue with that point.


What does the future hold for the Imperial Guard? @ 2017/02/06 07:04:57


Post by: nateprati


I'm expecting rules changes in 8th that tone down top tier armies rather than lifting lower tier ones. I like the idea a lot of any unit becoming vets I'd pay that tax.

I think anyone who collects guard that has surpassed 2000 points is chasing that one factor: variety. How can gw give us more variety without adding new models? Take a tip from forgeworld and give catachan, cadians, tallarn, the Russians and steel legion thier own rules. Let forgeworld run death korps and elysians.

Simple as tallarn get +1 ws and poison or catachan get +1T or a special rule like steel legion isn't affected by going to ground.

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!


What does the future hold for the Imperial Guard? @ 2017/02/06 07:14:14


Post by: Fafnir


nateprati wrote:

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!


Death Korps of Krieg, Elysian Drop Droops, Vostroyan Firstborn, Haakoni Warhawks, Tanith First, Savlar Chem Dogs, Mordian Iron Guard, Praetorian Guard, Tallarn Desert Raiders, Attillan Rough Riders, Armageddon Steel Legion, Cadian Shock Troops (remnants), Catachan Jungle Fighters, Penal Legions (Last Chancers), Maccabian Jannissaries (although copyright issues might prevent these guys), Scintillian Fusiliers, Valhallan Ice Warriors...

..There are quite a few.


What does the future hold for the Imperial Guard? @ 2017/02/06 07:15:38


Post by: Martel732


Don't count on any nerfs. Eldar got nerfed from 2nd to 3rd, but by the end of 3rd, were sporting S6 AP2 ROF 3 guns. Eldar have to mow down marines like helpless chattle or the GW writers aren't happy.


What does the future hold for the Imperial Guard? @ 2017/02/06 16:22:13


Post by: KayTwo


 Fafnir wrote:
nateprati wrote:

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!


Death Korps of Krieg, Elysian Drop Droops, Vostroyan Firstborn, Haakoni Warhawks, Tanith First, Savlar Chem Dogs, Mordian Iron Guard, Praetorian Guard, Tallarn Desert Raiders, Attillan Rough Riders, Armageddon Steel Legion, Cadian Shock Troops (remnants), Catachan Jungle Fighters, Penal Legions (Last Chancers), Maccabian Jannissaries (although copyright issues might prevent these guys), Scintillian Fusiliers, Valhallan Ice Warriors...

..There are quite a few.


How many of those already have models though? I see Catachan all the time, heck one of the store nears me has more Catachan that Cadians, but I have never seen them fielded.

What I really want for the guards is for the roles to make them more of a combined arms army. I hate the idea of sacrificing mass infantry or bringing nothing but tanks, I want my army to have a good mix of footsloggers, tanks, artillery, and aircraft. I want my army to look and feel like a modern army, like a marine corp detachment. That's where America draws it's power; good troop with even better support. Let the space marines be the best individual fighters in the galaxy, the eldar the sneakiest, the orc and nids the massed waves of dead men. That's not what I want, I want those brave mortals risking all so that the cannons in the back can squeeze off a few more rounds and the air support can arrive.


What does the future hold for the Imperial Guard? @ 2017/02/06 16:28:23


Post by: MarsNZ


KayTwo wrote:


What I really want for the guards is for the roles to make them more of a combined arms army. I hate the idea of sacrificing mass infantry or bringing nothing but tanks, I want my army to have a good mix of footsloggers, tanks, artillery, and aircraft. I want my army to look and feel like a modern army, like a marine corp detachment. That's where America draws it's power; good troop with even better support.


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.


What does the future hold for the Imperial Guard? @ 2017/02/06 16:40:36


Post by: Melissia


I'd like sentinels to be actually useful again. In 5th edition, armored and scout sentinels were actually useful-- not the most powerful things in the world, but had use. No one seems to use them nowadays, though admittedly that might just be the local meta


What does the future hold for the Imperial Guard? @ 2017/02/06 17:20:43


Post by: KayTwo


 MarsNZ wrote:


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.




I would point out that Napoleon was an artillery commander and used an early version of combined arms with infantry, artillery, and cavalry; so at the very least by your argument the rough riders need an upgrade. That being said; Cadians, Catachan,, Elysian, Tanith, and Savlar are all moderenesk armies, while Death Korps, Tallarn, Armageddon, and Penal are ww1/ww2 hybrids. But, you are right; I am not trying to say that there is no place for massed waves of doomed infantry in the IG, I am trying to say that there should be more competitive options than just massed waves of doomed infantry in the IG.

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.
If they surrender, they're French.

Don't believe that bit about the French, frogs are good at killing.


What does the future hold for the Imperial Guard? @ 2017/02/06 17:22:50


Post by: Martel732


French are historically pretty badass.


What does the future hold for the Imperial Guard? @ 2017/02/06 17:32:55


Post by: Sgt_Smudge


KayTwo wrote:
 MarsNZ wrote:


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.




I would point out that Napoleon was an artillery commander and used an early version of combined arms with infantry, artillery, and cavalry; so at the very least by your argument the rough riders need an upgrade. That being said; Cadians, Catachan,, Elysian, Tanith, and Savlar are all moderenesk armies, while Death Korps, Tallarn, Armageddon, and Penal are ww1/ww2 hybrids. But, you are right; I am not trying to say that there is no place for massed waves of doomed infantry in the IG, I am trying to say that there should be more competitive options than just massed waves of doomed infantry in the IG.

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.
If they surrender, they're French.

Don't believe that bit about the French, frogs are good at killing.
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


What does the future hold for the Imperial Guard? @ 2017/02/06 17:37:50


Post by: Lord Kragan


Martel732 wrote:
French are historically pretty badass.


And people forget that. Curiously enough, the guys who originated the rumour have always had two oceans to defend them from their potential competitors during this last 150 years, rather than live next door.


What does the future hold for the Imperial Guard? @ 2017/02/06 18:26:28


Post by: MarsNZ


KayTwo wrote:

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.



That first part is simply not true. There is nothing to suggest the US infantryman is somehow more exceptional than any other. They have a staggering amount of support which generally does the majority of the heavy lifting.

The second part is just an old adage from WW2. Allow me to provide another somewhat paraphrased example;
"When the Germans fly overhead, the British take cover, when the British fly overhead, the Germans take cover. When the Americans fly overhead, everyone takes cover."

France already had an illustrious military history when the US was still an irrelevant backwater colony. Without their intervention the revolution would likely have failed.


What does the future hold for the Imperial Guard? @ 2017/02/06 20:46:11


Post by: ZebioLizard2


To start their base cost is almost 33% more expensive then Wolfen with no awesome special rules.


If this is what we are using as a baseline nearly every assault unit in the game is overcosted. Wulfen should've never been released as is.

I would honestly prefer seeing Ogryn on the table though, they were always cool little muties.


What does the future hold for the Imperial Guard? @ 2017/02/07 01:44:47


Post by: Fafnir


 Sgt_Smudge wrote:
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


Which all comes to reinforce a further point:

IG regiments present an absolutely huge amount of variance in their doctrines and methodologies, many of which end up going far beyond a sea of infantry. When you have a wider breadth and depth of variance than the Space Marine chapters, it's absolutely criminal that none of it is even attempted to be represented on the tabletop. If they won't give combined arms (and the fluff totally justifies that), then at the very least, they should allow players to build their specialized regiments in an effective fashion.

Massed infantry/heavy armour/light armour/artillery, stormtroopers (my personal favourite, I love badass normals), cavalry, scouts, paratroopers, and the like all present the potential for some interesting gameplay avenues that GW just refuses to touch upon, because they can't be sphess mahrines.


What does the future hold for the Imperial Guard? @ 2017/02/07 02:48:07


Post by: BrianDavion


I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


What does the future hold for the Imperial Guard? @ 2017/02/07 02:48:19


Post by: Sledgehammer


 Fafnir wrote:
 Sgt_Smudge wrote:
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


Which all comes to reinforce a further point:

IG regiments present an absolutely huge amount of variance in their doctrines and methodologies, many of which end up going far beyond a sea of infantry. When you have a wider breadth and depth of variance than the Space Marine chapters, it's absolutely criminal that none of it is even attempted to be represented on the tabletop. If they won't give combined arms (and the fluff totally justifies that), then at the very least, they should allow players to build their specialized regiments in an effective fashion.

Massed infantry/heavy armour/light armour/artillery, stormtroopers (my personal favourite, I love badass normals), cavalry, scouts, paratroopers, and the like all present the potential for some interesting gameplay avenues that GW just refuses to touch upon, because they can't be sphess mahrines.
Exactly. I play a regiment based on Long Range Penetration and LRRPs. I intentionally do not use tanks or any heavier vehicles as these military doctrines require stealth and are often supported by long range artillery and aircraft instead. Another requirement for this regiment to work would be that riflemen actually get their just due throughout the game system, making them a much better anti infantry option if used correctly.

Many of the issues I hold are not just with the Imperial Guard, but also with the game system as a whole. Flanking, and outsmarting your opponent should be the emphasis of a war game. All units should have a defined role AND BE CAPABLE OF EXECUTING THAT ROLE IF USED CORRECTLY. If a space marine is flanked by a group of guardsmen and is caught unawares, he should die because he was stupid and he was outmaneuvered. The whole idea of certain weaponry being useless is just terrible game design.


What does the future hold for the Imperial Guard? @ 2017/02/07 14:41:58


Post by: don_mondo


BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


What does the future hold for the Imperial Guard? @ 2017/02/07 15:27:48


Post by: Nerak


 don_mondo wrote:
BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


That was 4th ed, and represented gws overall design philosophy at the time. You could do some pretty cool stuff with ig, sm, tyranids, chaos and eldar back then. In IGs case the biggest where probably all deep strike army, fully mechanised, all get 4+save, all get +1 cover and all units could infiltrate the biggest thing. Theese things did not apply to tanks though. Also in accordance with said design all armies warger sections where significantly larger with more options for every model.

In 5th ed GW changed that philosophy and put the focus on special characters, making it "herohammer". Most special characters got a special rule that extended to the entire army. Most of said rules equavelents had been available before as upgrades in the form of doctrines. Wargear secrions where much reduced and streamlined for unit entries.

Not sure what happened in 6th, I honestly wasn't around.

Now in 7th ed most armies has formations to fill up a similar role that doctrines and then special characters did, as well as much more extensive army specific special rules. Frankly I think the best solution was the 4th ed one.


What does the future hold for the Imperial Guard? @ 2017/02/07 16:36:45


Post by: jreilly89


 don_mondo wrote:
BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


IG still have that in the current codex, but it's much more restricted (Veterans only) and a lot of them are minor buffs.


What does the future hold for the Imperial Guard? @ 2017/02/07 22:39:04


Post by: HatlessHorseMan


Can we get a reduction in the cost of heavy weapons squads? Or at least statlines/equipment that reflect their cost?

PLEASE?!

Also bring back the Steel Legion.


What does the future hold for the Imperial Guard? @ 2017/02/07 22:42:02


Post by: Mr Morden


Regimental Tactics are long overdue



What does the future hold for the Imperial Guard? @ 2017/02/10 07:28:51


Post by: mtcwalker


I'd like to see upgrade blisters for each of the regiments represented in the Codex..

Tanith came cloak bits, lasgun scopes and bearded headed
Mordian - Dress blue hats/arms, with ornamental bits for sarges


... you get the idea.


-Regimental doctrines like 5th edition codex, but more fleshed out. Customizable load outs for your army play style
- I want to see russes get a overall points reduction, or at the very least Lumbering Behemoth back.
- Option to put a lagsgun on sargants for free.
- Creed out of the codex. He is supposed to be spaced right.
- Sly Marbo back
- Basilisks reduced in cost by 30 points minimum
- Hellhounds reduced in cost by 20 points
- Ogryns reduced in points by 5-10 ppm
- Deep strike options for scout sentinels
- Chimera reduced in points by 10 ppm
- Chimera autocannon upgrade option as per FW
- Leman russ annihilator back, and conqueror
- New orders
- Vox rules changed to be much more powerful; would like them to reliably keep single infantry squads on the board after suffering casualties away from the main line, to help bring MSU of infantry squads back as an option.
- Conscripts nerfed. I hate playing with these, as they're no fun from a fluff side, but too good to pass down.
- Guardsmen squad costs 40 points

Some interesting, smaller scale platoon orientated formations...

IE:
Recon Platoon Formation:
Requires 1 Platoon Consisting of;
- PCS
- 2 infantry squads exactly (can not combine)
- 1 scout sentinel
- 2 special weapon squads (one with 3x snipers)

Benefits... If one of your snipers hits an enemy model, all other units from this formation gain the twin-linked rule against that squad thereafter.

... just an example...

Okay I'm rambling now, but the list of wants is too big I think .


What does the future hold for the Imperial Guard? @ 2017/02/10 10:56:35


Post by: vostroyan second born


 Kellevil wrote:


Damn fine list!

How about this one;
The ability attach a command squad to the platoon it commands so everyone in the platoon can get FNP from the platoon medic?


the 30k militia allows the player to buy three medics as elite choice and attach them to any (infantry) unit at the start of the game!
this is one upgrade the guard needs!

point drop for valkyrie 30-40 points or give the damm thing some fire power
fast attack units that are actually usable
lasgun is just a joke
smaller formations
regimental tactics or like 30k provenances of war
baneblade and friends as LOW are just ridiculous compared to any other LOW in the game
vox caster grants unlimited order range and reduction of artillery scatter by 3” or just one scatter dice when vox caster has line of sight to target
hydra may fire at ground targets with full bs again!


What does the future hold for the Imperial Guard? @ 2017/02/10 14:01:52


Post by: Arbitrator


I'm going to avoid one of my cynical, "they're not Space Marines and don't work as a straight Ally-unit like Knights do, so they'll be relegated to NPC status" posts but- oh wait.

In all seriousness, I want them to take a look at the Solar Auxilia and bring them closer in line with them. I realise that "dude wave tactics lmao" has become something of an overblown meme surrounding the Imperial Guard, but I feel as if returning to the focus of the Imperial Guard to its bread and butter - Infantry Platoons - would go a long way. By focus I don't just mean allowing us to take thousands of them and ram them down the enemy's throat either. The Solar Auxilia line infantry are everything I want out of the Guard; formations and synergy that improves their shooting and power, ranked order firing that wittles down the enemy until they advance to seize ground, that sort of thing. They're not Space Marines, but they pack an okay punch if you properly 'march' them.

The 'problem' I foresee with the Imperial Guard is that in an age of BIGGER IS BETTER and gradually more and more absurd models, the Imperial Guard are a stark contrast to that. Their entire theme is that they're average humans. This means that the most likely route Games Workshop will go is shoving us some sort of absurd Super Baneblade Extreme++ and going all out on trying to make them the "tank army" whilst pushing out dozens of new, increasingly absurd mechanised units. Failing that, they'll shunt 'Astra Militarum' to the wayside and put Stormtroopers as the new posterboys of 'Average Joes'.


What does the future hold for the Imperial Guard? @ 2017/02/10 16:36:07


Post by: Martel732


Bring back lumbering behemoth. Ordinance rules are wrecking iconic units. Give vehicles split fire. Because, you know, they have crews.


What does the future hold for the Imperial Guard? @ 2017/02/11 15:51:58


Post by: master of ordinance


Oh, and I nearly forgot:
>GW support the Guard for once and actually let us have a major part to play in our own story.


What does the future hold for the Imperial Guard? @ 2017/02/11 20:47:45


Post by: Bobthehero


Not much I am afraid, with the Primarchs returning, the Guard is going to get sidelined even more.

As long as it doesn't get the Free Peoples treatement in AOS...


What does the future hold for the Imperial Guard? @ 2017/02/12 00:22:01


Post by: Makari wins


Grav cannon Sentinal
Lascannon sponsons for Russes (would fit with the vanquisher and even better with the annihilator variant.. which has a 2xTL lascannon turret) - 5 las cannon shots per turn

give stromtroopers/scions WS4, A2 and a hotshot laspistol so they have 3 attacks, they are supposed to be the best trained humans.. on par with commisars.
also...give hotshot shred


What does the future hold for the Imperial Guard? @ 2017/02/12 01:12:50


Post by: BrianDavion


 Nerak wrote:
 don_mondo wrote:
BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


That was 4th ed, and represented gws overall design philosophy at the time. You could do some pretty cool stuff with ig, sm, tyranids, chaos and eldar back then. In IGs case the biggest where probably all deep strike army, fully mechanised, all get 4+save, all get +1 cover and all units could infiltrate the biggest thing. Theese things did not apply to tanks though. Also in accordance with said design all armies warger sections where significantly larger with more options for every model.

In 5th ed GW changed that philosophy and put the focus on special characters, making it "herohammer". Most special characters got a special rule that extended to the entire army. Most of said rules equavelents had been available before as upgrades in the form of doctrines. Wargear secrions where much reduced and streamlined for unit entries.

Not sure what happened in 6th, I honestly wasn't around.

Now in 7th ed most armies has formations to fill up a similar role that doctrines and then special characters did, as well as much more extensive army specific special rules. Frankly I think the best solution was the 4th ed one.


I think making it a bit too open that way would proably be broken, when you have 20 things you can combine in any combo it's a lot easier for things to be broken.

However some general regimental tactics might work.

you could for example take "mechanized" as your regimental tactic and all your vehicles now have the fast rule. (suddenly chimerias are awesome) etc.


What does the future hold for the Imperial Guard? @ 2017/02/12 01:57:28


Post by: Badablack


If we get new guard sculpts they should be slightly smaller with more realistic proportions. Rank and file IG are stuck in the dark past with their enormous heads and hands, slim em down a bit so they're more in line with all the other 40k beasties.

Give them a generic torso and legs, then have upgrade packs with heads/weapons/arms for the many assorted guardsmen armies out there. Heck, bring out plastic Elysians and Death Korps. Two IG armies with very different play styles and equally different/awesome aesthetics.


What does the future hold for the Imperial Guard? @ 2017/02/12 05:33:19


Post by: Fafnir


I wouldn't mind seeing the next codex accomodate Elysians and Krieg, but I wouldn't care to see a GW release of models for them. Those two regiments have their own models and identity under Forgeworld, no need for redundancies there when there are an endless array of worlds in the Imperium with their own unique regiments that could be represented to push diversity even further.

For all the neglect that the guard face, they should be the most diverse and variable faction in the entire 40k setting. No point in treading over old ground, especially when those original models are already doing fantastically on their own.


What does the future hold for the Imperial Guard? @ 2017/02/12 05:39:13


Post by: War Kitten


You know what I want for Guard? Solar Auxilia type models. And what MoO said on page one


What does the future hold for the Imperial Guard? @ 2017/02/12 10:34:24


Post by: Badablack


Releasing basic plastic troops did wonders for boosting 30k popularity due to not spending your whole budget on the core, the same would be even more true for plastic FW guardsmen. Because screw throwing that much money at a resin horde army.

The only problem is that the many varieties of marines are very modular with the differences between chapters easily denoted through head/shoulder swaps. Guardsmen have very different models between worlds. Tallarn vs Krieg vs Valhalla, 3 armies of guys in coats that are nothing alike aesthetically. An updated non cadian plastic guardsmen sprue would need some sort of generic torso/legs that any number of special heads/weapons would match to. I'd imagine they'd have different back torso sections for coated and normal guardsmen and a limited amount of front torsos to stop people from using their 10 man sprues to make extras.


What does the future hold for the Imperial Guard? @ 2017/02/12 12:01:54


Post by: BrianDavion


 Badablack wrote:
Releasing basic plastic troops did wonders for boosting 30k popularity due to not spending your whole budget on the core, the same would be even more true for plastic FW guardsmen. Because screw throwing that much money at a resin horde army.

The only problem is that the many varieties of marines are very modular with the differences between chapters easily denoted through head/shoulder swaps. Guardsmen have very different models between worlds. Tallarn vs Krieg vs Valhalla, 3 armies of guys in coats that are nothing alike aesthetically. An updated non cadian plastic guardsmen sprue would need some sort of generic torso/legs that any number of special heads/weapons would match to. I'd imagine they'd have different back torso sections for coated and normal guardsmen and a limited amount of front torsos to stop people from using their 10 man sprues to make extras.



the best answer would be for GW to introduce new regiments that share eneugh kits for a single "buy 1 kit, build both" kit to work



What does the future hold for the Imperial Guard? @ 2017/02/12 15:39:57


Post by: Makari wins


Oh yeah, and rough riders ought to have a point reduction to 9 points...
or just simply be replaced by Death riders (from Dkok codex)

for rough rider cost +5p they get;
4+ sv
FNP (6+)
+1W
+1A
krak grenades

re-roll dangerous terrain tests
Stubborn
and can take commissars and priests

and the option to upgrade to include scout if i remember correctly.. +10p per squad?


What does the future hold for the Imperial Guard? @ 2017/02/12 15:39:59


Post by: HatlessHorseMan


 Badablack wrote:
Releasing basic plastic troops did wonders for boosting 30k popularity due to not spending your whole budget on the core, the same would be even more true for plastic FW guardsmen. Because screw throwing that much money at a resin horde army.

The only problem is that the many varieties of marines are very modular with the differences between chapters easily denoted through head/shoulder swaps. Guardsmen have very different models between worlds. Tallarn vs Krieg vs Valhalla, 3 armies of guys in coats that are nothing alike aesthetically. An updated non cadian plastic guardsmen sprue would need some sort of generic torso/legs that any number of special heads/weapons would match to. I'd imagine they'd have different back torso sections for coated and normal guardsmen and a limited amount of front torsos to stop people from using their 10 man sprues to make extras.


GW could just sell boxes of guardsmen with great coats and sell heads separately. Boom, Steel Legion, Valhallans, and Vostroyans are now in plastic. IDK why they don't do this with Tallarns already, seeing as they are just Cadians with a special head wrapping. Mordians could only be done with their own cast, so I doubt we'll ever see them in plastic.


What does the future hold for the Imperial Guard? @ 2017/02/12 17:38:00


Post by: master of ordinance


Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)


What does the future hold for the Imperial Guard? @ 2017/02/12 20:54:45


Post by: BrianDavion


 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)


problem is, make em too powerful and you've got space marines, guard need to be about cheap man power thats their thing.


What does the future hold for the Imperial Guard? @ 2017/02/12 21:09:34


Post by: Fafnir


While they're overcosted for their performance, the IG tempestus/stormtroopers manage to exhibit an attempt at a happy medium of cost to power. Vets can come close, but they suffer the problem of having lasguns, and lasguns being absolute garbage.

Of course, I say this as someone who doesn't like massive infantry swarms, preferring a force of badass normals.


What does the future hold for the Imperial Guard? @ 2017/02/12 21:21:14


Post by: Cothonian


 Badablack wrote:
If we get new guard sculpts they should be slightly smaller with more realistic proportions. Rank and file IG are stuck in the dark past with their enormous heads and hands, slim em down a bit so they're more in line with all the other 40k beasties.

Give them a generic torso and legs, then have upgrade packs with heads/weapons/arms for the many assorted guardsmen armies out there. Heck, bring out plastic Elysians and Death Korps. Two IG armies with very different play styles and equally different/awesome aesthetics.


Two advantages to slimming Guardsmen models down to smaller, more proper proportions: 1. They will look better, and 2. it'll make things like Marines and Orks look all the more imposing in comparison to normal human troops.

I will admit though, as I already have an army, it'll be a little rough having two sizes of guardsmen on the table


What does the future hold for the Imperial Guard? @ 2017/02/12 21:22:59


Post by: War Kitten


I think the bog standard Guardsman should get better for his points cost instead of cheaper. There is a reason why I run mechanized Guard instead of a platoon list....


What does the future hold for the Imperial Guard? @ 2017/02/12 21:34:25


Post by: Arbitrator


 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.


Uh, was that meant to be directed at me? Considering I brought up platoons and said the total opposite of wanting to push 'DUDE WAVE TACTICS LMAO'.


What does the future hold for the Imperial Guard? @ 2017/02/12 21:54:27


Post by: master of ordinance


 Arbitrator wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.


Uh, was that meant to be directed at me? Considering I brought up platoons and said the total opposite of wanting to push 'DUDE WAVE TACTICS LMAO'.


Not you, someone else.

There is one thing I want to put to none-Guard players who are just insisting on cheaper units and more of them: Have you ever tried to transport 800+ models and set them up, then play with them? Or for that matter, have you trid affording them, then assembling and painting them?


What does the future hold for the Imperial Guard? @ 2017/02/12 22:21:29


Post by: flamingkillamajig


 master of ordinance wrote:
What we want:
>A points deduction on all Troops choices Sure seems reasonable.
>Lasguns become worth a damn (longer range would help) They're ok when spammed but only vs hordes. I suppose a slight increase or points drop is fine
>Cheaper special and heavy weapons They could also have different types of special and heavy weapons but sure i guess.
>Side armour 11 for the Chimera, along with a points reduction Maybe but raiders cost a crap ton as well.
>Vox casters give unlimited order range I honestly didn't know they didn't have that already.
>Standards are actually useful Dunno what they changed but regimental used to give re-roll LD.
>Relics are not overpriced garbage I don't know enough on this subject.
>Most HQ units have a 20% points reduction Aren't your HQ's already cheap? Dark eldar have to pay like 100 pts after gear. Dark eldar need way cheaper HQ's but dunno about guard.
>Orders become more versatile Somewhat. They're ok but could use more.
>Priests regain access to the Evisicrator Sure.
>Storm Troopers get a 20% points reduction Ok.
>Hellguns become S4 AP3 Assault 3 Points reduction or better guns but not both.
>Volleyguns become S5 AP3 Assault 6 Same with above and an assault 6 gun on infantry is pretty nuts. Splinter cannons are salvo and shoot 6 ap 5 poisoned shots for like 10-15 pts each.
>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP Too much. Grotesques are T5, 3 wounds, rampage, FnP, with flesh gauntlets (6's cause instant death but otherwise counts as poisoned) and 6+ armor for 35 pts and they're considered good. Melee is not guard's strength so it should be at best 25 ppm if not higher if you want all that.
>Bullgryns drop to 28-30 PPM and gain a 3+ save, FNP and modular loadout options Do they not already have a 3+ save or do they need to lock up to do so? I expect no higher than 35 pts or 30 pts if they get more melee options.
>Ratlings become somewhat useful Agreed.
>Sentinels have a 5-10 point reduction in cost I guess.
>Hellhound chassis drop in price by 50% It's been a while since i saw the cost but i remember hellhounds and banewolves being decent.
>GW listens to the communities ideas and advice about what to do with Rough Riders... Or just squats them I actually wanted some in 5th. I think it was the only thing i could think of to handle necrons or possibly tau at the time. They could use some love.
>Leman Russ chassis drop in price by between 15% to 30%, chassis dependent Maybe.
>Leman Russ chassis become 4HP models and regain Lumbering Behemoth No to 4 HP but yes to lumbering behemoth.
>All vehicles gain the ability to become veterans (+1 BS) for 10 points That would actually be pretty interesting esp. for the punisher, vanquisher and any tank that fires off a few shots that are highly dependent on BS.
>The Manticore and Basilisk come down in price by about 20% Never used either and dunno what happened.
>The Deathstrike becomes SD with a +2 on the table Absolutely. Void Raven should also shoot out str 10 ap 1 or Str D as well with the void mine at least and void lances hopefully. Also increase blast size for void mine. Hopefully deathstrike has a big template too.
>Griffons, Bombards and Medusas return Cutting off a bunch of the guard units was bs. However what purpose do they have that the other guard artillery can't already fulfill esp. wyverns?
>The Vanquisher becomes an actual tank killer and monster killer.
>No more Gets Hot on the Executioner Agreed that was a total crap move on GW's part.
>Hydras become good against ground targets again and drop in price Don't know enough about hydras but be glad you have some dedicated AA in your army. Dark eldar get 2 flyers for AA and they're not good at that job.
>Baneblade chassis become part of the army Still of the idea super-heavies and gargantuan have no place in regular 40k. Seriously without either the imbalance would drop considerably.
>Malcador and Machirus tanks become part of the army and can be used in the place of Baneblades in formations Same as above.
>Formations that are actually worth a damn and do cripple your wallet and army to bring Yes but the only good dark eldar formations (ones that do anything) are all in the covens book. Our armies both need some love.
>New models that actually look decent Eh i think the guard got some nice looking models. The bane mask bullgryns maybe aren't too hot but i think guard vehicles can look nice. I am also blessed because if it's one thing GW can do really well aesthetically it's making nice elf/eldar models for each of those separate factions including dark eldar (though harlie masks on all harlie units looks stupid to me). Honestly aesthetics is the least i worry about with guard and dark eldar but more with marine armies (centurions and dreadknights) which i give no ****s about because i hate most marines (dark angels might be an exception).

What we will probably get though will be:
>A 10% to 20% pints increase across the board (because Guard still occasionally beat Marines)
>Leman Russ tanks become AV 13/12/10 (because Marine tanks do not have good armour so why should Guard)
>Battlecannons become S7 and Earthshakers S8, and both become AP4 (because Marines should not be vulnerable to heavy ordnance at all, even when caught in the open)
>Lasguns become S2 (after all, Hellguns are S3)
>A new, poorly named, shoddily designed and completely useless model that we didnt ask for


My opinions in bold as a current dark eldar and previous guard player in 5th.


What does the future hold for the Imperial Guard? @ 2017/02/12 22:42:30


Post by: BrianDavion


 master of ordinance wrote:
 Arbitrator wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.


Uh, was that meant to be directed at me? Considering I brought up platoons and said the total opposite of wanting to push 'DUDE WAVE TACTICS LMAO'.


Not you, someone else.

There is one thing I want to put to none-Guard players who are just insisting on cheaper units and more of them: Have you ever tried to transport 800+ models and set them up, then play with them? Or for that matter, have you trid affording them, then assembling and painting them?


the guard theme however IS "massed waves of dudes" yeah I agree for a lot of people it's not a very feesable set up, but turning them into a small elite units build runs the risk of "space marine scouts... the army!"


What does the future hold for the Imperial Guard? @ 2017/02/12 22:48:49


Post by: Fafnir


 master of ordinance wrote:
 Arbitrator wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.


Uh, was that meant to be directed at me? Considering I brought up platoons and said the total opposite of wanting to push 'DUDE WAVE TACTICS LMAO'.


Not you, someone else.

There is one thing I want to put to none-Guard players who are just insisting on cheaper units and more of them: Have you ever tried to transport 800+ models and set them up, then play with them? Or for that matter, have you trid affording them, then assembling and painting them?


Even from the perspective of playing against them, those massive infantry lines just take too damn long to do anything. Massed infantry guard just aren't fun for anyone.


What does the future hold for the Imperial Guard? @ 2017/02/13 01:12:19


Post by: Future War Cultist


The guard do face a huge conundrum. They have to be individually weaker than the astrates and most xenos, but this means that you'll need to field a lot of them in order to make them work. This is expensive and time consuming to collect, and not much fun to step up and play with or against.

I think one way around it could be to make armoured and mechanised lists more viable. It bugs me that the leman russ isn't featured more in the game, when you look at the massive land armies of WW2 with their legions of tanks. If they made the tanks the main focus and the infantry secondary, people might feel more comfortable collecting them. I'm sure painting up a dozen or so tanks is way more fun than painting hundreds of infantry.

If done right, a good army could be a tank commander, two to three squadrons of leman ruses and a single platoon worth of mechanised infantry with some air support.

One idea I had knocking around was to allow the transports of platoons to squadron up, and the infantry squads in those transports can join together during the game. So you could have a whole platoons worth of infantry in a squadron of chimeras, and when they reach their objective they bail out, "mob up" and become the classic combined infantry mob.

Just my ramblings on the subject.


What does the future hold for the Imperial Guard? @ 2017/02/13 02:05:44


Post by: Orthon


It is Astra Militarum not guard now.

I would not get your hopes up. GW will continue the nerf train AM. Not out of the realm of possibility:

Remove orders to “streamline play” in 8th edition.

Creed and Kell removed because some named character must be removed and they died on Cadia, which doesn’t exist anymore.

Increase the cost of the Chimera by 30 points.

Increase cost of Vendettas by 30 points.

Remove shred from Wyverns and give it a minimum range of 24”.

Ogryns: at the start of the game roll a D6. On a 1, you lose the game.

Make it so Leman Russ can only fire one gun per turn and then they are removed from play.

On a roll of a 1 the Deathstrike explodes at strength D apocalyptic large blast.

Have a formation that requires 200 guardsmen that removes objective secured… drat we already did that!

Fluffwise, the AM continue to get creamed in the fluff and are absorbed into the Tau empire. Leman Russes are replaced by Riptides. God Emperor Guilliman after ascending to the Golden Throne, saves the day with his sword and kills a Stormsurge in one hit. The Tau bow to his might and are absorbed into the Order Grand Alliance Faction along with Aeldari (no longer Eldar) who were already there since they helped create God Emperor Guilliman. The Astra Militarum become imperial again and are still gak except now AM can take Riptides and Stormsurges instead of tanks. Aeldari farseers replace command squads. Really AM are just reduced to conscript human waves since that is all they are good at and vehicles remain utter gak, but they have their place under the Tau, Aeldari, and Guilliman in the new Imperium Secundus.


What does the future hold for the Imperial Guard? @ 2017/02/13 02:41:41


Post by: Rav1rn


The big issue with the guard, aside from the pretty obvious neglect, is that the game mechanics don't play to what should be their strengths.

The guard is designed to play like a force of weak components that is devastating when used cleverly, yet the mechanics have no tactical elements letting players do this.
--No flanking
--No real suppression system
--No combined fire bonuses

The rules lack of depth means the most important factors are a units ability to kill stuff, and live long enough to keep killing stuff. Guard units are just not that good at killing things, and most units aren't very tough. This is supplemented with the orders system, but clearly its not enough.

On top of this, they require a great deal of time to paint, a great deal of money to buy, and a great deal of time to play, since moving 300 models is a slow and laborious process.

Optimistically, id like to see themed formations and detachments introducing the variety and efficacy the guard deserves, with a wide range of new models introduced through campaign sets to boost interest in the faction, but i know that GW lacks either the will or the ability to do them right, so I expect the guard to continue their slow slide into obscurity.


What does the future hold for the Imperial Guard? @ 2017/02/13 03:18:32


Post by: Sledgehammer


 Rav1rn wrote:
The big issue with the guard, aside from the pretty obvious neglect, is that the game mechanics don't play to what should be their strengths.

The guard is designed to play like a force of weak components that is devastating when used cleverly, yet the mechanics have no tactical elements letting players do this.
--No flanking
--No real suppression system
--No combined fire bonuses


This is in my opinion the absolute crux problem that the guard has. In order for a plucky human to be effective he needs to use his head not his brawn. The mechanics do not give guardsman any real advantage for thinking cleverly, so you have to rely on numbers and statistics rather than actual tactics.


What does the future hold for the Imperial Guard? @ 2017/02/13 03:34:52


Post by: Fafnir


 Rav1rn wrote:
The big issue with the guard, aside from the pretty obvious neglect, is that the game mechanics don't play to what should be their strengths.

The guard is designed to play like a force of weak components that is devastating when used cleverly, yet the mechanics have no tactical elements letting players do this.
--No flanking
--No real suppression system
--No combined fire bonuses

The rules lack of depth means the most important factors are a units ability to kill stuff, and live long enough to keep killing stuff. Guard units are just not that good at killing things, and most units aren't very tough. This is supplemented with the orders system, but clearly its not enough.


"The Guard don't work in 40k because 40k is a bad game"

...it's sad, but it's true.

In order to develop guard infantry (vehicles have always functioned as pretty much their own separate game in 40k, and the Guard's solutions on this front would be heavily built on fixing how vehicles function in 7th edition, so I won't touch on that for now), the IG would have to be built on an overhauled order system that could allow them to act as if they had some sort of flanking/suppression/combined fire system. Have orders function less like poor man's psyker buffs, and more like bonuses given for developing coordinated actions.

For example, draw an imaginary line between two units of guardsmen. If an enemy unit is intercepted by that line, both units may fire at the same time, with a severe bonus to reflect a 'flanking' maneuver (for example, imagine this flanking maneuver took up the shooting phase of only one of the flanking units). This would allow stormtroopers and drop troops to act as their fluff actually suggests, while also giving potential for lots of tactical depth.


What does the future hold for the Imperial Guard? @ 2017/02/13 03:37:05


Post by: Sledgehammer


 Fafnir wrote:
 Rav1rn wrote:
The big issue with the guard, aside from the pretty obvious neglect, is that the game mechanics don't play to what should be their strengths.

The guard is designed to play like a force of weak components that is devastating when used cleverly, yet the mechanics have no tactical elements letting players do this.
--No flanking
--No real suppression system
--No combined fire bonuses

The rules lack of depth means the most important factors are a units ability to kill stuff, and live long enough to keep killing stuff. Guard units are just not that good at killing things, and most units aren't very tough. This is supplemented with the orders system, but clearly its not enough.


"The Guard don't work in 40k because 40k is a bad game"

...it's sad, but it's true.

In order to develop guard infantry (vehicles have always functioned as pretty much their own separate game in 40k, and the Guard's solutions on this front would be heavily built on fixing how vehicles function in 7th edition, so I won't touch on that for now), the IG would have to be built on an overhauled order system that could allow them to act as if they had some sort of flanking/suppression/combined fire system. Have orders function less like poor man's psyker buffs, and more like bonuses given for developing coordinated actions.

For example, draw an imaginary line between two units of guardsmen. If an enemy unit is intercepted by that line, both units may fire at the same time, with a severe bonus to reflect a 'flanking' maneuver (for example, imagine this flanking maneuver took up the shooting phase of only one of the flanking units). This would allow stormtroopers and drop troops to act as their fluff actually suggests, while also giving potential for lots of tactical depth.
This is exactly what I'm looking for. Maybe the next edition will go in that direction, but I think I have a better shot of winning the lotto =(


What does the future hold for the Imperial Guard? @ 2017/02/13 06:14:37


Post by: Rav1rn


Fafnir wrote:
Rav1rn wrote:
The big issue with the guard, aside from the pretty obvious neglect, is that the game mechanics don't play to what should be their strengths.

The guard is designed to play like a force of weak components that is devastating when used cleverly, yet the mechanics have no tactical elements letting players do this.
--No flanking
--No real suppression system
--No combined fire bonuses

The rules lack of depth means the most important factors are a units ability to kill stuff, and live long enough to keep killing stuff. Guard units are just not that good at killing things, and most units aren't very tough. This is supplemented with the orders system, but clearly its not enough.

"The Guard don't work in 40k because 40k is a bad game"

...it's sad, but it's true.

In order to develop guard infantry (vehicles have always functioned as pretty much their own separate game in 40k, and the Guard's solutions on this front would be heavily built on fixing how vehicles function in 7th edition, so I won't touch on that for now), the IG would have to be built on an overhauled order system that could allow them to act as if they had some sort of flanking/suppression/combined fire system. Have orders function less like poor man's psyker buffs, and more like bonuses given for developing coordinated actions.

For example, draw an imaginary line between two units of guardsmen. If an enemy unit is intercepted by that line, both units may fire at the same time, with a severe bonus to reflect a 'flanking' maneuver (for example, imagine this flanking maneuver took up the shooting phase of only one of the flanking units). This would allow stormtroopers and drop troops to act as their fluff actually suggests, while also giving potential for lots of tactical depth.

Short term, this is probably the solution. Long term, i'd like to see these systems in the main rules, as there's no real reason only the guard can do this. Once those rules are in place, the orders system is actually a pretty good idea for how to allow officers (and thus players) to augment their troops behavior, while showcasing the guards hierarchical structure.

A major cause of the problems the guard face is, as was mentioned earlier in the thread, is that the game has gotten too "mythic". Everything is about deathstars, super-heavies, and USR combinations because there's no finesse to anything. The best defense is now the same as the best offense; Kill everything before it can attack you.

In the face of wraithlords, knight titans, riptides, and the many varieties of deathstars, infantry serve no purpose since even "elite" infantry like space marines can be wiped out in a single phase with little to no way to respond. This would be less of a problem if these units were treated like the centerpieces they are, being limited to 1 (maybe even 2) per player and assigned objectives and victory conditions for damaging or destroying them to offset their destructive power, but instead they're treated like regular units.

In order for the guard and other horde armies like orks and tyranids to really get back into the game, the rules and releases need to refocus on the role of regular infantry.

GW thinks no one wants to play with infantry because infantry are intrinsically boring. Rather, no one wants to play with infantry because they can't do anything besides sit on an objective and use a special weapon.


What does the future hold for the Imperial Guard? @ 2017/02/13 07:50:40


Post by: Fafnir


Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!). As you've said, infantry has become nothing more than pointless chaff in the current state of the game. GW constantly pushing the game bigger and bigger into All Apocalypse All the Time means that so much firepower just becomes necessary for the sake of even moving things along. The entire game needs to be rebuilt with a smaller, more intimate scale in mind.


What does the future hold for the Imperial Guard? @ 2017/02/13 07:54:52


Post by: flamingkillamajig


 Fafnir wrote:
Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!).


Don't. Just DON'T! I invested probably a thousand dollars and 5-7 years into warhammer fantasy. If GW wants to scale down slightly or have a side game that's toned down slightly that's fine. However AoS went way the **** too far in every possible way. I can't even recognize my poor game anymore and they gave no choice to keep playing Fantasy. It was AoS or get out. That's basically what the GW manager said. He said if they don't want to play aos then we don't want you.


What does the future hold for the Imperial Guard? @ 2017/02/13 08:09:26


Post by: Fafnir


 flamingkillamajig wrote:
 Fafnir wrote:
Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!).


Don't. Just DON'T! I invested probably a thousand dollars and 5-7 years into warhammer fantasy. If GW wants to scale down slightly or have a side game that's toned down slightly that's fine. However AoS went way the **** too far in every possible way. I can't even recognize my poor game anymore and they gave no choice to keep playing Fantasy. It was AoS or get out. That's basically what the GW manager said. He said if they don't want to play aos then we don't want you.


http://www.the-ninth-age.com/



What does the future hold for the Imperial Guard? @ 2017/02/13 08:13:24


Post by: NivlacSupreme


 flamingkillamajig wrote:
 Fafnir wrote:
Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!).


Don't. Just DON'T! I invested probably a thousand dollars and 5-7 years into warhammer fantasy. If GW wants to scale down slightly or have a side game that's toned down slightly that's fine. However AoS went way the **** too far in every possible way. I can't even recognize my poor game anymore and they gave no choice to keep playing Fantasy. It was AoS or get out. That's basically what the GW manager said. He said if they don't want to play aos then we don't want you.


Wow. That's...

Even some people at GW HQ still play 8th.


What does the future hold for the Imperial Guard? @ 2017/02/13 10:24:46


Post by: Future War Cultist


I'm reading a lot of great ideas here.

They should really try to get back to basics with regards to their attitudes towards basic infantry. These should be the bread and butter! I do think that 40k itself needs an overhaul before the guard can be fixed but the ideas expressed here are steps in the right direction.


What does the future hold for the Imperial Guard? @ 2017/02/13 10:35:08


Post by: HANZERtank


Well it would now appear that Catachan is about to get screwed over big time as well as cadia. Rumours lit that a massive void whale is heading straight for it with a large ork waaagh in tow.

So glad I just invested in a platoon of Jungle Fighters after cadia blew up to diversify a bit.


What does the future hold for the Imperial Guard? @ 2017/02/13 10:43:55


Post by: morgoth


 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.


What does the future hold for the Imperial Guard? @ 2017/02/13 10:58:05


Post by: Fafnir


Which is great if you're building a diorama, but in the space of a game, it renders things nearly unplayable. Movement trays are fine and dandy until you realize that a lot of 40k maps will involve maps with some wildly varied terrain where trays just can't properly traverse, in addition to shifts in formation to match the situation.

If I ever get into that army


That's the thing. It all sounds fine and dandy, until you actually have to deal with it (or even fight it, which is an absolute waste of 6 hours to get a god damn game in).

Not to mention the gargantuan task of even painting such a force. I spend around 4 hours on each of my Kriegsmen, not including any modifications that have to be made (because I sure as hell am not going to buy each plasma gun from Forgeworld). And as much as I love my little Kriegers, painting too much of one thing can be exhausting, especially if you intend on making them actually look good. Especially when each guardsman is effectively worthless on the actual tabletop.


What does the future hold for the Imperial Guard? @ 2017/02/13 11:02:57


Post by: BrianDavion


NivlacSupreme wrote:
 flamingkillamajig wrote:
 Fafnir wrote:
Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!).


Don't. Just DON'T! I invested probably a thousand dollars and 5-7 years into warhammer fantasy. If GW wants to scale down slightly or have a side game that's toned down slightly that's fine. However AoS went way the **** too far in every possible way. I can't even recognize my poor game anymore and they gave no choice to keep playing Fantasy. It was AoS or get out. That's basically what the GW manager said. He said if they don't want to play aos then we don't want you.


Wow. That's...

Even some people at GW HQ still play 8th.


on the other hand, I can understand why the GW manager would limit his gaming tables to people playing "presently supported games"


What does the future hold for the Imperial Guard? @ 2017/02/13 11:04:11


Post by: Arbitrator


morgoth wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.

They should bump Conscripts up a smidge and keep them as the option for people who want to drown the enemy in bodies. Meanwhile, regular Guardsmen/Infantry Platoons should be closer to the Solar Auxilia, albeit with slightly worse stats and equipment. It would still mean the Imperial Guard field a fair few more bodies, but both newbies and existing players in larger point games aren't forced to ram human bodies down field like they're Tyranid Gaunts.

I've never seen the Imperial Guard as a horde army. They're somewhere close to one, particularly if you build it that way, but they've always been much closer to a combined arms kit, The problem is that they've ramped the Tau up to such hilarious levels that they're probably struggling to figure out exactly 'what' the Imperial Guard's niche is.



What does the future hold for the Imperial Guard? @ 2017/02/13 11:40:30


Post by: vostroyan second born


 Arbitrator wrote:

They should bump Conscripts up a smidge and keep them as the option for people who want to drown the enemy in bodies. Meanwhile, regular Guardsmen/Infantry Platoons should be closer to the Solar Auxilia, albeit with slightly worse stats and equipment. It would still mean the Imperial Guard field a fair few more bodies, but both newbies and existing players in larger point games aren't forced to ram human bodies down field like they're Tyranid Gaunts.

I've never seen the Imperial Guard as a horde army. They're somewhere close to one, particularly if you build it that way, but they've always been much closer to a combined arms kit, The problem is that they've ramped the Tau up to such hilarious levels that they're probably struggling to figure out exactly 'what' the Imperial Guard's niche is.



AM has no need for more bodys ... there is not much difference between 100 lasguns and 150 lasguns


What does the future hold for the Imperial Guard? @ 2017/02/13 11:51:19


Post by: Fafnir


 vostroyan second born wrote:
 Arbitrator wrote:

They should bump Conscripts up a smidge and keep them as the option for people who want to drown the enemy in bodies. Meanwhile, regular Guardsmen/Infantry Platoons should be closer to the Solar Auxilia, albeit with slightly worse stats and equipment. It would still mean the Imperial Guard field a fair few more bodies, but both newbies and existing players in larger point games aren't forced to ram human bodies down field like they're Tyranid Gaunts.

I've never seen the Imperial Guard as a horde army. They're somewhere close to one, particularly if you build it that way, but they've always been much closer to a combined arms kit, The problem is that they've ramped the Tau up to such hilarious levels that they're probably struggling to figure out exactly 'what' the Imperial Guard's niche is.



AM has no need for more bodys ... there is not much difference between 100 lasguns and 150 lasguns


This really can't be stressed enough. Lasguns are horrendously bad. And while it does make for a fun bit of 40k humour, it also makes for some bad gameplay. Every guard squad serves as little more than wound markers for its special weapons, as no matter the number, a lasgun can never be used with effect.


What does the future hold for the Imperial Guard? @ 2017/02/13 11:55:49


Post by: morgoth


 Fafnir wrote:
Which is great if you're building a diorama, but in the space of a game, it renders things nearly unplayable. Movement trays are fine and dandy until you realize that a lot of 40k maps will involve maps with some wildly varied terrain where trays just can't properly traverse, in addition to shifts in formation to match the situation.

If I ever get into that army


That's the thing. It all sounds fine and dandy, until you actually have to deal with it (or even fight it, which is an absolute waste of 6 hours to get a god damn game in).

Not to mention the gargantuan task of even painting such a force. I spend around 4 hours on each of my Kriegsmen, not including any modifications that have to be made (because I sure as hell am not going to buy each plasma gun from Forgeworld). And as much as I love my little Kriegers, painting too much of one thing can be exhausting, especially if you intend on making them actually look good. Especially when each guardsman is effectively worthless on the actual tabletop.


Movement strips, not trays.
You can always have straight lines of guardsmen and re-arrange them in the field.
Either way, if I played Guard, I would have a solution, because I always find one.

I don't even paint my current army, and clearly I wouldn't paint so many annoying guardsmen, so indeed I can see how expensive or time-intensive it can be.

But still, you don't want to betray the fluff just because "it's too hard".


What does the future hold for the Imperial Guard? @ 2017/02/13 12:29:40


Post by: Future War Cultist


How do you fix lasguns so that they manage to remain 'weak' and yet manage to actually inflict some damage? I've been pondering that question for years.

Do you give them more shots or do you increase their power? Personally, if they bumped them up to strength 4 whilst keeping them at AP: -, that might make them useful whilst keeping them weak. But I'm just brainstorming.


What does the future hold for the Imperial Guard? @ 2017/02/13 13:26:05


Post by: NivlacSupreme


So I've been thinking. A good start for a more fluffy army would be 3 different FOCs. First is the "Tank Company". 2 HQ slots and 6 Heavy Support. 1 HQ mandatory and 1 Troops mandatory. The only HQ available is the tank commander and all Heavy choices are available, although your mandatory has to be a Leman Russ squad.

Next is the standard "Infantry company". 2 more Troops than a CAD but -1 elites and -1 fast attack. You only need 1 HQ and 1 Troops (so that you can play small games using one large platoon). You aren't allowed more veteran squads than platoons.

Finally is the "Armored Company". No Fast Attack but +1 Heavy Support and +2 Troops. Your only compulsory Troops are veterans and all of your troops have to take chimeras. No footslogging infantry is allowed.

I'm very bad at writing rules so I didn't come up with anything. There would be bonuses.


What does the future hold for the Imperial Guard? @ 2017/02/13 14:09:01


Post by: Kanluwen


NivlacSupreme wrote:
So I've been thinking. A good start for a more fluffy army would be 3 different FOCs. First is the "Tank Company". 2 HQ slots and 6 Heavy Support. 1 HQ mandatory and 1 Troops mandatory. The only HQ available is the tank commander and all Heavy choices are available, although your mandatory has to be a Leman Russ squad.

That's basically the Tank Company formation...?

Next is the standard "Infantry company". 2 more Troops than a CAD but -1 elites and -1 fast attack. You only need 1 HQ and 1 Troops (so that you can play small games using one large platoon). You aren't allowed more veteran squads than platoons.

Nope. There's no limitations like that in any other armies, so no.

I've long advocated for a 1:1 ratio of Scouts to SM and things like that, but it just won't work.

Finally is the "Armored Company". No Fast Attack but +1 Heavy Support and +2 Troops. Your only compulsory Troops are veterans and all of your troops have to take chimeras. No footslogging infantry is allowed.

Why would you take away Fast Attacks?

Fast Attack is where Sentinels are. And Sentinels are absolutely 100% fluffy for an Armored Company.


Automatically Appended Next Post:
morgoth wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

Then you play it. I've ran the Emperor's Shield Infantry Company and it just is wildly inflexible and irritating/vexing to play with.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Except they're not powerful. By any stretch of the imagination.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.

Tanks suck right now, not because of the Leman Russes(which are wildly overpointed as it stands right now), but because of the vehicle rules.


Automatically Appended Next Post:
 Future War Cultist wrote:
How do you fix lasguns so that they manage to remain 'weak' and yet manage to actually inflict some damage? I've been pondering that question for years.

Do you give them more shots or do you increase their power? Personally, if they bumped them up to strength 4 whilst keeping them at AP: -, that might make them useful whilst keeping them weak. But I'm just brainstorming.

A Radium style rule.

6s cause an additional Wound, because of the heat from the laser blast or something like that.


What does the future hold for the Imperial Guard? @ 2017/02/13 14:49:40


Post by: ExFideFortis


Guard are not defined by massive waves of chaff infantry. That strategy is employed by some Guard forces but there are many many other strategies employed (Steel Legion, Tanith, Catachan, Elysian). In fact the majority of fluff regiments are not built on human wave tactics. Due to this fact, not to mention how terribly human waves translate to the tabletop, there is absolutely no reason a new Guard codex should be defined by such things.



What does the future hold for the Imperial Guard? @ 2017/02/13 15:04:03


Post by: morgoth


ExFideFortis wrote:
Guard are not defined by massive waves of chaff infantry. That strategy is employed by some Guard forces but there are many many other strategies employed (Steel Legion, Tanith, Catachan, Elysian). In fact the majority of fluff regiments are not built on human wave tactics. Due to this fact, not to mention how terribly human waves translate to the tabletop, there is absolutely no reason a new Guard codex should be defined by such things.



Still, they are expected to suck balls compared to space marines and be vastly more numerous.


What does the future hold for the Imperial Guard? @ 2017/02/13 15:04:50


Post by: master of ordinance


morgoth wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.


And here we have one of the major issues the Guard face: Other factions players.

You disagree, good sir, because to your perspective the Guard army is all about the horde of MORE MANZ THANZ YOUZ LOLZ! In reality the Guard is a combined arms army similar to many WW2 fighting units. We are not a horde army, and this cannot be stressed enough.
Now you see, your perspective of the Guard as a whole is wrong, and your ideas for "fixing" our army are even worse than that. You are talking about making Guardsmen cheaper, but at 5 points per head (6 if you bring Veterans which you do) they cannot really conceivably get any cheaper than they already are, and even if they did then your average Guardsman would have to be a mere 2 points per model (3 or 4 if Veteran) to be anywhere near viable with their current stats. At this point most Guard players will just laugh and throw the towel in because bringing (let alone owning) that many Guardsmen is ludicrous.
What about tanks. Well, you want to make them worse. That is NOT the answer by any stretch of the imagination, especially as they are already bad for their points cost as it is. "But make them cheaper so you can spam them" I hear you cry, but this is not a viable strategy. If anything Leman Russ need to become more powerful AND cheaper to be anywhere near viable again.

Then we come to the crux of the matter: "If I ever get into that army". You do not even PLAY the Imperial Guard, and yet you seem to think that your rather stupid suggestion is a great fix for our army, despite what everyone else has said. You say that you would run thousands of Infantry models on the board, hundreds of support units. Have you any idea how stupid that is? Have you ever tried to collect and build that big of an army? No, you have not. Just buying that many models is beyond the budget of most players, and assembling and painting that vast a sum of near identical figures to any level of tabletop standard takes so long that in the end you find yourself just wanting to pack it in.
And once you have done this herculean task you then have the issue of transporting them to the store, a job that requires a car and several large boxes, before youset up. Setting up will take the better part of an hour, and the chances are that you will struggle to get everything into your deployment zone. And then when you have done so you had better pray that your opponent has no blast weapons, otherwise your army will be removed before it can even do anything.

No, horde Guard is the wrong way to go. However judging by your attitude I am going to guess that you play one of the big three: Marines, Tau or Eldar.
you have no idea, and until you have been here you never will. Wait until your finely painted infantry are reduced to the status of glorified wound markers and your big hitters are laughable, and then come back to us.

On a brighter note, there is one thing that 40K really needs: To come back down in scale so that infantry are viable once again. Look at Bolt Action, a platoon scale game with one or two AFV's operating in a sea of Infantry. It works. We need something like that, a game that focuses on Infantry supported by a couple of vehicles and with the big things left out for specified Apocalypse matches.


Automatically Appended Next Post:
morgoth wrote:

Still, they are expected to suck balls compared to space marines and be vastly more numerous.

Look, stop showing your ignorance and go and read up on the Guard fluff. Dan Abnett's books are a good starting point


What does the future hold for the Imperial Guard? @ 2017/02/13 15:08:10


Post by: Martel732


Blobs with psyker support, artillery, and air cav is the way to go. The tanks are mostly junk. Not enough dakka.


What does the future hold for the Imperial Guard? @ 2017/02/13 15:42:13


Post by: Melissia


morgoth wrote:
I want to see 660 models
A barebones Emperor's Shield Infantry Company is 174 models and can be expanded to be up to 549 models. You can legally play this as a single detachment if you so wish. Fully expanded and kitted out it is well over 4500 points.

If nobody else wants to play that, maybe you should think on WHY they don't want to play it.


What does the future hold for the Imperial Guard? @ 2017/02/13 15:47:40


Post by: don_mondo


 master of ordinance wrote:
. At this point most Guard players will just laugh and throw the towel in because bringing (let alone owning) that many Guardsmen is ludicrous.


What's wrong with owning that many Guardsmen... I pulled out the old plastic RT IG bitz bag the other day and started assembling bodies. Stopped when I hit 100... Not that I would ever want to field that many, two 30-man blobs is usually sufficient (1500-1850 points).


What does the future hold for the Imperial Guard? @ 2017/02/13 15:49:15


Post by: Melissia


 don_mondo wrote:
What's wrong with owning that many Guardsmen
[...]
Stopped when I hit 100... Not that I would ever want to field that many

... I can't tell if this post is parodying itself or not.


What does the future hold for the Imperial Guard? @ 2017/02/13 15:51:12


Post by: Fafnir


ExFideFortis wrote:Guard are not defined by massive waves of chaff infantry. That strategy is employed by some Guard forces but there are many many other strategies employed (Steel Legion, Tanith, Catachan, Elysian). In fact the majority of fluff regiments are not built on human wave tactics. Due to this fact, not to mention how terribly human waves translate to the tabletop, there is absolutely no reason a new Guard codex should be defined by such things.



Hell, even a lot of the forces that are known employ mass waves of infantry are known for more than that. While Krieg might be known first and foremost for their willingness to sacrifice huge numbers of men at once, they're also similarly known for having fantastic stormtroopers, cavalry, and artillery.

morgoth wrote:
ExFideFortis wrote:
Guard are not defined by massive waves of chaff infantry. That strategy is employed by some Guard forces but there are many many other strategies employed (Steel Legion, Tanith, Catachan, Elysian). In fact the majority of fluff regiments are not built on human wave tactics. Due to this fact, not to mention how terribly human waves translate to the tabletop, there is absolutely no reason a new Guard codex should be defined by such things.



Still, they are expected to suck balls compared to space marines and be vastly more numerous.


Learn your fluff. The average conscript might be weak and throw away, but a Stormtrooper is some seriously badass stuff, and physical modifications aside, capable of going toe-to-toe with a space marine. Guard infantry ranges all over the place in terms of quality.


What does the future hold for the Imperial Guard? @ 2017/02/13 16:08:24


Post by: morgoth


 master of ordinance wrote:

And here we have one of the major issues the Guard face: Other factions players.

You disagree, good sir, because to your perspective the Guard army is all about the horde of MORE MANZ THANZ YOUZ LOLZ! In reality the Guard is a combined arms army similar to many WW2 fighting units. We are not a horde army, and this cannot be stressed enough.
Now you see, your perspective of the Guard as a whole is wrong, and your ideas for "fixing" our army are even worse than that. You are talking about making Guardsmen cheaper, but at 5 points per head (6 if you bring Veterans which you do) they cannot really conceivably get any cheaper than they already are, and even if they did then your average Guardsman would have to be a mere 2 points per model (3 or 4 if Veteran) to be anywhere near viable with their current stats. At this point most Guard players will just laugh and throw the towel in because bringing (let alone owning) that many Guardsmen is ludicrous.
What about tanks. Well, you want to make them worse. That is NOT the answer by any stretch of the imagination, especially as they are already bad for their points cost as it is. "But make them cheaper so you can spam them" I hear you cry, but this is not a viable strategy. If anything Leman Russ need to become more powerful AND cheaper to be anywhere near viable again.

Then we come to the crux of the matter: "If I ever get into that army". You do not even PLAY the Imperial Guard, and yet you seem to think that your rather stupid suggestion is a great fix for our army, despite what everyone else has said. You say that you would run thousands of Infantry models on the board, hundreds of support units. Have you any idea how stupid that is? Have you ever tried to collect and build that big of an army? No, you have not. Just buying that many models is beyond the budget of most players, and assembling and painting that vast a sum of near identical figures to any level of tabletop standard takes so long that in the end you find yourself just wanting to pack it in.
And once you have done this herculean task you then have the issue of transporting them to the store, a job that requires a car and several large boxes, before youset up. Setting up will take the better part of an hour, and the chances are that you will struggle to get everything into your deployment zone. And then when you have done so you had better pray that your opponent has no blast weapons, otherwise your army will be removed before it can even do anything.

No, horde Guard is the wrong way to go. However judging by your attitude I am going to guess that you play one of the big three: Marines, Tau or Eldar.
you have no idea, and until you have been here you never will. Wait until your finely painted infantry are reduced to the status of glorified wound markers and your big hitters are laughable, and then come back to us.

On a brighter note, there is one thing that 40K really needs: To come back down in scale so that infantry are viable once again. Look at Bolt Action, a platoon scale game with one or two AFV's operating in a sea of Infantry. It works. We need something like that, a game that focuses on Infantry supported by a couple of vehicles and with the big things left out for specified Apocalypse matches.





I play Eldar and I have 30.000 points of them.
I don't know if that's big enough to you.

What I'm saying about armor is that even if it were to be made stronger, it would need to be cheaper in order for it to look like a mechanized division.

If elite armies can bring more tanks than you, then you fail at being mech-AM.

That's it.
 master of ordinance wrote:

morgoth wrote:

Still, they are expected to suck balls compared to space marines and be vastly more numerous.

Look, stop showing your ignorance and go and read up on the Guard fluff. Dan Abnett's books are a good starting point


Do you mean that there are some books somewhere, that describe the guard being so good as to be able to not suck balls compared to space marines?
Or do you mean that the imperium does not have billions of guardsmen?

I don't know... it seems to me like AM are supposed to be somewhat weak, normal humans, destined to be cannon fodder.


What does the future hold for the Imperial Guard? @ 2017/02/13 16:55:05


Post by: Sledgehammer


 Future War Cultist wrote:
How do you fix lasguns so that they manage to remain 'weak' and yet manage to actually inflict some damage? I've been pondering that question for years.

Do you give them more shots or do you increase their power? Personally, if they bumped them up to strength 4 whilst keeping them at AP: -, that might make them useful whilst keeping them weak. But I'm just brainstorming.
Flanking an enemy should provide a bonus to strength, number of shots, ballistic skill, or AP.

A bunch of soldiers shooting at each other from cover typically don't take each other out as quickly, but if you send a light, and quick fire team focused on flanking the enemy, then they can clear the position in a few seconds.

In short, standing there and firing at an enemy isn't going to be effective and shouldn't be. In a one on one fight against a typical enemy, the guard should lose, but if the guard employ tactics they should be able to decimate the opposing force.

In other words, the guard player should be rewarded for advancing his forces in a tactical manner, and the enemy punished for over extending or ignoring a potential threat.

This system would also allow for a more organic narrative as it would allow otherwise weak units to become heroes if played correctly.


Personally I think riflemen in general are ignored in the 40k ruleset. Bolters aren't really powerful either sadly.


What does the future hold for the Imperial Guard? @ 2017/02/13 17:13:26


Post by: CplPunishment


All the people complaining about poor basic weapons and weak hordes of infantry need to ask themselves why they are even pondering playing IMPERIAL GUARD ( get out of here with that AM nonsense! ). I mean seriously, if you want elite, go for Space Marines. If they are "too elite", then your gripe should be about Storm Troopers being so damn expensive even though they lost standard wargear, wargear options and special abilities with the new codex.

Guard are supposed to be challenging. If you can't stand the heat, stay out of the kitchen!


What does the future hold for the Imperial Guard? @ 2017/02/13 17:15:42


Post by: Future War Cultist


@ master of ordinance

You're absolutely right about Leman Russes. They should cheaper and easier to field. Maybe even better too. A full armoured company with some infantry and air/artillery support should be able to fit into 1800pts.

Now I think that 40k itself needs an overhaul but if we where working in the current system, give a vanquisher cannon instant death. That's a Death Star killer right there. Also, since the Eradicator isn't as good as a Hellhound it needs a boost. Maybe one of those radiation effects that reduce toughness? Oh, that would be pretty good actually.


What does the future hold for the Imperial Guard? @ 2017/02/13 17:23:26


Post by: Kanluwen


CplPunishment wrote:
All the people complaining about poor basic weapons and weak hordes of infantry need to ask themselves why they are even pondering playing IMPERIAL GUARD ( get out of here with that AM nonsense! ).

It literally says Imperial Guard almost every instance in the book. It even says something to the effect of "Astra Militarum is the High Gothic name used for the forces of the Imperial Guard".

Getting bent out of shape about people referring to it as such is pretty petty.
I mean seriously, if you want elite, go for Space Marines. If they are "too elite", then your gripe should be about Storm Troopers being so damn expensive even though they lost standard wargear, wargear options and special abilities with the new codex.

Except Stormtroopers didn't lose anything they haven't had since the post-Doctrines book.

In fact, they actually gained with the addition of the Hotshot Volley Gun.

People don't want Guard to be able to roll up and get into CC with Greater Daemons and win. They want there to be an actual purpose behind the quantity of troops. As it stands now, all it amounts to is more dice to roll.

Guard are supposed to be challenging. If you can't stand the heat, stay out of the kitchen!

This kind of attitude is ridiculous.

Guard aren't "supposed to be challenging". They're supposed to be an army that is built around static firepower and armour.
NONE OF WHICH ACTUALLY WORKS IN 40K RIGHT NOW WHEN PLAYED AS GUARD.

Tanks? Glanced to death.
Infantry? Lol, okay. Upgrading them with any weapons means you're paying Space Marine prices.

This isn't a case of "If you can't stand the heat, stay out of the kitchen". It's a case of the house burning down around the kitchen.


What does the future hold for the Imperial Guard? @ 2017/02/13 17:24:57


Post by: Bichop


Flanking an enemy should be a rule for everyone. It should be in the core rules.

IMO, to fix our lack of power with the infantry, we should have a bonus when 2 or more units are shooting at the same target. I dont know what kind of bonus could be balanced.


Ratlings should have a move-shoot-move rule. Now the can move after shooting but if the hide they will not shoot in the next turn because they have heavy 1 weapons.

Rough Riders shoud have T4 S4+ in order to live enough to do something.

And since our codex was released, there are much more MC. LR Vanquisher should be D force to deal with them. A single no-blast shoot per turn is not OP, IMO.
And it should have +1BS or to be twin linked in order to hit something.

And Regular Taurox should be fast.


What does the future hold for the Imperial Guard? @ 2017/02/13 17:31:13


Post by: Kanluwen


Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


What does the future hold for the Imperial Guard? @ 2017/02/13 18:13:24


Post by: morgoth


 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


And rough riders always looked so unbearably stupid to non-guard players I would bet.

Why did you bring your bretonnians to a 40k game?


What does the future hold for the Imperial Guard? @ 2017/02/13 18:22:02


Post by: CplPunishment


 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


They hurt nothing, and the guard have other elite/fast attack options for you to use if you don't like them. Don't you think dumping them is inconsiderate to the people who spent time/money on them or know how to use them in their local meta? Sorry but that would be a dick-move on GW's part.


What does the future hold for the Imperial Guard? @ 2017/02/13 18:34:15


Post by: Kanluwen


CplPunishment wrote:
 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


They hurt nothing, and the guard have other elite/fast attack options for you to use if you don't like the. Don't uou think dumping them is inconsiderate to the people who spent time/money on them or know how to use them in their local meta? Sorry but that would be a dick-move on GW's part.

Ask anyone who had units of Stormtroopers, Veterans, or Guard infantry with Lasgun/Hellgun armed Sergeants how they feel about the current books.

Short answer? I don't care. They can get over it.
They're legacy options that were kept to maintain a "certain number of options" in those slots, but in reality do nothing but hold back development time that could be used to make something actually thoughtful and interesting.

Something that needs to be understood right here and now is this:
Guard, as an army, need a dramatic restructuring and reconcepting. It won't come from us keeping stupid crap like Ratlings and Rough Riders around.

It will come from us accepting that Fast Attack slots aren't strictly for "things that go fast". It's a perfect slot for Tarantula Sentry Guns, for example, given that TSGs have the capability to be airdropped into position.


What does the future hold for the Imperial Guard? @ 2017/02/13 18:35:34


Post by: KommissarKiln


 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


I'd much, much rather try to fix essentially laughably weak units than lose even more variety. For example, I like MoO's suggestions for Ogryns: point cost reduction and FnP. 20 points with FnP would certainly be too cheap, though. I think 30 is more than fair for 3 wound T5 models with FnP. Similarly, I hate how Bullgryns are forced to replace both their shield and their weapon together. If I could pay for just the power mauls but keep the slab shields, I'd be in heaven (but of course they also need the FnP/10 pt price drop that the unarmored ones need).

What could be done for Ratlings? Perhaps extra range, and either Stealth or Shrouded. Boom, low profile unit in your backfield ruins that are your anti-MC and hard to see, let alone shoot at.

I think cavalry should get similar treatment to bikes. Either an extra wound or +1T seems sensible to me. Since horses can't Jink (for now ), they need something unique that gives them their own distinct advantages, maybe eliminate difficult and dangerous terrain for them. But of course, that's more of an issue with the unit type than the unit itself.

If there can be no Rough Rider buff, put some guardsmen on damn motorcycles, slimmer and less klunky than those silly marine bikes. That could vie for the coolest looking IG model available.


What does the future hold for the Imperial Guard? @ 2017/02/13 18:42:20


Post by: Kanluwen


 KommissarKiln wrote:
 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


I'd much, much rather try to fix essentially laughably weak units than lose even more variety. For example, I like MoO's suggestions for Ogryns: point cost reduction and FnP. 20 points with FnP would certainly be too cheap, though. I think 30 is more than fair for 3 wound T5 models with FnP. Similarly, I hate how Bullgryns are forced to replace both their shield and their weapon together. If I could pay for just the power mauls but keep the slab shields, I'd be in heaven (but of course they also need the FnP/10 pt price drop that the unarmored ones need).

The best fix for Bullgryn with Slab Shields is to make their Grenadier Gauntlets have a special rule associated with them, ala the Death Jester's Biotoxin rounds for his Shuriken Cannon.

Right now, the fact that the GG is Blast preventing Overwatch is ridiculous. It's a flipping Frag Grenade fired out of a tube, not a tank cannon.

What could be done for Ratlings? Perhaps extra range, and either Stealth or Shrouded. Boom, low profile unit in your backfield ruins that are your anti-MC and hard to see, let alone shoot at.

You know what else could be done there?
Bring back actual Guard Sniper Teams like the way that Catachans had them and Elysians have them now.

I think cavalry should get similar treatment to bikes. Either an extra wound or +1T seems sensible to me. Since horses can't Jink (for now ), they need something unique that gives them their own distinct advantages, maybe eliminate difficult and dangerous terrain for them. But of course, that's more of an issue with the unit type than the unit itself.

If there can be no Rough Rider buff, put some guardsmen on damn motorcycles, slimmer and less klunky than those silly marine bikes. That could vie for the coolest looking IG model available.

Yeah, no.

You want something "fast" like that, then the buggies from FW are the way to go. We don't need motorcycles, as they would serve no purpose beyond reconnaissance for the Guard.

Hell, even in the Guard fluff there's no "combat motorcycles". There's the Blackshadow and Hornet bikes mentioned by name in "Gunheads", but they're for couriers/scouts.

Now, if you want to argue for more "nontraditional" stuff for Guard? I'm down for that.

I would love Hornet Biker Teams in FA, where they have no real weapons beyond a "deployable scanner".

Deployable Scanner:
During a Hornet Biker Team's Movement phase, they can select a position near where they moved. They can then place a Scanner Post at that location.

A Scanner Post is a piece of Battlefield Debris with T6 and 4W with a 3+ Armor Save and the special rule of "Sensor Net".


Sensor Net: Enemy units within a 12" range of a Sensor Net cannot claim the benefits of Stealth and/or Shrouded when in Cover or Jinking.
If an enemy unit is within 12" of multiple Scanner Posts, they also cannot claim a Cover Save from area terrain.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:06:49


Post by: don_mondo


 Melissia wrote:
 don_mondo wrote:
What's wrong with owning that many Guardsmen
[...]
Stopped when I hit 100... Not that I would ever want to field that many

... I can't tell if this post is parodying itself or not.


Heheheh, nope, I really did as stated. I could actually field that 660 guardsmen... Might not all be painted, but I've got 'em!


What does the future hold for the Imperial Guard? @ 2017/02/13 19:08:48


Post by: Kanluwen


 don_mondo wrote:
 Melissia wrote:
 don_mondo wrote:
What's wrong with owning that many Guardsmen
[...]
Stopped when I hit 100... Not that I would ever want to field that many

... I can't tell if this post is parodying itself or not.


Heheheh, nope, I really did as stated. I could actually field that 660 guardsmen... Might not all be painted, but I've got 'em!

You understand her point, yes?

You stopped counting when you hit 100, but you wouldn't ever want to field that many.

This is exactly the issue with the Guard as it stands right now. We have formations and bonuses for taking huge amounts of infantry, but what's the point? It's like training a parrot to curse, it's an entertaining but ultimately pointless exercise.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:10:38


Post by: don_mondo


 Kanluwen wrote:


You want something "fast" like that, then the buggies from FW are the way to go. We don't need motorcycles, as they would serve no purpose beyond reconnaissance for the Guard.

Hell, even in the Guard fluff there's no "combat motorcycles". There's the Blackshadow and Hornet bikes mentioned by name in "Gunheads", but they're for couriers/scouts.


And yet, we used to have motorcycle IG... I've still got mine. And my IG landspeeders...


What does the future hold for the Imperial Guard? @ 2017/02/13 19:14:54


Post by: Kanluwen


 don_mondo wrote:
 Kanluwen wrote:


You want something "fast" like that, then the buggies from FW are the way to go. We don't need motorcycles, as they would serve no purpose beyond reconnaissance for the Guard.

Hell, even in the Guard fluff there's no "combat motorcycles". There's the Blackshadow and Hornet bikes mentioned by name in "Gunheads", but they're for couriers/scouts.


And yet, we used to have motorcycle IG... I've still got mine. And my IG landspeeders...

Good for you.

We don't have them now though, and bringing them back as anything beyond noncombat units would be a perfect example of "Missing the Point".


What does the future hold for the Imperial Guard? @ 2017/02/13 19:15:04


Post by: don_mondo


 Kanluwen wrote:
 don_mondo wrote:
 Melissia wrote:
 don_mondo wrote:
What's wrong with owning that many Guardsmen
[...]
Stopped when I hit 100... Not that I would ever want to field that many

... I can't tell if this post is parodying itself or not.


Heheheh, nope, I really did as stated. I could actually field that 660 guardsmen... Might not all be painted, but I've got 'em!

You understand her point, yes?

You stopped counting when you hit 100, but you wouldn't ever want to field that many.

This is exactly the issue with the Guard as it stands right now. We have formations and bonuses for taking huge amounts of infantry, but what's the point? It's like training a parrot to curse, it's an entertaining but ultimately pointless exercise.



ahhhh, nope, guess I missed it. Then again, my goal is to build and paint an entire IG force org, maxed out. Kinda like my buddy that has an entire Smurf Chapter... And by not wanting to field that many I meant the 660, not the 100. I've fielded 100 or more on multiple occasions.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:19:17


Post by: martin74


I just want a veteran driver option for the chimeras when used by a veteran squad.

Veteran Driver: 10 points; Chimera gains fast (after moving, roll a d6, on a 1, vehicle becomes mobilized and loses 1 hull point)


What does the future hold for the Imperial Guard? @ 2017/02/13 19:24:04


Post by: Future War Cultist


I'd miss Ratlings if they were removed. It's not their fault really. The problem with them is that 40k can't do snipers very well in it's current form. Give them camo gear and snare mines for free, so they get +2 to their cover save . And vox casters and a unit leader to help out with orders.

The regular unarmored Ogyrns should be repurposed into a shooting unit. This would be as easy as doubling the range of their ripper guns, redesigning them into machine gun type devices rather than shotguns.

Also, shouldn't we look at the Tau for ideas on how to make the IG better? Supporting Fire and Coordinated Fire for example?


What does the future hold for the Imperial Guard? @ 2017/02/13 19:32:17


Post by: CplPunishment


 Kanluwen wrote:
CplPunishment wrote:
 Kanluwen wrote:
Dump Rough Riders and Ratlings. They've never contributed anything beyond taking up a slot.


They hurt nothing, and the guard have other elite/fast attack options for you to use if you don't like the. Don't uou think dumping them is inconsiderate to the people who spent time/money on them or know how to use them in their local meta? Sorry but that would be a dick-move on GW's part.

Ask anyone who had units of Stormtroopers, Veterans, or Guard infantry with Lasgun/Hellgun armed Sergeants how they feel about the current books.

Short answer? I don't care. They can get over it.
They're legacy options that were kept to maintain a "certain number of options" in those slots, but in reality do nothing but hold back development time that could be used to make something actually thoughtful and interesting.

Something that needs to be understood right here and now is this:
Guard, as an army, need a dramatic restructuring and reconcepting. It won't come from us keeping stupid crap like Ratlings and Rough Riders around.

It will come from us accepting that Fast Attack slots aren't strictly for "things that go fast". It's a perfect slot for Tarantula Sentry Guns, for example, given that TSGs have the capability to be airdropped into position.


I AM one of those guard players who gave my sergeants lasguns. And it pissed me off that I had to reassemble several guardsmen in the name of "streamlining" things. If I am going to fork out hard earned money, I expect them to keep rules for the units I bought. It doesn't take a lot of resources to copy-paste existing rules into new codexes with minor amendments to keep things up to date.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:37:23


Post by: Kanluwen


 Future War Cultist wrote:
I'd miss Ratlings if they were removed. It's not their fault really. The problem with them is that 40k can't do snipers very well in it's current form. Give them camo gear and snare mines for free, so they get +2 to their cover save . And vox casters and a unit leader to help out with orders.

The problem with them is that they're just a way to keep "Halflings in Spaaaace".

No. They have to go, at least in the aspect of them being their own unit.

A "Ratling Marksman Squad" that gets doled out, ala Warlock Councils and other unit attachments? Different story entirely.

The regular unarmored Ogyrns should be repurposed into a shooting unit. This would be as easy as doubling the range of their ripper guns, redesigning them into machine gun type devices rather than shotguns.

Except they are shotguns...?

Realistically, Ripper Shotguns aren't the problem. It's that they're supposed to be a melee unit but they're not really set up for it.

An easier fix would be to give them a "sliding scale" of damage, the closer in you are the more damage it does. And then a bonus for their charge.

Also, shouldn't we look at the Tau for ideas on how to make the IG better? Supporting Fire and Coordinated Fire for example?

The big problem there is you end up with people getting lazy and just wanting to copy/paste those.

Supporting Fire is something that realistically should just be attached to Overwatch though.
Coordinated Fire is something which could be a "High Commander" order.

You want real ideas as to how to make the IG better?
Take their Start Collecting formation special rules and add them into the army period.
Mobile Cover: Infantry models from this Formation that are within 6" of the Armoured Shield's Leman Russ receive a 4+ Cover Save.

Hellrain Reinforcements: Each time a Hellrain Brigade's unit of Militarum Tempestus Scions is completely destroyed, you can --if its Commissar is alive--immediately place a new unit into Ongoing Reserves that is identical to the unit that was destroyed (in terms of the number of models, weapons, and upgrades). Reinforcement units arrive from Deep Strike Reserve and count as being part of the same Formation.



Additionally, Orders being tied to Voxes would be huge.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:38:13


Post by: Martel732


Regimental tactics should totally be a thing. Also, vehicles not sucking would be a huge help.


What does the future hold for the Imperial Guard? @ 2017/02/13 19:39:55


Post by: Kanluwen


CplPunishment wrote:

I AM one of those guard players who gave my sergeants lasguns. And it pissed me off that I had to reassemble several guardsmen in the name of "streamlining" things. If I am going to fork out hard earned money, I expect them to keep rules for the units I bought. It doesn't take a lot of resources to copy-paste existing rules into new codexes with minor amendments to keep things up to date.

When did you buy your Ratlings and Rough Riders?

Hint: You didn't buy Rough Riders any time recently, unless they were from FW. Because they haven't sold them in roughly two flipping years.

Losing things sucks, but quite frankly?
Copy/pasting existing rules into new codices is how we got Space Marine pointed upgrades for Guard characters.


What does the future hold for the Imperial Guard? @ 2017/02/13 20:06:33


Post by: Polonius


The IG have a problem with not really having a strong design principle in the current book. How are they supposed to play? What's their path to victory?

I think there are two basic approaches: dole out enough updgrades and buffs to make them a poor man's Tau/Space Marine list... or... make them the ultimate combined arms force.

Just drop the points on everything, streamline some rules for simplicity sake, and allow an 1850 IG army to really bring an answer to everything. The answer to "are your IG mechanized or blobbed up" will be "YES!"

Keep IG BS3, keep 'em fragile. Drop all the dopey leadership tests on things like orders and war hymns, so you can make units effective, and make armies built around a couple platoons, some heavy weapon teams, mechanized vets, tanks, flier support, artillery, and psykers.

Sure, there are some tweaks I'd make:
-Grenade Launchers are Assault2 (so simple)
- LRBTs not only lose heavy and regain lumbering behemoth, but LB also confers split fire on the turret weapon, so the turret can shoot something differently from the hull/sponsons (part of me would even give the sponsons split fire at 20pts per...)
-Rough Riders gain outflank, and the ability to assault out of reserves.
- Stormtroopers lose AP3 on the hotshots, going back to AP5 with a decent price drop, but I'd give them an order to boost it back up.
-heavy weapon squads gain the "gun shield" rule, and are Toughness 5.

If you drop the price of most options, and tweak a few things, and give the IG access to enough orders, psychic powers, and specialist buffs, I think you can make an interesting army that's not just a pile of bodies or a wall of tanks.



Automatically Appended Next Post:
 Kanluwen wrote:
CplPunishment wrote:

I AM one of those guard players who gave my sergeants lasguns. And it pissed me off that I had to reassemble several guardsmen in the name of "streamlining" things. If I am going to fork out hard earned money, I expect them to keep rules for the units I bought. It doesn't take a lot of resources to copy-paste existing rules into new codexes with minor amendments to keep things up to date.

When did you buy your Ratlings and Rough Riders?

Hint: You didn't buy Rough Riders any time recently, unless they were from FW. Because they haven't sold them in roughly two flipping years.

Losing things sucks, but quite frankly?
Copy/pasting existing rules into new codices is how we got Space Marine pointed upgrades for Guard characters.


And the IG, in particular, have already lost a lot of options, some of which there were models for. I'm looking at you, Last Chancers and Griffon, along with my converted medusas.

There's nothing inherently wrong with rough riders, but their existence shouldn't stand in the way of more interesting units.


What does the future hold for the Imperial Guard? @ 2017/02/13 21:03:51


Post by: Future War Cultist


 Kanluwen wrote:
The problem with them is that they're just a way to keep "Halflings in Spaaaace".

No. They have to go, at least in the aspect of them being their own unit.

A "Ratling Marksman Squad" that gets doled out, ala Warlock Councils and other unit attachments? Different story entirely.


Could work, but I'd prefer them remaining a stand alone unit.

 Kanluwen wrote:

Except they are shotguns...?

Realistically, Ripper Shotguns aren't the problem. It's that they're supposed to be a melee unit but they're not really set up for it.

An easier fix would be to give them a "sliding scale" of damage, the closer in you are the more damage it does. And then a bonus for their charge.


The older metal types certainly looked like shotguns, but the plastic ones on the current models look like machine guns to me. It wouldn't be the worst recon GW ever did.

 Kanluwen wrote:

The big problem there is you end up with people getting lazy and just wanting to copy/paste those.

Supporting Fire is something that realistically should just be attached to Overwatch though.
Coordinated Fire is something which could be a "High Commander" order.

You want real ideas as to how to make the IG better?
Take their Start Collecting formation special rules and add them into the army period.
Mobile Cover: Infantry models from this Formation that are within 6" of the Armoured Shield's Leman Russ receive a 4+ Cover Save.
Hellrain Reinforcements: Each time a Hellrain Brigade's unit of Militarum Tempestus Scions is completely destroyed, you can --if its Commissar is alive--immediately place a new unit into Ongoing Reserves that is identical to the unit that was destroyed (in terms of the number of models, weapons, and upgrades). Reinforcement units arrive from Deep Strike Reserve and count as being part of the same Formation.


These though are far better ideas than simply copying the Tau! They're very fluffy and would really help balance the Guard. If our units are so poor that their destruction is enviable then they should be recyclable.


What does the future hold for the Imperial Guard? @ 2017/02/13 21:28:45


Post by: CplPunishment


 Kanluwen wrote:
CplPunishment wrote:

I AM one of those guard players who gave my sergeants lasguns. And it pissed me off that I had to reassemble several guardsmen in the name of "streamlining" things. If I am going to fork out hard earned money, I expect them to keep rules for the units I bought. It doesn't take a lot of resources to copy-paste existing rules into new codexes with minor amendments to keep things up to date.

When did you buy your Ratlings and Rough Riders?

Hint: You didn't buy Rough Riders any time recently, unless they were from FW. Because they haven't sold them in roughly two flipping years.

Losing things sucks, but quite frankly?
Copy/pasting existing rules into new codices is how we got Space Marine pointed upgrades for Guard characters.


I bought some rough riders circa 3rd & 4th edition. Why does that matter? Hint: it doesn't

I don't have ratlings, but I do like the new sculpts they put out around 5th. I would like to add some to my collection some day. They would fit well in my Fen Guard army.

And you are talking about copy-pasting across factions, which is totally different from copy-pasting within a faction with necessary amendments.


What does the future hold for the Imperial Guard? @ 2017/02/13 21:53:06


Post by: Kanluwen


CplPunishment wrote:
 Kanluwen wrote:
CplPunishment wrote:

I AM one of those guard players who gave my sergeants lasguns. And it pissed me off that I had to reassemble several guardsmen in the name of "streamlining" things. If I am going to fork out hard earned money, I expect them to keep rules for the units I bought. It doesn't take a lot of resources to copy-paste existing rules into new codexes with minor amendments to keep things up to date.

When did you buy your Ratlings and Rough Riders?

Hint: You didn't buy Rough Riders any time recently, unless they were from FW. Because they haven't sold them in roughly two flipping years.

Losing things sucks, but quite frankly?
Copy/pasting existing rules into new codices is how we got Space Marine pointed upgrades for Guard characters.


I bought some rough riders circa 3rd & 4th edition. Why does that matter? Hint: it doesn't

Actually it does. If GW themselves aren't even selling the bloody things, what's the point of them having a unit entry?

I don't have ratlings, but I do like the new sculpts they put out around 5th. I would like to add some to my collection some day. They would fit well in my Fen Guard army.

Meanwhile, the rest of us would probably like a squad for those fantastic Cadian Sniper models available in a 2 pack or the Cadian and Catachan Sniper bits in the Command Squad boxes.
C'est la vie.

And you are talking about copy-pasting across factions, which is totally different from copy-pasting within a faction with necessary amendments.

The two Start Collecting sets I posted the rules from are Astra Militarum(Mobile Cover) and Militarum Tempestus(Hellrain Reinforcements).

Totally different factions, guys!

Supporting Fire is something that I have been advocating for awhile now should just be attached to the rules for Overwatch, period, across every army.
Coordinated Fire is something that...well, there's no real way to avoid it being a "copy/paste". Guard basically got that anyways in Mont'ka where the Emperor's Shield Infantry Company and the Cadian Detachments can issue "First Rank Fire, Second Rank Fire" to every Infantry Squad within the Formations.


Automatically Appended Next Post:
 Future War Cultist wrote:
 Kanluwen wrote:
The problem with them is that they're just a way to keep "Halflings in Spaaaace".

No. They have to go, at least in the aspect of them being their own unit.

A "Ratling Marksman Squad" that gets doled out, ala Warlock Councils and other unit attachments? Different story entirely.


Could work, but I'd prefer them remaining a stand alone unit.

But there's the big issue. Ratlings, like Scout Snipers and Eldar Rangers, just aren't that...interesting or special.

Scout Snipers for Marines got a bit of a shot in the arm with the Pinion Demi-Company, where Scouts grant Ignores Cover to a single unit within 9" and they grant Outflank to a unit that you hold in Reserve with them.
Eldar Rangers are...eh.

To an extent I even feel like this applies to Tau Pathfinders, although they've been given a great lynchpin role in several formations.

 Kanluwen wrote:

Except they are shotguns...?

Realistically, Ripper Shotguns aren't the problem. It's that they're supposed to be a melee unit but they're not really set up for it.

An easier fix would be to give them a "sliding scale" of damage, the closer in you are the more damage it does. And then a bonus for their charge.


The older metal types certainly looked like shotguns, but the plastic ones on the current models look like machine guns to me. It wouldn't be the worst recon GW ever did.

They're made to look like manchild proofed autoshotguns.

Not sure where the "machine gun" impression is coming from.


What does the future hold for the Imperial Guard? @ 2017/02/13 22:44:30


Post by: Future War Cultist


@ Kanluwen

You couldn't see this



passing as a machine gun?

Eh, it's not important and I don't want to get bogged on that detail.

Anyway, a thought came to me. Dedicated transports for wyrdvane pyskers being crewed by other wyrdvane pyskers. Gain pyskic pilot and generate the same power(s) as their parent unit. So it can cast the main power whilst the unit shoots witchfire out of the hatch. Yay or nay?


What does the future hold for the Imperial Guard? @ 2017/02/13 22:47:18


Post by: Makari wins


MAKE RUSSES GREAT AGAIN!

Revert to the 2nd edition vehicles in principle.

A russ could move and fire all the weapons at once (and at different targets). No bs about reduced accuracy from ordinance (only the Demolisher cannon was move or fire)

The tanks had BS4 (hit on 3+)

Moved the same speed as a Chimera.

Russes used to be immune to small arms fire and standard unit melee.. actually Demolisher had the same AV as a Land Raider.
Without giving it 14 all around, an equivalent armour value would be something like
14 13 12 with HP 4

Oh, and did i mention that a Russ used to cost the same as two squads of guardsmen? That would be 100 points by todays costing!

You used to collect guard for the vehicle power, and infantry were meat shields / bubble wrap.


TL;DR To fix Guard, make Russes great again!
BS4
14 13 12
HP 4
Split fire on all weapons (at least the turrent cannon)
Speed = normal vehicle with the old Lumbering Behemoth rule (always fire all weapons at full BS)... at least allow flat out moves FFS a Land raider is faster
Power of the machine spirit


What does the future hold for the Imperial Guard? @ 2017/02/13 22:52:12


Post by: Hawky


Speaking of machineguns, I'm still wonderng why traitor guard have access to heavy stubber for their infantry squads and Guard does have not.

For me, Heavy stubber or alternate laser weapon with S3 AP6 Assault 3 or salvo 3/3 gun for 5p as additional special option would be sufficent.
OR raise it to 10p and give it pinning...


What does the future hold for the Imperial Guard? @ 2017/02/13 22:53:24


Post by: Martel732


How about we give all vehicles split fire on every weapon, since they all have crews? Power of the machine spirit on land raiders and such allows every weapon to fire twice. Then tanks become somewhat fearsome.


What does the future hold for the Imperial Guard? @ 2017/02/13 23:05:18


Post by: Makari wins


To 'fix' infantry....

1. Give vox casters something like the 'markerlight ability"
Let's say 'recon targeting', if another unit with a vox shoots at the same unit and pass a Ld test and then they get +1BS and Pinning. This stacks with the next unit shooting at the same target,

2. The flanking bonus to shooting "if you can draw a straight line between the firing units and through the target unit get a bonus"... perhaps grant the second unit twin-linked.

3. Give guard infantry some sort of assault buff, Maybe a Jr officer order which grants rage (+1 extra attack dice when charging) and +1 initiative, call it "affix bayonetts"
considering FrFsrF results in 3 S3 shots at close range (followed by 2 snapshots and a single S3 punch next turn when charged), 3 S3 punches in assault at higher I is not unbalanced.

4. Allow infantry blobs to unblob or blob before they move each turn, if within unit coherency... this would allow a squad to unblob and move in different directions (think 3 squads) and bring tactics from 1 and 2 to bear on the target... give incentive to have more than one vox per blob.

5. Give commissars Jr officer orders for their own unit (auto pass if they execute a model).
6. Stormtroopers to get a HS laspistol so they have 2 ccw...and WS4... maybe give HS weapons Shred.
7. Rough riders = death riders from Dkok codex (4+, 2W, 2A, re-roll dangerous terrain, 6+ FNP, stubborn.. 16p) .

1 and 2 combined with orders would suddenly become quite powerful, if you are able to use your tactics to maneuver your enemy into the perfect position.


Automatically Appended Next Post:
Oh yeah.. and give Guard access to Grav weapons!
Maybe as an option as a Heavy Grav cannon russ turrent
Grav cannon on armoured sentinals
Grav gun as special option for storm troopers


What does the future hold for the Imperial Guard? @ 2017/02/13 23:18:46


Post by: Kanluwen


 Future War Cultist wrote:
@ Kanluwen

You couldn't see this



passing as a machine gun?

Eh, it's not important and I don't want to get bogged on that detail.

Just gonna point out that you might want to look up videos of the AA-12, USAS12, or the Pancor Jackhammer.

Anyway, a thought came to me. Dedicated transports for wyrdvane pyskers being crewed by other wyrdvane pyskers. Gain pyskic pilot and generate the same power(s) as their parent unit. So it can cast the main power whilst the unit shoots witchfire out of the hatch. Yay or nay?

Nay.

Psykers aren't trusted to be out of sight of a Commissar or Officer. They're not gonna get their own transport.

Now, some kind of weird Psyker strapped into a 'combat' servitor body or something like that with handlers? Totally down for it.


Automatically Appended Next Post:
Makari wins wrote:
To 'fix' infantry....

1. Give vox casters something like the 'markerlight ability"
Let's say 'recon targeting', if another unit with a vox shoots at the same unit and pass a Ld test and then they get +1BS and Pinning. This stacks with the next unit shooting at the same target,

No.

Vox-Casters aren't Markerlights. Silly.

Emperor's Wrath Artillery Battery gives a good bonus to Vox-Caster units. Put that in as standard.
Additionally make it so units with Vox-Casters can receive or send Orders anywhere on the field.

There's a lot more you can do from there, but if we're just bandaid patching without tearing the stuff apart first, these are the big two.

2. The flanking bonus to shooting "if you can draw a straight line between the firing units and through the target unit get a bonus"... perhaps grant the second unit twin-linked.

How does "two units shooting at the same thing" suddenly become twin-linked?

3. Give guard infantry some sort of assault buff, Maybe a Jr officer order which grants rage (+1 extra attack dice when charging) and +1 initiative, call it "affix bayonetts"
considering FrFsrF results in 3 S3 shots at close range (followed by 2 snapshots and a single S3 punch next turn when charged), 3 S3 punches in assault at higher I is not unbalanced.

It's called a Priest.


4. Give commissars Jr officer orders for their own unit (auto pass if they execute a model).

NOPE! You take Commissars, you get nothing useful.

5. Stormtroopers to get a HS laspistol so they have 2 ccw...and WS4... maybe give HS weapons Shred.

How does a Hotshot Laspistol equate to 2 CCW? Do you mean so they get the Pistol+CCW bonus?

And no, Hotshot weapons don't need Shred. They're actually performing fairly well.

6. Rough riders = death riders from Dkok codex (4+, 2W, 2A, re-roll dangerous terrain, 6+ FNP, stubborn.. 16p)

Yeah, no.

Death Riders are a unique unit. Ditch Rough Riders period, then come up with something that doesn't suck or look stupidly out of place in every non-DKoK list.

1 and 2 combined with orders would suddenly become quite powerful, if you are able to use your tactics to maneuver your enemy into the perfect position.


Automatically Appended Next Post:
Oh yeah.. and give Guard access to Grav weapons!
Maybe as an option as a Heavy Grav cannon russ turrent
Grav cannon on armoured sentinals
Grav gun as special option for storm troopers

God no.

Make the existing weapons actually worth a crap. There's a reason why Grav is a must-have for Space Marines. Because basically every other Imperial Special/Heavy Weapon option sucks.


What does the future hold for the Imperial Guard? @ 2017/02/13 23:26:14


Post by: KommissarKiln


I agree with Makari that an order called Fix Bayonets would be fluffy and pretty cool, but I imagine it would be more along the lines of "You can shoot lasguns (and assault weapons) and must attempt to charge in the assault phase," or something like that.


What does the future hold for the Imperial Guard? @ 2017/02/13 23:48:24


Post by: Makari wins


 KommissarKiln wrote:
I agree with Makari that an order called Fix Bayonets would be fluffy and pretty cool, but I imagine it would be more along the lines of "You can shoot lasguns (and assault weapons) and must attempt to charge in the assault phase," or something like that.


This order exists in the DkoK codex.


What does the future hold for the Imperial Guard? @ 2017/02/13 23:50:07


Post by: kurhanik


Fixing vehicles in general will help guard on its own. Depending on how much vehicles get changed in the future will really tell what fixes the Russ and such would need as well, though I am sure it will still need some tweaks to become competitive regardless.

For some wishlisting:
Regimental Doctrines return, and maybe each of the named regiments gains a Jr Command and Senior Command order. GW still sells the models for all of the regiments anyways, even if it is metal, so I don't see why they can't at least give a nod to them.

Scions: remove the +10 point cost for existing and give them +1 leadership, but keep them at 12ppm. Cut command squad's price by 10 as well. Then maybe give some small doctrine type things for them that you choose at the list building stage. Like for example, a "Close Quarters Combat" doctrine might give +1 attack and allow you to replace hot shot lasguns with a pistol + ccw, and 2 members can buy melee special weapons. Namely just alternate ways to build them that differentiates squads from each other and gives some small buffs as well. I suppose since we are wishlisting, I'd like the hot-shot laspistol to have a slight range increase as well, as 6" is a bit short.

Ogryn: I swear in older editions they had better leadership, higher strength in melee, and cost less, albeit they had lower toughness and less attacks. Maybe drop them to 25 points, give them leadership 8 for regulars and 9 for the bone'ead, and make Bullgrins an upgrade? Maybe cost it something like 10 or 15 points to upgrade the squad to 4+ armor (that way it becomes more valuable the more Ogryn you add to the unit), and then let the Bullgrin weapons/shields be upgrades as well. I also wouldn't mind seeing Ogryn able to shoot into melee, considering they are impulsive and crude - if it seems too powerful a thing, maybe make it so rolls of "1" to hit has them shoot their own allies?

A more general thing, but I also believe Vox Casters should provide a table wide benefit. I wouldn't even mind seeing them as standard gear in a squad, and then you can pay points to give them the reroll rule it currently has.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:00:39


Post by: Kanluwen


Makari wins wrote:
 KommissarKiln wrote:
I agree with Makari that an order called Fix Bayonets would be fluffy and pretty cool, but I imagine it would be more along the lines of "You can shoot lasguns (and assault weapons) and must attempt to charge in the assault phase," or something like that.


This order exists in the DkoK codex.

You mean Forge World book*.

Quite honestly, if people want to "fix" Guard in assault?

Emplaced Defenses:
Guard units very rarely fight in the open or without prepared positions. Enemy units charging a squad of Imperial Guardsmen not only have to deal with the fusillade of fire from the Guardsmen as they attempt to close the distance, but also have to deal with concealed mines or other defensive measures.

If an Imperial Guard squad has remained stationary during their previous Movement phase, they can elect to begin deploying emplaced defenses. The defenses become more and more elaborate based upon how long the squad has been deploying emplaced defenses.
1-2 turns stationary: The squad deploys barbed wire and sandbags.
3-4 turns stationary: The squad deploys mines and concussion grenades.
5-6 turns stationary: The squad deploys a Tarantula Sentry Gun.


While this doesn't make them something to charge with, it does scream more of a Guard solution than "Lulz bayonets!1!".


What does the future hold for the Imperial Guard? @ 2017/02/14 00:05:22


Post by: Pouncey


 Future War Cultist wrote:
@ Kanluwen

You couldn't see this



passing as a machine gun?

Eh, it's not important and I don't want to get bogged on that detail.

Anyway, a thought came to me. Dedicated transports for wyrdvane pyskers being crewed by other wyrdvane pyskers. Gain pyskic pilot and generate the same power(s) as their parent unit. So it can cast the main power whilst the unit shoots witchfire out of the hatch. Yay or nay?


That's not "passing as" a machine gun.

That thing absolutely is a machine gun.

Look at the stream of spent casings spewing from it.


Automatically Appended Next Post:
 Kanluwen wrote:
Makari wins wrote:
 KommissarKiln wrote:
I agree with Makari that an order called Fix Bayonets would be fluffy and pretty cool, but I imagine it would be more along the lines of "You can shoot lasguns (and assault weapons) and must attempt to charge in the assault phase," or something like that.


This order exists in the DkoK codex.

You mean Forge World book*.

Quite honestly, if people want to "fix" Guard in assault?

Emplaced Defenses:
Guard units very rarely fight in the open or without prepared positions. Enemy units charging a squad of Imperial Guardsmen not only have to deal with the fusillade of fire from the Guardsmen as they attempt to close the distance, but also have to deal with concealed mines or other defensive measures.

If an Imperial Guard squad has remained stationary during their previous Movement phase, they can elect to begin deploying emplaced defenses. The defenses become more and more elaborate based upon how long the squad has been deploying emplaced defenses.
1-2 turns stationary: The squad deploys barbed wire and sandbags.
3-4 turns stationary: The squad deploys mines and concussion grenades.
5-6 turns stationary: The squad deploys a Tarantula Sentry Gun.


While this doesn't make them something to charge with, it does scream more of a Guard solution than "Lulz bayonets!1!".


Uhhhhhh...

Imperial Guard are standard humans.

We're not... good... at fighting in melee combat. We are too physically pathetic to be effective combatants against the rest of the galaxy.

What we are good at is inventing tools to overcome our physical helplessness. Like guns.

Imperial Guard really should be heavy on shooting and light on melee.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:13:15


Post by: Future War Cultist


@ Pouncey

Exactly. I know automatic shotguns are a thing but that looks like a machine gun to me.

Also, I got this from battle for vedros:

Shoot again in the assault phase instead of assaulting (must be against the same target). Suits us to a tee.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:20:49


Post by: Legio_xx


Personally I would not mind slightly Cheaper MBT and A Grav tank.

Other then that I bring at least 100 guardsmen to a game one or 2 company commanders, x2 30 man conscripts commissar, two 20 man lascannon blobs with commissars and a regimental standard. I then fill up the rest of the army with tanks, vendettas and small storm troopers. My orders win the day and packing my men stop deep strike spam. The tanks last a lot longer behind a wall of men and most manage to get there points before dying. I do not bother with vets as my grunts do it better. I cant tell you how many time my conscripts have locked Dreadknights in combat and my commissar has gotten wounds with the power axes while my tanks and FRFSRF have killed everything else. I fight a space marine army almost every week and only win or lose by one victory point.

The guard are a balanced codex and that is the problem in a world invisible death stars, Tau riptide and storm surge spam, Jet bike spam and free drop pod/rhino/razzor back spam. GW needs to have a long hard look at rule braking Armies and tone them down. thats just my opinion though from my local store and house games.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:24:26


Post by: Snake Tortoise


I'd just make every unit (or the vast majority) 15% cheaper. Maybe buffs for things like ogryns but otherwise simply having more shooting, more bodies and more vehicles seems a decent counter to power creep elsewhere, and fits the fluff nicely. Admittedly I'm not an IG player but I think they do have counters to most things out there, they just need to have a little more of it to balance things.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:35:05


Post by: Future War Cultist


A lot of our stuff is too expensive. You could make infantry squads 30pts, so by the time the essential upgrades are added they're around 50pts which is the most they should cost. Hell, slash the price of a Russ in half too. Make everything cheaper.

But also make it so that IG units become better when working together. Tanks giving the infantry cover saves. A vox caster can call for support instead of shooting (pick one friendly vehicle unit. It gains twin linked against the target). So you can have a tag team of an infantry squad getting cover from the tank despite being in front of it, and their vox caster makes the tank more accurate.

And just like that the postage rolls over to 1000! And within one year too.


What does the future hold for the Imperial Guard? @ 2017/02/14 00:46:50


Post by: HANZERtank


Id love to see more unit synergies.

Things like the leman russ giving cover saves out is a good one.

Then the scout sentinels giving out move through cover to units.

Voxes be used as line of sight for barrage at the cost of not being able to take an order on the squad because radio is in use.

Standards get to look out sir as another guy won't let it fall, and give platoon standards reroll leadership for units from that platoon. Company banner grants stubborn and reroll.

Meanwhile give infantry platoons the bonus from Tyrants legion for better cover saves on the tanks at the cost of taking wounds to the squad.

The core of the guard should be it's infantry, then taking additional units gives them buffs to promote a combined arms style.

Start doing similar things to all armies and balance might make a return?


What does the future hold for the Imperial Guard? @ 2017/02/14 01:23:45


Post by: Dakka Flakka Flame


 Sgt_Smudge wrote:
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

I remember reading this, but I can't place where I read it. It makes sense.

On the other hand I've also remember reading about combined arms IG, where a regiment would have an armored company and the commanding officer would typically assign tanks from the armored company to support the regular line companies as the situation warranted. This also makes sense.

GW has put out a lot of conflicting fluff over the years. I actually like it in the sense that the galaxy is such a big place and the humans in it generally have no idea what's going on (even if they are convinced that they do). I can totally see a high ranking IG officer being reassigned to a new sector and discovering that many regiments under his command had been breaking the rules (as far as he was concerned) by operating as combined arms units. Then those regiments might be pushed to the point of mutiny when he tries to break them up and mash them together to form "properly" divided forces.

The downside to the conflicting fluff is that people end up getting angry in real life over the conflicting information. Also, I know that for me at least stuff tends to run together and get murky over the years and I have to be careful that I'm not half-remembering something I thought would be cool as actual cannon.


As far as guardsmen just feeling like wound counters for heavy weapons, I've always kind of thought of them kind of like German infantry squads during WW2. My understanding, which I could definitely be wrong about as I'm no military historian, is that most of a German squad's firepower came from its machinegun. A big part of the regular squad member's job was to carry extra ammunition for the machine gun and act as a kind of bodyguard. It's not that the K98k rifle was useless, it was still an important part of the squad's gear, but the MG34/42 was the centerpiece. The squad was also supposed to have a submachine gun, and the squad would sometimes split into two fire teams with the MG providing suppressing fire while the other team would maneuver up to get into a good position to use their submachine gun and grenades. Again, I could be wrong and my understanding is that while this is how it was supposed to work on paper German squads often did not have everything they were supposed to have in reality.

In my head I pictured a "normal" IG squad being pretty similar in terms of the effectiveness of their weapons and their tactics, just replacing the K98k with the lasgun, the MG34 with the heavy weapon slot and the submachine gun with the special weapons slot. I put the word "normal" in quotes because different regiments behave in very different ways. I couldn't point to a single piece of fluff that completely backs up this idea, other than ye olde Codex: Cityfight rules that let the IG split ten man squads into five man teams. I liked those rules, as they made having a meltagun and a heavy bolter in the same squad make sense.


There are so many different regiments across the galaxy that I really like that there are regular IG squads, veteran squads and conscript squads to represent them. Some regiments are made up of well-trained riflemen, while others are told which end to point at the enemy and launched in human waves. Some are either really well-trained and equipped by their homeworlds or they are the hardened remnants of what was previously a much larger regiment. It's cool that all of those things can be represented. It also allows for people to have more or less models as time and money allow. As far as making sure those options are all balanced and effective on the tabletop, I don't know if that's possible or not.

I actually wish that we could take conscript squads without taking standard IG squads. For fluffy reasons if I was doing a conscript "human wave" style army I'd rather have most of the guardsmen be conscripts. I can understand why people wouldn't want to play against such an army for fear of it taking all day. When I used to run ork mobs of 20-30 boyz I would just grab the mob in both hands and move them up the board rather than carefully spacing each one. They were all in base contact, so a single large blast could potentially delete the whole mob, but it was fast and my opponents didn't hate my guts. I played casual games, and I can see how doing that would be unacceptable to a tournament player.


I don't have a huge IG army, about ~25 Catachans, ~80 Cadians and assorted vehicles. None are painted to the standard I want, but I'm waiting for 8th edition and to see if any new plastics come out before I put a lot of work into them. I'm not particularly fond of Catachans or Cadians, they're just what has been available in plastic over the years. If there are new plastics that I like I'll probably make them the focus of my collecting.


What does the future hold for the Imperial Guard? @ 2017/02/14 05:04:58


Post by: gnome_idea_what


The idea of adding some sort of flanking/combined pinning fire seems good. Rewarding tactics and punishing poor plays should be the job of at least one army, and the army with almost nothing going for it deserves a gimmick of its own.


What does the future hold for the Imperial Guard? @ 2017/02/14 07:14:43


Post by: flamingkillamajig


NivlacSupreme wrote:
 flamingkillamajig wrote:
 Fafnir wrote:
Another thing that would really help the Guard is an overall reduction in the game's scale (I'm looking at you, Age of Sigmar!).


Don't. Just DON'T! I invested probably a thousand dollars and 5-7 years into warhammer fantasy. If GW wants to scale down slightly or have a side game that's toned down slightly that's fine. However AoS went way the **** too far in every possible way. I can't even recognize my poor game anymore and they gave no choice to keep playing Fantasy. It was AoS or get out. That's basically what the GW manager said. He said if they don't want to play aos then we don't want you.


Wow. That's...

Even some people at GW HQ still play 8th.


My local GW in michigan doesn't allow warhammer fantasy being played and the other is at least 30 mins away. If i need a fantasy fix i'd rather go somewhere that isn't a GW. Sadly this GW is only about 1-2 miles from my current place. The AoS circle-jerking tires me pretty hard esp. having to go in there and constantly be reminded how it's dead even with all the old warhammer fantasy wallpapers and such hung up around the store.

That said the store was previously run by the worst GW employee (awful person for the most part and treated some customers including myself horribly) i've seen in about 10 years of GW experience between two stores and another guy. Supposedly it had gotten a reputation for a sort of clique atmosphere. It was in rochester hills or close to it and a lot of the old players were snobs and jerks.

Sad thing is the great lakes mall store though it was more casual and had more youth it had a better atmosphere and dave was the best manager and best gw employee i've ever seen. Dunno how that horrible GW employee got transferred to the hampton village store.

So i dunno. The current manager and side employees seem ok. I just wish the main one wasn't so anti-Fantasy. Honestly i think it's because in the usa or at least nearby there must be pressure from up top to not play fantasy. I think they're more lenient in europe. Dunno about the UK but a friend made it sound like it's still not allowed at GW stores.

-------

I know about 9th age. The issue is a lot of the competitive players joined that and i didn't entirely like all of them either. I would prefer to just play 8th edition but it'd be so much easier to go to a store close to me and i don't think there is one. Keep in mind i need transportation from others to get to GW and being a mile or 2 away makes it easy but the farther it is the harder it is for me and who drives me. Otherwise i'd just play Fantasy. People have also sorta called it quits when it was no longer supported and i can't totally blame them as skaven needed new stuff and a new codex which before AoS hadn't gotten a codex since maybe '08 or '09 (GW HATES Fantasy players!). Skaven were the 2nd oldest army and had an 8 page FAQ so the rules were written like garbage. When you want to play 8th and they don't have the 8 page FAQ available anymore it's very hard. It's a shame. I wanted to play vampire counts too.

-------

Far as the imperial guard goes i think you guys are safe enough. I've heard in the latest book for all eldar that
Spoiler:
Commoragh was annihilated by daemons
so yeah i have more room to complain than you guys. It honestly sounds like they're about to either combine all eldar factions or just straight up get rid of dark eldar. Keep in mind imperial guard are safe because they're fairly popular, there's always guard or PDF somewhere and they're pretty major as far as faction go (sisters, tau and dark eldar don't have that luxury but sadly tau being OP gives them stupid popularity that is undeserved outside of that such as in lore or aesthetics). Dark eldar possibly being squatted or 40k being AoS end times destroyed will probably declare the end of my GW gaming and hobbying experience as i've been screwed every which way by GW by now. They can turn 40k and Fantasy into counting your teeth and your toes but i'll just sigh heavily and watch from outside of a new tabletop hobby if they decide to do so.



What does the future hold for the Imperial Guard? @ 2017/02/14 08:11:13


Post by: morgoth


I'd much prefer seeing buffs to the tanks tbh.

The problem with IG / AM blobs is that they are too easy for the IoM to turn into fethed up combos.

For a long time, 40-strong blobs were mostly used with Dark Angels in competitive play, and I'm afraid boosting them would make that all the more true.

Also, I'm totally jealous of AM getting cheap blobs to just bubblewrap anything, especially in Apoc, where that option just doesn't exist (unless you're Tyranid).

But that's where the problem of scale shows ... even for 15.000 points, my opponent didn't have much more than 200 guardsmen, which probably take up barely 800 points.

Maybe they should be swarms or something, like have three of them on a bike base lol

Still, I think that the ability to bring cheap bodies and make them fearless is extremely powerful by itself and any upgrades to these blobs could easily make that tool overpowered, while still leaving the AM / IG army not-that-great.


What does the future hold for the Imperial Guard? @ 2017/02/14 09:27:14


Post by: vostroyan second born


 Kanluwen wrote:

And no, Hotshot weapons don't need Shred. They're actually performing fairly well.


Hot Shot weapons are the meanest joke GW could have done to MT ... AP3 requires something that makes the weapon bad at another side ... the result was 18" and if you wnat to rapid fire 9" this is quite useless ... S3 is still a joke

This is the weapon profile MT needs ... then 12pts per model are justified!

Assault 2
24"-16" S3 AP5
16"-08" S4 AP4
08"-00" S5 AP3

AND make deep strike optional for 1-2 points to bring a scion to 10 points!



What does the future hold for the Imperial Guard? @ 2017/02/14 11:47:10


Post by: Future War Cultist


If they are getting rid of the Cadians and Catachans, who will replace them? I hope it's the Vostroyans. They're the nicest IG miniatures outside of FW and are suitably 40kish. Or maybe they'll bring out some new regiment, or dig up one of the 2nd classics. I always thought that the Praetorians could be very 40k too, with a few tweaks. If they took the redcoat uniform aesthetics and threw them into a blender with fantasy empire outriders, ww1 uniforms and 40k imperial designs they could look really awesome.


What does the future hold for the Imperial Guard? @ 2017/02/14 14:05:24


Post by: Makari wins


Well what do you think of adding a fluffy rule to the IG squads and conscripts

expendible, allow friendly units to fire at this unit when they are "locked in melee combat", any hits (including those from templates) are evenly distributed between friendly and enemy models (rounding down).

This would be fluffy, and give the guard a strategic option of rushing expendable troops forward to 'soak up' the enemy unit into close base to base contact and then shell them (and your own troops) with your artillery.


Or maybe just make conscripts expendable... if so
Allow basic squads in the platoon to be taken as conscripts (30p for 10)... or just allow multiple conscript squads to be taken instead of 0-1 per platoon make it 0-3... maybe even give them Ld 6... comeon basic untrained humans are less cowardly that grotz!


What does the future hold for the Imperial Guard? @ 2017/02/14 14:15:03


Post by: CplPunishment


@Kanluwen. Practically EVERY Codex GW has ever printed has had rules for units and/or wargear upgrades that they never made sculpts for or were out of production. This Planet is a very big and diverse place--much like the Imperial guard--and yes there *are* lots of people who still use sub-optimal out of production units because they like a challenge or think it's cool. I like a challenge, and I think they look cool in my Drookian Fen Guard army (I greenstuffed kilts on them and did some head swaps). Are you really telling me that you care so little about the hard work that others put into their armies that you would push for the unnecessary removal of a unit that many people still use?

You like snipers on guardsmen? I do too. I have eight in my Catachan army. In order to put as many in my Drookian Fen Guard army, I would need to sculpt 5-10 more kilts--something I don't have time for. Halflings fit nicely with the Celtic aesthetic of my army and have tended to be the best/most cost-effective snipers in the IG. Yes, I understand that might have changed recently, but rules are fluid in this game and ratlings could get buffed.
I see nothing unreasonable with my position and I fail to see how it affects you or anyone else negatively.


What does the future hold for the Imperial Guard? @ 2017/02/14 14:29:52


Post by: don_mondo


And instead of removing units from the codex, how about putting older units back in. I've got Griffons still gaking on the shelf, I've got a Colossus (loved the AP3 no-cover indirect ordnance!). Those two might be available in the current IA books, don't know, because I haven't bought them and even now prefer to play single source (ie just my codex). And going farther back I have IG landspeeders and motorcycles. I would love to be able to put my old models on the table with official codex rules for them.

I have always hated it when GW decided to drop units from a codex, but... oh well.

Anyways, I'm sure Kanluwen will be along to pooh-pooh my desires but I can live with that.


What does the future hold for the Imperial Guard? @ 2017/02/14 14:31:05


Post by: KommissarKiln


CplPunishment wrote:
@Kanluwen. Practically EVERY Codex GW has ever printed has had rules for units and/or wargear upgrades that they never made sculpts for or were out of production. This Planet is a very big and diverse place--much like the Imperial guard--and yes there *are* lots of people who still use sub-optimal out of production units because they like a challenge or think it's cool. I like a challenge, and I think they look cool in my Drookian Fen Guard army (I greenstuffed kilts on them and did some head swaps). Are you really telling me that you care so little about the hard work that others put into their armies that you would push for the unnecessary removal of a unit that many people still use?

You like snipers on guardsmen? I do too. I have eight in my Catachan army. In order to put as many in my Drookian Fen Guard army, I would need to sculpt 5-10 more kilts--something I don't have time for. Halflings fit nicely with the Celtic aesthetic of my army and have tended to be the best/most cost-effective snipers in the IG. Yes, I understand that might have changed recently, but rules are fluid in this game and ratlings could get buffed.
I see nothing unreasonable with my position and I fail to see how it affects you or anyone else negatively.


I really like this. Have an exalt.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:03:52


Post by: Mr Morden


Makari wins wrote:
Well what do you think of adding a fluffy rule to the IG squads and conscripts

expendible, allow friendly units to fire at this unit when they are "locked in melee combat", any hits (including those from templates) are evenly distributed between friendly and enemy models (rounding down).

This would be fluffy, and give the guard a strategic option of rushing expendable troops forward to 'soak up' the enemy unit into close base to base contact and then shell them (and your own troops) with your artillery.!


And the reason that this rule does not apply to Chaos Cultists, Genestealer Cultists, Orks, Tryanids is?

All of the previous are much less (or even simply will not) likely to rout when they suffer such friendly fire.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:10:53


Post by: don_mondo


 Mr Morden wrote:
Makari wins wrote:
Well what do you think of adding a fluffy rule to the IG squads and conscripts

expendible, allow friendly units to fire at this unit when they are "locked in melee combat", any hits (including those from templates) are evenly distributed between friendly and enemy models (rounding down).

This would be fluffy, and give the guard a strategic option of rushing expendable troops forward to 'soak up' the enemy unit into close base to base contact and then shell them (and your own troops) with your artillery.!


And the reason that this rule does not apply to Chaos Cultists, Genestealer Cultists, Orks, Tryanids is?

All of the previous are much less (or even simply will not) likely to rout when they suffer such friendly fire.


So make it a rule for everyone. Once upon a time we were allowed to shoot into hand-to-hand, never understood why they changed it. If I have two Guardsmen in the middle of a group of Genestealers or as happened my last game, two men fighting a BA Sanguinary Guard unit with attached characters, why wouldn't I shoot? They're dead, Jim! The old rules for random allocation were fairly simple, and for blasts/templates, just determine it based on models covered.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:34:06


Post by: CplPunishment


 don_mondo wrote:
And instead of removing units from the codex, how about putting older units back in. I've got Griffons still gaking on the shelf, I've got a Colossus (loved the AP3 no-cover indirect ordnance!). Those two might be available in the current IA books, don't know, because I haven't bought them and even now prefer to play single source (ie just my codex). And going farther back I have IG landspeeders and motorcycles. I would love to be able to put my old models on the table with official codex rules for them.

I have always hated it when GW decided to drop units from a codex, but... oh well.

Anyways, I'm sure Kanluwen will be along to pooh-pooh my desires but I can live with that.


Exactly.
GW putting forgeworld tanks in an official codex was one of the things I loved about the 5th edition Codex. The fact that I could use my vanquisher, exterminator and griffon again made up for the fact that I had to remove bolters and lasguns from my sergeants. Plus SQUADRONS.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:36:06


Post by: Mr Morden


 don_mondo wrote:
 Mr Morden wrote:
Makari wins wrote:
Well what do you think of adding a fluffy rule to the IG squads and conscripts

expendible, allow friendly units to fire at this unit when they are "locked in melee combat", any hits (including those from templates) are evenly distributed between friendly and enemy models (rounding down).

This would be fluffy, and give the guard a strategic option of rushing expendable troops forward to 'soak up' the enemy unit into close base to base contact and then shell them (and your own troops) with your artillery.!


And the reason that this rule does not apply to Chaos Cultists, Genestealer Cultists, Orks, Tryanids is?

All of the previous are much less (or even simply will not) likely to rout when they suffer such friendly fire.


So make it a rule for everyone. Once upon a time we were allowed to shoot into hand-to-hand, never understood why they changed it. If I have two Guardsmen in the middle of a group of Genestealers or as happened my last game, two men fighting a BA Sanguinary Guard unit with attached characters, why wouldn't I shoot? They're dead, Jim! The old rules for random allocation were fairly simple, and for blasts/templates, just determine it based on models covered.


Cos that makes Tau and Eldar even more powerful? Especially since these two races are the very last ones that would do this.

We did have a brief experiment with it but also making the friendly unit being fired on take a LD test to simulate the issues this tends to cause, it was ok.



What does the future hold for the Imperial Guard? @ 2017/02/14 15:48:32


Post by: CplPunishment


The griffon was the WORKHORSE of my army. At 75pts a piece it made me wish the were in production.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:51:28


Post by: Melissia


morgoth wrote:
I'd much prefer seeing buffs to the tanks tbh.

Why not both?

I mean, I love the Imperial Guard's vehicle selection. I also like their infantry unit design. They need to be BETTER, but fundamentally they are appealing.


What does the future hold for the Imperial Guard? @ 2017/02/14 15:56:56


Post by: NivlacSupreme


There really should be an option to take a single platoon. For small games, just grab a few squads, some conscripts and 2 command squads.


What does the future hold for the Imperial Guard? @ 2017/02/14 16:08:33


Post by: Melissia


There IS such an option. The Emperor's Shield Platoon formation.

Minimum five squads, pcs, and 1 sentinel.


Automatically Appended Next Post:
315 points minimum with a scout sentinel.


What does the future hold for the Imperial Guard? @ 2017/02/14 16:43:10


Post by: Bichop


Tanks are quite recent, they will not make new models of LRBT, Chimera, Sentinels... just to add some few weapon options. The same goes for Scions.
So, I dont expect grav options for these models.

I hope that the Griffon will come back because they have already sold a lot of wyverns, so, it can be time to bring the Griffon back (and to increase 20 ppm the Wyvern in order to sell undercosted Griffons).


What does the future hold for the Imperial Guard? @ 2017/02/14 17:52:20


Post by: don_mondo


 Bichop wrote:
Tanks are quite recent, they will not make new models of LRBT, Chimera, Sentinels... just to add some few weapon options. The same goes for Scions.


Why not? We're on the second version of the LRBT, 2nd Chimera, 3rd Sentinel, 4th 'Scion' (Stormtroopers). But yeah, just another small sprue for additional weapon options would be nice.


What does the future hold for the Imperial Guard? @ 2017/02/14 18:08:44


Post by: CplPunishment


Changes I would make:
*Vox casters: re-roll orders within command range plus RECIEVE ORDERS OUTSIDE THIS RANGE (no reroll).
*Bring back medusa colossus and griffon
*Sentries doctrine for veterans confers stealth, scout, infiltrate, and defensive grenades for 15-20pts
*power swords 5pts, other power weapons 10 and powerfists 15. That's all they're worth in the hands of a guardsman
*edit special weapon squads so that models with a demo charge don't lose their lasgun. While we're at it, allow them to take shotguns or pistol&ccw instead of lasguns.
*go back to an armory system for giving characters wargear. *Bring back options like the stormbolter.
*Give priests back the eviscerator for 15 points plus other options they once had.
*allow any squad that can take a heavy weapons team (except heavy weapon squads) to give one guardsman a heavy flamer or heavy stubber.
*Make Storm Troopers Ld8 again. Give them access to melta bombs again. Give each one a pistol, hotshot lasgun and ccw standard. Give them infiltrate, scout and deep strike.
*give rough riders doctrinal options such as: Grenadiers:4+ save; demolitions: one demo charge and everybody has melta bombs
*Leman Russ regains Lumbering Behemoth rule
*multimelta on sentinels for 10pts. Give them back the chainsaw upgrade!
*give vanquisher a dual fire option like 3rd ed for more points of course.
*make Harker worth 55pts or reduce his cost
*return Marbo but at a higher cost
*reduce Colonel Straken's price tag
*give us back the last chancers?
*buff ratlings or make them cheaper
*reduce price of ogryns

I don't think these requests are unreasonable. What do y'all think?


What does the future hold for the Imperial Guard? @ 2017/02/14 18:29:51


Post by: don_mondo


CplPunishment wrote:
Changes I would make:

*Make Storm Troopers Ld8 again. Give them access to melta bombs again. Give each one a pistol, hotshot lasgun and ccw standard. Give them infiltrate, scout and deep strike.
*give rough riders doctrinal options such as: Grenadiers:4+ save; demolitions: one demo charge and everybody has melta bombs

I don't think these requests are unreasonable. What do y'all think?


Course, Meltabombs for the entire squad are nearly useless given the current rule that only allows one model to attack with them in hth. Gotta protect those knights and superheavies, don't ya know...


What does the future hold for the Imperial Guard? @ 2017/02/14 18:52:17


Post by: CplPunishment


 don_mondo wrote:
CplPunishment wrote:
Changes I would make:

*Make Storm Troopers Ld8 again. Give them access to melta bombs again. Give each one a pistol, hotshot lasgun and ccw standard. Give them infiltrate, scout and deep strike.
*give rough riders doctrinal options such as: Grenadiers:4+ save; demolitions: one demo charge and everybody has melta bombs

I don't think these requests are unreasonable. What do y'all think?


Course, Meltabombs for the entire squad are nearly useless given the current rule that only allows one model to attack with them in hth. Gotta protect those knights and superheavies, don't ya know...


Good points. Perhaps the temporary solution would be to greatly reduce the cost of squad-wide anti-tank grenades?




Automatically Appended Next Post:
And what about my other ideas?


What does the future hold for the Imperial Guard? @ 2017/02/14 19:18:29


Post by: don_mondo


It all looked reasonable to me, even the meltabombs, just that they are not nearly as useful any more.

Voxcasters should def allow unlimted range orders, and the LRMBTs absolutely need Lumbering Behemoth back.


What does the future hold for the Imperial Guard? @ 2017/02/14 19:19:38


Post by: Bichop


 don_mondo wrote:
 Bichop wrote:
Tanks are quite recent, they will not make new models of LRBT, Chimera, Sentinels... just to add some few weapon options. The same goes for Scions.


Why not? We're on the second version of the LRBT, 2nd Chimera, 3rd Sentinel, 4th 'Scion' (Stormtroopers). But yeah, just another small sprue for additional weapon options would be nice.

I would do it but I dont think that GW thinks the same way as we do.


What does the future hold for the Imperial Guard? @ 2017/02/14 19:32:06


Post by: Future War Cultist


The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.


What does the future hold for the Imperial Guard? @ 2017/02/14 19:42:02


Post by: NivlacSupreme


The one advantage to whole unit melta bombs is that you can't kill the anti tank of a unit by killing the sarge.


What does the future hold for the Imperial Guard? @ 2017/02/14 20:20:10


Post by: master of ordinance


 Future War Cultist wrote:
The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.


Agreed and then some!


Automatically Appended Next Post:
 flamingkillamajig wrote:


Far as the imperial guard goes i think you guys are safe enough. I've heard in the latest book for all eldar that
Spoiler:
Commoragh was annihilated by daemons
so yeah i have more room to complain than you guys. It honestly sounds like they're about to either combine all eldar factions or just straight up get rid of dark eldar. Keep in mind imperial guard are safe because they're fairly popular, there's always guard or PDF somewhere and they're pretty major as far as faction go (sisters, tau and dark eldar don't have that luxury but sadly tau being OP gives them stupid popularity that is undeserved outside of that such as in lore or aesthetics). Dark eldar possibly being squatted or 40k being AoS end times destroyed will probably declare the end of my GW gaming and hobbying experience as i've been screwed every which way by GW by now. They can turn 40k and Fantasy into counting your teeth and your toes but i'll just sigh heavily and watch from outside of a new tabletop hobby if they decide to do so.


My heart bleeds. No, really it does.

We are talking here about the horrific malignant that has been done to the Guard in terms of power level, playbility and viability, not boohooing about some mary sue race losing its bastion. I am sorry if I sound harsh, but quite frankly elday are just being handed buffs like no tomorrow. You have never had it hard and probably never will do - mores the pity.


What does the future hold for the Imperial Guard? @ 2017/02/14 20:35:54


Post by: Lord Kragan


 master of ordinance wrote:
 Future War Cultist wrote:
The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.


Agreed and then some!


Automatically Appended Next Post:
 flamingkillamajig wrote:


Far as the imperial guard goes i think you guys are safe enough. I've heard in the latest book for all eldar that
Spoiler:
Commoragh was annihilated by daemons
so yeah i have more room to complain than you guys. It honestly sounds like they're about to either combine all eldar factions or just straight up get rid of dark eldar. Keep in mind imperial guard are safe because they're fairly popular, there's always guard or PDF somewhere and they're pretty major as far as faction go (sisters, tau and dark eldar don't have that luxury but sadly tau being OP gives them stupid popularity that is undeserved outside of that such as in lore or aesthetics). Dark eldar possibly being squatted or 40k being AoS end times destroyed will probably declare the end of my GW gaming and hobbying experience as i've been screwed every which way by GW by now. They can turn 40k and Fantasy into counting your teeth and your toes but i'll just sigh heavily and watch from outside of a new tabletop hobby if they decide to do so.


My heart bleeds. No, really it does.

We are talking here about the horrific malignant that has been done to the Guard in terms of power level, playbility and viability, not boohooing about some mary sue race losing its bastion. I am sorry if I sound harsh, but quite frankly elday are just being handed buffs like no tomorrow. You have never had it hard and probably never will do - mores the pity.


Okay, both of you deserve being gobsmacked.

Flaming because this is about AM not your gripes on AoS and Fantasy. Plus because the dark eldar are still a thing. Yeah, Commorragh got blown to kingdom come but Vect saw it coming and built a contingency measure. Plenty of kabals are fine. Seriously, if you don't know what the hell happened, don't talk nor pull the headless chicken act out nor start threatening with leaving the hobby (not that anyone should care, honestly, it was a pretty childish comment on your part).

Master of Ordnance because your comment is about the most self-entitled thing I've ever heard once you consider that he's talking on the DARK eldar. Have things easy? Dude, they are THE worst army in the game, and have always had many issues to play. IG hasn't had the issues Deldar have had up until very recently nor has had them in the same intensity. They've always had it hard, harder than the guard by the way.

Now as for the matter at hand and after venting my unwarranted anger I'll say that my theory is that they'll introduce new plastic kits. Everyone and their mother knows that catachans and cadians are uglier than a sin, plus they are old plastics, so it's very within the realm of possibility that a new regiment takes the main mantle. Hopefully krieg or armageddon.


What does the future hold for the Imperial Guard? @ 2017/02/14 20:57:36


Post by: shinros


Lord Kragan wrote:
 master of ordinance wrote:
 Future War Cultist wrote:
The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.


Agreed and then some!


Automatically Appended Next Post:
 flamingkillamajig wrote:


Far as the imperial guard goes i think you guys are safe enough. I've heard in the latest book for all eldar that
Spoiler:
Commoragh was annihilated by daemons
so yeah i have more room to complain than you guys. It honestly sounds like they're about to either combine all eldar factions or just straight up get rid of dark eldar. Keep in mind imperial guard are safe because they're fairly popular, there's always guard or PDF somewhere and they're pretty major as far as faction go (sisters, tau and dark eldar don't have that luxury but sadly tau being OP gives them stupid popularity that is undeserved outside of that such as in lore or aesthetics). Dark eldar possibly being squatted or 40k being AoS end times destroyed will probably declare the end of my GW gaming and hobbying experience as i've been screwed every which way by GW by now. They can turn 40k and Fantasy into counting your teeth and your toes but i'll just sigh heavily and watch from outside of a new tabletop hobby if they decide to do so.


My heart bleeds. No, really it does.

We are talking here about the horrific malignant that has been done to the Guard in terms of power level, playbility and viability, not boohooing about some mary sue race losing its bastion. I am sorry if I sound harsh, but quite frankly elday are just being handed buffs like no tomorrow. You have never had it hard and probably never will do - mores the pity.


Okay, both of you deserve being gobsmacked.

Flaming because this is about AM not your gripes on AoS and Fantasy. Plus because the dark eldar are still a thing. Yeah, Commorragh got blown to kingdom come but Vect saw it coming and built a contingency measure. Plenty of kabals are fine. Seriously, if you don't know what the hell happened, don't talk nor pull the headless chicken act out nor start threatening with leaving the hobby (not that anyone should care, honestly, it was a pretty childish comment on your part).

Master of Ordnance because your comment is about the most self-entitled thing I've ever heard once you consider that he's talking on the DARK eldar. Have things easy? Dude, they are THE worst army in the game, and have always had many issues to play. IG hasn't had the issues Deldar have had up until very recently nor has had them in the same intensity. They've always had it hard, harder than the guard by the way.

Now as for the matter at hand and after venting my unwarranted anger I'll say that my theory is that they'll introduce new plastic kits. Everyone and their mother knows that catachans and cadians are uglier than a sin, plus they are old plastics, so it's very within the realm of possibility that a new regiment takes the main mantle. Hopefully krieg or armageddon.


Honestly everyone in my store are guessing guard are going to go the militarum tempestus route when 8th rolls around. I could see GW doing it. Or they are going to take the spot light more this is just my theory.

I know this is a eldar picture but do you see any normal guard? Why did they use tempestus when they could of easily did cadians because its fall of cadia.

Spoiler:


What does the future hold for the Imperial Guard? @ 2017/02/14 21:03:51


Post by: Kanluwen


CplPunishment wrote:Changes I would make:
*Vox casters: re-roll orders within command range plus RECIEVE ORDERS OUTSIDE THIS RANGE (no reroll).

Easier option is just to remove any friggin' requirement to roll for Orders.

*Bring back medusa colossus and griffon

Buy a FW book. They're still in there.

*Sentries doctrine for veterans confers stealth, scout, infiltrate, and defensive grenades for 15-20pts

Why does "Sentries" turn Veterans into Scouts?

*power swords 5pts, other power weapons 10 and powerfists 15. That's all they're worth in the hands of a guardsman

Power weapons, period, as 5 points. Powerfists 10 points.

*edit special weapon squads so that models with a demo charge don't lose their lasgun. While we're at it, allow them to take shotguns or pistol&ccw instead of lasguns.

So basically just make a 6 man Veteran Squad...?

*go back to an armory system for giving characters wargear. *Bring back options like the stormbolter.

There is an armory system for giving characters wargear.

It's on page 89 of Codex: Astra Militarum.

*Give priests back the eviscerator for 15 points plus other options they once had.

If they release a new kit with an Eviscerator, you'll get it back.

Otherwise, no dice.

*allow any squad that can take a heavy weapons team (except heavy weapon squads) to give one guardsman a heavy flamer or heavy stubber.

Heavy Flamers are special weapons, not heavy.

I also wouldn't be surprised to see Heavy Stubbers, whenever we get an actual book update.

*Make Storm Troopers Ld8 again. Give them access to melta bombs again. Give each one a pistol, hotshot lasgun and ccw standard. Give them infiltrate, scout and deep strike.

Mmm...no.

Scions have LD8 thanks to their Tempestors and Tempestor Primes. Additionally, what is with this obsession with giving shooty armies CC options?

*give rough riders doctrinal options such as: Grenadiers:4+ save; demolitions: one demo charge and everybody has melta bombs

Delete Rough Riders. Add something better.

*Leman Russ regains Lumbering Behemoth rule

Which will do literally nothing until they change vehicle rules.

*multimelta on sentinels for 10pts. Give them back the chainsaw upgrade!

Again with the obsession for CC...

*give vanquisher a dual fire option like 3rd ed for more points of course.

Doesn't fix the Vanquisher.

Needs higher ROF.
*make Harker worth 55pts or reduce his cost
*return Marbo but at a higher cost
*reduce Colonel Straken's price tag

Or branch them off into their own Codex.

*give us back the last chancers?

Why? Seriously, what's the point?

*buff ratlings or make them cheaper

Or remove them as an individual unit and make them part of the Platoon structure.

*reduce price of ogryns

I don't think these requests are unreasonable. What do y'all think?

I think most of them are just silly. There's a ton of ways to make Guard viable by just bandaiding things, but putting it bluntly?

CplPunishment wrote:@Kanluwen. Practically EVERY Codex GW has ever printed has had rules for units and/or wargear upgrades that they never made sculpts for or were out of production. This Planet is a very big and diverse place--much like the Imperial guard--and yes there *are* lots of people who still use sub-optimal out of production units because they like a challenge or think it's cool. I like a challenge, and I think they look cool in my Drookian Fen Guard army (I greenstuffed kilts on them and did some head swaps). Are you really telling me that you care so little about the hard work that others put into their armies that you would push for the unnecessary removal of a unit that many people still use?

I care so little about the hard work that others put into their armies when that hard work does nothing but hobble my army, yes.

You like snipers on guardsmen? I do too. I have eight in my Catachan army. In order to put as many in my Drookian Fen Guard army, I would need to sculpt 5-10 more kilts--something I don't have time for. Halflings fit nicely with the Celtic aesthetic of my army and have tended to be the best/most cost-effective snipers in the IG. Yes, I understand that might have changed recently, but rules are fluid in this game and ratlings could get buffed.

Not to a point of ever being useful. And the design team considers Ratlings to be the "Sniper Teams" of the Astra Militarum book.

So until they're dead and buried as a separate unit, I won't get something that doesn't suck. Read the Detachment 99 list and its treatment of Elysian Sniper Teams sometime. You'll thank me for campaigning for Ratlings to get ditched.

I see nothing unreasonable with my position and I fail to see how it affects you or anyone else negatively.

And that's the problem. You're so concerned with "I want to play with all of my models" or "If they remove X as a unit, I won't be able to play them!"(which is nonsense, you still would be able to use Ratlings as the "new" Sniper Teams without people getting on your case) that you're failing to see the forest for the trees.

Guard suck. They SUCK right now.

And you know why? Because GW has been too busy walking on eggshells to keep the old grognards complacent that they haven't done a single damn thing to make the Guard able to compete in the current environment.

I've been involved in this exact same discussion time and time and time again. And it always comes down to a bunch of people who feel that they should be catered to and every single one of their models should remain viable, but by the way our army sucks so how about making my models that are a big part of the reason why our army sucks viable...

You want Rough Riders viable? Cool. I want them dumped and replaced with a non-combat unit. The Guard don't need some CC beast charge unit or other such nonsense. They need utility units.
Future War Cultist wrote:The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.

Yes, a blast weapon is a death star killer...when most death stars have Invisibility on them meaning they cannot be hit by a Deathstrike.

You want to give Guard a way to deal with Invis Deathstars? The answer isn't to make Deathstrikes a D weapon.

It's to make it so that Guard artillery and blast weapons can target a position on the board rather than requiring targeting an enemy unit.



Automatically Appended Next Post:
 shinros wrote:


Honestly everyone in my store are guessing guard are going to go the militarum tempestus route when 8th rolls around. I could see GW doing it. Or they are going to take the spot light more this is just my theory.

I know this is a eldar picture but do you see any normal guard? Why did they use tempestus when they could of easily did cadians because its fall of cadia.

Spoiler:

They used Militarum Tempestus because Inquisitor Greyfax had a bodyguard of Kappic Eagles with her.
She escaped from Cadia, with her bodyguard.

The Cadians who got evacuated from the surface of Cadia also were part of the fleet element that actually got out of the Cadian system.
Abaddon's fleet went after Cawl's ship hard.

That's how Cawl, his Skitarii/Mechanicus, Celestine, Greyfax, and the Black Templars ended up on the planet where they linked up with Yvraine and her forces.


What does the future hold for the Imperial Guard? @ 2017/02/14 21:38:35


Post by: flamingkillamajig


 master of ordinance wrote:
 Future War Cultist wrote:
The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.


Agreed and then some!


Automatically Appended Next Post:
 flamingkillamajig wrote:


Far as the imperial guard goes i think you guys are safe enough. I've heard in the latest book for all eldar that
Spoiler:
Commoragh was annihilated by daemons
so yeah i have more room to complain than you guys. It honestly sounds like they're about to either combine all eldar factions or just straight up get rid of dark eldar. Keep in mind imperial guard are safe because they're fairly popular, there's always guard or PDF somewhere and they're pretty major as far as faction go (sisters, tau and dark eldar don't have that luxury but sadly tau being OP gives them stupid popularity that is undeserved outside of that such as in lore or aesthetics). Dark eldar possibly being squatted or 40k being AoS end times destroyed will probably declare the end of my GW gaming and hobbying experience as i've been screwed every which way by GW by now. They can turn 40k and Fantasy into counting your teeth and your toes but i'll just sigh heavily and watch from outside of a new tabletop hobby if they decide to do so.


My heart bleeds. No, really it does.

We are talking here about the horrific malignant that has been done to the Guard in terms of power level, playbility and viability, not boohooing about some mary sue race losing its bastion. I am sorry if I sound harsh, but quite frankly elday are just being handed buffs like no tomorrow. You have never had it hard and probably never will do - mores the pity.


Was talking Dark Eldar dude which may get squatted and don't have those buffs. Guard are much safer. I used to play them in 5th where they were the most OP faction around. Dark eldar before their 5th ed book had a ugly as sin model line. I finally got into them in 7th edition when riptide and stormsurge were commonplace. They excel at facing dark eldar.

Anyway this is about guard and i think you guys are safe. You still get good looking models and you can still have wall emplacements and other stuff to help you. Guard seems better off.

--------

@Lord Kragan: You didn't go through End Times in fantasy. I was screwed there and a lot of what is going on in 40k end times mirrors Fantasy's end times. That scares the living crap out of me. I spent over a thousand dollars in fantasy and my army faction in fantasy STILL hasn't been updated (with a good new codex and models) with the exception of End Times few models. They very much may make all eldar into one batch (something i don't want but wouldn't be shocked) or they could squat them. However i'm worried 40k will get AoS-ified and that's not something i spent thousands of dollars to have happen to me.

The guard which this is about have it semi-bad. Perhaps they'll wear a different color scheme or maybe we'll get a new main guard regiment. However guard will always be there in some form. They are the backbone of the imperium. As long as the imperium exists so will they. Dark eldar aren't so lucky.

I apologize for going off topic but even being a previous guard player i'm not as afraid for them as dark eldar (though i admit being the punching bag of 40k as guard in the fluff is annoying).


What does the future hold for the Imperial Guard? @ 2017/02/14 21:52:24


Post by: Lord Kragan


No, I just shelled a hundred bucks in orcs (lucky me I had begun with black orcs, I just loved their mean look) and followed ET from beginning to end. You're right, you're special.

But I digress, the thing is that has no bearing in the current discussion which is what will happen to the astra militarum. Where we both agree, and thus is a moot point.


What does the future hold for the Imperial Guard? @ 2017/02/14 21:54:07


Post by: ZebioLizard2



*buff ratlings or make them cheaper


Or remove them as an individual unit and make them part of the Platoon structure.


Actually if you add them to the Platoon Structure you could add some of their lore benefits, Ratlings are very well liked for their cooking (yeah yeah hobbit stuff) but they could provide a LD buff while they are inside a Platoon

Though I wonder why people are thinking Guard are getting outright squatted or have NEVER been strong.. Did people just forget the Leafblower Guard from 5+? They just got screwed in their next few codex's.


What does the future hold for the Imperial Guard? @ 2017/02/14 22:02:32


Post by: flamingkillamajig


Lord Kragan wrote:
No, I just shelled a hundred bucks in orcs (lucky me I had begun with black orcs, I just loved their mean look) and followed ET from beginning to end. You're right, you're special.

But I digress, the thing is that has no bearing in the current discussion which is what will happen to the astra militarum. Where we both agree, and thus is a moot point.


I'm not saying i'm special. Bretonnia, beastmen, etc. had it far worse.

I agree though it's about imperial guard and they have gotten fairly screwed. If 40k end times mirrors fantasy all bad guy factions will do some damage except dark eldar and maybe orks or nids (due to time constraints or something stupid). Nids and orks might get a combined book where the hordes screw over the galaxy. Who knows. Greenies got screwed in Fantasy but undead got a lot so maybe necrons. Guess we'll see.

For what it's worth i do feel a bit bad for guard as it's what i played and you guys are the punching bags of 40k in the lore. However my current army issues just hit me harder right now.


What does the future hold for the Imperial Guard? @ 2017/02/14 22:10:09


Post by: Melissia


 Future War Cultist wrote:
The Deathstrike should become a Destroyer Weapon. Make it a Death Star killer. It's not ideal but in the current rules it's what we need. And if there's any weapon that should be a Destroyer it's that.

Indeed. Honestly it feels like the only reason it's not a D-weapon is that at the time it was made they were restricted to apocalypse, whereas nowadays they're in the normal game.


What does the future hold for the Imperial Guard? @ 2017/02/14 22:15:04


Post by: Martel732


It should be d with a +2 to the table for the innermost part of the blast.


What does the future hold for the Imperial Guard? @ 2017/02/14 22:21:16


Post by: Future War Cultist


@ Kanluwen

A Deathstrike missile should be a Destroyer weapon anyway.

@ Melissia

Yeah, it was released too early.


What does the future hold for the Imperial Guard? @ 2017/02/14 22:32:29


Post by: Kanluwen


 Future War Cultist wrote:
@ Kanluwen

A Deathstrike missile should be a Destroyer weapon anyway.

Stormsurges have a weapon literally called a Destroyer Missile that is not Strength D without expending a Markerlight token.
In any regards, tell me again how Strength D Apocalyptic Blasts defeat Invisible death stars?

I get that you might think it needs to be Strength D, but I'd much rather see a downshift from Strength D outside of melee weapons or requirements that have to be met.

The Stormsurge and its Markerlight requirement, for example, or the sliding range scale.

@ Melissia
Yeah, it was released too early.

Nah. It's simply a case of them not thinking that a D Apocalyptic Blast was appropriate.


Automatically Appended Next Post:
 ZebioLizard2 wrote:

*buff ratlings or make them cheaper


Or remove them as an individual unit and make them part of the Platoon structure.


Actually if you add them to the Platoon Structure you could add some of their lore benefits, Ratlings are very well liked for their cooking (yeah yeah hobbit stuff) but they could provide a LD buff while they are inside a Platoon

Though I wonder why people are thinking Guard are getting outright squatted or have NEVER been strong.. Did people just forget the Leafblower Guard from 5+? They just got screwed in their next few codex's.

To be fair, Leafblower Guard wasn't really a Guard list for all intents and purposes.


What does the future hold for the Imperial Guard? @ 2017/02/14 23:02:37


Post by: Future War Cultist


 Kanluwen wrote:

Stormsurges have a weapon literally called a Destroyer Missile that is not Strength D without expending a Markerlight token.
In any regards, tell me again how Strength D Apocalyptic Blasts defeat Invisible death stars?


Yeah, we all know how messed up Invisibility is. Still doesn't justify not giving Destroyer to the Deathstrike.

 Kanluwen wrote:

Nah. It's simply a case of them not thinking that a D Apocalyptic Blast was appropriate.


What's Robin Cruddace like in person?


What does the future hold for the Imperial Guard? @ 2017/02/14 23:09:34


Post by: master of ordinance


 ZebioLizard2 wrote:


Though I wonder why people are thinking Guard are getting outright squatted or have NEVER been strong.. Did people just forget the Leafblower Guard from 5+? They just got screwed in their next few codex's.

Well, yes, Leafblower was strong. Provided you where playing at 2K+. And allowing allies. And had not come prepared.


 flamingkillamajig wrote:


I apologize for going off topic but even being a previous guard player i'm not as afraid for them as dark eldar (though i admit being the punching bag of 40k as guard in the fluff is annoying).

Oh gak, I feel like a bit of a dick now - I saw eldar and thought Eldar, not Dark Eldar.
You guys have had it rough.

As to the Deathstrike, it really need to be D+2.


What does the future hold for the Imperial Guard? @ 2017/02/14 23:22:43


Post by: Kanluwen


 Future War Cultist wrote:
 Kanluwen wrote:

Stormsurges have a weapon literally called a Destroyer Missile that is not Strength D without expending a Markerlight token.
In any regards, tell me again how Strength D Apocalyptic Blasts defeat Invisible death stars?


Yeah, we all know how messed up Invisibility is. Still doesn't justify not giving Destroyer to the Deathstrike.

It does when you're trying to lower the number of Destroyer weapons, period.


 Kanluwen wrote:

Nah. It's simply a case of them not thinking that a D Apocalyptic Blast was appropriate.


What's Robin Cruddace like in person?

Look back at how many items around that point in time had Strength D as ranged. It wasn't much.


What does the future hold for the Imperial Guard? @ 2017/02/14 23:27:12


Post by: General Annoyance


 Kanluwen wrote:
 Future War Cultist wrote:


Yeah, we all know how messed up Invisibility is. Still doesn't justify not giving Destroyer to the Deathstrike.

It does when you're trying to lower the number of Destroyer weapons, period.


This, as well as the fact that the standard Plasma Warhead on a Deathstrike isn't actually strong enough to justify being a D Weapon.


What does the future hold for the Imperial Guard? @ 2017/02/14 23:50:33


Post by: Martel732


The game neèds far more d weapons not less.

Make it so d blasts ignore invis. Because nukes.


What does the future hold for the Imperial Guard? @ 2017/02/14 23:57:16


Post by: Kanluwen


 General Annoyance wrote:
 Kanluwen wrote:
 Future War Cultist wrote:


Yeah, we all know how messed up Invisibility is. Still doesn't justify not giving Destroyer to the Deathstrike.

It does when you're trying to lower the number of Destroyer weapons, period.


This, as well as the fact that the standard Plasma Warhead on a Deathstrike isn't actually strong enough to justify being a D Weapon.

Um, no. If you want to go by fluff perspective? Then absolutely yes, it should be D based on the warhead.
But I don't want a proliferation of D weapons. I want a reduction in them.

I want to see alternate solutions to just slapping Strength D on crap. An example is a rule like this for the Deathstrike:

Mass Destruction: The devastation caused by the impact of a Deathstrike Missile is not solely counted in the number of lives snuffed out. It's also the amount of material and territory rendered nigh useless by the destructive force of the blast.

Any cover or fortifications which were beneath the blast template permanently reduce the cover saves granted to models by half. Use the markers included with your Deathstrike Launcher kit to keep track of this.


It would require adding a new sprue to the Deathstrike/Manticore box, something that is just a bunch of craters with bits of missile sticking out of it or something of that nature.


What does the future hold for the Imperial Guard? @ 2017/02/15 00:08:59


Post by: flamingkillamajig


 master of ordinance wrote:
 ZebioLizard2 wrote:


Though I wonder why people are thinking Guard are getting outright squatted or have NEVER been strong.. Did people just forget the Leafblower Guard from 5+? They just got screwed in their next few codex's.

Well, yes, Leafblower was strong. Provided you where playing at 2K+. And allowing allies. And had not come prepared.


 flamingkillamajig wrote:


I apologize for going off topic but even being a previous guard player i'm not as afraid for them as dark eldar (though i admit being the punching bag of 40k as guard in the fluff is annoying).

Oh gak, I feel like a bit of a dick now - I saw eldar and thought Eldar, not Dark Eldar.
You guys have had it rough.



It's fine and to be fair i chose to be in the position to play dark eldar. I had admired them when i came in but wanted to wait for a re-vamp which came at 5th. I then went to Fantasy with skaven and didn't get to do dark eldar yet. When Fantasy died i went to dark eldar. I suppose i could've gone for mechanicus or stormtroopers or something but i've had to deal with dark eldar at least over a year. I didn't want to choose an army that was OP but i didn't want one that sucked either. Stormtroopers though cool don't have a large enough model line for me to want them.

Honestly i haven't fought eldar yet but guard and tau are hard fights for us. I can even somewhat do well vs necron decurion in kill points matches (not win but get really, really close). Tau however i only play when i'll get no other game. Nothing is as crushing as facing tau (with formations of 2 stormsurge, a riptide, stealth suits and 2 ghostkeel with shadowsun) with non-covens dark eldar esp. when you don't get to go first. I don't even think the tau player will put on the baby gloves either and he has been considered by some to cheat.


What does the future hold for the Imperial Guard? @ 2017/02/15 00:12:36


Post by: General Annoyance


 Kanluwen wrote:
Um, no. If you want to go by fluff perspective? Then absolutely yes, it should be D based on the warhead.


For a Plasma Warhead? I think S10, AP1, Apoc Template, Ordnance, Ignores Cover is enough for that, although I guess if the explosion was prolonged enough, the payload could melt the area of impact to a congealed pile of slag.

If they allow you to take a Titan Warhead, that would at least have to be a D weapon.

Mass Destruction: The devastation caused by the impact of a Deathstrike Missile is not solely counted in the number of lives snuffed out. It's also the amount of material and territory rendered nigh useless by the destructive force of the blast.

Any cover or fortifications which were beneath the blast template permanently reduce the cover saves granted to models by half. Use the markers included with your Deathstrike Launcher kit to keep track of this.


It would require adding a new sprue to the Deathstrike/Manticore box, something that is just a bunch of craters with bits of missile sticking out of it or something of that nature.


Sounds like an interesting rule for a more powerful warhead (does the Imperium have anything nuclear? if so that'd be perfect), although you would not necessarily have to change the terrain - you could just use some basic markers instead, since you also need to consider making alternate "flattened" terrain pieces for a variety of shapes, such as barricades.

I also want to see a biological warhead option, though I have no ideas myself on how to implement it rules wise.


What does the future hold for the Imperial Guard? @ 2017/02/15 00:17:46


Post by: Future War Cultist


 Kanluwen wrote:

Um, no. If you want to go by fluff perspective? Then absolutely yes, it should be D based on the warhead.
But I don't want a proliferation of D weapons. I want a reduction in them.

I want to see alternate solutions to just slapping Strength D on crap. An example is a rule like this for the Deathstrike:

Mass Destruction: The devastation caused by the impact of a Deathstrike Missile is not solely counted in the number of lives snuffed out. It's also the amount of material and territory rendered nigh useless by the destructive force of the blast.

Any cover or fortifications which were beneath the blast template permanently reduce the cover saves granted to models by half. Use the markers included with your Deathstrike Launcher kit to keep track of this.


It would require adding a new sprue to the Deathstrike/Manticore box, something that is just a bunch of craters with bits of missile sticking out of it or something of that nature.


This isn't a good solution. 40k is convoluted enough already.

But look, you want less D weaponry in the game. I want one extra. Let's just leave it at that.

Anyway, I think Hyrdas could have interceptor. They're essentially mobile versions of the aegis quad cannon so it makes sense to me. However, be aware that I think 40k is completely screwed up at present and I would consider these fixes to be sticky plasters at best.



What does the future hold for the Imperial Guard? @ 2017/02/15 00:33:28


Post by: Kanluwen


 Future War Cultist wrote:
 Kanluwen wrote:

Um, no. If you want to go by fluff perspective? Then absolutely yes, it should be D based on the warhead.
But I don't want a proliferation of D weapons. I want a reduction in them.

I want to see alternate solutions to just slapping Strength D on crap. An example is a rule like this for the Deathstrike:

Mass Destruction: The devastation caused by the impact of a Deathstrike Missile is not solely counted in the number of lives snuffed out. It's also the amount of material and territory rendered nigh useless by the destructive force of the blast.

Any cover or fortifications which were beneath the blast template permanently reduce the cover saves granted to models by half. Use the markers included with your Deathstrike Launcher kit to keep track of this.


It would require adding a new sprue to the Deathstrike/Manticore box, something that is just a bunch of craters with bits of missile sticking out of it or something of that nature.


This isn't a good solution. 40k is convoluted enough already.

It's not as convoluted as you're making it out to be. You place the markers around where the template hit.

Since you have to place the template and make note of what it hit anyway...

But look, you want less D weaponry in the game. I want one extra. Let's just leave it at that.

I want D weaponry restricted to extremely specific situations.

That's all.

Anyway, I think Hyrdas could have interceptor. They're essentially mobile versions of the aegis quad cannon so it makes sense to me. However, be aware that I think 40k is completely screwed up at present and I would consider these fixes to be sticky plasters at best.

The reason people don't take Hydras isn't because they lack Interceptor.

It's because they have Skyfire.

Give them the Auto-Targeting Systems from the FW Hydra and rewrite Skyfire to:

Skyfire: Weapons with this special rule can elect to fire at ground targets or a selection of non-ground targets at their normal Ballistic Skill. Upon declaration of which mode it is firing in, the weapon cannot change fire modes until the controlling player's next turn.

Skyfire affects Jetbikes, Flying Monstrous Creatures, Flying Gargantuan Creatures, Skimmers, Flyers, Superheavy Skimmers, and Superheavy Flyers.


What does the future hold for the Imperial Guard? @ 2017/02/15 00:47:32


Post by: Melissia


 Kanluwen wrote:
what is with this obsession with giving shooty armies CC options?
The same obsession they have with giving assaulty armies shooting options. It adds variety to the internal balance of the army.

The problem isn't when they do it. The problem is when they do it poorly.


What does the future hold for the Imperial Guard? @ 2017/02/15 01:31:11


Post by: Martel732


Str 10 is a joke now. We need more D weapons.


What does the future hold for the Imperial Guard? @ 2017/02/15 01:42:16


Post by: Fafnir


The problem there is the constant escalation. Guard don't need more D weapons (okay, maybe the Deathstrike Missile really should be, but that's it), the game as a whole needs less.


What does the future hold for the Imperial Guard? @ 2017/02/15 01:52:33


Post by: Martel732


 Fafnir wrote:
The problem there is the constant escalation. Guard don't need more D weapons (okay, maybe the Deathstrike Missile really should be, but that's it), the game as a whole needs less.


I disagree, given the ineffectiveness of most heavy weapons, particularly imperial ones.


What does the future hold for the Imperial Guard? @ 2017/02/15 01:56:13


Post by: BrianDavion


Martel732 wrote:
 Fafnir wrote:
The problem there is the constant escalation. Guard don't need more D weapons (okay, maybe the Deathstrike Missile really should be, but that's it), the game as a whole needs less.


I disagree, given the ineffectiveness of most heavy weapons, particularly imperial ones.


it's mostly in effective due to MC spam


What does the future hold for the Imperial Guard? @ 2017/02/15 02:27:54


Post by: ZebioLizard2



Well, yes, Leafblower was strong. Provided you where playing at 2K+. And allowing allies. And had not come prepared.


Allowing Allies.. A thing that didn't exist in 5th edition? Or did something happen mid 5th edition that I missed given the Chimera/tank spam?

Course I didn't see much of IG myself, most tended to use Mech Wolves due to the overall cheaper then all other SM rules of that edition.


What does the future hold for the Imperial Guard? @ 2017/02/15 07:52:06


Post by: Hawky


MC creatures also need mayor reworking. I imagine them having progressive damage system, like vehicles have. Now they are 100% combat effective until their death. Not like vehicles that can get immobilised, stunned or have weapon destroyed.

It just feeld odd when you hit a carnifex with battlecannon, it just switches the dice and rumbles on like nothing happend.

This should decrease the amount of MC spam, thus decrease the power creep of the game, including less D weapons.


What does the future hold for the Imperial Guard? @ 2017/02/15 09:52:10


Post by: morgoth


 Fafnir wrote:
The problem there is the constant escalation. Guard don't need more D weapons (okay, maybe the Deathstrike Missile really should be, but that's it), the game as a whole needs less.


D weapons are the answer to bringing unkillable characters or huge units.

They are the paper to the rock of "one big badass".

They are worthless against MSU and mass cheapies, for which there are other answers, like flamers and large blasts.

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


What does the future hold for the Imperial Guard? @ 2017/02/15 11:42:13


Post by: Fafnir


I appreciate the baseless insinuation, but no, it has nothing to do with my 'one big badass.'

As I said, it's the constant escalation to bigger and better toys. Strength D is just another stepping stone in that constant arms race that has left 40k in such an unhealthy state, in addition to the ever stronger 'one big badasses' that I apparently am so obsessed about using.


What does the future hold for the Imperial Guard? @ 2017/02/15 13:30:54


Post by: don_mondo


morgoth wrote:

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...


What does the future hold for the Imperial Guard? @ 2017/02/15 13:36:59


Post by: Future War Cultist


Even though I think that the Deathstrike missile needs destroyer, it is a symptom of how bad things have gotten in 40k. I say that 40k itself needs fixed before you can fix any army within it, including the IG.


What does the future hold for the Imperial Guard? @ 2017/02/15 14:01:18


Post by: KommissarKiln


 don_mondo wrote:
morgoth wrote:

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...


Basically this. I know it would be waaaay too much to ask for (which says a lot), but based on fluff I feel like deathstrike should be one of the only Str D weapons out there. After all, it's a fairly expensive single shot weapon that scatters on IG BS. Hardly a gamebreaking unit even with the buff.

That and/or pay a hefty fee to make it vortex, like those mentioned in the codex entry.


What does the future hold for the Imperial Guard? @ 2017/02/15 14:05:23


Post by: NivlacSupreme


Aren't Deathstrikes meant to be nuclear? Seems D worthy to
me.


What does the future hold for the Imperial Guard? @ 2017/02/15 14:07:12


Post by: Mad Doc Grotsnik


Nah.

Variety of warheads (Multiple Barrage warhead, Warp, and Plasma if memory serves from Epic. Don't think they ever got Harpoon?)

Defo not Nuclear.


What does the future hold for the Imperial Guard? @ 2017/02/15 14:07:33


Post by: General Annoyance


NivlacSupreme wrote:
Aren't Deathstrikes meant to be nuclear? Seems D worthy to
me.


The most common type of warhead used with a Deathstrike Launcher is a Plasma Warhead. Definitely highly destructive, debatable on whether it is worthy of being a D weapon as opposed to S 10

 Mad Doc Grotsnik wrote:
Nah.

Variety of warheads (Multiple Barrage warhead, Warp, and Plasma if memory serves from Epic. Don't think they ever got Harpoon?)

Defo not Nuclear.


Plasma, Vortex, Biological and Titan Killing Warheads are the only ones I'm aware of, of which the game only uses two (Plasma and Vortex). If a nuclear warhead does exist, I'd certainly argue for that to be a destroyer weapon.


What does the future hold for the Imperial Guard? @ 2017/02/15 14:15:32


Post by: Martel732


I'd make it nuclear. Because feth Xenos.


What does the future hold for the Imperial Guard? @ 2017/02/15 18:30:46


Post by: master of ordinance


Well, maybe it should have several profiles...
say, you pick a missile before firing:

Cluster/multi barrage
S8 AP4 Ordnance 8 10" blast

Plasma Warhead
SD+2 AP1 Ordnance 1 10+3D6" blast

Vortex
S- AP- 10" blast, Vortex
[Vortex - any model under the template, and any terrain piece touched by it, is removed from play. Do not remove the marker, instead leave it in play and at the start of each turn roll a D6: 1; remove the marker from play, 2 to 5; scatter the marker 2D6" in a random direction with a hit counting as no move, 6; scatter the marker as above, and then place another marker on the board where the marker began its move and scatter it too]

Incineration
S7 AP3 Ordnance 1 16+3D6" blast, Ignores Cover


What does the future hold for the Imperial Guard? @ 2017/02/15 19:03:38


Post by: War Kitten


Choosing a warhead before firing might be the way to go. I had an idea of giving the Deathstrike the ability to "purchase" a certain warhead before the game starts, but just choosing would probably work better


What does the future hold for the Imperial Guard? @ 2017/02/15 19:17:00


Post by: Martel732


One could make D warheads for the deathstrike that represent nukes, and have them be very potent. Along with this, one could incur a -1 VP penalty for each nuke deployed as the battle becomes increasingly pyhrric. This would encourage smart usage of D weaponry.


What does the future hold for the Imperial Guard? @ 2017/02/15 19:23:03


Post by: CommissarClay


Awhile ago my friends came up with the idea that it should have a 'ground zero' rule, where you place the regular apocalypse blast and resolve it, then a regular blast in the center of the apocalyptic blast and resolve the smaller blast template as str D.


What does the future hold for the Imperial Guard? @ 2017/02/15 19:26:26


Post by: CplPunishment


edited by moderator

Please keep in mind that Rule Number One is Be Polite. Thanks!


What does the future hold for the Imperial Guard? @ 2017/02/15 19:34:17


Post by: General Annoyance


Rule no.1, cpl...


What does the future hold for the Imperial Guard? @ 2017/02/15 19:37:51


Post by: Sgt_Smudge


CplPunishment wrote:
Take a deep breath and get over yourself.
Only one person here needs to do that.


What does the future hold for the Imperial Guard? @ 2017/02/15 19:39:39


Post by: Martel732


In my view, GW sucked all the diversity out by making some choices strictly better than others by huge margins.

I don't touch BA terminators or land raiders or vanguards. Does that make me THAT guy?


What does the future hold for the Imperial Guard? @ 2017/02/15 20:00:08


Post by: CplPunishment


@Kanluwen
I am a casual gamer/hobbyist. You strike me as a more competitive type. Because of this, I doubt that we will ever agree.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:01:21


Post by: Martel732


Do casual players not care if their units are effective? I don't get why that distinction is important.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:01:52


Post by: CplPunishment


 General Annoyance wrote:
Rule no.1, cpl...


Yeah my bad. I got a little hot headed there. I apologize Kanluwen.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:27:57


Post by: KommissarKiln


@Master of Ordnance, those blast radii seem awfully big to me, but the actual damage profiles and special rules I'm for the most part good with. I wouldn't create an extra rule for vortex scatter, though, even regular rules for vortex are rarely used.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:31:55


Post by: Kanluwen


CplPunishment wrote:
@Kanluwen
I am a casual gamer/hobbyist. You strike me as a more competitive type. Because of this, I doubt that we will ever agree.

I'm actually a fairly casual person.

Guard were my first army and are near and dear to my heart. Hence why I have very strong opinions. I've seen several editions of this game turn my Guard from a force which required a bit of a learning curve to an army that is a joke now. Most of that can be, and always will be, tied to the insistence of retaining "legacy" items and points costs.

I get that you might have taken some time to make an army truly yours, but at this juncture? Nothing about Guard is fun. It's a chore army and the reason why I've packed everything up and have two huge bins of unbuilt stuff(one bin is filled to the brim with infantry even! the other is tanks) and several drawers with assorted bits and bobs(one drawer is nothing but Kasrkin. another is Sentinels and parts for an Emperor's Wrath Artillery Company). It's why I've been playing Skitarii and started a Tau army over the holidays.

You might think that I'm just saying "I don't care how much work you put into your army". That's fine. I'm trying to tear the whole damn book down and start from scratch. I've been over this topic far too many times to really be exceedingly friendly/delightful about it. There's no salvaging this book or some of these relic units, not without a complete overhaul to the mechanics of 40k as it stands.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:38:10


Post by: CplPunishment


Martel732 wrote:
Do casual players not care if their units are effective? I don't get why that distinction is important.


I wouldn't say that. My argument was not for all units to be terrible, but that they shouldn't be excised if they're not buffed.


What does the future hold for the Imperial Guard? @ 2017/02/15 20:52:54


Post by: BBAP


What does the future hold for the Imperial Guard?




What does the future hold for the Imperial Guard? @ 2017/02/15 21:06:26


Post by: Future War Cultist


It's a small suggestion but I think that Scions should have Scout. Or maybe just the Taurox Prime that carries them. One thing that made us great in 5th ed. was the amount of outflankers we had. So we should try to get that back. This is what Scions should be doing. Outflanking and deep striking.

Oh, and please please please give them the ability to take three specials. Do what skitarri do. Two, becoming three if the squad is 10 strong.

And points decreases too.


What does the future hold for the Imperial Guard? @ 2017/02/15 21:26:26


Post by: Robbert Ambrose


Giving vehicles the option to take explosive reactive armour that will always deflect a hit once on each side would make the vehicles a lot more survivable.


What does the future hold for the Imperial Guard? @ 2017/02/15 21:34:49


Post by: SeanDrake


Well cadia is gone and planet rambo looks to be next so at the very least there maybe some decent infantry models in there future.

Other than that Guard waxes and wanes with the vehicle rules more than anything so fingers crossed for 8th.


What does the future hold for the Imperial Guard? @ 2017/02/15 21:38:30


Post by: Kanluwen


SeanDrake wrote:
Well cadia is gone and planet rambo looks to be next so at the very least there maybe some decent infantry models in there future.

Cadia, the planet, is gone.

Cadians are not. A sizeable chunk of the Cadians planetside got evacuated during "The Fall of Cadia"...

And that's not taking into account the whole "Not all Cadians were on Cadia" thing.


What does the future hold for the Imperial Guard? @ 2017/02/15 21:47:51


Post by: SeanDrake


 Kanluwen wrote:
SeanDrake wrote:
Well cadia is gone and planet rambo looks to be next so at the very least there maybe some decent infantry models in there future.

Cadia, the planet, is gone.

Cadians are not. A sizeable chunk of the Cadians planetside got evacuated during "The Fall of Cadia"...

And that's not taking into account the whole "Not all Cadians were on Cadia" thing.


Well true but it specifically calls out that the last of the whiteshield regiments gets killed with none of them off planet. As such given the massive attritonal rate for imperial forces the cadians are done.


What does the future hold for the Imperial Guard? @ 2017/02/15 21:49:44


Post by: Melissia


They really aren't, because that's the last of the whiteshield regiments on Cadia, not in the galaxy. Other Cadian units which have settled on other worlds would have them.


What does the future hold for the Imperial Guard? @ 2017/02/15 22:16:11


Post by: gungo


Wasn't the number like only 1 in 9 regiments stayed on cadia. Which isn't significant since it was a pure regimental hive world.

Also I don't think the end of the cadia planet is the same as a the end of the cadia system regimental tide.

I hope pask made it off the planet, I hope creed pokeball gets released, and I expect a new basilisk kit with another artillery variant. Beyond that maybe rough riders plastics, servitors are due and popular again, I don't see ratlings getting love. I also see a quick money grab with some type of small artillery variant (who knows rapier laser, thudd gun, or some made up frag cannon artillery)


What does the future hold for the Imperial Guard? @ 2017/02/15 22:44:15


Post by: Polonius


Also, Cadian training and doctrine have been adopted by many other planets. Now, that might be because GW wants us to use the kits for multiple planets worth of troops, but still, it's fluff.


What does the future hold for the Imperial Guard? @ 2017/02/15 22:55:03


Post by: CplPunishment


 Kanluwen wrote:
CplPunishment wrote:
@Kanluwen
I am a casual gamer/hobbyist. You strike me as a more competitive type. Because of this, I doubt that we will ever agree.

I'm actually a fairly casual person.

Guard were my first army and are near and dear to my heart. Hence why I have very strong opinions. I've seen several editions of this game turn my Guard from a force which required a bit of a learning curve to an army that is a joke now. Most of that can be, and always will be, tied to the insistence of retaining "legacy" items and points costs.

I get that you might have taken some time to make an army truly yours, but at this juncture? Nothing about Guard is fun. It's a chore army and the reason why I've packed everything up and have two huge bins of unbuilt stuff(one bin is filled to the brim with infantry even! the other is tanks) and several drawers with assorted bits and bobs(one drawer is nothing but Kasrkin. another is Sentinels and parts for an Emperor's Wrath Artillery Company). It's why I've been playing Skitarii and started a Tau army over the holidays.

You might think that I'm just saying "I don't care how much work you put into your army". That's fine. I'm trying to tear the whole damn book down and start from scratch. I've been over this topic far too many times to really be exceedingly friendly/delightful about it. There's no salvaging this book or some of these relic units, not without a complete overhaul to the mechanics of 40k as it stands.


The way I see it, it boils down to these possibilities for the next Codex in regards to Ratlings and Rough Riders:

A. They are replaced entirely by a unit that... well I'm not certain exactly what you want the replacement to do on the battlefield. It could end up being a shiny but terrible unit. But GW would never do that, now would they!
B. They remain in the codex without the addition of a new Elites and Fast Attack unit to overshadow them and receive minor to major tweaks.
C. The I.G. receive a cool new FA and Elite unit that does something awesome and useful. You flip the page and find that Ratlings and Rough Riders are still there (*gasp*!). They may or may not have the minor tweaks they need to be better [Ratlings gain pinning, move through cover, a Ld7 sarge and a points reduction. Rough Riders reduce in price, krak grenades become optional, gain Scout/Outflank, mounted priests and doctrines (carapace armor for 4+save, Demolitions for demo charge and meltabombs, and cyber-steeds to boost toughness or some other buff)] Is that really so bad? It only took a couple minutes for me to figure out a logical way to beef them up a little without making them overpowered. Now I (the theoretical rules writer) have all the rest of my time to hammer out the details of the two new units you want!

Option C is possible and would make both of us happy. If that doesn't appease you, I see no sense in continuing this discussion with you.


Automatically Appended Next Post:
gungo wrote:
Wasn't the number like only 1 in 9 regiments stayed on cadia. Which isn't significant since it was a pure regimental hive world.

Also I don't think the end of the cadia planet is the same as a the end of the cadia system regimental tide.

I hope pask made it off the planet, I hope creed pokeball gets released, and I expect a new basilisk kit with another artillery variant. Beyond that maybe rough riders plastics, servitors are due and popular again, I don't see ratlings getting love. I also see a quick money grab with some type of small artillery variant (who knows rapier laser, thudd gun, or some made up frag cannon artillery)


I personally think that a basilisk/Medusa kit and a Colossus/Griffon kit would be feasible and awesome. If they redo rough riders, they had better give them some doctrinal options and release a horse-mounted priest. Servitor plastics would be cool, but I already converted my own. Ratlings could probably use pinning. The artillery is an interesting idea. Unfortunately, all of that probably isn't in the cards Time will tell, however.


What does the future hold for the Imperial Guard? @ 2017/02/15 23:34:22


Post by: Future War Cultist


Some thoughts on improving the Chimera (which is already a decent vehicle imo)

Bump it's side armor up to 12.
Give it the option to take a hull mounted multi-melta.
Upgrade the lasgun arrays to vollygun type arrays (not hotshots). 4 shots each. 12 shots at 24" each side if there's enough men on board.
Grants cover save to nearby friendly IG infantry units (not as much as the Russ though).
Price decrease.

Tag team with a unit of Ogyrns (who also got improvements). The Chimera gives the ogyrns a cover save, and the ogyrns keep people from assaulting it.



What does the future hold for the Imperial Guard? @ 2017/02/16 02:29:23


Post by: oldravenman3025


 master of ordinance wrote:
morgoth wrote:
 master of ordinance wrote:
Someone above mentioned bringing the Guard back to their basic level: The Platoon.

This is, to me at least, a stupid idea. An army composed of platoons of infantry is neither viable nor flexible enough to ever function. What is more, transporting such a huge (660 models for three basic troops choices) is quite frankly virtually impossible without a car.... Or a large dumper truck. What is more, setting up and moving all of those figures is a massive pain, and when they get killed the effect of removing vast swathes of infantry is really demoralising.

No, the Guard need to be buffed. "MOAR MANZ" is not the answer, and it will never be. There is a finite limitation that players are willing to collect, and that is practical to use. More power, not more manz.

(Or better yet reverse the obscene power bloat)

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.


And here we have one of the major issues the Guard face: Other factions players.

You disagree, good sir, because to your perspective the Guard army is all about the horde of MORE MANZ THANZ YOUZ LOLZ! In reality the Guard is a combined arms army similar to many WW2 fighting units. We are not a horde army, and this cannot be stressed enough.
Now you see, your perspective of the Guard as a whole is wrong, and your ideas for "fixing" our army are even worse than that. You are talking about making Guardsmen cheaper, but at 5 points per head (6 if you bring Veterans which you do) they cannot really conceivably get any cheaper than they already are, and even if they did then your average Guardsman would have to be a mere 2 points per model (3 or 4 if Veteran) to be anywhere near viable with their current stats. At this point most Guard players will just laugh and throw the towel in because bringing (let alone owning) that many Guardsmen is ludicrous.
What about tanks. Well, you want to make them worse. That is NOT the answer by any stretch of the imagination, especially as they are already bad for their points cost as it is. "But make them cheaper so you can spam them" I hear you cry, but this is not a viable strategy. If anything Leman Russ need to become more powerful AND cheaper to be anywhere near viable again.

Then we come to the crux of the matter: "If I ever get into that army". You do not even PLAY the Imperial Guard, and yet you seem to think that your rather stupid suggestion is a great fix for our army, despite what everyone else has said. You say that you would run thousands of Infantry models on the board, hundreds of support units. Have you any idea how stupid that is? Have you ever tried to collect and build that big of an army? No, you have not. Just buying that many models is beyond the budget of most players, and assembling and painting that vast a sum of near identical figures to any level of tabletop standard takes so long that in the end you find yourself just wanting to pack it in.
And once you have done this herculean task you then have the issue of transporting them to the store, a job that requires a car and several large boxes, before youset up. Setting up will take the better part of an hour, and the chances are that you will struggle to get everything into your deployment zone. And then when you have done so you had better pray that your opponent has no blast weapons, otherwise your army will be removed before it can even do anything.

No, horde Guard is the wrong way to go. However judging by your attitude I am going to guess that you play one of the big three: Marines, Tau or Eldar.
you have no idea, and until you have been here you never will. Wait until your finely painted infantry are reduced to the status of glorified wound markers and your big hitters are laughable, and then come back to us.

On a brighter note, there is one thing that 40K really needs: To come back down in scale so that infantry are viable once again. Look at Bolt Action, a platoon scale game with one or two AFV's operating in a sea of Infantry. It works. We need something like that, a game that focuses on Infantry supported by a couple of vehicles and with the big things left out for specified Apocalypse matches.


Automatically Appended Next Post:
morgoth wrote:

Still, they are expected to suck balls compared to space marines and be vastly more numerous.

Look, stop showing your ignorance and go and read up on the Guard fluff. Dan Abnett's books are a good starting point





This.


After Robart Gorillaman's reforms, the newly-minted Imperial Guard became THE primary fighting force of the Imperium of Man, with the now-Adeptus Astartes becoming a "high-speed, low drag" rapid response force and specialists in dealing with things that might be a bit much for the Guard alone. They should be more than a "drown them in bodies" force. Sure, you have your cannon fodder regiments. But the cream of the crop regiments (Cadian, Mordian, etc) should be more than that. Even the Death Korps, with their World War One attrition aspect) are experts at siege warfare and combat engineering.

But I guess that's not GRIMDARK enough for the hardcore neckbeard.


Automatically Appended Next Post:
 master of ordinance wrote:
gmaleron wrote:
-IG Tanks get a variant that is effective in dealing with Monstrous Creatures (Beast Hunter Shells anyone?)

Forgot abut this. We need an anti MC choice or ywo, and they need to be good.

ZebioLizard2 wrote:
>Ogryns are dropped to 20 PPM, gain rending and a 4+ armour save. Oh, and FNP


Is.. that really necessary? Or is this just full wishlisting.

Have you ever run Ogryns? Which reminds me:
>An effective delivery system for Ogryns.




Give the Guard the option of taking Land Raiders to transport Ogryns, and create a formation around that. It was good enough for the old Imperial Army,


What does the future hold for the Imperial Guard? @ 2017/02/16 08:45:55


Post by: morgoth


 don_mondo wrote:
morgoth wrote:

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...


text removed. Please don't bypass the language filter like this.
Reds8n


About ThunderwolfLord busses.
About any other stupid deathstar riding exclusively on the almighty invulnerable save, rerollable or with FNP.

Those things are absolutely stupid and it's just awesome that strength D gives them a second thought about their ridiculously strong defense.

Strength D is an answer at a skirmish level too.


And... it does nothing to people who actually bring armies without big badass units, because you don't care whether your tank is hit by one D shot or two S8AP2 shots.

Or are you complaining about strength D being the equivalent of two shots?


What does the future hold for the Imperial Guard? @ 2017/02/16 10:24:42


Post by: Fafnir


The entire point is that those crazy deathstar units shouldn't exist in the first place.


What does the future hold for the Imperial Guard? @ 2017/02/16 12:02:25


Post by: master of ordinance


 KommissarKiln wrote:
@Master of Ordnance, those blast radii seem awfully big to me, but the actual damage profiles and special rules I'm for the most part good with. I wouldn't create an extra rule for vortex scatter, though, even regular rules for vortex are rarely used.

Eh, it is a massive, very expensive, oneshot weapon that can be put out of action before it has a chance to fire, or spend so long prepping to fire that by the time it does so the enemy is too close for it to work. Not to mention it is an intercontinental ballistic missile and is so huge that there are smaller Super Heavies.


What does the future hold for the Imperial Guard? @ 2017/02/16 12:25:53


Post by: Future War Cultist


Rather than giving us Land Raiders, give us a scaled down gorgon type vehicle. Transport capacity of 30 (so either a full sized ogyrn squad or a big combined infantry squad) that's open topped, so they can all shoot away until they reach their target.


What does the future hold for the Imperial Guard? @ 2017/02/16 12:39:58


Post by: don_mondo


Martel732 wrote:
Do casual players not care if their units are effective? I don't get why that distinction is important.


Sometimes they/we don't. General consensus is that Ratlings suck, yes? And yet, I fielded a full-up squad of 10 in my last game, along with a Scout Sentinel. The Ratlings died really fast, as was expected but the Sentinel actually survived the game. Would I like them to be more effective? Sure. Am I going to continue to field them even if they aren't? Yep.


Automatically Appended Next Post:
morgoth wrote:
 don_mondo wrote:
morgoth wrote:

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...


text removed. Please don't bypass the language filter like this.
Reds8n


About ThunderwolfLord busses.
About any other stupid deathstar riding exclusively on the almighty invulnerable save, rerollable or with FNP.

Those things are absolutely stupid and it's just awesome that strength D gives them a second thought about their ridiculously strong defense.

Strength D is an answer at a skirmish level too.


And... it does nothing to people who actually bring armies without big badass units, because you don't care whether your tank is hit by one D shot or two S8AP2 shots.

Or are you complaining about strength D being the equivalent of two shots?


I'm guessing (based on s8n's edit) that you took offense to my opinion. And yes, I do care if my leman Russ is hit by one D or two S8AP2. Assuming front armor, it's the difference between possible destruction and two low probability glancing hits... So yeah, it does indeed do something to 'people who actually bring armies without big badass units'. But meh, the worm has turned, we'll never get the genie back in the bottle, and superheavies, ST D, and all that stuff I think does not belong in a skirmish level game is here to stay. Altho given points creep, etc, not sure if we can still call 40K 'skirmish' level.


What does the future hold for the Imperial Guard? @ 2017/02/16 13:38:54


Post by: morgoth


morgoth wrote:
 don_mondo wrote:
morgoth wrote:

Why would you want to remove strength D?

Just because it breaks your favorite "one big badass" ?


Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...


text removed. Please don't bypass the language filter like this.
Reds8n


Not on purpose, no idea how it happened.


What does the future hold for the Imperial Guard? @ 2017/02/16 14:32:46


Post by: Nerak


 don_mondo wrote:

Well, for me, it's because I do not believe that superheavies, D weapons, Gargantuan, etc etc belong in a game of 40K. And I play IG and Sisters of Battle, usually with a single CAD (Force Org), no allies, no formations, etc, so no "one big badass". Again, because I want to play 40K, not Apocalypse. But that's just an old greybeard's opinion... I'd like to see the game return to a skirmish level game, and leave all that other stuff for Apoc style gaming. But oh well...
This.

Unfortunantely 40k has gone to far for this ever to happen. Apocalypse used to be a hybrid between Epic 40k and regular 40k. Now that hybrid is the norm in regular games.

The Imperial Guard, the Tyranids and the Orks are all in the same boat, suffering from the other factions getting stronger in order to be balanced against one another. What they have in common is that they where originally designed with a "horde" theme in mind. As an old school Inquisition and new school Guard player I feel the most fun games I play are always with a horde army myself or against a horde army of the enemy. This simply comes down to the fact that it's fun when stuff dies. Many people have told me that it was just lots of fun to play vs what you read about, the 100+guardsmen with the 10+tanks. This is because when a unit goes down and you can point to that unit having killed 30+ guardsmen you feel good. The fact of the matter is however that this type of army is simply not good and investing in it, both time and money, is the same as deciding to bet on the losing team. You will not win tournaments, you will not have a 75% win ratio and you will not beat that (Timmy) power gamer who brags about his tactical prowess but is simply winning due to a higher tier army. In most games this would be problematic but in 40k where you invest months and even years into 'your dudes' it's simply catastrophic. At least the fun value remains the same, win or lose. I think readers will find that the players who put their time in a thread like this lean towards the fun value of things but are getting tired of losing games before they start.

Also something about the platoons of the guards, because there seems to be alot of debate around this. The platoons where originally very versitile entries. I honestly don't remmember much of 3d ed guards but in 4th ed platoons could have 4+save, infiltrate, deep strike, +1cover with move through cover, exchange lasguns for laspistols + close combat weapons, include storm troopers squads (currently temptestus scions), +1ws and +1I, have 6+save but get +2cover in jungle/woods with treating woods/jungle as clear terrain, include up to 4 psykers for 12p each, have bionics, re-roll misses of 1s, be stubborn, ignore ld for losing 25%casualities if within 12" of an officer. I wrote the list from memory so feel free to call me out on anything I might remmember wrong or things I've forgotten about. Theese choices where regulated by a point systems where you could chose up to 5 doctrines, most costing points, which also included locked codex units. For instance, using Ogryns also cost 1p to unlock, leaving you with 4 to spend on fun stuff. You could chose not to use this system and instead play the codex as presented, as vanilla as it is today. Some people have said that the same vearsatility is provided today in veterans. Take one look at the list above and tell me it's even remotely on the same level. The original platoon was not the bulky thing you see today, it was a crazily versitile thing.

In the future we're likely to see the streamlining continue, for guards to become another "Imperial ally" like in the agents of the Imperium book.

Finally a confession. I never quite understood how people must have felt at the death of squats or the removal of fantasy. With the death of Cadia I feel I understand it just a little bit better. It's not a pleasant experience.


What does the future hold for the Imperial Guard? @ 2017/02/16 15:35:55


Post by: SeanDrake


I skimmed through this thread and was a little amazed at how little consensus there is between guard players.

In fact I am not sure why some people seem to have read 20 years worth of fluff involving 100's of guardsman dying to kill 1 marine or whole Guard armoured columns being smashed by half there number of xenos tanks.
Looked at GW battle reports with massive guard forces outnumbering there oposition handily and the impressive dioramas in WHW showing old soviet style parades with guardsman, chimera's and the centuries old LR and thought I want a small elite force with high end equipment IG look perfect.

I get wanting your chosen army to get better I don't get wanting to effectively change them in such a way as that they may as well be a different army. I mean seriously other than some weird nerd rage about SM being to popular or good a lot of you guys are describing or wanting Marines style forces.

Also as for IG being a combined arms style army, not really they are a ww1 style army that happens to have an air component. The rules and fluff still lean towards large amounts of artillery and troops with tank support. No whether this is viable at the moment is defiantly debatable but it remains the imlression given by GW.


What does the future hold for the Imperial Guard? @ 2017/02/16 15:54:11


Post by: Kanluwen


SeanDrake wrote:
I skimmed through this thread and was a little amazed at how little consensus there is between guard players.

In fact I am not sure why some people seem to have read 20 years worth of fluff involving 100's of guardsman dying to kill 1 marine or whole Guard armoured columns being smashed by half there number of xenos tanks.
Looked at GW battle reports with massive guard forces outnumbering there oposition handily and the impressive dioramas in WHW showing old soviet style parades with guardsman, chimera's and the centuries old LR and thought I want a small elite force with high end equipment IG look perfect.

Do you understand the difference between a "Crusade force"(what those "old soviet style parades" usually were done to represent; the army and regiments at the muster before launching into the void) and a "Regiment"?

Also, I don't hear you commenting on the fact that now the most popular build for Space Marines is effectively a horde list...

I get wanting your chosen army to get better I don't get wanting to effectively change them in such a way as that they may as well be a different army. I mean seriously other than some weird nerd rage about SM being to popular or good a lot of you guys are describing or wanting Marines style forces.



Right. Because wanting a change to your army so that you're not having to take multiple cases worth of infantry and multiple cases worth of tanks with you for a normal sized game is changing them in such a way as "that they may as well be a different army".

Also as for IG being a combined arms style army, not really they are a ww1 style army that happens to have an air component. The rules and fluff still lean towards large amounts of artillery and troops with tank support. No whether this is viable at the moment is defiantly debatable but it remains the imlression given by GW.

I don't think you understand what "combined arms" means if you think that artillery and troops with tank support isn't exactly that.

Combined Arms is a term used to describe utilizing different combat arms(read: branches) of a military to achieve mutually complementary efforts.

An example of this is using infantry and armoured units in an urban environment, where the infantry can provide support to the armour and the armour can provide support to the infantry.


What does the future hold for the Imperial Guard? @ 2017/02/16 17:08:00


Post by: CplPunishment


SeanDrake wrote:
I skimmed through this thread and was a little amazed at how little consensus there is between guard players.

In fact I am not sure why some people seem to have read 20 years worth of fluff involving 100's of guardsman dying to kill 1 marine or whole Guard armoured columns being smashed by half there number of xenos tanks.
Looked at GW battle reports with massive guard forces outnumbering there oposition handily and the impressive dioramas in WHW showing old soviet style parades with guardsman, chimera's and the centuries old LR and thought I want a small elite force with high end equipment IG look perfect.

I get wanting your chosen army to get better I don't get wanting to effectively change them in such a way as that they may as well be a different army. I mean seriously other than some weird nerd rage about SM being to popular or good a lot of you guys are describing or wanting Marines style forces.

Also as for IG being a combined arms style army, not really they are a ww1 style army that happens to have an air component. The rules and fluff still lean towards large amounts of artillery and troops with tank support. No whether this is viable at the moment is defiantly debatable but it remains the imlression given by GW.


It might seem strange that we can't agree on anything, but that makes sense in a way. In the background The Imperial Guard is described as a diverse fighting force that hails from hundreds of thousands of planets. Now take all of those regiments into one rulebook and see if you can please everybody. Conversely, marines have the organizational rules of the Ultrasmurfs to follow, and many chapters who don't fall in line have their own codex.


What does the future hold for the Imperial Guard? @ 2017/02/16 23:52:48


Post by: Dakka Flakka Flame


SeanDrake wrote:
In fact I am not sure why some people seem to have read 20 years worth of fluff involving 100's of guardsman dying to kill 1 marine or whole Guard armoured columns being smashed by half there number of xenos tanks.
Looked at GW battle reports with massive guard forces outnumbering there oposition handily and the impressive dioramas in WHW showing old soviet style parades with guardsman, chimera's and the centuries old LR and thought I want a small elite force with high end equipment IG look perfect.

There are examples of both in the fluff. Some (relatively) small elite forces might be the hardened veterans of many engagements while others might be the well trained and equipped soldiers of a wealthy planet.

That huge parade might actually be made up of elite warriors. That's why I used the term relatively small. The Imperium of Man operates on a huge scale. Hypothetically, if the IoM were to show up to Earth as it is in the real world right now and demand a tithe of one person out of every hundred thousand they would end up with ~70,000 new guardsmen. I think that Earth could probably afford to give one person out of 100,000 an awful lot of training and some really good equipment. Combine that with bits of fluff about the Imperium getting their choice of the planet's PDF, so they might be taking all of the SAS, Spetsnaz, SEALs, etc. If they built one spaceport and all the recruits got shipped off to that city, then on the day that they start sending them up to space it would make for a gigantic farewell parade of very dangerous humans (by present-day Earth standards).

On a hive world you might see the same thing, but with many millions of recruits. I also wouldn't be surprised if the tithe rate was higher than that. I can't remember any specific fluff about exact percentages and frequency when it came to the tithing of soldiers. I imagine it actually varies immensely when it comes to different planets. If I remember correctly the one tenth of a world’s PDF is pretty common. I imagine on some planets that have high populations but are short on other resources the tithe might be a higher percentage of poorly trained and equipped cannon fodder soldiers. On other planets that have a lot of resources but are low on population the tithe might be a lower percentage of the population, but very well trained and equipped.

I would guess that one of the biggest factors in what the IoM will accept is the relative cost of space travel. If space travel is very expensive, it seems like they would only be willing to accept the best. If space travel is relatively cheap, then it seems like they might be willing to accept mass cannon fodder. I imagine that it tends towards expensive, but there are still situations where cannon fodder is acceptable.

Anyway, I’ll stop now as I’ve forgot what the point I was trying to make was.


What does the future hold for the Imperial Guard? @ 2017/02/17 13:51:10


Post by: Ignatius


There isn't as much consensus as there is with other armies regarding the direction of the codex for many reasons. One of which is the amount of ways that the army can be played, possibly moreso than any other army.

Players also get into the mindset that their way of playing is a "more appropriate" way of playing the army. Usually citing the background where X Regiment did Y in Z story, which of course is useless for defending a point simply due to the large amount of fluff in the background.

Every play style for guard has a story behind it, but that doesn't mean one is more correct over the other.

The guard has so many ways to play and this needs to be reflected in their unit selection. I think the codex does a pretty good job of this, and with the inclusion of Militarum Tempestus I think this is better now than ever.

The one thing that doesn't need to happen is the elimination of units (i.e. Rough Riders). As the game expands to include more and more regiments, players, and weapons it needs to bring a more diverse range of units into the fold- not less.

Rough Riders may be a unit that not many use, but that doesn't warrant their elimination. I still don't understand the resentment to them (@Kan) despite pretty much every thread on this subject including that discussion. To this date the only thing I've gathered is that they are a "relic from 2nd edition" and "if they are gone it opens up the spot for another unit to take their place". The first doesn't make any sense as there are PLENTY of units in the game that are from 2nd edition, and the second isn't any sort of guarantee.

Regardless, I think that having more specialist units for Militarum Tempestus would be pretty cool. I'm imagining something like dedicated teams of scions (2 dudes) with weapons like anti-tank rifles similar to the Skitarii Rangers Arquebuses (spelling?)- Possibly more like STR 5 AP 2 Armorbane. Or that same team could have one rifle with different rounds, one for monstrous creatures, one for vehicles, one for characters, etc.

I also think a unit similar to Marine JTAC's would be awesome (Joint Terminal Attack Controllers). I'm not a trained JTAC but I have worked with them before, and if I had to boil their job down to one sentence it'd be: go out ahead of the main body, act as scouts and stay hidden, and identify targets and sense for Air strikes. It's pretty cool and we don't really have much besides the Master of Ordnance that does that.


What does the future hold for the Imperial Guard? @ 2017/02/17 14:11:45


Post by: don_mondo


 Ignatius wrote:


I also think a unit similar to Marine JTAC's would be awesome (Joint Terminal Attack Controllers). I'm not a trained JTAC but I have worked with them before, and if I had to boil their job down to one sentence it'd be: go out ahead of the main body, act as scouts and stay hidden, and identify targets and sense for Air strikes. It's pretty cool and we don't really have much besides the Master of Ordnance that does that.


We used to kinda have a rule for that, once upon a time. IIRC, any command squad (CCS or PCS) with a comm unit (now vox) could call for artillery on an enemy unit in LoS, both as a preliminary bombardment AND during the game. The in-game may have required that an Ordnance equipped vehicle still be in reserves and I don't remember if the unit did it instead of another action or along with another action.


What does the future hold for the Imperial Guard? @ 2017/02/17 14:29:58


Post by: Kanluwen


 Ignatius wrote:

The one thing that doesn't need to happen is the elimination of units (i.e. Rough Riders). As the game expands to include more and more regiments, players, and weapons it needs to bring a more diverse range of units into the fold- not less.

Rough Riders may be a unit that not many use, but that doesn't warrant their elimination. I still don't understand the resentment to them (@Kan) despite pretty much every thread on this subject including that discussion. To this date the only thing I've gathered is that they are a "relic from 2nd edition" and "if they are gone it opens up the spot for another unit to take their place".

The first doesn't make any sense as there are PLENTY of units in the game that are from 2nd edition,

Sure, and many of those have:
-Gotten model updates in that time.
-Gotten updates to their background and equipment in-game

Rough Riders are a dead end. They have been for a long time. It's rather telling that GW has flat-out dropped their models.
and the second isn't any sort of guarantee.

Name a time where a Codex has seen units(units, not characters) removed and not seen additions to those slots.

Regardless, I think that having more specialist units for Militarum Tempestus would be pretty cool. I'm imagining something like dedicated teams of scions (2 dudes) with weapons like anti-tank rifles similar to the Skitarii Rangers Arquebuses (spelling?)- Possibly more like STR 5 AP 2 Armorbane. Or that same team could have one rifle with different rounds, one for monstrous creatures, one for vehicles, one for characters, etc.

Why would it have to be Scions?

Also, those Arquebi while great in concept are garbage in game unless you're fighting strictly vehicles. MCs laugh that stuff off, and GMCs laugh even harder.

I also think a unit similar to Marine JTAC's would be awesome (Joint Terminal Attack Controllers). I'm not a trained JTAC but I have worked with them before, and if I had to boil their job down to one sentence it'd be: go out ahead of the main body, act as scouts and stay hidden, and identify targets and sense for Air strikes. It's pretty cool and we don't really have much besides the Master of Ordnance that does that.

I've proposed similar things time and time again, yet people like yourself always are vocally against it because I want the Ratlings and Rough Riders gone along with a dramatic overhaul to the Guard itself.

We are not going to get a good army without sacrificing something. If Rough Riders and Ratlings going the way of the dodo gets us the preeminent combined arms force?

So be it.


What does the future hold for the Imperial Guard? @ 2017/02/17 14:41:28


Post by: Frankenberry


I would like to see them brought in line with everyone else (A shock, I know).

It wouldn't really even be that hard, I think, if say they leave the fundamentals of the Guard alone (Platoons mostly) and just add in different Regiment/Homeworld tactics (akin to Chapter tactics). It would allow people to field different armies and have them mean something other than just a reskinned Cadian force.

And I think it was Kanluwen that point it out near page one, regarding armor, but without a rework of the entire armor rules - there's really no point in doing anything with the army anyway. As the rules are now, tanks are a complete joke and there are variants (some of which I actually own) that have been completely sidelined by the stupid change from Lumbering Behemoth to 'heavy tank' - a small complaint, but still something I find irritating - and not to mention the overall 'scratch the paint enough times and the vehicle becomes combat ineffective'.

I *hope* that when they finally get around to writing an update they truly look at the player feedback; the same goes for the other bottom of the barrel codexes as well.


What does the future hold for the Imperial Guard? @ 2017/02/17 15:53:53


Post by: Ignatius


 Kanluwen wrote:
 Ignatius wrote:

The one thing that doesn't need to happen is the elimination of units (i.e. Rough Riders). As the game expands to include more and more regiments, players, and weapons it needs to bring a more diverse range of units into the fold- not less.

Rough Riders may be a unit that not many use, but that doesn't warrant their elimination. I still don't understand the resentment to them (@Kan) despite pretty much every thread on this subject including that discussion. To this date the only thing I've gathered is that they are a "relic from 2nd edition" and "if they are gone it opens up the spot for another unit to take their place".

The first doesn't make any sense as there are PLENTY of units in the game that are from 2nd edition,

Sure, and many of those have:
-Gotten model updates in that time.
-Gotten updates to their background and equipment in-game

Rough Riders are a dead end. They have been for a long time. It's rather telling that GW has flat-out dropped their models.


Fair enough. Though there was Mogul Kamir just one codex ago so that could technically be seen as an update to them. Additionally there are the Death Riders for Krieg which fulfill essentially the same role. So the concept might not necessarily be dead.

and the second isn't any sort of guarantee.

Name a time where a Codex has seen units(units, not characters) removed and not seen additions to those slots.


Off the top of my head I have no idea. Just pointing out that it isn't a guarantee, there's nothing saying they can't choose to not give any replacement. Not saying it's likely they won't just saying it's not written anywhere they will.

Regardless, I think that having more specialist units for Militarum Tempestus would be pretty cool. I'm imagining something like dedicated teams of scions (2 dudes) with weapons like anti-tank rifles similar to the Skitarii Rangers Arquebuses (spelling?)- Possibly more like STR 5 AP 2 Armorbane. Or that same team could have one rifle with different rounds, one for monstrous creatures, one for vehicles, one for characters, etc.

Why would it have to be Scions?

Also, those Arquebi while great in concept are garbage in game unless you're fighting strictly vehicles. MCs laugh that stuff off, and GMCs laugh even harder.


It doesn't necessarily have to be scions, I just would like to see it in a scion unit. It fits my Militarum Tempestus army way better than my Victorian Era inspired guard. But I know the Skitarii weapons aren't incredible, I was just giving an idea of something similar to what I was thinking. I know they aren't very good, but since I'm essentially wish listing I figured I'd throw that in there since it's something I'd like to see.

I also think a unit similar to Marine JTAC's would be awesome (Joint Terminal Attack Controllers). I'm not a trained JTAC but I have worked with them before, and if I had to boil their job down to one sentence it'd be: go out ahead of the main body, act as scouts and stay hidden, and identify targets and sense for Air strikes. It's pretty cool and we don't really have much besides the Master of Ordnance that does that.

I've proposed similar things time and time again, yet people like yourself always are vocally against it because I want the Ratlings and Rough Riders gone along with a dramatic overhaul to the Guard itself.

We are not going to get a good army without sacrificing something. If Rough Riders and Ratlings going the way of the dodo gets us the preeminent combined arms force?

So be it.


No, I can tell you that I am not vocally against it. My position has always been that I would rather see things included without others being removed as opposed to wishing for something to be removed. I know you don't like Rough Riders, and I know you say to get rid of them. I also know that I like them and don't want them gone. I disagree with your idea of a dramatic overhaul to the theme of the army. I want to see things added not removed. If you don't like things like Ratlings, Ogryns, Commissars, Rough Riders, etc then you can choose not to use them. I don't want you to think I am ignorant and don't understand your point about those units fulfilling roles that you like but the execution of them is not condusive to the style you'd like to play. I do, I'm only saying that since I am in no position to influence the decision of these things then I can say something like -let's only add stuff instead of removing it (even if it makes some potential units redundant) so players can choose their theme and units that fit that theme.


What does the future hold for the Imperial Guard? @ 2017/02/17 16:26:34


Post by: Kanluwen


 Ignatius wrote:
 Kanluwen wrote:
 Ignatius wrote:

The one thing that doesn't need to happen is the elimination of units (i.e. Rough Riders). As the game expands to include more and more regiments, players, and weapons it needs to bring a more diverse range of units into the fold- not less.

Rough Riders may be a unit that not many use, but that doesn't warrant their elimination. I still don't understand the resentment to them (@Kan) despite pretty much every thread on this subject including that discussion. To this date the only thing I've gathered is that they are a "relic from 2nd edition" and "if they are gone it opens up the spot for another unit to take their place".

The first doesn't make any sense as there are PLENTY of units in the game that are from 2nd edition,

Sure, and many of those have:
-Gotten model updates in that time.
-Gotten updates to their background and equipment in-game

Rough Riders are a dead end. They have been for a long time. It's rather telling that GW has flat-out dropped their models.


Fair enough. Though there was Mogul Kamir just one codex ago so that could technically be seen as an update to them. Additionally there are the Death Riders for Krieg which fulfill essentially the same role. So the concept might not necessarily be dead.

Death Riders for Krieg are a totally different thing, seeing as it's a FW army.

Might seem an odd distinction but it is an important one. The only available Rough Rider models as of this moment are the Death Riders.
As for Kamir? He was in C: IG 2nd edition, not in the Doctrines book, then came back only to get dumped again.

I think that's rather telling, don't you?

and the second isn't any sort of guarantee.

Name a time where a Codex has seen units(units, not characters) removed and not seen additions to those slots.


Off the top of my head I have no idea. Just pointing out that it isn't a guarantee, there's nothing saying they can't choose to not give any replacement. Not saying it's likely they won't just saying it's not written anywhere they will.

Bear in mind, when I'm saying "replaced" I don't mean Rough Riders will be dropped and then replaced with "Bumpy Travelers on Mounts" or whatever. I mean the concept of horse infantry gets dropped from the IG book and the unit slot gets filled with something else.

Like, say, the Salamander Scout vehicle or the Bike idea I floated earlier(no guns, just deployable scanners).



Regardless, I think that having more specialist units for Militarum Tempestus would be pretty cool. I'm imagining something like dedicated teams of scions (2 dudes) with weapons like anti-tank rifles similar to the Skitarii Rangers Arquebuses (spelling?)- Possibly more like STR 5 AP 2 Armorbane. Or that same team could have one rifle with different rounds, one for monstrous creatures, one for vehicles, one for characters, etc.

Why would it have to be Scions?

Also, those Arquebi while great in concept are garbage in game unless you're fighting strictly vehicles. MCs laugh that stuff off, and GMCs laugh even harder.


It doesn't necessarily have to be scions, I just would like to see it in a scion unit. It fits my Militarum Tempestus army way better than my Victorian Era inspired guard.

That's why we're in this whole mess right now.

The only "good" special weapon we've gotten in ages(the Hotshot Volley Gun) got restricted to one unit and one unit only. That's not a healthy thing for the book.

But I know the Skitarii weapons aren't incredible, I was just giving an idea of something similar to what I was thinking. I know they aren't very good, but since I'm essentially wish listing I figured I'd throw that in there since it's something I'd like to see.

I'm a fan of the Arquebi. I have three Ranger Squads built with them.

I'm just saying that for the 25 points you pay? It's not worth it in this iteration of the game.


I also think a unit similar to Marine JTAC's would be awesome (Joint Terminal Attack Controllers). I'm not a trained JTAC but I have worked with them before, and if I had to boil their job down to one sentence it'd be: go out ahead of the main body, act as scouts and stay hidden, and identify targets and sense for Air strikes. It's pretty cool and we don't really have much besides the Master of Ordnance that does that.

I've proposed similar things time and time again, yet people like yourself always are vocally against it because I want the Ratlings and Rough Riders gone along with a dramatic overhaul to the Guard itself.

We are not going to get a good army without sacrificing something. If Rough Riders and Ratlings going the way of the dodo gets us the preeminent combined arms force?

So be it.


No, I can tell you that I am not vocally against it. My position has always been that I would rather see things included without others being removed as opposed to wishing for something to be removed. I know you don't like Rough Riders, and I know you say to get rid of them. I also know that I like them and don't want them gone. I disagree with your idea of a dramatic overhaul to the theme of the army. I want to see things added not removed. If you don't like things like Ratlings, Ogryns, Commissars, Rough Riders, etc then you can choose not to use them.

Actually, you can't. Try running any of the Tempestus formations without Commissars. You can't do it. You are REQUIRED to take Commissars in the flipping Militarum Tempestus formations.
Do you understand how ridiculous that is?!

Or try running the Ogryn Auxilia formation with just Bullgryn. You can't do it, because the designers of the formation apparently decided that they had to make the Guard formations "inclusive" of old stuff. Additionally, I'm actually a fan of the Ogryn/Bullgryn. If you want to design a "counterattack" unit for the Guard, that is where your focus should be. Not on the dead end that is Rough Riders.


Also, like I said earlier, I'm fine with Ratlings provided they cease being their own unit. Make them part of the Platoon Structure instead.
I don't want you to think I am ignorant and don't understand your point about those units fulfilling roles that you like but the execution of them is not conducive to the style you'd like to play. I do, I'm only saying that since I am in no position to influence the decision of these things then I can say something like -let's only add stuff instead of removing it (even if it makes some potential units redundant) so players can choose their theme and units that fit that theme.

The problem is that we already have quite a number of redundant units as it stands.

Ratlings? Special Weapon Squads with Sniper Rifles!
Rough Riders? Ogryn and Bullgryn!
Wyrdvane Psykers? Primaris Psykers and Astropaths!

If you give me a few days to work up a document, I'll get back to you with my "big overhaul".


What does the future hold for the Imperial Guard? @ 2017/02/17 16:28:24


Post by: War Kitten


Me personally I'd like see some form of regimental tactics included, or maybe an update on the doctrines that Guard used to have


What does the future hold for the Imperial Guard? @ 2017/02/17 16:33:50


Post by: don_mondo


 Kanluwen wrote:


Ratlings? Special Weapon Squads with Sniper Rifles!

If you give me a few days to work up a document, I'll get back to you with my "big overhaul".


I'd rather have Ratlings. they are cheaper, better BS, come with infiltrate, can be plussed up to 10 models, etc etc. But wouldn't mind them becoming part of the Platoon.

Look forward to your 'overhaul'.


What does the future hold for the Imperial Guard? @ 2017/02/17 16:53:13


Post by: CplPunishment


@Kanluwen. 4th edition guard codex. We lost the griffon, exterminator and vanquisher tanks. They were replaced with nothing until 5th when they were reinstated.

In regards to Ratlings and Rough Riders, perhaps you didnt read my previous post (or didn't want to respond)

The way I see it, it boils down to these possibilities for the next Codex in regards to Ratlings and Rough Riders: A. They are replaced entirely by a unit that... well I'm not certain exactly what you want the replacement to do on the battlefield. It could end up being a shiny but terrible unit. But GW would never do that, now would they!  B. They remain in the codex without the addition of a new Elites and Fast Attack unit to overshadow them and receive minor to major tweaks. C. The I.G. receive a cool new FA and Elite unit that does something awesome and useful. You flip the page and find that Ratlings and Rough Riders are still there (*gasp*!). They may or may not have the minor tweaks they need to be better [Ratlings gain pinning, move through cover, a Ld7 sarge and a points reduction. Rough Riders reduce in price, krak grenades become optional, gain Scout/Outflank, mounted priests and doctrines (carapace armor for 4+save, Demolitions for demo charge and meltabombs, and cyber-steeds to boost toughness or some other buff)] Is that really so bad? It only took a couple minutes for me to figure out a logical way to beef them up a little without making them overpowered. Now I (the theoretical rules writer) have all the rest of my time to hammer out the details of the two new units you want! Option C is possible and would make both of us happy. If that doesn't appease you, I see no sense in continuing this discussion with you.


What does the future hold for the Imperial Guard? @ 2017/02/17 16:54:52


Post by: Kanluwen


Pinning does nothing to fix the crap that is Ratlings.

The same thing applies to Rough Riders.

And really, what is the obsession with them? I never have understood the appeal of them.


What does the future hold for the Imperial Guard? @ 2017/02/17 17:15:09


Post by: CplPunishment


@Kanluwen, I'll agree that some of those are redundancies, but only to a certain extent.
*Traditionally, rough riders have been outflankers, a role that Orgryns have never filled.
*Ratlings are better than specialists with sniper rifles. They infiltrate, allowing them to set up advantageously. They make better use of cover and can put out a higher volume of sniper shots.
*the different psykers fulfill different rolls. Wyrdvanes and astropaths give you a bigger dice pool without having to trade in a precious Command Squad for a Primaris. Wyrdvanes have more freedom--they don't have to be tied to a Command squad.


What does the future hold for the Imperial Guard? @ 2017/02/17 17:16:29


Post by: don_mondo


 Kanluwen wrote:
Pinning does nothing to fix the crap that is Ratlings.

The same thing applies to Rough Riders.

And really, what is the obsession with them? I never have understood the appeal of them.


Fun...


What does the future hold for the Imperial Guard? @ 2017/02/17 17:25:37


Post by: Sgt_Smudge


 Kanluwen wrote:
I never have understood the appeal of them.
Much as I'm agreeing with your changes here, scrapping a unit because you don't like it is why we have favouritism and imbalances in many codexes.

Cruddace was an Imperial Guard player, and he got landed with writing the Tyranid Codex. It's no surprise that he disliked Tyranids, and they were rather bad that edition.
At the same time, Kelly was an Eldar player, and wrote the Eldar codex. I wonder how good Eldar were when he wrote it.

Rough Riders are unique. They are cavalry. That is their appeal. No other unit in the Imperial Guard is cavalry. Scrapping Rough Riders is fine. Just replace them with a cavalry unit, but at that point, they're Rough Riders in all but name. So why not just improve Rough Riders?


What does the future hold for the Imperial Guard? @ 2017/02/17 17:56:41


Post by: Kanluwen


CplPunishment wrote:
@Kanluwen, I'll agree that some of those are redundancies, but only to a certain extent.
*Traditionally, rough riders have been outflankers, a role that Orgryns have never filled.

It's only been relatively recent in the game's lifespan that we have had an "outflank" style ability.

There have been plenty of units that can perform that same role however. Jungle Fighters setup from the Doctrines book, for example.

*Ratlings are better than specialists with sniper rifles. They infiltrate, allowing them to set up advantageously. They make better use of cover and can put out a higher volume of sniper shots.

Ratlings are better than Specialists with Sniper Rifles because Special Weapon Squads are still stuck with having to do a 1:1 ratio of Lasguns to Sniper Rifles and can't get any upgrades under the past two books.

With Doctrines? Different story.

*the different psykers fulfill different rolls. Wyrdvanes and astropaths give you a bigger dice pool without having to trade in a precious Command Squad for a Primaris. Wyrdvanes have more freedom--they don't have to be tied to a Command squad.

Unfortunately, this is no longer true. "Agents of the Imperium" has shaken things up, with Primaris and Astropaths being able to be taken without messing with your Command Squads. Same with the Officer of the Fleet.


What does the future hold for the Imperial Guard? @ 2017/02/17 17:59:09


Post by: Ignatius


 Sgt_Smudge wrote:
 Kanluwen wrote:
I never have understood the appeal of them.
Much as I'm agreeing with your changes here, scrapping a unit because you don't like it is why we have favouritism and imbalances in many codexes.

Cruddace was an Imperial Guard player, and he got landed with writing the Tyranid Codex. It's no surprise that he disliked Tyranids, and they were rather bad that edition.
At the same time, Kelly was an Eldar player, and wrote the Eldar codex. I wonder how good Eldar were when he wrote it.

Rough Riders are unique. They are cavalry. That is their appeal. No other unit in the Imperial Guard is cavalry. Scrapping Rough Riders is fine. Just replace them with a cavalry unit, but at that point, they're Rough Riders in all but name. So why not just improve Rough Riders?


@Kan This is essentially the feeling I get from your posts. You don't like the concept of certain units so want them gone. Commissars as you've noted you don't like. Rough Riders are the other big one I can remember you not liking. You are advocating for their removal on the grounds that you don't like them and have developed the thought that you don't feel they support the image you have of the guard in your head as evidence. Both of those things are highly subjective, which is why you are getting push back.

I don't like Ratlings or Ogryns personally. But I don't want them to be removed.

Cavalry was a very important part of the Victorian/Napoleonic Era, which is how I've modeled my Guard, which is why I like it and would like to keep it. I also a Cavalrymen in the US Army so I have a bias towards them. But by the same token I think it would be cool for there to be a scout (supporting role instead of direct damage) unit either on horseback or in light vehicles like a modern cavalry unit because the concept of scouts is mostly missing from the Guard, which is pretty dumb. I think the difference between us is that I would want this new scout unit to not replace Rough Riders, but be offered along side them.

I look forward to your overhaul as well.


What does the future hold for the Imperial Guard? @ 2017/02/17 17:59:33


Post by: Future War Cultist


They completely revamped the image of Stormtroopers, so I don't see why they couldn't do the same for Roughriders. Replacing the horses with something bigger and more dangerous might be a good start. Then organize them into platoons and replace their hunting lances with power lances. Let them take lasguns too.

I'll be honest though; I can take or leave Rough Riders.

Ratlings however have real potential in my opinion. They just need more equipment (vox casters, camo gear, snare mines etc.). If Ratlings were Troops (part of an infantry platoon?), they could hold your home objectives whilst the other units go on the offensive.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:02:35


Post by: Kanluwen


 Sgt_Smudge wrote:
 Kanluwen wrote:
I never have understood the appeal of them.
Much as I'm agreeing with your changes here, scrapping a unit because you don't like it is why we have favouritism and imbalances in many codexes.

Cruddace was an Imperial Guard player, and he got landed with writing the Tyranid Codex. It's no surprise that he disliked Tyranids, and they were rather bad that edition.

Check the author named on both of the most recent Guard books. Cruddace.
I don't think he's a Guard player. The only times I've seen him photographed with a Guard army is the Studio stuff. Kelly and the others like Haines? They all got shown at least once or twice with their personal stuff.

Hell, the only time I think I've seen personal stuff from Cruddace is for WHFB with Tomb Kings.

At the same time, Kelly was an Eldar player, and wrote the Eldar codex. I wonder how good Eldar were when he wrote it.

Kelly has basically written/headed every Eldar book in recent memory.


Rough Riders are unique. They are cavalry. That is their appeal. No other unit in the Imperial Guard is cavalry. Scrapping Rough Riders is fine. Just replace them with a cavalry unit, but at that point, they're Rough Riders in all but name. So why not just improve Rough Riders?

There is no improving them. They're a dead end.

Who cares that they're cavalry? If you want riding beasts, play Space Wolves or Daemons. Or invest in a Death Korps army. Because that's the biggest reason I keep hearing from people to "make Rough Riders better, like the Death Korps version".


Automatically Appended Next Post:
 Future War Cultist wrote:
They completely revamped the image of Stormtroopers, so I don't see why they couldn't do the same for Roughriders. Replacing the horses with something bigger and more dangerous might be a good start. Then organize them into platoons and replace their hunting lances with power lances. Let them take lasguns too.

Let's be brutally frank here.

They didn't "revamp" the image of Stormtroopers. They rebranded them. It's still the same background, it's still the same equipment, etc. There's no real way to do that with Rough Riders IMO. It's a dead end, no matter how much time I've spent trying to make them work. There is just no way, shape, or form where I can get them to a point where:
a) They still feel like they "fit" into the army.
b) They don't feel like they belong more in a Cultist heavy Traitor Guard army.

Ratlings however have real potential in my opinion. They just need more equipment (vox casters, camo gear, snare mines etc.). If Ratlings were Troops (part of an infantry platoon?), they could hold your home objectives whilst the other units go on the offensive.

What are we really defining as "go on the offensive"?

The whole spiel/schtick of the Guard is holding ground, then slowly pushing the enemy back.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:20:02


Post by: CplPunishment


 Ignatius wrote:
 Sgt_Smudge wrote:
 Kanluwen wrote:
I never have understood the appeal of them.
Much as I'm agreeing with your changes here, scrapping a unit because you don't like it is why we have favouritism and imbalances in many codexes.

Cruddace was an Imperial Guard player, and he got landed with writing the Tyranid Codex. It's no surprise that he disliked Tyranids, and they were rather bad that edition.
At the same time, Kelly was an Eldar player, and wrote the Eldar codex. I wonder how good Eldar were when he wrote it.

Rough Riders are unique. They are cavalry. That is their appeal. No other unit in the Imperial Guard is cavalry. Scrapping Rough Riders is fine. Just replace them with a cavalry unit, but at that point, they're Rough Riders in all but name. So why not just improve Rough Riders?


@Kan This is essentially the feeling I get from your posts. You don't like the concept of certain units so want them gone. Commissars as you've noted you don't like. Rough Riders are the other big one I can remember you not liking. You are advocating for their removal on the grounds that you don't like them and have developed the thought that you don't feel they support the image you have of the guard in your head as evidence. Both of those things are highly subjective, which is why you are getting push back.

I don't like Ratlings or Ogryns personally. But I don't want them to be removed.

Cavalry was a very important part of the Victorian/Napoleonic Era, which is how I've modeled my Guard, which is why I like it and would like to keep it. I also a Cavalrymen in the US Army so I have a bias towards them. But by the same token I think it would be cool for there to be a scout (supporting role instead of direct damage) unit either on horseback or in light vehicles like a modern cavalry unit because the concept of scouts is mostly missing from the Guard, which is pretty dumb. I think the difference between us is that I would want this new scout unit to not replace Rough Riders, but be offered along side them.

I look forward to your overhaul as well.


This is what I keep saying, but he refuses to compromise. I don't see him budging on this topic.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:27:02


Post by: Future War Cultist


 Kanluwen wrote:
What are we really defining as "go on the offensive"?

The whole spiel/schtick of the Guard is holding ground, then slowly pushing the enemy back.


Pushing the enemy back is going on the offensive, whatever speed it's performed at.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:33:25


Post by: Kanluwen


 Ignatius wrote:
 Sgt_Smudge wrote:
 Kanluwen wrote:
I never have understood the appeal of them.
Much as I'm agreeing with your changes here, scrapping a unit because you don't like it is why we have favouritism and imbalances in many codexes.

Cruddace was an Imperial Guard player, and he got landed with writing the Tyranid Codex. It's no surprise that he disliked Tyranids, and they were rather bad that edition.
At the same time, Kelly was an Eldar player, and wrote the Eldar codex. I wonder how good Eldar were when he wrote it.

Rough Riders are unique. They are cavalry. That is their appeal. No other unit in the Imperial Guard is cavalry. Scrapping Rough Riders is fine. Just replace them with a cavalry unit, but at that point, they're Rough Riders in all but name. So why not just improve Rough Riders?


@Kan This is essentially the feeling I get from your posts. You don't like the concept of certain units so want them gone. Commissars as you've noted you don't like.

It's worth mentioning that when I've discussed Commissars, I've advocated for them to be taken as part of the Platoon/Squad structure, not an actual bit associated with the Command Structure.

I've also advocated for "Summary Execution" to be an army-wide thing for Sergeants and Officers, seeing as how they're empowered same as the Commissariat.

I also find it pants on head ridiculous that Commissars are forced down your throat if you want to run the Tempestus formations. Why are the super elite, die-hard zealots (per the fluff) needing a babysitter for their morale?

It just smacks of laziness and a lack of understanding the factions we have.
Rough Riders are the other big one I can remember you not liking. You are advocating for their removal on the grounds that you don't like them and have developed the thought that you don't feel they support the image you have of the guard in your head as evidence. Both of those things are highly subjective, which is why you are getting push back.

But there's the rub. Some of the "subjectivity" is going away as they've been making the Guard more and more similar to the "image I have in my head".

Rough Riders still get mentioned here and there in the fluff, but it kinda feels like it's just a case of "We went through the codex and copy/pasted unit names in".

I don't like Ratlings or Ogryns personally. But I don't want them to be removed.

Like I said, Ratlings I can kinda/sorta find a place for them. It's in the Platoon structure, doled out amongst the squads as a kind of "move through cover"/"morale" booster.

Think Jokaero, but less furry.
Cavalry was a very important part of the Victorian/Napoleonic Era, which is how I've modeled my Guard, which is why I like it and would like to keep it.

That's great.

I modeled my Guard after the Cadian Shock Troops, who aren't Victorian/Napoleonic. They're Guardsmen.

I also a Cavalrymen in the US Army so I have a bias towards them. But by the same token I think it would be cool for there to be a scout (supporting role instead of direct damage) unit either on horseback or in light vehicles like a modern cavalry unit because the concept of scouts is mostly missing from the Guard, which is pretty dumb. I think the difference between us is that I would want this new scout unit to not replace Rough Riders, but be offered along side them.

No mounts, period. FAVs, LAVs, or Bikes. That's the way to go.

I know I'm a broken record on this, but seriously. They're trying to move AWAY from the whole "fantasy in space" thing. Cavalry as a thing for Daemons? Totally works.
Space Wolves? Okay, that's a stretch.

Guard? It's just silly.

I look forward to your overhaul as well.

Way to put the pressure on...



Automatically Appended Next Post:
CplPunishment wrote:


This is what I keep saying, but he refuses to compromise. I don't see him budging on this topic.


See above image.

I've got my spirit animal Creed with me on this. Ratlings are as far back of a step as I'll take!


What does the future hold for the Imperial Guard? @ 2017/02/17 18:42:02


Post by: CplPunishment


@Kanluwen. All I keep hearing is "I don't see any purpose for these units, therefore I, Kanluwen, arbiter of everthing that was, is and forever shall be Imperial Guard, decree that henceforth nobody should have access to rules for them."


What does the future hold for the Imperial Guard? @ 2017/02/17 18:45:08


Post by: Kanluwen


CplPunishment wrote:
@Kanluwen. All I keep hearing is "I don't see any purpose for these units, therefore I, Kanluwen, arbiter of everthing that was, is and forever shall be Imperial Guard, decree that henceforth nobody should have access to rules for them."

You do know that if Bike Squads got added, ala the ones I've suggested, you could easily proxy your Rough Riders for them?

I mean, people have been trying to feed me that line of crap for years about Rough Riders. "Just pretend they're on motorcycles, it's fine!".


What does the future hold for the Imperial Guard? @ 2017/02/17 18:46:35


Post by: General Annoyance


If only we could have IG Bikers

Not sure exactly what use they'd be, but hey, they'd still be cool!


What does the future hold for the Imperial Guard? @ 2017/02/17 18:48:45


Post by: don_mondo


 Kanluwen wrote:
CplPunishment wrote:
@Kanluwen. All I keep hearing is "I don't see any purpose for these units, therefore I, Kanluwen, arbiter of everthing that was, is and forever shall be Imperial Guard, decree that henceforth nobody should have access to rules for them."

You do know that if Bike Squads got added, ala the ones I've suggested, you could easily proxy your Rough Riders for them?

I mean, people have been trying to feed me that line of crap for years about Rough Riders. "Just pretend they're on motorcycles, it's fine!".


Why pretend...? I've still got IG bikers. That I've fielded as Roughriders... Along with my regular RT-era Roughriders...

I could live with bikers taking Roughriders place in the codex. However, not as 'non-combat units' per your earlier suggestions. Sure, give them those non-combat capabilities, but they better have guns and weapon options as well.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:55:31


Post by: CplPunishment


 Kanluwen wrote:
CplPunishment wrote:
@Kanluwen. All I keep hearing is "I don't see any purpose for these units, therefore I, Kanluwen, arbiter of everthing that was, is and forever shall be Imperial Guard, decree that henceforth nobody should have access to rules for them."

You do know that if Bike Squads got added, ala the ones I've suggested, you could easily proxy your Rough Riders for them?

I mean, people have been trying to feed me that line of crap for years about Rough Riders. "Just pretend they're on motorcycles, it's fine!".


Now we are getting somewhere with this discussion. I would need to hear more details however. But at least you're saying something in compromise territory.


What does the future hold for the Imperial Guard? @ 2017/02/17 18:59:03


Post by: Kanluwen


 don_mondo wrote:
 Kanluwen wrote:
CplPunishment wrote:
@Kanluwen. All I keep hearing is "I don't see any purpose for these units, therefore I, Kanluwen, arbiter of everthing that was, is and forever shall be Imperial Guard, decree that henceforth nobody should have access to rules for them."

You do know that if Bike Squads got added, ala the ones I've suggested, you could easily proxy your Rough Riders for them?

I mean, people have been trying to feed me that line of crap for years about Rough Riders. "Just pretend they're on motorcycles, it's fine!".


Why pretend...? I've still got IG bikers. That I've fielded as Roughriders... Along with my regular RT-era Roughriders...

I could live with bikers taking Roughriders place in the codex. However, not as 'non-combat units' per your earlier suggestions. Sure, give them those non-combat capabilities, but they better have guns and weapon options as well.

They get laspistols and the deployable sensors.
That's all.

The whole point is to move away from the idea of "Every single unit needs to be super killy". Look at Tau Pathfinders, Tetras, and Markerlight Drones.

Arguably, point for point, the most critical things in a Tau army. Pathfinders have crap guns(Pulse Carbines) with virtually no range.
So why are the Markerlight equipped units considered priority targets by enemy players?

Because of their utility boost to the army.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:02:45


Post by: General Annoyance


They could possibly upgrade to a bike mounted weapon, like a Grenade Launcher. They'd still be a fast support unit, but you could pay a little extra to give them a little more punch, in the same way you might give a Pathfinder Squad a Rail Rifle or two.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:07:01


Post by: gungo


Ratlings are basically nonexistent in the fluff and easily replaced by special weapon squads with sniper rifles or something like catachan snipers Squads that use to be in the catachan codex.

Personally I would love for the return of catachan devils squad to get options for an infiltrating stealth veteran squad and they should make sergeant harked a junior officer so he can issue orders.

Another possibility is that if gw is forward thinking with the rumoured release of necromunda they can make them easily converted penial legion squads.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:09:12


Post by: Kanluwen


 General Annoyance wrote:
They could possibly upgrade to a bike mounted weapon, like a Grenade Launcher. They'd still be a fast support unit, but you could pay a little extra to give them a little more punch, in the same way you might give a Pathfinder Squad a Rail Rifle or two.

Nope. Nothing above Laspistols.

And remember that Pathfinder Squads get Rail Rifles/Ion Rifles for a fluff reason. The same fluff reason they get the Grav Inhibitor Drones and Pulse Accelerator Drones.
Pathfinders are used as "testbeds" for tech before it's considered battle ready.

Rail Rifles, in case you were unaware, first got introduced to Pathfinders as part of a Chapter Approved article back when "Fire Warrior" came out. There was a Hard-Wired Target Lock present on them which (fluffwise) was causing a chance at killing the Fire Warrior/Pathfinder using the Rail Rifle. The fluff progression has actually made it so that it's now much safer, but apparently still has a "stigma" for that reason.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:10:41


Post by: Melissia


Kan: I mean I don't disagree, it's just that... in order for that to work you'd need to overhaul ALL armies, not just Guard. Otherwise you'll just end up with a ton of options players don't use because they'll just get fethed by all the killy armies.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:11:45


Post by: Kanluwen


 Melissia wrote:
Kan: I mean I don't disagree, it's just that... in order for that to work you'd need to overhaul ALL armies, not just Guard. Otherwise you'll just end up with a ton of options players don't use because they'll just get fethed by all the killy armies.

I know.

Which is the big argument I keep trying to hammer home, but it gets lost in the mire of "I like Ratlings! You don't! STOP RUINING MY ARMY!" discussion.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:15:44


Post by: Future War Cultist


You know, a thought occurs...we have Sentinels...big walker things. Shouldn't they be our cavalry? What if they slashed the price of them and put them into platoons? 1 command sentinel (BS4 and can issue orders) and 2-5 squads of 1-5 sentinels. The Emperor's Talon Company made more mainstream.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:18:09


Post by: Melissia


 Future War Cultist wrote:
You know, a thought occurs...we have Sentinels...big walker things. Shouldn't they be our cavalry? What if they slashed the price of them and put them into platoons? 1 command sentinel (BS4 and can issue orders) and 2-5 squads of 1-5 sentinels. The Emperor's Talon Company made more mainstream.

So... Emperor's Shield Platoons (can take up to nine sentinels in three squadrons, the sents give move through cover to nearby guardsmen), and Emperor's Talon Recon Platoons (two to four full squadrons of sents, one sent is commander and gives Orders to the rest at Ld8), but cheaper?

I'm okay with this.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:19:40


Post by: General Annoyance


 Kanluwen wrote:
Nope. Nothing above Laspistols.


Why not though?

And remember that Pathfinder Squads get Rail Rifles/Ion Rifles for a fluff reason. The same fluff reason they get the Grav Inhibitor Drones and Pulse Accelerator Drones.
Pathfinders are used as "testbeds" for tech before it's considered battle ready.


Right. The point I was making there is how a support unit might take some extra weapons so it has some degree of potential damage output at range.

Also correct me if I'm wrong, but the Rail Rifle is no longer an experimental system, but something used regularly by Pathfinder squads. It was pretty much designed for their use anyway, since regular Fire Teams can't deploy with specialist/heavy weaponry due to military doctrine.

 Kanluwen wrote:
Which is the big argument I keep trying to hammer home, but it gets lost in the mire of "I like Ratlings! You don't! STOP RUINING MY ARMY!" discussion.


Well we should be considering the fact that some people may enjoy those bits of lore, or have played and collected those units, or both. Removing them entirely should never be something that has to happen in a game that is designed well at its core.

The argument I've been trying to hammer home for quite some time is that 40k needs a complete rules overhaul, from the ground up. That too gets lost in the idea that 40k's ruleset can be recovered... somehow.

Treat it like a Lego construct; there are bits missing to make the thing whole again, and no piece can fill those gaps properly. Break it apart, and build something that fits together properly, and works.

G.A


What does the future hold for the Imperial Guard? @ 2017/02/17 19:35:13


Post by: Future War Cultist


 General Annoyance wrote:
Treat it like a Lego construct; there are bits missing to make the thing whole again, and no piece can fill those gaps properly. Break it apart, and build something that fits together properly, and works.

G.A


Nicely put! Have an exalt!

 Melissia wrote:
So... Emperor's Shield Platoons (can take up to nine sentinels in three squadrons, the sents give move through cover to nearby guardsmen), and Emperor's Talon Recon Platoons (two to four full squadrons of sents, one sent is commander and gives Orders to the rest at Ld8), but cheaper?

I'm okay with this.


Yeah that's it!


What does the future hold for the Imperial Guard? @ 2017/02/17 19:36:40


Post by: Kanluwen


 General Annoyance wrote:
 Kanluwen wrote:
Nope. Nothing above Laspistols.


Why not though?

Why should they?

The whole point of the biker unit I've been suggesting is NOT to be a combat unit. Their job is to move ahead and plant the sensor net. End of story. If they get engaged, they are speedy enough to get out.

And remember that Pathfinder Squads get Rail Rifles/Ion Rifles for a fluff reason. The same fluff reason they get the Grav Inhibitor Drones and Pulse Accelerator Drones.
Pathfinders are used as "testbeds" for tech before it's considered battle ready.


Right. The point I was making there is how a support unit might take some extra weapons so it has some degree of potential damage output at range.

And the point I was making is that no, these are not comparable.

Also correct me if I'm wrong, but the Rail Rifle is no longer an experimental system, but something used regularly by Pathfinder squads. It was pretty much designed for their use anyway, since regular Fire Teams can't deploy with specialist/heavy weaponry due to military doctrine.

Actually, it was designed for Fire Warrior teams. The Hard-Wired Target Lock however meant it was instead given to the Pathfinders.

Also, that whole "can't deploy with specialist/heavy weaponry" bunk is done. They now have Turrets with SMS/Missile Pods.

 Kanluwen wrote:
Which is the big argument I keep trying to hammer home, but it gets lost in the mire of "I like Ratlings! You don't! STOP RUINING MY ARMY!" discussion.


Well we should be considering the fact that some people may enjoy those bits of lore, or have played and collected those units, or both. Removing them entirely should never be something that has to happen in a game that is designed well at its core.

Actually, yes. Removing them entirely should be something that has to happen in a game, however well designed it is, when said game is older than some posters.

The argument I've been trying to hammer home for quite some time is that 40k needs a complete rules overhaul, from the ground up. That too gets lost in the idea that 40k's ruleset can be recovered... somehow.

Except it really doesn't get lost, because basically everyone has been making this argument.


What does the future hold for the Imperial Guard? @ 2017/02/17 19:55:27


Post by: General Annoyance


 Kanluwen wrote:

Why should they?


Mainly this image makes me feel like they should at least be able to take a few.



I know, I know, they're SM Bikes, and IG ones should be a lot smaller. But why Imperial command wouldn't issue them with even a squad weapon, fired by hand, to cover themselves is what confuses me.

The whole point of the biker unit I've been suggesting is NOT to be a combat unit. Their job is to move ahead and plant the sensor net. End of story. If they get engaged, they are speedy enough to get out.


Theoretically that is what should happen, yes. The problems I would bring up with that are: sometimes that may not always be an option, IG roles are not as set in stone as a more doctrine tight army like the Tau Empire, and if that is they are proficient enough to execute their job every time with the IG behind supporting them, why would they even need Laspistols?

And the point I was making is that no, these are not comparable.


I'm not following on what the difference here is, but I'll accept the argument.

Actually, it was designed for Fire Warrior teams. The Hard-Wired Target Lock however meant it was instead given to the Pathfinders.

Also, that whole "can't deploy with specialist/heavy weaponry" bunk is done. They now have Turrets with SMS/Missile Pods.


I haven't read the specific articles for the Rail Rifle. I don't see how the Target Lock would stop Fire Warriors from having them, though.

Those Turrets are technically a support unit for the Fire Team. That, and it's not entirely the same as the actual Fire Warriors carrying in a special or heavy weapon like an IG squad would carry in a Heavy Bolter or a Plasma Gun.

Actually, yes. Removing them entirely should be something that has to happen in a game, however well designed it is, when said game is older than some posters.


What does age have to do with it? If they were something that works, then what's the point for removing them?

Except it really doesn't get lost, because basically everyone has been making this argument.


If that is the case, then there is nothing to be had of this discussion, or any in the future for that matter. Not until we see some new rules, that is.


What does the future hold for the Imperial Guard? @ 2017/02/17 20:25:48


Post by: tuebor


morgoth wrote:

Well I disagree.

I want to see 660 models, I want to see real fething Imperial Guard.

If I ever get into that army, I'll have legions of noname nobodies who'll just get crushed in masse because that's their whole purpose in life. (by the way, movement strips are a thing you know.. even in 40k).

I'd rather they don't make the IG more powerful per head than it already is.

Also, I would like their tanks to be shrunk in points and maybe even downgraded a little, so that hey may be more numerous, more "we suck but there's a lot of us".

It doesn't scream "Mechanical Division" when you have about 10 tanks on the table.


I just recently got back into 40k with my IG after stopping in early 6th edition. I was really excited about the Cadian formations, particularly the infantry company since I have about 275 infantry models. I've been running a 225 model list from the Cadian supplement and I've found that things have gotten to the point where even a list that large can get completely wiped off the table in shooting by a reasonably competent Eldar, Tau or Marine player without too much trouble. I'm already at the point where my deployment zone is literally full of guys and if there's too much terrain in my deployment zone I have to put some of them in reserves because they will not fit assuming I want to have some kind of spacing. If we lower point costs more it won't do any good, all you'll do is put more guys in reserve so they can accomplish nothing when they come in on turn 3. I don't know what the solution is but I think that Orders and formations probably provide the framework for it.


What does the future hold for the Imperial Guard? @ 2017/02/17 21:15:14


Post by: CplPunishment


@Kanluwen. Could you please explain what this proposed sensor net does?


What does the future hold for the Imperial Guard? @ 2017/02/17 21:26:31


Post by: Kanluwen


 Kanluwen wrote:

Deployable Scanner:
During a Hornet Biker Team's Movement phase, they can select a position near where they moved. They can then place a Scanner Post at that location.

A Scanner Post is a piece of Battlefield Debris with T6 and 4W with a 3+ Armor Save and the special rule of "Sensor Net".


Sensor Net: Enemy units within a 12" range of a Sensor Net cannot claim the benefits of Stealth and/or Shrouded when in Cover or Jinking.
If an enemy unit is within 12" of multiple Scanner Posts, they also cannot claim a Cover Save from area terrain.

I posted it awhile ago, but there it is brought forward again.


What does the future hold for the Imperial Guard? @ 2017/02/17 21:54:43


Post by: CplPunishment


Figured a name could be workshopped later, but here are my proposed rules

Imperial Guard Mounted Scouts: 25pts
Guardsman WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Sergeant WS3 BS3 S3 T3 W1 I3 A2 Ld8 Sv5+
Unit composition: 1 mounted Sgt and 4 mounted guardsmen (on bikes, horses or whatever is appropriate for a cavalry base)
Unit type: cavalry
Wargear: Laspistol, Close Combat Weapon, Flak Armor
Special Rules: Scout/Outflank, Hit and Run, Relentless

May purchase 1-5 additional mounted Guardsmen for 6pts each
Sergeant may replace laspistol with bolt pistol (1pt) or plasma pistol (10pts)
Sergeant may replace his close combat weapon with a power weapon (5pts)
Up to two may replace laspistol with: Flamer(5pts), Grenade Launcher(5pts), Meltagun (10pts) or Plasmagun(15pts)
Entire Squad may take Frag Grenades (1pt/model)
Entire Squad may take Krak Grenades (1pt/model)
Any model may take a hunting lance (or maybe power lance?) (3pts/model)
Any model may replace its laspistol with a lasgun (Free)
Entire Unit may take Carapace Armor (2pts/model)
Entire Squad may take Melta Bombs (2pts/model)
One model that did not take a hunting lance may take a Demolition Charge (10pts) OR Sensor Net (???pts) [ask Kanluwen what this does]
One model may take a Vox-Caster (5pts) [in my version of the next IG codex, voxes transmit orders beyond an officers command range]

Just a rough draft, but what do y'all think?




Automatically Appended Next Post:
 Kanluwen wrote:
 Kanluwen wrote:

Deployable Scanner:
During a Hornet Biker Team's Movement phase, they can select a position near where they moved. They can then place a Scanner Post at that location.

A Scanner Post is a piece of Battlefield Debris with T6 and 4W with a 3+ Armor Save and the special rule of "Sensor Net".


Sensor Net: Enemy units within a 12" range of a Sensor Net cannot claim the benefits of Stealth and/or Shrouded when in Cover or Jinking.
If an enemy unit is within 12" of multiple Scanner Posts, they also cannot claim a Cover Save from area terrain.

I posted it awhile ago, but there it is brought forward again.


That's a cool idea, no doubt, but it feels like it belongs in Codex: Tau Empire

Think about it: Would every Average Joe Guardsman be "linked in" with this sensor net? Would a "sensor-net uplink" be an additional upgrade available to some or all Guard units? Or is it assumed that it would be as standard issue as a lasgun?


What does the future hold for the Imperial Guard? @ 2017/02/17 22:06:31


Post by: Future War Cultist


If the IG are to get combat bikes, I feel like they should be reserved for the Scions. It suits their role.

And they don't necessarily have to be "bikes". They could be quads, or little jeep/land rover type things.


What does the future hold for the Imperial Guard? @ 2017/02/17 22:38:52


Post by: Dakka Flakka Flame


It's definitely hard to say what should happen when we don't know what changes 8th Edition will bring. It's also hard to talk about individual rules without explaining the context we're thinking about them in. As in, does this new rule only work with other significant changes, or are we holding all other rules the same and only talking about changing this one thing.

If they end up going with war scrolls/data slates/whatever it would be pretty easy to keep ratlings, rough riders, etc. Who knows if that's what they'll do.

I ended up with some ratlings, Wyrdvanes, sentinels, and a bunch of other random stuff that doesn't fit the fluff of my main guard force. I do have ~30 Catachans, so maybe I'll give them a bunch of camo cloaks and sniper rifles and make them an elite scout force made up of all the things that aren't very effective on the tabletop. It would be a good place to put all those metal power fist commissars I ended up with as well. Maybe I should get some rough riders for good measure.

 Kanluwen wrote:
I know I'm a broken record on this, but seriously. They're trying to move AWAY from the whole "fantasy in space" thing.

So, does that mean they going to get rid of all the swords and sorcery?


What does the future hold for the Imperial Guard? @ 2017/02/17 23:09:32


Post by: Kanluwen


CplPunishment wrote:
Figured a name could be workshopped later, but here are my proposed rules

Imperial Guard Mounted Scouts: 25pts
Guardsman WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Sergeant WS3 BS3 S3 T3 W1 I3 A2 Ld8 Sv5+
Unit composition: 1 mounted Sgt and 4 mounted guardsmen (on bikes, horses or whatever is appropriate for a cavalry base)
Unit type: cavalry
Wargear: Laspistol, Close Combat Weapon, Flak Armor
Special Rules: Scout/Outflank, Hit and Run, Relentless

May purchase 1-5 additional mounted Guardsmen for 6pts each
Sergeant may replace laspistol with bolt pistol (1pt) or plasma pistol (10pts)
Sergeant may replace his close combat weapon with a power weapon (5pts)
Up to two may replace laspistol with: Flamer(5pts), Grenade Launcher(5pts), Meltagun (10pts) or Plasmagun(15pts)
Entire Squad may take Frag Grenades (1pt/model)
Entire Squad may take Krak Grenades (1pt/model)
Any model may take a hunting lance (or maybe power lance?) (3pts/model)
Any model may replace its laspistol with a lasgun (Free)
Entire Unit may take Carapace Armor (2pts/model)
Entire Squad may take Melta Bombs (2pts/model)
One model that did not take a hunting lance may take a Demolition Charge (10pts) OR Sensor Net (???pts) [ask Kanluwen what this does]
One model may take a Vox-Caster (5pts) [in my version of the next IG codex, voxes transmit orders beyond an officers command range]

Just a rough draft, but what do y'all think?

You basically just posted Rough Riders...



 Kanluwen wrote:
 Kanluwen wrote:

Deployable Scanner:
During a Hornet Biker Team's Movement phase, they can select a position near where they moved. They can then place a Scanner Post at that location.

A Scanner Post is a piece of Battlefield Debris with T6 and 4W with a 3+ Armor Save and the special rule of "Sensor Net".


Sensor Net: Enemy units within a 12" range of a Sensor Net cannot claim the benefits of Stealth and/or Shrouded when in Cover or Jinking.
If an enemy unit is within 12" of multiple Scanner Posts, they also cannot claim a Cover Save from area terrain.

I posted it awhile ago, but there it is brought forward again.


That's a cool idea, no doubt, but it feels like it belongs in Codex: Tau Empire

Think about it: Would every Average Joe Guardsman be "linked in" with this sensor net? Would a "sensor-net uplink" be an additional upgrade available to some or all Guard units? Or is it assumed that it would be as standard issue as a lasgun?

Guard have a lot more stuff in their kit than you think. Look at FW's "Hostile Environment"/"Respirator" Cadians. Or the tank crews from the various plastic kits.

There's a kind of "monocle" piece that gets shown in a lot of places that is said to be tied into the vox network...
And while we're at it? The vox isn't just a radio. It also can upload targeting data, coordinates, etc independent of the operator's voice. There's a mention several times in fluff of a "wristslate" that is tied to the vox letting the vox operators mark stuff on the fly.


What does the future hold for the Imperial Guard? @ 2017/02/18 03:50:35


Post by: CplPunishment


 Kanluwen wrote:
CplPunishment wrote:
Figured a name could be workshopped later, but here are my proposed rules

Imperial Guard Mounted Scouts: 25pts
Guardsman WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Sergeant WS3 BS3 S3 T3 W1 I3 A2 Ld8 Sv5+
Unit composition: 1 mounted Sgt and 4 mounted guardsmen (on bikes, horses or whatever is appropriate for a cavalry base)
Unit type: cavalry
Wargear: Laspistol, Close Combat Weapon, Flak Armor
Special Rules: Scout/Outflank, Hit and Run, Relentless

May purchase 1-5 additional mounted Guardsmen for 6pts each
Sergeant may replace laspistol with bolt pistol (1pt) or plasma pistol (10pts)
Sergeant may replace his close combat weapon with a power weapon (5pts)
Up to two may replace laspistol with: Flamer(5pts), Grenade Launcher(5pts), Meltagun (10pts) or Plasmagun(15pts)
Entire Squad may take Frag Grenades (1pt/model)
Entire Squad may take Krak Grenades (1pt/model)
Any model may take a hunting lance (or maybe power lance?) (3pts/model)
Any model may replace its laspistol with a lasgun (Free)
Entire Unit may take Carapace Armor (2pts/model)
Entire Squad may take Melta Bombs (2pts/model)
One model that did not take a hunting lance may take a Demolition Charge (10pts) OR Sensor Net (???pts) [ask Kanluwen what this does]
One model may take a Vox-Caster (5pts) [in my version of the next IG codex, voxes transmit orders beyond an officers command range]

Just a rough draft, but what do y'all think?

You basically just posted Rough Riders...



 Kanluwen wrote:
 Kanluwen wrote:

Deployable Scanner:
During a Hornet Biker Team's Movement phase, they can select a position near where they moved. They can then place a Scanner Post at that location.

A Scanner Post is a piece of Battlefield Debris with T6 and 4W with a 3+ Armor Save and the special rule of "Sensor Net".


Sensor Net: Enemy units within a 12" range of a Sensor Net cannot claim the benefits of Stealth and/or Shrouded when in Cover or Jinking.
If an enemy unit is within 12" of multiple Scanner Posts, they also cannot claim a Cover Save from area terrain.

I posted it awhile ago, but there it is brought forward again.


That's a cool idea, no doubt, but it feels like it belongs in Codex: Tau Empire

Think about it: Would every Average Joe Guardsman be "linked in" with this sensor net? Would a "sensor-net uplink" be an additional upgrade available to some or all Guard units? Or is it assumed that it would be as standard issue as a lasgun?

Guard have a lot more stuff in their kit than you think. Look at FW's "Hostile Environment"/"Respirator" Cadians. Or the tank crews from the various plastic kits.

There's a kind of "monocle" piece that gets shown in a lot of places that is said to be tied into the vox network...
And while we're at it? The vox isn't just a radio. It also can upload targeting data, coordinates, etc independent of the operator's voice. There's a mention several times in fluff of a "wristslate" that is tied to the vox letting the vox operators mark stuff on the fly.


Yeah, it is a lot like the current Rough Riders (So that people can still use Rough Riders), but it also gives you options to build something entirely different. More options than what I wrote could easily be added. Also, I added some special rules and options that rough riders don't currently have. In any case, we're working with a basic guardsman's statline, which means the only option to make them operate differently would be to make them Unit Type: Bike instead of Cavalry. When you consider that they will likely be on small, bikes that are fragile compared to Space Marine ones, it wouldn't make much sense for them to get the +1T buff. So, please do tell how exactly you would make them that much different from Rough Riders. So far your hornets sound like rough riders on bikes with all of their basic wargear and options taken away. But they get an IG markerlight of sorts. It sounds interesting but it just sounds too Tauish for me.

*some* Guard units have more stuff in their kit. It is a diverse body that hails from hundreds of thousands of different planets. That which is considered "standard" varies from system to system. I'm not saying that your idea shouldn't exist in a Guard Codex (although I'm not entirely convinced it needs to be included), I'm just saying that I don't think it would be standard issue on a bare-bones squad.