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Made in ie
Imperial Recruit in Training





New units would like to see.
Fast attack:
Bikers similar to Genestealer cult bikers,

Bring rough riders back and give them the krieg statline and the <regiment> and infantry keywords.

Bring back Elsyian sentinels but as fast attack allowing us to have Multi Melta & Heavy Bolter varients again.

Heavy Support:
while we have heavy weapon teams I would like to see something similar to space marine hellblasters where it can be a 10 man unit can field either plasma or melta guns (hitting on bs 3+).

Planted down immobile AA turrets that are similar primaris servo turrets (these weapons make more sense for guard to have then spacemarines anyway) where it can fire a twin lascannon, twin autocannon, twin multilaser and has a scout sentinel stat line without the ability to move.

Elite:
I would like to see a melee guard unit similar to the Solar Auxilia Veletaris which would basically have a ws 3+ T3 W2 A2 +4Sv a unit like this would complement units like the valkryie which rarely gets any play because theres very little worth dropping out of it. The unit would be between 5 - 10 models and every model can have either a powersword, power axe, or power maul and have the <Regiment> keyword.

A veteran unit that's equiped with hot-shot lasguns. (basically scions with a +5 save and can't deepstrike and dont have obj secured, they can be around 10 points.)



On the note of new things what I would much prefer is more varients and changes to existing units.
Such as changing veterans back to troops or giving them obj secured.

Vox Casters have unlimited range (their 12" range makes absolutely no sense)


Sentinels should only receive one damage when the plasma cannon blows up rather than model destroyed also make the chainsaw deal damage 2 alongside the -1ap (it still wont be used but it would be a nice change)

Master of Ordinance should make add +1 to hit rolls for all artillary units vehicles within 8" of the vox caster as long as the master of ordinance or a vox caster has line of site with the unit.

Master of the Fleet should add 1+ to hit for all flyers to units that are within line of site of the Master of the fleet or any unit with a vox caster.

Basilisks: Remove the ability to re-roll the number of shots dice but make the weapon 2d6 d3 (damage 3 against infantry)

Manitcore: make the weapon damage 3 against infantry otherwise the same d3

Leman russ battle tank: Battlecannon becomes damage 3 against infantry, Demolishers remain d6 but damage rolls of 1 and 2 become damage 3, vanquishers deal 2d6 damage with a minimum damage of 6, Leman russ annihilators can have tank commanders.

Infrantry squads should only give 0.5 victory points rather than 1 victory point for secondaries.

Scions go up to 15 points each but can get their own own regiment perks while in an astra militarum regiment and their hot-shots become damage 2.

Ogryns: Change Ripper gun to range 18"Assault 3 Strength 5(strength 6 if within 9" of the enemy unit) ap -1 (Ap-2 if within 9" of enemy unit) damage 2 & in combat the user gains +1 strength -1ap (I remember in previous editions the ripper gun used to give +1 strength in combat not sure why they removed it).

Plasma guns when overcharged: Strength 8 ap-3 damage 2 (damage 3 against infantry)

Superheavies:
If you are running a brigade you should be able to add 0-1 baneblade varient to your list with the<regiment> keyword.
Bring back the option to give baneblades bs +3 similiar to what they had in apocolaypse (make the upgrade an extra 50pts etc or make it so it can only have one set of sponsons to balance it).



Vehicle upgrades need a huge revamp:

Augur Array: All enemy models within 24" of this model do not gain from negative hit modifiers (also something like units with vox casters firing at those units also ignore the negative hit modifiers as long as the augur array is within range of the enemy units.

Dozer Blade: Add +2 to the weapon skill of any vehicle that has this (basically changes ws 6+ to was 4+).

Track Guards: Should prevent movement and shooting decay.

Heirlooms:
Give all powersword based heirlooms an additional +1 strength to compensate for Powersword changes.

Add Hammer of Sunderance as a heirloom and change it so it works on all leman russ varients and change the ruiling too: All leman Russ dealing d3 or d6 damage hit on the highest possible damage, and all leman russ dealing a flat amount of damage is doubled.

The selected Baneblade varient now has a 5+ FNP (this is to makeup for the lack of invulnerable save).


/*Notes*/

The new units help both modernise guard to have similar units to newly released units keeping them at the same pace.

It adds more melee choices while maybe not overpowered they can get nice buffs when in detachments like catachan and have straken to buff them.

Having more fast attack options is nice and I feel bikes would be a nice way to get IG around to board relatively quickly so they can quickly go from objective to objective.

I feel these are the kind of changes we need to keep Imperial Guard relevent when competing against armies like Space Marines or Deathguard as d3 and damage 1 weapons really just arnt good anymore.

The increase in damage for blast weapons is important as most tanks arn't killing more than 1 - 2 models due to all the upgraded 3 wound models and I feel that weapons designed to kill such units should kill such units. It also makes death star units like deathwatch terminators with obj secured are bit less of a threat as they can be dealt with now if enough heavy fire is focused on them.

When talking about the extra plasma gun damage when overcharged I think every plasma gun variant for every army should get this not just guard.

Of course with all these changes it would make sense for a lot of the units go up a fair bit in points which is fair but would rather pay more for units that do something then have units on average killing 1.5 marines a turn its nearly impossible for our units to make their points back anymore.


   
Made in de
Longtime Dakkanaut





 kirotheavenger wrote:
Valkyries are the Imperial Guard helis.
Complete with hovering and door gunners!


Problem is that Valkyries belong in the realm of bad models like almost all GW flyers. And I WANT a helicopter! Just like Arnold in Predator.
   
Made in us
Hurr! Ogryn Bone 'Ead!






 endlesswaltz123 wrote:
I am very humanistic and a forward thinking person, but I really don't see the point of starting to or trying to censor certain aesthetics due to historical connotations, if you look hard enough you can find a bad connotation in almost every unit GW puts out, be it aesthetic or fluff.

Lets sack off the Space Wolves as they are effectively space vikings and the people of nordic should feel ashamed of their past...

I get why some people may want this to happen, but you are immediately placed on a slippery slope. In addition, I don't think there is a single national military on the planet that hasn't committed what we would now consider a severe and grotesque war crime at some point within their history.

History has happened, we shouldn't forget it, and that includes influences from history in as niche a domain as the miniature wargaming hobby. Lastly, and most importantly, the Imperium are NOT the good guys in the setting, we aren't praising and celebrating the history of certain military units, they are just as evil in this setting as they were in real life.


It is a bit of a sliding scale though - with the Praetorians, for example, wasn't their big fluff bit the Anglo-Zulu War, just with the Zulu replaced by Orks? I'd say more than the uniform, the fluff as it currently exists combined with the colonial aesthetic could be seen as slightly problematic. If one or the other were tweaked to make it slightly less blatant (ie: not just taking a historical battle and replacing one of the sides with literal monstrous barbarians while keeping the other side mostly recognizable), some of the negative connotations could be stepped back a touch.
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

Give guard infantry stronger orders that don't require HQ's (the unit leader is enough). Shoot twice (maybe not heavy weapons), go to ground (+2 cover save but can't do anything else), re-roll charge and double (triple??) CC attacks. Desperate humans fighting for their lives against terrifying alien/chaos opponents

That sort of thing. Without changing any of the stats a basic guardsman is worth more

As for units, I would like to see some form of rough riders again. More importantly, plastic Tallarn/Valhallan/Steel Legion etc. Plenty of kits could work as two regiments if you put two sets of heads in the box.

Hydra Dominatus 
   
Made in gb
Wing Commander





Bristol (UK)

I actually love the Valkyrie model. Sure the wings are solid bricks, but I put that down to model representation rather than actual realism.
If you want a helicopter convert one and counts-as a Valkyrie, all I'm saying here is I don't think a statline for a helicopter is worth the space in the codex as it's just a less sci-fi Valkyrie.

I love the idea for more accurate spotter mechanics for Guard.
I've always liked the idea of them being a backdoor for bringing WW2 historical mechanics into 40k.
Artillery spotting, officers, off-board artillery, etc.
   
Made in us
Hurr! Ogryn Bone 'Ead!






You know, not a unit, but I would like to see some fancy "Abilities" for Guard Commanders. Your average Company Commander isn't some melee beast, or ranged attack master, they are a force multiplier and boost their allies, so some neat little purchasable abilities that then boost a given unit could be neat. So for example you have your Company Commander as Warlord, and then purchase one or more boons onto the commander that then grants the buffs to other units.

Examples that come to mind:

Toy Soldiers - The Regiment has some better than average wargear on hand, that is handed out to the most skilled and loyal soldiers. Pick a Command Squad or Veteran Squad from your army and choose 2 of the following abilities to apply to the unit. Limitation: If taken, this ability MUST be purchased for each Company Command Squad and Veteran Squad in the army.
-The lasguns in this unit are now Strength 4
-The lasguns in this unit have AP -1
-The lasguns in this unit are Assault 3
-The unit is equipped with Carapace Armor and has a 4+ save
-Extra Rations - The unit has +1 Leadership
-etc, these are just things that immediately come to mind

Praetorian Guard - The Commander has a personal bodyguard that answers to them and whose loyalty is unquestioned. However, history is littered with loyal bodyguards who betrayed their leaders... Pick a Company Command Squad in your army, that unit gains the [character] tag, may pick one ability from the "Toy Soldiers" list, and gets the Bodyguard [4+] rule. Furthermore, if the Warlord loses its last wound while in range of the Praetorian Guard, each model may make 1 attack on that character - if these attack causes an unsaved wound, the Warlord is removed from play as normal, but gives no victory points to the opposing player. Limitation: If you take this ability, you may only take a single Company Command Squad in your army.

Friend to Abhumans - The Regimental Commander has deep bonds with the Abhumans under their command, and the Abhumans are loyal to their leader and go above and beyond for them. All abhumans in the army gain +1 to their Leadership stat, furthermore, Ogryn Bodyguards ability increases to Bodyguard [2+].

Martian Ties - The Regiment has ties to the Adeptus Mechanicus and can call on the organization for aid. You may take ONE Skitarii Ranger OR Skitarii Vanguard unit as an ELITES choice in your army without breaking Regimental Doctrines. The unit may pick a Forge World and benefit from its doctrine as normal.

Astartes Detachment - A unit of Adeptus Astartes has been detached to the Regiment for its current mission. You may take ONE Tactical Squad OR Intercessor Squad as a HEAVY SUPPORT choice in your army without breaking Regimental Doctrines. The unit may choose a Chapter and benefit from its doctrine as normal.

So long story short, I'd love a big list of abilities I could purchase on the Company Commander and mix and match to boost various units in the army or grant slightly different playstyles. It also gives actual options to the unit since lets face it, even the most beatstick of Guard Commanders strike like a wet noodle compared to even some generalist units.



   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 kurhanik wrote:
You know, not a unit, but I would like to see some fancy "Abilities" for Guard Commanders. Your average Company Commander isn't some melee beast, or ranged attack master, they are a force multiplier and boost their allies, so some neat little purchasable abilities that then boost a given unit could be neat. So for example you have your Company Commander as Warlord, and then purchase one or more boons onto the commander that then grants the buffs to other units.

Examples that come to mind:

Toy Soldiers - The Regiment has some better than average wargear on hand, that is handed out to the most skilled and loyal soldiers. Pick a Command Squad or Veteran Squad from your army and choose 2 of the following abilities to apply to the unit. Limitation: If taken, this ability MUST be purchased for each Company Command Squad and Veteran Squad in the army.
-The lasguns in this unit are now Strength 4
-The lasguns in this unit have AP -1
-The lasguns in this unit are Assault 3
-The unit is equipped with Carapace Armor and has a 4+ save
-Extra Rations - The unit has +1 Leadership
-etc, these are just things that immediately come to mind

Praetorian Guard - The Commander has a personal bodyguard that answers to them and whose loyalty is unquestioned. However, history is littered with loyal bodyguards who betrayed their leaders... Pick a Company Command Squad in your army, that unit gains the [character] tag, may pick one ability from the "Toy Soldiers" list, and gets the Bodyguard [4+] rule. Furthermore, if the Warlord loses its last wound while in range of the Praetorian Guard, each model may make 1 attack on that character - if these attack causes an unsaved wound, the Warlord is removed from play as normal, but gives no victory points to the opposing player. Limitation: If you take this ability, you may only take a single Company Command Squad in your army.

Friend to Abhumans - The Regimental Commander has deep bonds with the Abhumans under their command, and the Abhumans are loyal to their leader and go above and beyond for them. All abhumans in the army gain +1 to their Leadership stat, furthermore, Ogryn Bodyguards ability increases to Bodyguard [2+].

Martian Ties - The Regiment has ties to the Adeptus Mechanicus and can call on the organization for aid. You may take ONE Skitarii Ranger OR Skitarii Vanguard unit as an ELITES choice in your army without breaking Regimental Doctrines. The unit may pick a Forge World and benefit from its doctrine as normal.

Astartes Detachment - A unit of Adeptus Astartes has been detached to the Regiment for its current mission. You may take ONE Tactical Squad OR Intercessor Squad as a HEAVY SUPPORT choice in your army without breaking Regimental Doctrines. The unit may choose a Chapter and benefit from its doctrine as normal.

So long story short, I'd love a big list of abilities I could purchase on the Company Commander and mix and match to boost various units in the army or grant slightly different playstyles. It also gives actual options to the unit since lets face it, even the most beatstick of Guard Commanders strike like a wet noodle compared to even some generalist units.





This is pretty much what orders are SUPPOSED to be. Back in the day orders had a little more meaning because there were really good ones that only commanders could use. Really they need to strengthen orders and make the commanders have "super orders" that only they can do.

17,000 points (Valhallan, Cadian, and Vostroyan)
10,000 points
4,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 4 Knights, 2 Dominus Knights, and 5 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

"Back in the day"?

Orders started with the Cruddace-headed book. There were two sets of Orders:
Platoon Commanders(which were taken as part of a Platoon) had "First Rank, FIRE! Second Rank, FIRE!", "Incoming!", and "Move! Move! Move!".
Company Commanders were HQ choices and had "Bring it Down!", "Fire on my Target!", and "Get Back in the Fight!" plus the three Platoon Commander Orders.

Platoon Commanders could issue one Order per turn, but if they got an "Inspired Tactics" roll(snake eyes) they could issue a free Order. If they got a "Can You Repeat that, Sir?"(double 6s), not only did their issued Order not take effect...no further Orders could be issued that turn, period.

And while we're visiting what the army was like "Back in the Day"...
CC Orders had to be done first, and were a 12" range(except for Creed--his was 24" and he could do 4 Orders a turn rather than 2!) with PC Orders happening after all CCS level Orders were resolved(1 Order/Platoon Command Squad with a 6" range). Vox-Casters did not increase the range on Orders--they just let you reroll a failed result if both the Command Squad and the targeted squad they were in had a Vox-Caster.

Then we get into the special characters like Al'Rahem, a Platoon Commander 'upgrade' with 2 Orders/turn that gave you a special Order("Swift Like the Wind") while letting you use "Bring It Down!"(CC Order on a PC!) and "FRF!SRF!" as his only other option. Or Chenkov, who gave you "Get Back In the Fight!"(again, CC Order on a PC!) and "Move! Move! Move!" as his two a turn Order options plus "Send In The Next Wave" as a purchaseable upgrade to your Conscript Squads in any Platoon in your army.

Or hey, how about Sergeant Bastonne! A Cadian Veteran Squad upgrade character who, after Orders were resolved, could attempt to issue a single Order to his squad?

TLDR:
The "really good Orders" were never on Company Commanders. They were always on the Platoon Commanders. The only difference is that Company Commanders got to double dip while non-named Platoon Commanders did not.

The Order system has been super flawed since its inception. It needs to be trashed, like any similar concepts for Guard from the post-Cruddace helmed books.

This message was edited 3 times. Last update was at 2021/03/03 17:02:38


 
   
Made in us
Storm Trooper with Maglight





Gainesville, VA

 kirotheavenger wrote:
I actually love the Valkyrie model. Sure the wings are solid bricks, but I put that down to model representation rather than actual realism.
If you want a helicopter convert one and counts-as a Valkyrie, all I'm saying here is I don't think a statline for a helicopter is worth the space in the codex as it's just a less sci-fi Valkyrie.

I love the idea for more accurate spotter mechanics for Guard.
I've always liked the idea of them being a backdoor for bringing WW2 historical mechanics into 40k.
Artillery spotting, officers, off-board artillery, etc.


I like the idea of buying an 'Artillery Barrage' for any Officer as a wargear item, and requiring them to be within 3" of unit with a Vox-Caster and LOS to the target, one barrage per shooting phase (same as the one on MoO, except no shooting things they can't see). Or just have the MoO unlock this ability for any Officer in their <Regiment> somehow.
   
Made in nz
Road-Raging Blood Angel Biker



New Zealand

In my mind vox-backpacks should be used for calling off board artillery. For a company sized battlefield you should not need long ranged comm-units to communicate within your own company (or even platoon).

- The basic squad could call an indirect Heavy Mortar shot.
- A command squad could call an indirect Earthshaker shot or a Mortar barrage etc.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

Tygre wrote:
In my mind vox-backpacks should be used for calling off board artillery. For a company sized battlefield you should not need long ranged comm-units to communicate within your own company (or even platoon).

- The basic squad could call an indirect Heavy Mortar shot.
- A command squad could call an indirect Earthshaker shot or a Mortar barrage etc.


I like that Idea. We've already seen it on the Impulsor. Just make it a little pricey and a once a turn only thing, you buy a lot in order to ensure LOS and safety of the network. Also if it gave the squad the VOX keyword you could have it and a master of ordnance interact and also give special strategems. I also wouldn't mind if voxes still increased the range of orders to unlimited since its a pricey item to begin with. This could also lead to a "Command Tank" style unit, or a forward command base fortification that can also call in artillery and work as a vox/bunker that lets commanders give orders from inside.

As for a new unit I would like to see a new Supreme Commander type unit. Lots of armies have their primarchs, silents kings, etc. I want the guard to have one, preferably someone new and very badass (and a girl! thats just wishlisting) that gets to be on some sort of very ornate command vehicle or Katakros style diorama of a guard HQ. Someone who can be a real force multiplier and isn't tied to a regiment. A Lord commander/ crazy title/ whatever that can really add a level of wow and coolness to the army. Even if its not great like the Triumph of St Katherine I think she could still be a whole lot of fun to paint and build.

17,000 points (Valhallan, Cadian, and Vostroyan)
10,000 points
4,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 4 Knights, 2 Dominus Knights, and 5 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

No thanks. If you want something "not tied to a regiment", then ally an Inquisitor in or use Severina Raine or something like that.

Because frankly? They've focused too much on non-Regimental stuff.
   
Made in us
Hurr! Ogryn Bone 'Ead!






Yeah, I would rather see a generic option for a step or two up from Company Commander instead of a fancy named character who is head of the Guard. Its what I like about the current Command Squad box actually, it has a few nice heads, commander torsos, etc to make several leader types. I'd rather see more of that with say Platoon Commander - Company Commander - Regimental Colonel/Commander. At least on my end, its easy enough to fluff in "Lord Commander Blank is head of the Imperial Guard forces deployed to this planet, for gameplay purposes he is a [highest tier of commander GW has] with X, Y, and Z abilities."

Its why I said I'd rather see a big variety of abilities on Commanders that you can purchase to customize their forces in general. A Commander with a personal bodyguard unit and ties to the Adeptus Mechanicus - thus gaining a Command Squad with the Bodyguard ability and a single squad of Skitarii to support them, is more interesting than "has this specific named relic and a las pistol."
   
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Owns Whole Set of Skullz Techpriests






Right behind you.

Real-talk, we just need the "Company" and "Platoon" titles gone. The "Senior Officer" and "Junior Officer" titles worked far better. There was a White Dwarf immediately following the 13th Black Crusade campaign that had rules for a "High Command" officer and accompanying cadre. It would have been a perfect option for an HQ if they hadn't let Cruddace near the damn Guard book. You had a high-end officer with a command squad that replaced its Veterans with Stormtroopers instead. You could add in an artillery officer, a bodyguard/batman, a priest, a techpriest, and a psyker. I might be off on the Techpriest but I'm 90% sure on the rest. Don't have the WD handy at the moment.

That kind of thing would be perfect for a Supreme Command choice now. Senior Officers remain as HQs, Juniors as Elites, and High Command with its staffers are all in a Lord of War choice.

I'm 100% opposed to anything else taking Skitarii right now. Skitarii are in a middling place, thanks to them having all of their special rules stripped out and them being jammed into the Cult Mechanicus book.

You want to represent "ties to the Adeptus Mechanicus"? It's in the wargear they have. You don't need to take units to represent that bond.
   
Made in us
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 Kanluwen wrote:
Real-talk, we just need the "Company" and "Platoon" titles gone. The "Senior Officer" and "Junior Officer" titles worked far better. There was a White Dwarf immediately following the 13th Black Crusade campaign that had rules for a "High Command" officer and accompanying cadre. It would have been a perfect option for an HQ if they hadn't let Cruddace near the damn Guard book. You had a high-end officer with a command squad that replaced its Veterans with Stormtroopers instead. You could add in an artillery officer, a bodyguard/batman, a priest, a techpriest, and a psyker. I might be off on the Techpriest but I'm 90% sure on the rest. Don't have the WD handy at the moment.

That kind of thing would be perfect for a Supreme Command choice now. Senior Officers remain as HQs, Juniors as Elites, and High Command with its staffers are all in a Lord of War choice.

I'm 100% opposed to anything else taking Skitarii right now. Skitarii are in a middling place, thanks to them having all of their special rules stripped out and them being jammed into the Cult Mechanicus book.

You want to represent "ties to the Adeptus Mechanicus"? It's in the wargear they have. You don't need to take units to represent that bond.


Very true with Jr/Sr/High Command, though now you have me afraid that the way High Command will be implemented will end up as another big diorama...

And the Skitarii thing was just an example of the things you could do to differentiate commanders, not a firm set "this must be so", though the wargear note also falls a bit flat in terms of no model no rule... It would be neat though, buy this ability on your Commander and now you can give one or two squads of guardsmen Galvanic Rifles instead of Lasguns.
   
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Right behind you.

That would be kinda too hefty of rules work to do. That's entirely different units for all intents and purposes, not just "hey there's a different rule!"
   
Made in us
Noble Knight of the Realm






Im rather fine getting non same regimental assets in, worked well before more than what you make of it.

"Don't Feed the Troll" 
   
Made in us
Regular Dakkanaut




I would like to see buffs to heavy weapon squads, like being able to take them in sets of 3 like the rest of guard heavy support, then there should be an ability for infantry squads to screen for them, like on a 3+ they can intercept a shot against a heavy weapon squad, I would really love to see a guard gunline of just tons of heavy bolters or etc
   
Made in us
Terrifying Rhinox Rider




kurhanik wrote:
Very true with Jr/Sr/High Command, though now you have me afraid that the way High Command will be implemented will end up as another big diorama...

And the Skitarii thing was just an example of the things you could do to differentiate commanders, not a firm set "this must be so", though the wargear note also falls a bit flat in terms of no model no rule... It would be neat though, buy this ability on your Commander and now you can give one or two squads of guardsmen Galvanic Rifles instead of Lasguns.


Yeah an exotic weapons unit would be nice. There isn’t any real tie in to “buying” an invisible option for an HQ model to get that unit though.

I’d like a unit with las locks, heavy1 24” S5, like terrible terrible fire warriors. Or, a guard unit with galvanic rifles who have to take penalties from the exotic weapons, ones that skitarii don’t have to worry about

Kanluwen wrote:That would be kinda too hefty of rules work to do. That's entirely different units for all intents and purposes, not just "hey there's a different rule!"

The thread is “new astra militarum units.” It should be hefty rules because they’re supposed to be whole models and entries we’ve never seen before.
   
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Right behind you.

If you want to nitpick, his suggestion was not "new astra militarum units". It was, effectively, just shoehorning Skitarii Lite into the codex.
   
Made in gb
Been Around the Block




Would love to see Forgeworld make a Leviathan.

Yarrick's Fortress of Arrogance as a conversion kit for the baneblade too.

Honestly just want Forgeworld to bring back all their old stuff and scenery.

I never understand why GW doesn't do what Lego has done with the made to order stuff running almost like a kickstarter, rather than them choosing what to release sporadically. Then could make the whole back catalogue available (which would sell like crazy and have incredibly low marginal cost to them).

This message was edited 2 times. Last update was at 2021/03/08 01:06:15


 
   
Made in us
Drop Trooper with Demo Charge





Ielthan wrote:
Would love to see Forgeworld make a Leviathan.

Yarrick's Fortress of Arrogance as a conversion kit for the baneblade too.

Honestly just want Forgeworld to bring back all their old stuff and scenery.

I never understand why GW doesn't do what Lego has done with the made to order stuff running almost like a kickstarter, rather than them choosing what to release sporadically. Then could make the whole back catalogue available (which would sell like crazy and have incredibly low marginal cost to them).

First, I'm not sure we'd be able to have a Leviathan in 40k scale. IIRC they're small enough that they'd be able to fit on a 6x4 board, but they'd take up enough of it that including it as anything other than fortress terrain piece that happens to be mobile would seem off.

Second, hard agree on Forgeworld bringing their stuff back. I want that level of vehicular cornucopia for my dudes, and I'd be happy to see that spread to the xenos as well (though I would prefer if the FW stuff was brought back as part of and included in some sweeping balance overhaul where GW hires actual game designers and gives them actual time to do that game design thing they're getting paid for - I recall the xenos FW gear being even more inconsistent in power level than the Imperial stuff, and the Imperial stuff was iffy enough on its own).

Third, I'm not sure how they did mold management, but I have to imagine that a lot of the molds for the FW stuff that got squatted must have been pretty old by the time they got binned (and that presumes that they hadn't been damaged and left in storage awaiting repair/replacement). Even if GW cared enough to want to do a Made-To-Order gig, the molds simply may not be available for it (and I'd really not want GW to use Made-To-Order for stuff like this - their price points are exorbitant enough as it is, we don't need them forcing artificial scarcity into the equation).
   
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Been Around the Block




 waefre_1 wrote:
Ielthan wrote:
Would love to see Forgeworld make a Leviathan.

Yarrick's Fortress of Arrogance as a conversion kit for the baneblade too.

Honestly just want Forgeworld to bring back all their old stuff and scenery.

I never understand why GW doesn't do what Lego has done with the made to order stuff running almost like a kickstarter, rather than them choosing what to release sporadically. Then could make the whole back catalogue available (which would sell like crazy and have incredibly low marginal cost to them).


First, I'm not sure we'd be able to have a Leviathan in 40k scale. IIRC they're small enough that they'd be able to fit on a 6x4 board, but they'd take up enough of it that including it as anything other than fortress terrain piece that happens to be mobile would seem off.

Second, hard agree on Forgeworld bringing their stuff back. I want that level of vehicular cornucopia for my dudes, and I'd be happy to see that spread to the xenos as well (though I would prefer if the FW stuff was brought back as part of and included in some sweeping balance overhaul where GW hires actual game designers and gives them actual time to do that game design thing they're getting paid for - I recall the xenos FW gear being even more inconsistent in power level than the Imperial stuff, and the Imperial stuff was iffy enough on its own).

Third, I'm not sure how they did mold management, but I have to imagine that a lot of the molds for the FW stuff that got squatted must have been pretty old by the time they got binned (and that presumes that they hadn't been damaged and left in storage awaiting repair/replacement). Even if GW cared enough to want to do a Made-To-Order gig, the molds simply may not be available for it (and I'd really not want GW to use Made-To-Order for stuff like this - their price points are exorbitant enough as it is, we don't need them forcing artificial scarcity into the equation).


I see, didn't realise it was quite that huge. Well some kind of superheavy command tank that's on a very different chassis to a baneblade, more like a mobile fortress would still be cool.

I think just not having forgeworld write the rules would pretty much sort it, the rules held a lot of their kits back, e.g. Eldar Corsairs were cool af, but the rules were abysmal, Eldar Hornets however have sold really well as their rules have fairly consistently been good and at least useable. Krieg has sold as well as it has mostly because people just proxy them for normal guardsmen.

There is so much great stuff that's gone, especially regarding scenery. They've gone from making the most interesting and cool stuff in the hobby to just being all space marines all the time (30k) same as gw. There's a big gap in the market they've left open for interesting high level stuff for other factions and scenery. It's only a matter of time before another company/3d printing fills it in some way frankly. It happened with their fantasy terrain and tabletop world (yes back when they were supporting WFB).

In terms of moulds, well moulds can be remade where they need to be, they've done it before plenty of times. e.g. there's no chance the contemptor dreadnought mould is still the original one. I think in a lot of cases though it wasn't mould issues but sales ones, forgeworld made a lot of their best stuff a long time ago when the average hobbyist was a lot younger and wouldn't have the disposable income to buy forgeworld. That's changed (much like with lego), hence now you can even see the way in which products are marketed/branded they're targeting 30 year olds not 12 year olds.
   
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Ielthan wrote:
I see, didn't realise it was quite that huge. Well some kind of superheavy command tank that's on a very different chassis to a baneblade, more like a mobile fortress would still be cool.

I think just not having forgeworld write the rules would pretty much sort it, the rules held a lot of their kits back, e.g. Eldar Corsairs were cool af, but the rules were abysmal, Eldar Hornets however have sold really well as their rules have fairly consistently been good and at least useable. Krieg has sold as well as it has mostly because people just proxy them for normal guardsmen.

There is so much great stuff that's gone, especially regarding scenery. They've gone from making the most interesting and cool stuff in the hobby to just being all space marines all the time (30k) same as gw. There's a big gap in the market they've left open for interesting high level stuff for other factions and scenery. It's only a matter of time before another company/3d printing fills it in some way frankly. It happened with their fantasy terrain and tabletop world (yes back when they were supporting WFB).

In terms of moulds, well moulds can be remade where they need to be, they've done it before plenty of times. e.g. there's no chance the contemptor dreadnought mould is still the original one. I think in a lot of cases though it wasn't mould issues but sales ones, forgeworld made a lot of their best stuff a long time ago when the average hobbyist was a lot younger and wouldn't have the disposable income to buy forgeworld. That's changed (much like with lego), hence now you can even see the way in which products are marketed/branded they're targeting 30 year olds not 12 year olds.

To be fair, it's not actually as large as I thought it was.
Spoiler:

The ironic part about 30k is that it came first, and I recall a lot of posts during 7th saying that people almost wished that 40k could be made more like 30k as 30k was a much more stable/balanced ruleset at the time. Looks like we got what we were asking for.
That said, I'm not sure GW would do much better. When Bligh went to the Emperor's side, FW seems to have gone with him (though we may never know how much of that is Bligh being gone and how much is Bligh no longer being in a position where he may have been able to shield FW from GW...), but GW seems to have a dim view of what FW made and I doubt they'd treat the rules for FW minis with any more care than they treated the minis themselves.

As for the molds, well, yes, they can be remade. But if the sales weren't there to begin with, why would GW spend the dosh to replace them? That's valuable warehouse space that could be spent on molds for Primaris Lieutenant (Right-handed plasma pistol, firing, left handed chainsword, yelling #4, slight stiffness in left arm, not regretting having the salami at breakfast)
   
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In addition to everything above, I would love mechanics that reduced dice rolling...

So for example Ordering First Rank, Fire! Second Rank, Fire! rather than doubling shots, mean your shots auto hit.

Medic packs working automatically, etc. etc. The stuff is numerous and low quality enough to not be game breaking and would really speed things up...
   
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The_Real_Chris wrote:
In addition to everything above, I would love mechanics that reduced dice rolling...

So for example Ordering First Rank, Fire! Second Rank, Fire! rather than doubling shots, mean your shots auto hit.

Medic packs working automatically, etc. etc. The stuff is numerous and low quality enough to not be game breaking and would really speed things up...


Think that's a very slippery slope. 9th age has sort of done this by changing lots of previously D6 or D3 values to set numbers, or other ways aimed at reducing variance, but tbh it just feels more bland. I think so many of my favourite wargaming memories have been when a game comes down to a key dice roll, or when that rare freak possibility happens (like when someone rolled insane courage in WFB and it would just totally change the momentum of the game).

I'm in the other camp, more dice rolling = more fun.
   
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Yeah, I guess I am really not for inconsequential stuff. Earthshaker cannons? Sure. Plasma guns? Why not. Platoons of guard firing lasguns... not so much. I can already pump out 76 strength 3 shots at rapid fire range with 4 bare bones squads. Against say space marines it achieves not much but you have to do it to whittle them down. First rank fire.. means I can now roll 148 dice to hit. At that point my end result is going to be pretty close to average. Just say the order means I hit automatically 72 times and jump straight to wound and save rolls.

Likewise the medic ability, ignore it isn't optimal, I have to roll a dice to see if a 1 wound guardsman returns to the battle? Double the cost if you must, just have him heal that wound every turn and get on with the game.

This happens automatically in some cases - e.g. the arty or aircraft spotter doesn't have to roll 2+ to acquire the target to give re-rolls. Would the game be better (longer) with that?
   
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The_Real_Chris wrote:
Yeah, I guess I am really not for inconsequential stuff. Earthshaker cannons? Sure. Plasma guns? Why not. Platoons of guard firing lasguns... not so much. I can already pump out 76 strength 3 shots at rapid fire range with 4 bare bones squads. Against say space marines it achieves not much but you have to do it to whittle them down. First rank fire.. means I can now roll 148 dice to hit. At that point my end result is going to be pretty close to average. Just say the order means I hit automatically 72 times and jump straight to wound and save rolls.

Likewise the medic ability, ignore it isn't optimal, I have to roll a dice to see if a 1 wound guardsman returns to the battle? Double the cost if you must, just have him heal that wound every turn and get on with the game.

This happens automatically in some cases - e.g. the arty or aircraft spotter doesn't have to roll 2+ to acquire the target to give re-rolls. Would the game be better (longer) with that?



Well crazy outliers do happen. I once in 8th ed WFB game did 4 wounds to a great unclean one with just 10 lowly high elf archers in a stand-and-shoot charge reaction, then with always strikes first killed him before he could strike in combat. And he had a 4++ that turn for some daemon reason. Full wounds to dead in one absolutely amazing turn, opponent through his dice out a 1st floor window.
   
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Whilst it would be possible to get, say, 36 hits with 9 lasguns rather than a guarantied 18... It still makes not much difference when it comes to rolling kills verse marines et al. Still plenty of chances to roll 9 dead marines with your wound and save rolls rather than the average of 1 you get rolling normally starting with 72.

Also gives a cool option verses tricksy eldar and others with hit mod or only hit on 6 rules. Representing the wall of laser shots they can lay down in front of them when called upon (showing better training than PDF etc).

Note this is only for stuff that takes a lot of time and achieves little, or is quite inconsequential. It has got to the point that in big games to finish in an evening I don't bother firing stuff like lasguns, there just isn't time. And I lose very little. There is already fixed values in the game - should movement be a D10 rather than a flat 6"? Or the above example of rolling dice to get access to buffs like spotting.

This message was edited 2 times. Last update was at 2021/03/09 17:58:01


 
   
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Damn, I feel like nearly everything for Guard has already been done and just needs to come back.

Regiment Options:
- All named regiments get at least 1 warlord trait, 1 relic, 1 stratagem, 1 order, and 1 character.
- Bring back Attila, Death Korps of Krieg, Elysia, Last Chancers, Praetorians, Tanith 1st and Only as named regiments.
- Inquisitorial Storm Troopers Militarum Tempestus units can swap their Tempestus Regiment keyword for the Ordo keyword.

Special Weapons:
- Bolters, Heavy Stubbers and Anti-material Rifles as additional special weapon options. Anti-material Rifles would be similar autocannon strength sniper rifles.

Heavy Weapons:
- Heavy Flamers (see the old DKOK Grenadiers), Multi-lasers, and Twin Heavy Stubbers for infantry.
- Heavy Stubbers as hull and sponson options for tanks.

Supreme Commander:
- Super-heavy Tank Commander
- Lord Solar Macharius: He's dead sure, but we should be able to imagine we're playing during his crusade.

HQ:
- Auxiliary Commander: Basically a company commander for auxiliary units.
- Mounted Commander: A horse mounted company commander.
- Chimera Artillery Command Vehicle: Orders artillery units.
- Hellhound Commander: Orders units of hellhounds.
- Salamander Command Tank: Orders units of salamander scouts.
- Sentinel Commander: Orders units of sentinels.

Troops:
- Dragoons: Basically infantry squads on horses. No heavy weapon, but can take 2 special weapons.
- Grenadiers: Basically scions but no aerial drop and has the Regiment; keyword.
- Ogryns: To give them something over Bullgryns.
- Penal Legion Squad: Basically the melee alternative to veterans. Has WS3+ and BS4+, starts with lasguns but can swap these out for shotguns, or laspistols and chainswords.
- Platoons: Some way to bring multiple Infantry Squads per Troops choice.
- Ratling Infantry Squad: Ratlings with lasguns, can optionally upgrade them with demolition charges.
- Veterans: Bring them back.

Dedicated Transport:
- Centaurs: The only issue with them was the transport size. Increase them to 6 models, then they can actually carry things like special weapon and heavy weapon squads.
- Chimeras: More turret weapon options, bring back the Autocannon and Twin Heavy Bolters, add Lascannons, Plasma Cannons, and Multi-meltas. Add an option to make it a medical vehicle with a 6+++ aura and the ability to return/heal models.
- Chimerax
- Chimedon
- Chimerro

Elites:
- Forward Operators: Basically an infantry squad that can deploy 9 - 12 inches away from enemy models and enemy deployment.

Fast Attack:
- Armoured Cars: Something that looks like a Staghound/M8/Daimler/etc.
- Drop Sentinels: Bring these guys back as well. Similar to the above they should be made into Militarum Tempestus units. Giving that faction some much needed heavy firepower.
- Rough Riders: They just have to come back.
- Salamander Scout: As heavier tracked alternatives to sentinels.
- Sentinel Powerlifters: Remove their scout vehicle ability and give them the support vehicle ability from the trojan instead.
- Tauros: They also need to come back, except with Elysians as a codex gone they should be made Militarum Tempestus units. With a buff to BS3+ to represent their scion crews.

Heavy Support:
- Artillery Carriages: Too many to name, bring them all back. All of them.
- Battlecannon Carriage: Similar to the old artillery carriages there needs to be one with a direct-fire weapon.
- Hydras: With options to swap the autocannons for lascannons, or skyeagle rockets.
- Leman Russ (Twin Multi-melta): No idea on what it'd be called, but could you imagine 8 turret multi-melta shots coming out after grinding advance?
- Manticores: More rocket and missile options. Such as swapping the 4 Storm Eagle Rockets for either 8 Hellfury Missiles, 8 Hellstrike Missiles, 8 Hunter-killer Missiles, or 8 Skystrike Missiles.
- Militarum Tempestus Heavy Weapons Squad: With the above as well this would allow an MT detachment to actually take Brigades.
- Ordinance Batteries: Bring back the old school chimera based open-topped Griffon, Medusa, and Colossus.
- Thunderer: More thunderer variants such as battle cannon, and vanquisher cannon.

LoW:
- Macharius Heavy Tanks: We have the famous Octoblade so having a single Macharius plastic kit with 8 options would be awesome as well. The 4 new variants could have things like the Tremor Cannon, Magma Cannon, Stormsword Cannon, and Baneblade Cannon (with no Autocannon). Basically a cheaper method to get Baneblade scale weaponry and cutting out the chaff like them being transports or paying for hull Demolisher Cannons as well.

Fortifications:
- Turret Emplacement: Bring back the old Chimera and Leman Russ turret bunkers.

This message was edited 4 times. Last update was at 2021/04/21 06:59:55


 
   
 
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