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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Like the title says, how would you write the next IG codex troop section to make use of current models and rules (including what we know of 5th edition) but allow for the most interesting design.

My humble addition:

Infantry
5 points each. Command section, 2-5 squads of 10, 0-1 understrength squad.
Lasguns.
One special, one heavy per squad.
Specials: as is but add: Grenade Launchers (Krak is AP3) Heavy Stubber
Heavy: as is but mortars as S4, AP- big blast template
Vet sgt: 5 points, power weapon 5
Transport: any squad may take a chimera, 50 points.

rationale: Infantry needs to be cheaper. There's no reason to deny the humble guardsmen the option of a powerweapon in line squads. Heavy stubber adds an additional stand and shoot weapon. AP3 GLs add another ranged anti-MEq weapon. Bit blasts on the mortars make them scaryier than missile launchers.

Storm Troops
10 pts each, 2 special weapons, BS4
Specials: add power weapon
Hellguns, S4 AP-, Assault 24"
Transport: Chimera 60 points
Can upgrade to drop troops, makes them elite.
Vet sgt: optional power weapon or fist

rationale: give a mobile mechanized unit that can take some punishement and deal some out. Letting them take 2 power weapons in the squad and one on the sgt give the IG a new counter assault unit. Plus it's a new home for my beloved arbites

Light infantry
Command section and 2-5 squads. Squads are 6-10 models each
7 points each, infiltrate, move through cover, +1 cover save, 6+ save
Specials: add sniper rifle & heavy stubber
Heavy: a bit costier than infantry. Only for 10 man squads. Add heavy flamer (requires 2 man crew) and demo charge.
Vet sgt: optional power weapon

rationale: is this overpowered? An army of infiltrating IG with cover bonuses?

Conscripts
4 points each, 6+ save, WS2, BS2
Squad is 20-50 models as a single unit. Optional priest or commissar. 1 in 10 can take a special, 1 in 10 can take a heavy.
Specials: Flamer, GL, heavy stubber, Evicerator
Heavy: heavy bolter, missile launcher

rationale: another favorite unit of mine. Giving them evicerators as an option adds another counter assualt unit to the IG. Can be used as conscripts, the Imperial Youth League, cadets, cooks and mechanics, hive gangers, a mob of zealots, whatever

 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Just throwing these out there:

Platoon
Platoons have the option of modifying their troops. All units within the platoon must be identically modified. Points are added/subtracted to individual minis within each unit.
* deepstrike +2 (may not be in vehicles)
* infiltrate +2 (may not be in vehicles)
* warrior weapons (no modification)
* carapace +2
* conscript -1
* vox equipped +1
* entrenched +2 (may start game with fixed defenses providing 4+ cover save).
* Storm Troopers (special, no command HQ required, up to four units per platoon)

Troop squad
5 points each. Standard stats.
-lasgun standard stats
-up to 2 (in total) special / heavy weapons (ie 1 special / 1 heavy, 2 specials or 2 heavies)
-specials as they cost now + new or modified
Stubber either: S4 R18 A2 or S4 R24 H3 10 points
Grenade launcher (5) Krak grenade is AP 3
Plasma same but costs 15
Melta unchanged
Demo charge 10 points

Modifications of heavy weapons
Addition of heavy stubber at pintle mount upgrade stats and prices
Missile Launcher same but at 10 points
H bolter unchanged
Autocannon at 10 points
Lascannon unchanged
-Chimera for 50 + weapons Armor 12/11/10.
-Valkyrie for XX points

Stormtrooper Squad 10 points
Carapace, deepstrike
-options as listed (+ P fist for vet sergeant per officers list)
-hellguns are either S3 AP5 Rapid fire or S4 AP- R18 A1

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in us
Fixture of Dakka






Lancaster PA

Ok, I am not terribly good at picking points costs, so please forgive any gross misapplication of such.

Trooper platoon
1 Command Section 30 pts
1+ Infantry squad

Command:
1 Officer, 4 Troopers
Officer has access to armory
Troopers can take the following weapons (using all bodies, ie. 2 lascannons, 4 meltas, etc):
Lascannon (2 team): 25 points
Missile Launcher (2 team):10 pts
Grenade Launcher: 5 points
Heavy stubber (1 man): 5 (10?) points
Melta: 10 pts
Flamer: 5pts
Mortar: 5 points
Plasma gun: 10 points
Airstrike/Artillery Strike (one per squad): 50 points (explained later)

Doctines, which affect each member of the slot platoon (entire Troop choice):
Light Infantry: +5 points per model (as doctrine)(points cost assumes new "infiltrate come on from any board edge)(can not take vehicle)
Iron Disc.: +5 points to Officer
Carapace Armor: +2 pts per model
Warrior Weapons: free, allows access to Power Fists for Vet Sgts
Mechanized: Free + cost of Chimera
Drop troopers: +5 points per model (can take vehicle?)
Close Order Drill: +1 point per trooper
Sharp Shooters: +1 per trooper (no effect on plasma weapons.)

(I might be missing some cool doctrines, but I can't think of any more off the top of my head)

Infantry Squads 50 points
10 IG with Lasguns (same as now)
+3 for Vet Sgt
Any two of the following weapons:
Melta: 10 pts
Grenade Launcher: 5 pts
Mortar: 5 points
Flamer: 5 points
Missile Launcher (2 man) 10 points.
Heavy Stubber: 5 points

2 more weapons can be purchased for the squad, at double the original price each. (ie. 10 points for a flamer)


Special Weapons teams
1-3 Squads per Troop slot
5-10 troopers per squad, 6 points per trooper
Stats as IG currently.
Weapons options:
As many of the following as fit in the squad:
Plasma Gun: 10 points
Melta: 10 Points
Plasma Cannon(2 man team): 35 Points
Lascannon (2 man team): 35 points
Multi Laser (2 man team): 20 points
Airstrike (one per squad): 50 points
Vet can get Power fist

Upgrades:
Carapace armor: +2 pts per model.
Fortifications: +4 points per model (4+ cover save, set at beginning of the game)
Transport at cost
Targeters (premeasure): +1 per model
+1 BS: +2 points per model.


Storm Troopers
1 Sgt, 4-14 Troopers, 9 points per
+4 for Vet Sgt
As current stats.
Weapons:
Hellgun: Str 3 Ap6 Rapid fire or Str3 Ap4 Rapid Fire/Gets Hot!
HellPistol/CWW

Transport option
Frag/Krak standard
Weapons 2 possbile:
Plasma: 10 pts
Melta: 10 pts
Flamer: 5 pts
Grenade Launcher: 5 pts
Upgrades:
Deep strike free.


*airstrike/artillery strike: One shot weapon. Place a marker on any point in LOS of the firing unit. Starting the following turn, place the large blast marker on the marker. The blast marker has the following weapons profile: Str 8, Ap 3, Ordinance Barrage. Roll for scatter of 2d6, with rolls of "Hit" drifting in the direction of the arrow.
Multiple units can declare they are placing their marker in the same place. If this is done, instead of resolving multiple barrages, the drift is reduced for each additional unit by the following system:
1 additional unit spotting: Use only 1d6 for drift.
2 additional units spotting:Hits count as hits (no drift) and 1d6 drift on misses.

This message was edited 1 time. Last update was at 2008/05/09 16:02:59



Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Clousseau





Wilmington DE

Some minor suggestions:

*Weapon crews be allowed to separate and act independently from their squad. They become non-scoring (the weapon crew) but the squad remains scoring. Full VPs require killing full squad. This gives the squad some mobility instead of being tied to the HW.

*Light Infantry: I like the idea, but I like it better if it were not broken down into platoons, but squads. Think of 'em as the infiltrating, move-through-cover version of Armored Fist Squads.

I'd also add the heavy stubber (either as a heavy or a special) and upgrade the mortar to Str 4.

None of the above will happen so the point is mooted, but it's fun to fantasize.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

IMO, the platoon should make up the standard unit for Guardsmen. The Platoon squads and command squads count as separate (3) scoring units only while the command squad is still alive... without the command squad, the chain of command breaks down, and the Guardsmen loose sight of their objective.

Platoon must consist of 2 squads of 10x Guardsmen + 1 Command Squad - 5 men (150 points)

Infantry squads: fixed points, Weapons, lasgun, ccw
Options:
One guarsman may be upgraded to a veteran sgt (+1 Ld), may have powerweapon at +5, may have powerfist at +10
One guardsman may exchange his lasgun for a heavy weapon at x-cost (too lazy to type out a chart, but includes all standard).
One guardsman may exchange his lasgun for a special weapon at x-cost (too lazy to type out a chart, but includes all standard).

Command squad types: Type determines squad composition.

Infantry (T): Included in above.
Grenadiers (T): Cost: +50 points to above. Squads included in this platoon have carapace armor, frag and krak grenades
Rangers (T): Cost: +75 points to above. Members are equipped with lasgun, laspistol and ccw, cameleoline and may infiltrate. Any model eligable to take a heavy weapon may take a special weapon instead. Ranger squads also have access to sniper rifles at +20 points and heavy flamers +20 points.
Penal(T): Cost: Free. Squad has -1WS, BS, Ld and no armor. Models eligible to take a heavy weapon or special weapon may have a demolition charge instead at 25 points. This platoon command is led by a comissar instead of a Lieutenant, and may not buy the comissar upgrade again. The platoon is considered fearless while the Comissar lives.
Mechanized (T): Cost: +150 points to above. Squads are mounted in Chimeras (see Chimera entry for upgrades). Command is mounted in a Salamander (see Salamander entry for upgrades). Any model eligable to take a heavy weapon may take a special weapon instead.
Marines (FA): Cost +250 points. +1WS/+1BS. Unit is mounted in Valkyries (see Valkyrie entry for upgrades) Any model eligable to take a heavy weapon may take a special weapon instead.
Support (HS): Cost: +50 points. (this is to offset the cheap squad heavy weapons cost.) Up to four squad based guardsmen may exchange their lasguns for heavy weapons. Special weapons are removed as options.

Command is composed of a Lieuteanant, Master Sgt, and three Guardsmen. The squad may have:

Vox caster at +25 points.
Commissar at +30 points - Comissar may buy wargear from the IG wargear.
Imperial Psyker at +15 points - Imperial Psyker may only be included if the squad already contains a Comissar.
Up to two troopers may exchange their lasguns for special weapons.
Master Sergeant may be upgraded to Senior Master Sgt (+1Ld) for 10 points, powerweapon at +5 points, powerfist at +10 points.

-last edit- I have a feeling some of these might be too good. Especially the fearless penal unit with a pile of demo charges.

This message was edited 7 times. Last update was at 2008/05/09 16:27:48


 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

To my category add the idea of
"Form on me"
At deployment any number of squads in the platoon may be added to form a larger unit of 15 to 55 models. They count as a single unit, must maintain cohesion etc.
This is my fix for the problem of small IG units being too easy to knock below 50%

 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Now that would be interesting. Just don't let them get hit by something really nasty in CC or they'll all break which is fun to watch if you are the breaker (did that with multiple squads with a CC oriented hive tyrant-lovely)

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in ca
Decrepit Dakkanaut





HQ
1. Senior Officer
2. Commissariat Cadre
3. Primaris Psycker Cadre
4. Ministorum Cadre
5. 1 Command Platoon per Senior Officer (1 Command Squad, 0-3 Support Squads)

Elites
1. Storm Trooper Platoon (1-3 Storm Trooper Squads)
2. Ogryn Platoon (1-3 Ogryn Squads)
3. Veteran Platoon (1-3 Veteran Squads)
4. Sniper Detachment (1-3 Sniper Teams)
5. 1 Enginseer per Vehicle or Vehicle Squadron

Troops
1. Conscript Platoon (1-5 Conscript Squads)
2. Infantry Platoon (1 Command Squad, 2-4 Infantry Squads)

Light Support
1. Rough Rider Platoon
2. Sentinel Platoon
3. Salamander Light Tank

Heavy Support
1. Leman Russ Main Battle Tank
2. Demolisher Infantry Support Tank
3. Hellhound Flame Tank
4. Basilisk Self-Propelled Gun
5. Medusa Self-Propelled Mortar

Senior Officer
WS4 BS4 S3 T3 W3 I3 A3 Ld9 Sv5+

Wargear: Lasgun or Laspistol and Chainsword, Flak Armour

Command Squad
1 Junior Officer + 1 Sergeant + 3 Guardsmen

Wargear: Lasgun or Laspistol and Chainsword, Flak Armour, 1 Vox-caster
Options: May take Company Standard Bearer or 0-1 Regimental Standard Bearer if HQ choice, Medic, Mechanicus Liason (Enginseer), 1 Heavy Weapon (Heavy Stubber, Mortar, Autocannon, or Rocket Launcher unless Mechanicus Liason then also Heavy Bolter, Lascannon, or Multi-Laser), up to 3 Special Weapons (Grenade Launchers and Flamethrowers unless Mechanicus Liason then also Plasma Guns or Melta Guns). May take Chimera as dedicated transport, in which case the entire Platoon must take Chimera dedicated transports. May take Carapace Armour, in which case the entire Platoon must take carapace armour.

Infantry Squad - 50pts
1 Sergeant + 9 Guardsmen

Wargear: Lasgun, Flak Armour, 1 Vox Caster, Frag Grenades.
Options: Sergeant may exchange Lasgun for Laspistol and Chainsword. May take one Special Weapon and one Heavy Weapon as Command Squad. Must take a Chimera dedicated transport if the platoon command squad takes one. Must all take Carapace Armour if the platoon command squad takes one. All models may be equipped with krak grenades.

Conscript Squad - 30pts
1 Conscript Sergeant + 9 Conscripts

Wargear: Lasgun
Options: 1 Heavy Weapon (Heavy Stubber, Mortar, Autocannon, or Rocket Launcher), 1 Special Weapons (Grenade Launchers and Flamethrowers).

Storm Trooper Squad
1 Junior Officer + 9 Storm Troopers

Wargear: Lasgun or Shotgun, Carapace Armour, Targeters, Frag and Krak Grenades. Grav-Chutes.
Options: Junior Officer may exchange his Lasgun for a Las Pistol and Chainsword. The Laspistol may be upgraded to Plasma Pistol. The Chainsword may be upgraded to a Power Weapon. Any model in the squad can carry Melta Bombs. One Junior Officer in the platoon may be upgraded to a Senior Officer. Two Storm Troopers per squad can take either a Flamethrowers, a Melta Gun, or a Plasma Gun. May take Valkyrie as dedicated transport, if so, then the entire Platoon must take Valkries as dedicated transports.

Veteran Squad
1 Sergeant + 9 Veterans

Wargear: Either (1) Lasgun or (2) Shotgun or (3) Laspistol and Close Combat Weapon, Frag and Krak Grenades, Vox-Caster
Options: One Veteran Sergeant in the platoon may be upgraded to a Junior Officer. Junior Officer may exchange his Lasgun for a Las Pistol and Chainsword. The Laspistol may be upgraded to Plasma Pistol. The Chainsword may be upgraded to a Power Weapon. Any model in the squad can carry a heavy weapon, three models not carrying the heavy weapon may take special weapons or demolition charges. Veterans can take a Chimera as a dedicated transport. The entire Veteran platoon may be upgraded to Carapace Armour or lose their save entirely and gain Stealth and Move Through Cover. Veterans can infiltrate if they do not take a dedicated transport.

Support Squad
1 Sergeant + 5 Guardsmen

Wargear: Lasgun, Flak Armour, 1 Vox Caster
Options: Three Guardsmen must exchange their lasguns for either Heavy Weapons or Special Weapons, as Command Squad. Likewise Carapace Armour or Chimera Dedicated Transport if Command squad takes these options.

Salamander Light Tank
Armour 12/12/10, BS3, Type: Fast, Tank, Crew: Imperial Guard
Weapons: Heavy Flamethrower, Autocannon
Equipment: Searchlight, Smoke Launchers
Options: Autocannon may be upgraded to Twin-Linked Lascannon, Heavy Flamethrower may be exchanged for a Heavy Bolter, may take Extra Armour (loses Fast), Rough terrain Modification (loses Fast), Track Guards, Pintle Heavy Stubber
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

What Nurglitch? No Vanquisher? You fiend!

Here's an option:

Leman Battle Tank XXX points
-BS 3 (turrent BS is that of the turrent commander BS3 unless otherwise noted)
-May have sponsons and hull gun for XX [current pricing]
-Main gun. May have 1: Battlecannon for XX; Vanquisher cannon for XX (hits using BS for clarification); Demolisher Cannon for XX; Twin linked Autocannons for XX

(link to Army commander)
Army commander may be outfitted with a Leman Battle Tank. If so 1) this replaces his escort and he acts as turrent commadner ; 2) if so equipped all units that have a vehicle transport option must choose that option.
Viola we now have an armored company light option on par with marines utilizing landraiders for their command units.

Do same for chimera include in usual as turrent options: autocannon; twin linked HB.

Edit: I like this thread. Lets try not to pick each other apart and just see what people's different ideas are, its interesting (except for nurglitch I could never trust anyone with tentacles coming out of their face )

This message was edited 1 time. Last update was at 2008/05/09 19:40:52


-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in ca
Decrepit Dakkanaut





The reason I listed the Leman Russ and the Demolisher separately is that they have different Armour Values - a Demolisher isn't just a Leman Russ Butterface. The Vanquisher and the Exterminator are strictly Forgeworld. However...

When I compiled that list (there's more, wargear and so on), I didn't think that an option of taking a tank as an upgrade to a Senior Officer. But there's precedent, in the Master of the Ravenwing. So:

HQ
6. 1 Leman Russ per Senior Officer
If a Senior Officer takes a Leman Russ, then he joins it as crew. The Leman Russ now has BS4 and a Vox-Caster which can be used with the Senior Officer's Leadership. Its Battle Cannon can be upgraded to a Vanquisher Cannon. If a Senior Officer becomes crew for a Leman Russ, then the army can take Leman Russ Battle Tanks as Troops, and Infantry Platoons as Heavy Support. The army may not include Conscript Platoons. All other units must either be vehicles or take dedicated transports.

Something I'd also like to see is Autocannons becoming:

Range: 48" S7 AP4 Heavy 2 Blast
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Respectfully - just to clarify and support:
Exterminator and Vanq were in previous lists and yes still in IA. I like them and think this method would alow those to be brought back in.

Sr. Officer type is also how the various iterations of armored company have worked. Your version however is an easy way to link in a more pure armored company.

Why do you like blast for the autocannon?



-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in ca
Decrepit Dakkanaut





I should have said: "The Vanquisher and Exterminator are strictly Forgeworld now."

I like Blast for the Autocannon because someone else suggested it in consideration of it being a Predator Destructor's primary armament. It started as aesthetic, but I think I can make a case that at least some autocannons should get the Blast purely on a game basis.

This message was edited 1 time. Last update was at 2008/05/09 21:45:24


 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Interesting concept. How do you separate it from the ML?

Edit: I may be answering my own query: 2 small S 7 templates vs. a Str 8 Krak shot or S4 large blast template?

This message was edited 1 time. Last update was at 2008/05/09 21:52:15


-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in ca
Decrepit Dakkanaut





I'm pretty sure that the Frag Missile is just a Blast weapon, not a Large Blast weapon. However, considering that we're talking about 5th edition, it might be something to just have the Autocannon be Range: 48" S7 AP4 Heavy Blast. I'm more inclined for the Heavy 2 Blast because a salvo of Blast templates appeals to me. Effect-wise it would emphasize its role as a anti-light-vehicle weapon. Anyhow, it's kind of off-topic, so I'll start another thread about it.

This message was edited 1 time. Last update was at 2008/05/09 22:01:47


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Kid_Kyoto wrote:Like the title says, how would you write the next IG codex troop section to make use of current models and rules (including what we know of 5th edition) but allow for the most interesting design.

Infantry
Storm Troops
Light infantry
Conscripts


Heh, this looks like what I proposed in the last thread...

jfrazell wrote:Platoon
Platoons have the option of modifying their troops. All units within the platoon must be identically modified. Points are added/subtracted to individual minis within each unit.

Troop squad
-Chimera for 50 + weapons Armor 12/11/10.
-Valkyrie for XX points

Stormtrooper Squad 10 points


I don't think GW will go this route. I'd expect more discrete choices.

Also, it is better to structure Platoon upgrade costs on a per-squad basis, as you can charge half-point or third-point equivalents.

I don't think Valks would be regular squad upgrades, but I could see them as Stormie transports.

keezus wrote:IMO, the platoon should make up the standard unit for Guardsmen.


I agree. IG Troops should be as Platoons. It provides well-defined structure that scales nicely.

I think that Troops Platoons should basically be a sub-FOC consisting of
1 Command,
2-5 regular Squads,
0-2 special Squads.


I'll give a more detailed proposal later.

   
Made in us
Regular Dakkanaut




I Like the Platoon set up so i will work off that

1 comand squad and 2 to 6 guard squads ( +0 -1 scout squad)

comand squad:40 points
1 lieutenant ( bs4 LD 8, )
4 vet guardsmen ( bs4 5+ armor, one has a vox)
(all Guardsmen come with lasguns, may swap them for las pistol and CCW for free)
two vets can form a heavy team (heavy bolter 5, mortar 5, heavy flamer 5, auto cannon 10, rocket launcher 10, las-cannon 25, Heavy stubber - free)
any vet not in a heavy weapons team may take ( Grenade launcher ( ap3 krak) 5, melta 10 , plasma 15, heavy stubber 20, flamer - free)
May add a Commissar for 25 points ( stats same as now)
may add a Psyker for 15 points ( same as now but picks a power)
may deep strike for + 3 points a model
may have Carapace armor for +2 points a model ( may not be combined with light Infantry)
may be light Infantry for +2 points a model ( if light infantry a sniper rifle may be take as a heavy for 5 points and a special at 10 points)(light infantry infiltrate, +1 to cover save, and ignore terrain)
May have a Chimera for +55 points ( holds 12, armed with multi laser and heavy bolter)( may not be combined with light Infantry or deep strike)

Squad 50 points
1 Sgt ( LD6 my be a vet sgt for +5 points gives bs4 and LD7 )( has vox unit)( may have a bolter for 2 points, 5 point power weapon)
9 Guardsmen ( LD6 bs3 5+ save)
(all Guardsmen come with lasguns, may swap them for las pistol and CCW for free)
may add 2 more Guardsmen to the squad for + 5 points each
two guardsmen can form a heavy team (heavy bolter 5, mortar 5, heavy flamer 5, auto cannon 10, rocket launcher 10, las-cannon 25, Heavy stubber - free)
any Guardsmen not in a heavy weapons team may take ( Grenade launcher ( ap3 krak) 5, melta 5 , plasma 10, heavy stubber 10, flamer - free)
If the comand squad took an option from below the squad may also take the option
may deep strike for + 3 points a model
may have Carapace armor for +2 points a model ( may not be combined with light Infantry)
may be light Infantry for +2 points a model ( if light infantry a sniper rifle may be take as a heavy for 5 points and a special at 10 points)(light infantry infiltrate, +1 to cover save, and ignore terrain)
May have a Chimera for +55 points ( holds 12, armed with multi laser and heavy bolter)( may not be combined with light Infantry or deep strike)

scouts 35
1 vet sgt ( bs4 and LD7 )( has vox unit)( may have a bolter for 2 points, 5 point power weapon)
5 Guardsmen (bs3 LD6 save 5+)
(all Guardsmen come with lasguns, may swap them for las pistol and CCW for free)
may add 2 more Guardsmen to the squad for + 5 points each
two guardsmen can form a heavy team (heavy bolter 5, mortar 5, heavy flamer 5, auto cannon 10, rocket launcher 10, las-cannon 25, Heavy stubber - free)
any vet not in a heavy weapons team may take ( Grenade launcher ( ap3 krak) 5, melta 5 , plasma 10, heavy stubber 10, flamer - free)
may be light Infantry for +2 points a model ( if light infantry a sniper rifle may be take as a heavy for 5 points and a special for free)(light infantry infiltrate, +1 to cover save, and ignore terrain)


Chimera's ar 12/11/10 55 points for multi laser and heavy bolter, extra armor for 10 points, heavy stubber for 10 points,storm bolter for 5 points, multi laser can be upgraded to heavy bolter for free, auto cannon for 5, heavy flamer for 5, heavy bolter can be upgraded to a heavy flamer for 10. 2 fire points, but counts as open top if used.

will add more later




This message was edited 1 time. Last update was at 2008/05/09 22:12:41


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I wont do point cost suggestions, since points have to be balanced around any new rules/abilities, etc.

Troop Choice:

Infantry Platoon

1 Command Squad - Same as current make up
---May combine with an infantry squad or heavy weapon squad from same platoon

2-5 Infantry Squads - 9 Guardsmens and 1 Sergeant (automatically comes with Vet stats) - 2 Guardsmen may be given a weapon from following list: Flamer/GL/PlasmaGun/Meltagun/Heavy Stubber

(change GLs to Assault 2, and perhaps Heavy Stubbers to 12" range assault, Heavy whatever it is now)

0-1 Heavy Weapons squad - You may have 1 Heavy Weapon team for each squad of infantry chosen for the platoon. The teams form a single squad with the normal heavy weapon options. Heavy Weapon Squads benefit from the "Dug In" rule.

Dug In - During Set up, Heavy Weapon Squads can be declared as "Dug In". A squad that is "Dug In" can choose to be pinned rather than broken when failing a Morale Test from shooting casualties. If the squad moves at any time, the Dug In rule is lost for the rest of the battle.

The concept here is to create somewhat more mobile Infantry platoons by seperating the Heavy Weapon teams, but also to avoid lots of pocket units of single teams by forcing them all into one unit.

The Dug In rule gives the lone heavy weapon teams a bit more staying power, forcing the oppenent to either suppress them, or deal with them via assault.

The other bonus is that this would mesh with the current cadian plastic boxes where you get 20 Cadian infantry with no heavy weapons, and the heavy weapons teams are seperate items.

Further options for certain gear would be based upon whatever plan GW would want. Im just trying to create a unit skeleton, let someone else build the rest.

This message was edited 2 times. Last update was at 2008/05/09 22:39:28


 
   
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Brisbane, Australia

@ nurglitch

what would be the rules for the commisariate cadre? it sounds realy interesting

 
   
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Well I kind of moved near Toronto, actually.

edit: whatever it was that I said, I take it back.

This message was edited 1 time. Last update was at 2008/05/10 02:01:41


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Versteckt in den Schatten deines Geistes.

The next IG Infantry Platoon? That's easy:

Johnson, J., Thorpe, G. (1999)
Codex Imperial Guard - Games Workshop Ltd. (Page 16)



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JohnHwangDD wrote:
Kid_Kyoto wrote:Like the title says, how would you write the next IG codex troop section to make use of current models and rules (including what we know of 5th edition) but allow for the most interesting design.

Infantry
Storm Troops
Light infantry
Conscripts


Heh, this looks like what I proposed in the last thread...

jfrazell wrote:Platoon
Platoons have the option of modifying their troops. All units within the platoon must be identically modified. Points are added/subtracted to individual minis within each unit.

Troop squad
-Chimera for 50 + weapons Armor 12/11/10.
-Valkyrie for XX points

Stormtrooper Squad 10 points


I don't think GW will go this route. I'd expect more discrete choices.

Also, it is better to structure Platoon upgrade costs on a per-squad basis, as you can charge half-point or third-point equivalents.

I don't think Valks would be regular squad upgrades, but I could see them as Stormie transports.

keezus wrote:IMO, the platoon should make up the standard unit for Guardsmen.


I agree. IG Troops should be as Platoons. It provides well-defined structure that scales nicely.

I think that Troops Platoons should basically be a sub-FOC consisting of
1 Command,
2-5 regular Squads,
0-2 special Squads.


I'll give a more detailed proposal later.


John we're not positing what GW will do on this thread. We are freeforming ideas for kicks. Post some of your own my man. The more the merrier.

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
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Lord Lankington:

Think of how Space Marines have Captains, Librarians, and Chaplains. Well, the Senior Officers provide the Captain-style characters - they increase the leadership of the whole army, in combination with a Command unit with a Master Vox-Caster. Rate the Senior Officer's Leadership at 9. Their advantage is taking a Command Platoon (hence a Master Vox and extra goons). Pretty necessary, but not 1+ necessary.

The idea behind a Commissariat Cadre is to allow a player to take a number of Commissars (1-5), hero-level (W2) independent characters that can be attached to Platoons for added backbone. One could be upgraded to a Senior Commissar, like a Senior Officer-like stats (like Commissar-Colonel Gaunt). Give them Leadership 9 and a Bosspole Equivalent. I had the idea that if Conscript Platoons are 1 per Infantry Platoon normally, then taking a Commissariat Cadre would remove this restriction from taking Conscript Platoons to represent Penal Legions.

A Primaris Psycker Cadre would provide psychic support. Like Commissars you'd have a choice of 1-5 W2 independent characters, with a choice of either a weak Warlock-style power or stronger castable psychic power. No Psycker lords though, and no Psychic Hoods. Given them Ld8, as they're strong-willed enough to not be Soul-bound to the Emperor (Astropaths, etc) or to be fodder for the Golden Throne. They're Primaris Psyckers, not Space Marine Librarians, Chaos Sorcerers, or Farseers.

A Ministorum Cadre would provide psychic defense, like the Black Templar's "Abhor the Witch" vow, so long as a Priest survives, and inspirational preaching, like a Chaplain's Litanies of Hate (maybe one of several options?). Again, a group of 1-5 W2 independent characters. Give these guys Ld8.

I don't think I mentioned it in this post, but like another poster I'd like to see something where Platoons form the battlefield units of the Imperial Guard. My 'twist' on it would be that squads equipped with Vox-Casters can detach themselves from their parent Platoons to form independent units, like the Independent Characters rule.

Vox-Caster
If a squad has a Vox-Caster, then it can be split off from its parent platoon like an independent character. In addition that detached squad may still use that platoon's highest Ld for Morale and Pinning so long as that platoon's Command Squad has a Vox-Caster.

Master-Vox
If a Command squad has a Master-Vox, then any platoon whose Command squad has a vox-caster can use that Command squad's Leadership for Morale and Pinning tests.
   
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jfrazell wrote:
JohnHwangDD wrote:
Kid_Kyoto wrote:Like the title says, how would you write the next IG codex troop section to make use of current models and rules (including what we know of 5th edition) but allow for the most interesting design.

Infantry
Storm Troops
Light infantry
Conscripts


Heh, this looks like what I proposed in the last thread...


...


I don't think GW will go this route. I'd expect more discrete choices.

Also, it is better to structure Platoon upgrade costs on a per-squad basis, as you can charge half-point or third-point equivalents.

I don't think Valks would be regular squad upgrades, but I could see them as Stormie transports.


...


I agree. IG Troops should be as Platoons. It provides well-defined structure that scales nicely.

I think that Troops Platoons should basically be a sub-FOC consisting of
1 Command,
2-5 regular Squads,
0-2 special Squads.


John we're not positing what GW will do on this thread. We are freeforming ideas for kicks. Post some of your own my man. The more the merrier.


Aside from one comment, the comments are independent of what GW will do.

As for my ideas, in addition to the above, per the previous thread:

http://www.dakkadakka.com/dakkaforum/posts/list/150/211088.page#289122

I'd like 4.5 pt Guardsmen with integral Vox (IG Rites of Battle FTW), but hold or cut Heavy & Special weapons costs

Storms should have Deep Strike and Infiltrate built into their costs, along with S4 AP6 guns.

Chimera *must* be AV12/11/10 and should cost 45 without Turret (10 pts).


I'd like 4 base IG squads folded under 4 base Platoons:
- Infantry Squad (45 pts; Sv5+ & S3 AP- Lasgun, 1 Heavy, 1 Special, Chimera option)
- Stealth Squad (55 pts; Sv6+ w/ Cameoline & S3 AP- Lasgun, 1 Heavy, 1 Special, Chimera option)
- Grenadier Squad (60 pts; BS4 Sv4+ & S4 AP6 Hellgun, 2 Specials, Chimera option)
- Conscript Squad (35 pts; Sv 6+ & S3 AP- LP&CCW, 2 sub-Specials)



Nurglitch wrote:Think of how Space Marines have Captains, Librarians, and Chaplains. Well, the Senior Officers provide the Captain-style characters - they increase the leadership of the whole army, in combination with a Command unit with a Master Vox-Caster. Rate the Senior Officer's Leadership at 9. Their advantage is taking a Command Platoon (hence a Master Vox and extra goons). Pretty necessary, but not 1+ necessary.


The basic idea is OK, although, I'd make Vox "free" and just give the enhanced Command. Also for Platoon under the Platoon Officer.

The idea behind a Commissariat Cadre is to allow a player to take a number of Commissars (1-5), hero-level (W2) independent characters that can be attached to Platoons for added backbone. One could be upgraded to a Senior Commissar, like a Senior Officer-like stats (like Commissar-Colonel Gaunt). Give them Leadership 9 and a Bosspole Equivalent. I had the idea that if Conscript Platoons are 1 per Infantry Platoon normally, then taking a Commissariat Cadre would remove this restriction from taking Conscript Platoons to represent Penal Legions.


Again, OK with the basic idea, but this seems too complicated. Commissar is a W2 Ld10 IC Advisor who is and grants Fearless. Simple and effective. No Platoon should require anything else as a prerequsite - keep it simple, stupid.

A Primaris Psycker Cadre would provide psychic support. Like Commissars you'd have a choice of 1-5 W2 independent characters, with a choice of either a weak Warlock-style power or stronger castable psychic power. No Psycker lords though, and no Psychic Hoods. Given them Ld8, as they're strong-willed enough to not be Soul-bound to the Emperor (Astropaths, etc) or to be fodder for the Golden Throne. They're Primaris Psyckers, not Space Marine Librarians, Chaos Sorcerers, or Farseers.


Again, OK with the basic idea. As a Ld8 W2 IC Psyker, they can have their choice of a couple shooting powers. And a defensive power that works like a Psychic Hood. But being Ld8 will keep them a notch down from any other Psyker.

A Ministorum Cadre would provide psychic defense, like the Black Templar's "Abhor the Witch" vow, so long as a Priest survives, and inspirational preaching, like a Chaplain's Litanies of Hate (maybe one of several options?). Again, a group of 1-5 W2 independent characters. Give these guys Ld8.


OK, I guess, but it's better to make the Priest work like a Chaplain with Litanies of Hate and being / granting Fearless.

I don't think I mentioned it in this post, but like another poster I'd like to see something where Platoons form the battlefield units of the Imperial Guard. My 'twist' on it would be that squads equipped with Vox-Casters can detach themselves from their parent Platoons to form independent units, like the Independent Characters rule.


I can't see the point of this by tactics or Fluff.

This message was edited 1 time. Last update was at 2008/05/12 05:32:22


   
Made in ca
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Ontario

Well here goes.

Ws Bs S T W I A Ld Sv Pts
2 2 2 2 1 2 1 5 6 2 Conscript
3 3 3 3 1 3 2 7 5 5 Concsript Seargent
3 3 3 3 1 3 1 7 5 5 Normal Guardsmen
3 4 3 3 1 3 1 7 6 5 Light Guardsmen
4 4 3 3 1 3 1 8 4/5 6/8 Guardman Seargent
3 3 3 3 1 3 1 7 4 7 Heavy Guardsmen
3 3 3 3 1 3 1 8 4 8 Stormtroopers
4 4 3 3 1 3 1 9 4 10 Stormtrooper Srg.
4 4 3 3 2 3 2 8 5 20 3rd Luitenant <- For conscript platoons only.
4 4 3 3 2 3 2 8 5 25 2nd Luitenant <- Minimum for Regular Guard and Heavy Guard.
4 4 3 3 2 3 2 9 4 35 1st Luitenant <- Max for reagular and heavy guard and mandatory for stormtroopers.

(edit; sorry for the messed up spaces, I don't it likes my reference list...)

The upgrades remain the same though the heavy weapons are removed from line squads and have been formed into seperate platoons. (similar to flames of war if you've played it)

Well first I would like to completely change their version of the FOC.

So here is that.

One force represents one Battalion of Guard, so it is split into 5 companies.

First there is the command section which includes a battalion commmander and his 2nd in command both with command squads. In addtion to this you get one more auxillary HQ for every 50 models in the force rounding up. (and tanks with front armour of 13 or higher count as 10 models and 12 and lower as 5 models)

As for the companies. You get one auxillery company. (include most of the current elites, ratlings are gone and snipers now can be taken as aside to company commanders, also includes tank ace and tank hunter companies) Also this company only consists of 0-3 platoons.

Then you get three Inf/armoured companies. An armoured company consists of 2 to 6 platoons and you must have one of these in your army for every type of other companies in your army. (so if you wanted to get one auxillary and one artillery company you would need two normal inf/arm companies. However you may select one platoon from either a recce, artillery, or auxillery, company to join any company)

Artillery Company You may have 1+ artillery cmopany for every two inf/arm companies over the required number.
Consists of 1 - 4 platoons. Includes all of the current heavy support choices except put into platoon form. So vehicles are platoons of one command vehicle and two line vehicles, and one mortar platoon consists of 1 to 6 mortar squads at 25 pts a team. Three teams make a squad.)

So here goes platoon structure.

Conscript Platoon

3rd Luitenant and command sqd plus two to eight squads. (upgrades are the same)

Special Rules
Afraid of Commissars; if a unit within 12" of a Commissar fails a leadership test of any kind you may remove one model from the squad (this represents the commisar making an example of him) and that squad may re-roll the leadership test. This may be done as many times as there are members in the squad.

When ever a model is removed because of the Afraid of Commissars rule roll a die. On a roll of a 1 remove the Commissar and his command squad as casuallties. (this represents the limit at which troops can be pushed before they rebel.)

(incase you were wondering the number of HQs that could be included would rely on the number of models you have in the army, so for every 50 models in the army you may include one HQ choice rouding up)

Utter Crap; To represent a conscripts lack of training all of his cover saves are reduced by one.

Regular Guard Platoon
Led by a 2nd or 1st Luitenant and two to six squads.

may be taken as drop troops for plus 2 pts per model.

Well Led; All of the command radius given by independant characters count as doubled when applying to regular guard squads.

Heavy Guard Platoon
2nd or 1st Luitenant and 2 to 5 squads.

May be taken as drop troops for plus 3 pts per model.

Heavy Troops; To represent the heavyness of these armoured guardsmen they recieve a minus one modifyer to both any cover save they recieve and lower the movement rate through difficult terrain by one.

Light Guard Platoon
2nd or 1st luitenant and two to six squads.

Infiltrate, Scout

Fieldcraft
May see up to 12" in area terrain and recieves a one plus bonus to both any cover save they recieve and their movement rate through rough terrain. In addition when shooting at any enemy squad in cover they may reduce their cover save by one.

Stormtroopers 0-1 per company
1st Luitenant and two to four squads.

Whatever special rules they have now.

Heavy Weapons Platoons 0-1 per company and you need two of any other platoon (excluding armoured) to feild one Heavy Weapons platoon.

2nd or 1st Luitenant and 2 to six squads.
(a squad consists of 3 teams)

Chimeras are now 45 pts.

All tanks are to be lowered by 25% but their armour values now drop by one on all sides to a minium of 10.

This message was edited 1 time. Last update was at 2008/05/12 04:47:01


DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ 
   
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Versteckt in den Schatten deines Geistes.

Vox-Casters should have nothing to do with Leadership and everything to do with calling down firesupport.

ie. If your Basilisk's target can be seen by up to 3 models with a Vox-Caster, you may reduce the scatter by up to 3" (one for each Vox-Caster).

BYE

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
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Well I kind of moved near Toronto, actually.

H.B.M.C. wrote:Vox-Casters should have nothing to do with Leadership and everything to do with calling down firesupport.

ie. If your Basilisk's target can be seen by up to 3 models with a Vox-Caster, you may reduce the scatter by up to 3" (one for each Vox-Caster).

BYE


nice.

we should be charging GW for this stuff .

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ditto

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
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Salt Lake City, Utah

Here's mine:

Troops Choices:
Special Rule - There is no upper limit to the number of troops choices Imperial Guard Armies may include.

Command Squad - gone

Infantry Squad
4 points each.
Two specials, or one special and one heavy per squad.
Veterans: Up to two models per squad mey be upgraded to BS4 for +3 points each. These may be the troopers firing the special and or heavy weapons, as befints their status.

Man, that's the joy of Anime! To revel in the complete and utter wastefullness of making an unstoppable nuclear-powered combat andriod in the shape of a cute little girl, who has the ability to fall in love and wears an enormous bow in her hair.  
   
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The Hammer

If one wanted to make vox-casters matter: IG units with a vox-caster or inside 12" of an HQ unit would be able to move as normal. Otherwise, they would be unable to move (if defenders) or forced to move forward at full pace (if attackers) to represent that no changes to their orders can reach them. They'd still be able to shoot and assault normally, under the assumption that they will use their own initiative to defend themselves.

When soldiers think, it's called routing. 
   
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Versteckt in den Schatten deines Geistes.

Yay. Require us to pay points in order to move in the movement phase.

That's a great idea. Please delete your post immediately before GW sees it and copies it.

BYE

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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