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I like the way it’s being suggested to include different regimental options as unit upgrades. Here is my take on that approach.
* First Each style would need a commander, like Belial and Samueal for Dark Angels. So here is part of the HQ selection in my IG codex:
HQ Command squad
HSO 60
HO 50
JO 40
(each comes with 4 guards)
Guards have same weapon options as the current codex with the following exceptions. Flamers are 5 points as are Grenade launchers. Plasmas are 15, may take sniper rifles at 10 points eachas a special. Vet upgrade only +5 and gives access to officer choices below except power fist. Purchasing a master vox would be +80 and it would be for the entire network. (Meaning the 80 points gets 1 master vox and all the squad voxes.)
Officers may replace their Las pistol with,
Bolter or bolt pistol +1, Storm bolter +5, Plasma Pistol +10
Officers may replace their Chain sword with,
Power weapon +15, Power fist +20
May include a Commissar for +25 (all current rules, plus he focuses the psykers mind nicely, upping his LD to 10 for psyc tests)
A priest for +30(all current rules and +1 I to the Squad)
a sanctioned psyker for +25 (better rules and a purchased psycic power)
Commissar may be equipped with Imperial litany +5(The Iron discipline doctrine) and officer equipment
Priest may be equipped with an eviserator at +25 and officer equipment.
Psykers may be equipped with force weapon +25 and officer equipment.
(I imagine the Psyker stats would be WS4 BS4 S3 T3 W2 I3 A2 LD8, powers undecided)
No HI no Crimson
The Command Squad including a HO or HSO may purchase one Regimental Style:
+50 Heavy Infantry: All models in the Squad may be equipped with Carapace armor at +15 per squad. Every Squad has the option of the Chimera transport. Strom Troopers may be bought as Troops 0-3.
+150 light infantry: All Squads not in carapace infiltrate and move through cover. May be equipped with Camoline at +15 points per squad. Each squad has the option of purchasing an additional special weapon in lieu of a heavy weapon.
+35 Penal Legion: infantry, Storm trooper and Veteran squads may include a Commissar at +35, Rough rider squads may include a mounted Commissar at +45 and take the same equipment. May be equipped with chem inhalers at +10 per squad. Infantry squads may include +0-10 lasgun totting guardsman at +4 points each.
+100 Drop infantry: each full platoon or individually purchased squad may Deep strike at +10 per squad. Each squad may take Demo charges as heavy or special weapons at +10. May purchase a gyroscopic stabilizer for heavy weapons at +25 points, (move and fire ½ distance(may not be equipped on a motar))
+125 Feral: any model may replace it’s las gun with a pistol and CCW. +1 weapon skill to all infantry models and +1 attack on sentinels. infantry, Storm trooper and Veteran squads may include priests at +35, Rough Riders may include a mounted priest at +45 same equipment as above.
(Many Regiments will need only one commander to achieve their unique feel, like steel legion would take Heavy infantry, Salvar Chem-Dogs would be a penal legion, Kanak skll takers would have a Feral commander. But the goal here is to mix and match the two HQ choices an army gets to arrive at the “Doctrines” the general wants. I.E. Catachans would most likely have a Light and a feral commander, giving the squads all the options of both, Terrax guard would take a Penal legion and a Heavy infantry commander to have access to Grenadiers and Commissars every where, or Harkoni Warhawks would be drop and heavy.)
With that being said here is my answer to the original question.
The troop entry in my Codex:IG would look like this
Infantry Platoon
You must purchase a JO squad(detailed in the HQ section) and 2 – 5 infantry squads.(note no remi squads)
Infantry Squad 50pts
9 guardsman and a Sergeant armed with lasguns and frag grenades.
The Sergeant may replace his Lasgun with a pistol and Chain sword for free
He may be upgraded to a vet for +5,
A vet sarg may replace his firearm with bolter/bolt pistol +1, storm bolter +5, Plasma pistol +10
One guardsman may replace his Lasgun for, Flamer +5, GL +5, Melta +10, Plasma +15, Sniper rifle +10
Two guardsman not equipped with a special weapon may be assigned a heavy weapon, Hvy bolter +10, Auto Cannon +15, ML +15, Lascannon +25, Mortar +15, Heavy Flamer +10
That’s it, I feel that the commander styles combined with this platoon gives almost as many options as the current codex and a few new tactics. I certainly see room for abuse. Maybe in combining Light and Heavy infantry, or maybe feral and penal, but I don’t see that these options will be overwhelming in a competitive environment due to the guardsman’s weak stat line. I also think that these entries would be far more equally appealing options as opposed to the no brainer options currently provided. Example: Close combat guard are more viable, I still think that it won’t be our strong suit, but it at least gives more options for counter attack. And a 5 pt grenade launcher is more of an option when compared with a 15 point plasmagun, I’d still take the plasma, but it doesn’t punish the GL users as much. Thoughts?
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