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Made in ca
Hardened Veteran Guardsman





Ottawa

Just throwing this out there real quick, maybe the new Imperial Guard codex should take a "Light Infantry" (Catachan Jungle Fighters, Talleran Desert Raiders, Tanith First and Only, and so forth), "Heavy Infantry" (Cadian Shock Troopers, Mordian Iron Guard, Praetorian Foot Guard, Kreig Death Korps and anyone else with full body flak) and "Mech Infantry" (Armageddon Steel Legion, Krieg Panzergrenadiers, Harkonian Warhawks, Elysian Drop Troopers, etc) instead of simply regular formations. Each would be their own platoon choice, and each would offer something different.

Light Infantry Platoon
Lightly armoured but expertly trained, Light Infantry form an important part of Guard opperations. Attacking ahead of regular formations, Light Infantry (or Skirmishers) sabotage, ambush and patrol the front lines, always keeping the enemy on the back foot while the main hammer of Imperial forces brings itself to bear.
2-5 squads, command section
Armour 6+, no heavy weapons, sniper rifle and Demo Charge upgrade, Optional Cameoline (+2 to cover save when going To Ground)
Platoon Command can take Master Vox for platoon
USR Move through Cover, +1 to Run rolls, free Krak grenades
Can Attach Sniper Teams, Sentinels, Special Weapon Teams

Heavy Infantry Platoon
Leading the fight from the front, Heavy Infantry are armoured with full body armour and trained to fight at any range. They will throw themselves into the guns for the Imperium, and somehow claw victory from the jaws of defeat.
2-5 squads, command section
Traditional Guard statline, Heavy Weapon options, optional Bright Uniforms (Moral Bonus when platoon is together)
Platoon Command can take Standards
Close Orders Drill, Iron Discipline, free defensive/offensive grenades (your choice)
Can Attach Hellhound, Heavy Weapons Teams, Grenadiers/Stormtroopers

Mech Infantry Platoon
Ranging from tank-borne forces versed in blitzkrieg tactics to air calvary units, Mech Infantry can punch huge holes in an enemy battleline and then push deep behind enemy lines to exploit the breach. Speed and shock are their watchwords, allowing them to overwhelm any position before the enemy can react.
2-5 Squads, command section, trucks, Valkyries and chimeras all around!
Traditional Guard statline, no Heavy Weapons, second special weapons or demo charge
Platoon Command can take Tech-Priest Enginseer
No Modifiers to moral checks, free offensive grenades
Can Attach any Tank or Support Aircraft (Think Huey 'Slick in Valkyrie form)

This message was edited 1 time. Last update was at 2008/10/23 03:21:56


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

This is not bad. You have the standard "new guard" core options: Mech, Drop, Light, Camo, Carapace... Just mixed around a little differently.

Personally, I prefer to separate Mech from Drop, and spread options about a little differently. I also like to retain the option for "ordinary" guardsmen.

But as always, the devil is in the details...

   
Made in ca
Hardened Veteran Guardsman





Ottawa

Heavy Infantry are regular guardsmen. They're the same, just with Iron Discipline, Close Orders Drill and grenades built in.

As for drop infantry, I might hazard them as being an upgrade purchased for light or heavy infantry. Mech infantry isn't for the paratroopers, it's for air-mobile infantry, like Vietnam War Air Cavalry units, with dedicated VTOL gunships and transports.

This message was edited 1 time. Last update was at 2008/10/22 19:48:38


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Oops, I read Heavy Infantry as Carapace.

Anyhow, it's all good!

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

open_sketchbook wrote:Traditional Guard statline, no Heavy Weapons, more expensive second special weapon or demo charge


See, it's things like that I hate.

Why make the second special weapon more expensive? Is the BS on the second guy better? Does he fire more shots? Have a greater range? Of course not, he's the same, so he should pay the same amount for the same gun. This is especially true in 5th where special weapon guys can be killed as much as the regular mooks.

That and I really can't see every squad in a Mechanised Infantry army being given satchel charges that they have to hurl by hand.

BYE

This message was edited 1 time. Last update was at 2008/10/23 01:51:52


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Hardened Veteran Guardsman





Ottawa

One flamer leaping out of a transport is dangerous, but manageable. Two flamers? I'd say that's several times more dangerous. It's much like how Devastator heavy weapons cost more than tactical squad ones; as you take multiples of a weapon, the effect of it rises exponentially, as well as moving the unit more towards becoming a delievery vehicle for said weapons. (Devistator squads are not expected to move, so their weapons are more expensive because they're more likely to use them. In this case, taking two plasma weapons means hey, this unit hunts heavy infantry.)

For example, having two flamers in one squad that is jumping out of a transport is obviously going to work better than two squads with one flamer each doing the same. It makes the unit a great deal more dangerous than points cost would otherwise indicate. Besides, the increase wouldn't be much, say 6 points for the first flamer and 10 for the second.

So, do you have an opinions other than that?
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

IMO, it is easier and preferable to say "Up to 2 models may be armed with X for Y pts", rather than "One model may be armed with X for Y, and a second for Z".

Second, Flamers should be encouraged over anti-MEQ blandness. 5 pts flat, each.

Third, Assault Marines can take 2 Flamers per unit, flat pricing. Same with IG SWS. It's not a problem.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

open_sketchbook wrote:It's much like how Devastator heavy weapons cost more than tactical squad ones; as you take multiples of a weapon, the effect of it rises exponentially, as well as moving the unit more towards becoming a delievery vehicle for said weapons.


When's the last time you saw a Dev Squad with 4 Lascannons? You don't because they're too expensive.

I agree that often things are worth more than the sum of their parts (a unit with two flamers has a greater effect that two units with one flamer) but, as I said, 5th Ed has shifted the balance. Heavy Weapon Guy/Sergeant is no longer the last to die. He can be the first to die. Pricing a second weapon at a higher cost doesn't work.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Hardened Veteran Guardsman





Ottawa

Alright then, flat cost second specials. Anything else?
   
Made in be
Skink Chief with Poisoned Javelins



Belgium, political ass-end of the old continent

How about an air cav platoon to separate it from the mech when the guys be flying instead of driving around...

I can bend minds with my spoon...

KingCracker wrote:PanzerSmurf, you win the trophy for most accident posts ever. Dear lord man!
 
   
Made in gb
Morphing Obliterator





how are you dealing with the problem of KP and IG? if each squad is still worth one they are screwed sideways by annihilation, if each platoon is worth one they become far to overpowered. i see a lot of people comming up with different platoon organisations without dealing with the major problem IG have in 5th.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

For Platoons KP/ FOC, I suggest:

- 1 Platoon = 2 FOC Troops slots
- each Platoon squad = 1/2 KP

(or Platoon line squads = 0 KP, but HQ, HWS, SWS, etc. = 1 KP)

   
 
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