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![[Post New]](/s/i/i.gif) 2008/11/18 23:42:52
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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Hey,
Is it just me or would allowing Imperial Guard players to buy assets like bunkers, trenches, and static artillery be a cool way of letting Imperial Guard play infantry without having to horde it up? Now that GW is getting into the plastic terrain game, it might be something for them to produce a line of plastic Imperial Guard trenchworks, bunkers, and so on.
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![[Post New]](/s/i/i.gif) 2008/11/18 23:50:44
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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That depends on what we're talking about, and at what price. Would I pay 40-60 pts each for batter of static Earthshaker Cannon, or Battlecannon Emplacements? Yes. But for the same points, I'd far rather have a couple Demolisher Squadrons backed by an Basilisk Battery as my HS options. And even then, I'd rather have 45-pt AV12/12/10 Chimeras to mechanize my Platoons. ___ But if trenchworks is what it takes to get longcoat gaskmask Guard, so be it.
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This message was edited 1 time. Last update was at 2008/11/18 23:51:17
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![[Post New]](/s/i/i.gif) 2008/11/19 00:09:13
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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I think it would work best like Summoned Daemons in the Chaos Space Marine army list, something that doesn't compete for Force Organization Chart slots and doesn't limit the units you can take (except by consuming points).
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This message was edited 1 time. Last update was at 2008/11/19 00:09:41
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![[Post New]](/s/i/i.gif) 2008/11/19 00:11:10
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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Sure, though if someone wants to bring their version of a 40k Maginot line to every game, I think it's fair to cost them their HS slots.
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![[Post New]](/s/i/i.gif) 2008/11/19 00:16:13
Subject: Imperial Guard Installations
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Longtime Dakkanaut
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actually that'd be pretty cool- i'd like that
Right- i'll just deploy this here *sets up 6'x1' section of trench lines filling depoyment zone*
and my 2 troops and HQ...and i'm done
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![[Post New]](/s/i/i.gif) 2008/11/19 00:19:15
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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@Bignutter, thing is, those 2 troops and HQ today are well over 100 models, with 3 Tanks.
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![[Post New]](/s/i/i.gif) 2008/11/19 00:21:19
Subject: Re:Imperial Guard Installations
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Longtime Dakkanaut
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I think that would be entering the realm of Epic Armageddon.
(which the 5th edition rules are a step towards that any how)
I think the large scale (thus short distances) would really put a damper on the efficiency of a static defense.
Maybe if they made a long-ways game scenario option with 12" deployment on the short edges.
Otherwise I see static mid-model count armies getting slaughtered in Annihilation victory conditions.
- so say a very sad WWI-buff that misses Macro-cannon armed Imperial Army Trench-lines
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![[Post New]](/s/i/i.gif) 2008/11/19 00:22:16
Subject: Imperial Guard Installations
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Fixture of Dakka
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I'd have no problem with this as well.... it would just make things slightly more Dawn of War-ish..
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![[Post New]](/s/i/i.gif) 2008/11/19 01:53:48
Subject: Imperial Guard Installations
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Da Head Honcho Boss Grot
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It would be neat for parts of a guard army to be able to benefit from something like this, but I think it cause a lot of gunline armies, which are the only army more boring and less tactically challenging than the "git 'em!" style.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2008/11/19 02:14:12
Subject: Imperial Guard Installations
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Fixture of Dakka
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Nurglitch wrote:Hey,
Is it just me or would allowing Imperial Guard players to buy assets like bunkers, trenches, and static artillery be a cool way of letting Imperial Guard play infantry without having to horde it up? Now that GW is getting into the plastic terrain game, it might be something for them to produce a line of plastic Imperial Guard trenchworks, bunkers, and so on.
Going along with your line of thinking, why not bring out an engineer vehicle, or troop type that can drop battlefield terraign. put the extra troop cost into thier abilities.
Another possiblity may be to have your meks/ engineer type troop to build them for the point cost and/or as an alternative to movement/shooting/attack.
Possibly moveable by the using side, but not along the lines of buying them for troop point cost. Want a cherry No !#@$ Idea for assets? A new troop type- Battlefield engineer/ techpriest. give the servitor squad to him and let them be able to drop a bunker/ minefield/ strategim.
Id much rather the bunker/ trenchline have a better save then just outright +6 terraign saves, or possibly pay a point cost for toughening your fortifications. Give your basic infantry a dig in option, kinda like they do in another good WW2 15 mm game.
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![[Post New]](/s/i/i.gif) 2008/11/19 07:35:52
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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@Grot: You know Epic allowed you to dig in your infantry mid-game, right?
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![[Post New]](/s/i/i.gif) 2008/11/19 07:38:23
Subject: Imperial Guard Installations
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Decrepit Dakkanaut
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To be fair, an Epic turn is a much longer period of time than a 40k game. I think it's roughly 1 Epic Engage Move = 1 40k game.
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![[Post New]](/s/i/i.gif) 2008/11/19 20:08:24
Subject: Imperial Guard Installations
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Smokin' Skorcha Driver
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It would be nice to be able to take advisors(assuming that system was fixed and working correctly of course) and have a new advosr:Engineer. Give him a special ability like Dig in that Trenchers have from warmachine. I.e Dont move and you can dig a trench that gives you cover. Puting this with an adviosr means that it wouldn't be on every squad in the army and avoiding over and misuse, while still letting a few squads provide cover for themselves.
Alternativly, I think a dig in rule could also be set up to work like grenades. If a squad does not move it can dig in. While dug in enemy assualting them must test for dif terrain and lose one attack(a combo of terrain + defensive grenades).
I think buying an advisor with a special abiltiy would fit into the force org better than paying points for fortifications(again assumning the advisors rule or something similar to it was fixed and workable), or if they were additional HQ or elites that didn't count toward force org.
Meph
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![[Post New]](/s/i/i.gif) 2008/11/19 20:20:18
Subject: Re:Imperial Guard Installations
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Tough Treekin
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if something like this does happen i see them getting the ability Space Marine Tech Marines and Captain Lysander have, fortify a building gaining +1 cover save,
really nice idea though, i might be workable as an apoc data sheet say 250pts by 4ft of trench line with AV13 (can't be hit from the rear or sides), grants a 3+ cover, also has 4 heavy stubbers that basic equipped men can fire if they occupy the trench, plus say you can swap the stubbers for Heavy Bolters, Mortars, Lascannons, Autocannons for extra points costs or something like that maybe?
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![[Post New]](/s/i/i.gif) 2008/11/19 20:38:39
Subject: Imperial Guard Installations
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5th God of Chaos! (Yea'rly!)
The Great State of Texas
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Nurglitch wrote:Hey,
Is it just me or would allowing Imperial Guard players to buy assets like bunkers, trenches, and static artillery be a cool way of letting Imperial Guard play infantry without having to horde it up? Now that GW is getting into the plastic terrain game, it might be something for them to produce a line of plastic Imperial Guard trenchworks, bunkers, and so on.
Welcome to the Baran Siegemasters list from EPIC. Would fit perfectly with Codex Troopy Guard.
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