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![[Post New]](/s/i/i.gif) 2009/06/05 22:39:23
Subject: Storm Trooper Improvement
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Guardsman with Flashlight
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Storm Troopers are very cool units, but it is generally agreed that in the new IG Codex they are not worth their points (they are the same as basic SM, with a few special abilities, a low AP weapon, and accross the board much worse stats than a SM).
My proposal is to give Storm Troopers the following two abilities without changing anything else (including their points cost):
1) Grant them the "Tank Hunter" USR --- This would make them some of the best AV troops in the game, with in essence S9 Meltaguns, S8 Plasmaguns, and S7 Krak grenades when targetting vehicles. Combined with their different deployment options (especially Aerial Assault) and Orders like BRING IT DOWN, this would help make them worth their point cost.
2) Give them the "Close Assault Tactics" special rule --- This rule would allow Storm Troopers to re-roll to wound with ANY shooting attacks they make at a distance of 6" or less. Not only is this fluffy (i.e. makes them experts at taking down high value enemy infantry), but would mitigate the low strength of their Hotshot Lasguns/Pistols. This would of course be balanced by how close they have to get to shoot, making them highly vulnerable to return fire and/or counter-charges the next turn... i.e. you have to weigh if the gain is worth the risk.
I think these two changes would bring STs in line with their point cost, would make them even more fluffy in terms of what their role is in the Imperial Guard, and would make them seen in a lot more 40k combat than they would be otherwise.
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This message was edited 1 time. Last update was at 2009/06/05 22:39:52
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![[Post New]](/s/i/i.gif) 2009/06/06 12:53:50
Subject: Storm Trooper Improvement
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Superior Stormvermin
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STs have great tactical flexibility and are really good at getting to where you need them to be. The only issue is that there aren't too many places you actually want them to be. They are a very close ranged unit, but are expensive and fragile. Their damage output is fine, its just that for a 16 point unit they can't take a hit. AP 3 is nice and all, but it only does so much. Sure they ignore marine saves, but they cost just as much as one and suffer just as badly from the marines return fire. Even a small tank hunter squad with meltas runs you over 100 points which is just as much as chaos pays for 3 deep-striking combimelta terminators. STs really could use a 3+ save, but that's unfluffy and just un-Guard-like in general. They really just need a points reduction. 16 points is just way too much for a 1W T3 model and a 4+ Sv. Extra specials rules won't change that too much.
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Steve Perry.... STEEEEEEVE PERRY.... I SHOULD'VE BEEN GOOOONE! |
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![[Post New]](/s/i/i.gif) 2009/06/07 08:34:41
Subject: Storm Trooper Improvement
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Death-Dealing Devastator
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What if the ST's hot-shot las is a las rifle and can therefore use FRFSRF rule? Would that start to work a little better?
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![[Post New]](/s/i/i.gif) 2009/06/07 09:02:02
Subject: Re:Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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I think they are good enough already.
It'n not THAT difficult to wound with S3.
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/07 09:10:27
Subject: Storm Trooper Improvement
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Guard Heavy Weapon Crewman
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the FRRSRF rule is ment for badly trained cannon fodder troops. so that you get the best out of a 10 guns. it would not be the same used by an elit strike force. i recon a group of three rules that you can chose one out of the three to add to the exicting rules. 1. tank hunter. this is a common role for STs 2. man hunter. somthing along thelines of an extra ability to take out special characters and or mid sized beasts 3. objective holder. give them someway to survie longer under fire. improved cover saves or high toughnes.
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This message was edited 1 time. Last update was at 2009/06/07 09:11:26
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![[Post New]](/s/i/i.gif) 2009/06/07 09:39:04
Subject: Storm Trooper Improvement
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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What about giving them Feel No Pain to show that they have been trained to resist even the highest levels of pain, as they often work in zones where normal medical treatment is not available. You could also say that their carapace armour has built in painkiller injectors.
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![[Post New]](/s/i/i.gif) 2009/06/07 09:47:22
Subject: Storm Trooper Improvement
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Guard Heavy Weapon Crewman
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this relay all depends on how you look to chnge their rules.
if you want their rules to match their cost we could give them so many special rules that you cant posible use a fraction of them.
or
you could jsut lower the cost to suit the exicting rules.
as an IG player if i want high cost units i just add a few SMs. so as a player id prob just lower their cost. but for sheer koolnes you cant beat a bunch of rules that scare your oponet witless as they cant pridict what that unit is going to do.
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![[Post New]](/s/i/i.gif) 2009/06/07 16:59:35
Subject: Storm Trooper Improvement
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Death-Dealing Devastator
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ID~
Switching the Stormtrooper rifle in name from a Hellgun to a Hot-shot Lasrifle makes little sense if they didn't want to use FRFSRF. It would only create confusion, given that they authored a new rule for lasrifle troops to use. (Of course, this is GW, so sense is often lacking).
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![[Post New]](/s/i/i.gif) 2009/06/07 17:53:50
Subject: Re:Storm Trooper Improvement
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Regular Dakkanaut
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Well if you keep them at 16 points, at least make them worth it. Add the following:
-Stubborn
-Meltabombs instead of krak grenades
-Up to 3 democharges at 20 pts each
-Upgradable special Ops, pay +20 pts for an enhanced version of special ops, can only take max 1 of each type:
Reconnaisance- Spectre forces: Squad counts as having Defensive grenades and stealth
Airborne Assault- Stimm-boosted jump: Squad gets FnP the turn it deepstrikes
Behind enemy lines- Come in on the opponent's table edge
Obviously the last one is the most powerful, but honestly I think for the price and function Storm Troopers really need something like this.
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This message was edited 1 time. Last update was at 2009/06/07 17:55:11
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![[Post New]](/s/i/i.gif) 2009/06/08 09:25:13
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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Hmmm, I think you underestimate the scariness of having basic AP3 weapons.
But yes, some of those suggestions were good.
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/08 20:53:41
Subject: Storm Trooper Improvement
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Rough Rider with Boomstick
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Emperors Faithful wrote:Hmmm, I think you underestimate the scariness of having basic AP3 weapons.
But yes, some of those suggestions were good.
Yeah, they are just as scary as Tau vespid, ie not scary at all. Really it is really easy to fix stormies. 12 points a pop should do it.
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![[Post New]](/s/i/i.gif) 2009/06/09 02:20:22
Subject: Storm Trooper Improvement
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Violent Enforcer
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Emperors Faithful wrote:Hmmm, I think you underestimate the scariness of having basic AP3 weapons.
But yes, some of those suggestions were good.
In 4th ed. I'd agree. But in 5th, you'd hit a marine unit on 3+, wound on 5+ and force a marine to take a 4+ cover save (meaning you'll need 9 shots to bring one marine down) then next round the marine unit would hit you on 3+, wound you on 3+ and you'd take a 4+ armor save (meaning the SM unit would need 4.5 shots to bring down a storm trooper). I will admit though, that's not figuring out other little subtleties like rapid fire and charging though.
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=====Begin Dakka Geek Code=====
DQ:80-S++G+M-B--I+Pwhfb06#+D++A+++/hWD-R+++T(T)DM++
======End Dakka Geek Code======
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![[Post New]](/s/i/i.gif) 2009/06/09 02:38:30
Subject: Storm Trooper Improvement
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Stalwart Veteran Guard Sergeant
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In 4th ed. I'd agree. But in 5th, you'd hit a marine unit on 3+, wound on 5+ and force a marine to take a 4+ cover save (meaning you'll need 9 shots to bring one marine down) then next round the marine unit would hit you on 3+, wound you on 3+ and you'd take a 4+ armor save (meaning the SM unit would need 4.5 shots to bring down a storm trooper). I will admit though, that's not figuring out other little subtleties like rapid fire and charging though.
Ding.
Frankly, I was somewhat irritated with "Hot Shot Lasguns" becoming S3 AP3. I have been a longtime advocate for S4. If you REALLY want to make the hellgun unique, give it a (yes, yes, I know, I'm a horrible person who kicks puppies and eats babies) -1 armor save modifier.
But yeah, right now, 16 points a model for a T3 Sv 4+ seems rather ludicrous to me.
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"I went into a hobby-shop to play m'self a game,
The 'ouse Guru 'e up an' sez "The Guard is weak and lame!"
The Chaos gits around the shelves they laughed and snickered in my face,
I outs into the street again an' grabbed my figure-case."
Oh it's "Angels this" an' "Space-wolves that", and "Guardsmen, go away!";
But it's "Thank you for the ordnance" when the Guard begins to play,
O it's "LOOK AT ALL THE ORDNANCE!" when the Guard begins to play.."
-Cadian XXIX (edited for length) |
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![[Post New]](/s/i/i.gif) 2009/06/09 22:20:33
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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How do the Spahz Mahrinz get that 4+ unless they are in cover?
It is actually harder than you think to get a 10-man unit a cover save. They need to be 50% obscured (or in/behind area terrain)
Any way sisters of battle are 11pts each with strength 4 weapons. So for 2 more points they're now ap3?
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/09 22:53:47
Subject: Storm Trooper Improvement
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Da Head Honcho Boss Grot
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EVERYBODY IN 5TH EDITION ALWAYS HAS COVER ALL THE TIME SERIOUSLY YOU GUYS!!!!!!!!!!1
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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) 2009/06/09 23:12:20
Subject: Storm Trooper Improvement
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Stalwart Tribune
Olympus Mons
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You must play on different boards then I do Orkeosaurus.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/06/11 08:35:46
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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If you follow 5th ed guideline it advises that only 25% o the board be covered in terrain.
Personally, I used to chuck as much stuff on it as humanly possible!
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/11 22:33:44
Subject: Re:Storm Trooper Improvement
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Mighty Chosen Warrior of Chaos
Sorry can't disclose.....infiltrating
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I think the direction they should have went with the stormtroopers should have been more unique like that of the "Storm the Objective" ability from the apoc valkyrie - storm trooper formation. Possibly instead of the ap3 which was more suited to MEQ killing, they could have made a unique unit out of them. As is their just thousand sons lite in my eyes
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My Armies :
VC
Warriors of Chaos
Dark Elves
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![[Post New]](/s/i/i.gif) 2009/06/11 22:49:35
Subject: Re:Storm Trooper Improvement
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Regular Dakkanaut
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Just use Inquisitorial Storm Troopers. Or carapace Veterans.
Seriously, there's no need to fight to get your opponents to accept a bunch of new special rules when IG already have access to two significantly cheaper BS 4 Troops choices with multiple special weapons and a 4+ save.
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![[Post New]](/s/i/i.gif) 2009/06/12 01:58:41
Subject: Re:Storm Trooper Improvement
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Fresh-Faced New User
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Give them the ability to re-roll failed to-wound rolls.
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![[Post New]](/s/i/i.gif) 2009/06/12 04:18:49
Subject: Storm Trooper Improvement
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Stalwart Veteran Guard Sergeant
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Hmm. S3, re-roll wounds, or S4, re-roll wounds? Also, rapid fire, 24"?
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"I went into a hobby-shop to play m'self a game,
The 'ouse Guru 'e up an' sez "The Guard is weak and lame!"
The Chaos gits around the shelves they laughed and snickered in my face,
I outs into the street again an' grabbed my figure-case."
Oh it's "Angels this" an' "Space-wolves that", and "Guardsmen, go away!";
But it's "Thank you for the ordnance" when the Guard begins to play,
O it's "LOOK AT ALL THE ORDNANCE!" when the Guard begins to play.."
-Cadian XXIX (edited for length) |
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![[Post New]](/s/i/i.gif) 2009/06/12 11:09:21
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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Assualt 2? Assualt? (Why would you want to assualt?!?)
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/12 12:03:25
Subject: Storm Trooper Improvement
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Killer Klaivex
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It's the ability to move-and-shoot that people want. A hellgun shouldn't require steady aiming, it's an automatic lasgun.
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This message was edited 1 time. Last update was at 2009/06/12 12:03:35
People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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![[Post New]](/s/i/i.gif) 2009/06/12 21:33:10
Subject: Storm Trooper Improvement
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Stalwart Tribune
Olympus Mons
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What about the following special rule/mission option:
"Keep Moving!": Storm Troopers are well trained in maintaining fire disipline even while advancing or clearing buildings. Storm Troopers may both fire their weapons and take a run move in the same shooting phase.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/06/12 22:32:39
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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Eh, it would be a first in the game. Lots of arguments would arrive. How about instead of assualting they can move an extra D6, like jump infantry?
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/13 01:23:14
Subject: Storm Trooper Improvement
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Perfect Shot Black Templar Predator Pilot
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I'm with Foil on this one. At 12 points per model, you have a unit that can dish out and take punishment that is appropriate for its cost. The flexibility afforded to the squad by Deep Strike and the Special Operations rules are great, but they are much to frail to last long enough once on the ground to actually do any damage.
In fact, I'd like to see the Hellgun take on a poor man's rending type of rule (similar to the Cyclic Ion Blaster in the Tau Codex), where any roll of a 6 to wound would be resolved at AP1. This would still make them a threat against Sv2+ units without modifying their role immensely.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2009/06/13 08:05:44
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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Yeah, I would get rid of AP3 and give them the equivelent of a Rail Rifle, Str 5 AP5? or something rending.
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/13 09:15:03
Subject: Storm Trooper Improvement
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Pauper with Promise
canada
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Sh13ld wrote:Storm Troopers are very cool units, but it is generally agreed that in the new IG Codex they are not worth their points (they are the same as basic SM, with a few special abilities, a low AP weapon, and accross the board much worse stats than a SM).
My proposal is to give Storm Troopers the following two abilities without changing anything else (including their points cost):
1) Grant them the "Tank Hunter" USR --- This would make them some of the best AV troops in the game, with in essence S9 Meltaguns, S8 Plasmaguns, and S7 Krak grenades when targetting vehicles. Combined with their different deployment options (especially Aerial Assault) and Orders like BRING IT DOWN, this would help make them worth their point cost.
2) Give them the "Close Assault Tactics" special rule --- This rule would allow Storm Troopers to re-roll to wound with ANY shooting attacks they make at a distance of 6" or less. Not only is this fluffy (i.e. makes them experts at taking down high value enemy infantry), but would mitigate the low strength of their Hotshot Lasguns/Pistols. This would of course be balanced by how close they have to get to shoot, making them highly vulnerable to return fire and/or counter-charges the next turn... i.e. you have to weigh if the gain is worth the risk.
I think these two changes would bring STs in line with their point cost, would make them even more fluffy in terms of what their role is in the Imperial Guard, and would make them seen in a lot more 40k combat than they would be otherwise.
Yeah but stormtroopers are not space marines and rapid fire into a squad of SM and you got trouble, sux for me though I play DH i.e there stormtroopers suck.. Automatically Appended Next Post: Ogiwan wrote:Hmm. S3, re-roll wounds, or S4, re-roll wounds? Also, rapid fire, 24"?
18" sux bad Automatically Appended Next Post: Hmmm, I think you underestimate the scariness of having basic AP3 weapons.
But yes, some of those suggestions were good.
Automatically Appended Next Post: rashad wrote:What if the ST's hot-shot las is a las rifle and can therefore use FRFSRF rule? Would that start to work a little better?
That would be awesome, that plus 24" range..
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This message was edited 3 times. Last update was at 2009/06/13 09:25:03
 Nothing shall evade our cleansing fire, not Daemon or Spawn or Renegade. For we are Mankind's Divine Blade! |
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![[Post New]](/s/i/i.gif) 2009/06/13 10:20:50
Subject: Storm Trooper Improvement
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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Well, I use witch hunter storm troopers. Eh, ya have to deal with it?
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2009/06/14 17:12:43
Subject: Re:Storm Trooper Improvement
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Sword-Bearing Inquisitorial Crusader
Northern Virginia
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I'm pretty sure that they changed helgun to hotshot lasgun specifically because the WH HD storm troopers are Troop choices and only 10 points. And since I believe the WH stormtroopers don't have a helgun entry you'd use the IG book for reference. Thereby granting way to much low AP fire to any imperium army.
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"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" |
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