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Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

INFANTRY PLATOON 150pts

Command squad and two infantry squads for 150pts.
Up to three additional squads can be added at 50pts each

Command Squad
Leiutenant, veteran sergeant and three troopers.
Up to three additional troopers may be added at 8pts each.*
A Command squad may include a Commissar at 20pts, Priest at 30pts,

Leiutenant
Leiutenant may choose from any of the officer options (repeated here).

Frag grenades, Laspistol and close combat weapon.

An Leiutenant may replace his laspistol with:

Bolt pistol 1pt
Plasma pistol 10pts
Combi weapon (choice of combi flamer, melta or plasma) 5pts

An Leiutenant may replace his close combat weapon with:

power weapon 5pts
power fist 15pts

An Leiutenant may have the following additonal rules and equipment.

Carapace armour 5pts
Trademark item 5pts
Refractor field 15pts
Duelling scars 5pts (+1Ws +1I, may not be used with a power fist)
Iron discipline 15pts

Veteran sergeant
+1A
Laspistol and close combat weapon, krak and frag grenades.
[The platoon sergeant of the company HQ squad may be given a power weapon at +5pts and carapace armour at +5pts.]

Command Squad Troopers.
One may be made a Medic at +10pts and is also equipped with a medi-pack.
[A trooper of the company HQ squad may be upgraded to a standard bearer at +10pts.]
Up to two troopers may be given special weapons from the following list.
flamer 6pts, melta or plasma gun 10pts.
Up to two troopers may form a heavy weapon team with a weapon from the following list.
lascannon 25pts, autocannon 15pts missile launcher, mortar or heavy bolter 10pts.





Remnant squad
- Remnant squads have recently seencombat and are either trailing the unengaged members of trhe platoon. Sometimes roles are reversed and a remnant squad is currently in contact with the enemy in advance of the rest of the platoon.

One squad in the platoon may be designated a Remnant squad at the start of play.
A remnant squad may have sufferred recent casualities contains only d6+4 guardsmen, remove any excess unit members starting with the heavy weapons team if present.
A remnant squad can always infiltrate and may deploy seperately even if the rest of the platoon remains in reserve.


You may choose one of the following doctrines for your platoon. Unless stated all abilities of the doctrine effect every squad in the platoon:

Mechanised
Every squad in the platoon, except a remnant squad must be given a Chimera or Centaur transport sufficient for the capacity of the squad. A remnant squad may be given a Chimera transport.
Infantry squads in a mechanised platoon may be given carapace armour at 15pts per squad.

Assault infantry +10pts per squad
Every guardsman may replace his lasgun with close combat weapon laspistol and combat shield at no additional charge. Assault infantry may not include heavy weapons.
Infantry squads in an assault infantry platoon may be given carapace armour at 15pts per squad.

Light Infantry +5pts per squad.
If none of the infantry squads in the platoon include heavy weapons (excluding any in the Command squad) the Platoon may Infiltrate.
Infantry squads in an light infantry platoon may be given cameleoline at 15pts per squad.

Paratroops. +5pts per squad.
If none of the infantry squads in the platoon include heavy weapons (including any in the Command squad) the Platoon may Deep Strike. A paratrooper platoon must begin the game in reserve in scenarios when it can do so. Paratroops that begin the game in reserve.

Penal infantry.
Each infantry squad may include a demo charge at +20pts. It may include no heavy weapons or special weapons other than a flamer. Any guardman may replace his lasgun with two close combat weapons (and a battery clip). Penal infantry gain Furious Charge but may not rally if Falling back. Penal infantry command squads are unaffected by this rule.

Rough Rider. +50pts per squad.
Every member of the pletoon including the officer and any attached advisors is a cavalry model and must be mounted appropriately. All heavy weapons options are forfeit. All inherent transport options are forfeit though the platoon may be transported by a Gorgon. Every member of any squad may be equipped with a hunting lance at +4pts in addition to their normal equipment.


Incomplete more later......





*You can boost command sqwuad sizes but pay through the nose to do so.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Orlanth: While your suggestion is ambitious, I don't like how you're tying things together (e.g. requires Light Infantry for Cameoline, requires Mechanized for Carapace). To me, that reduces choice even more than discrete Platoon types would, because you're again narrowing the options available. What if I want a regular Guard army in Cameoline? Under your version, that simply isn't possible, because I now need to scrap all of my Heavy weapons.

Second, a lot of your options seem to be grossly over/underpriced.

Assault infantry is +10/squad. LP&CCW should be FREE because Guardsmen are just really crappy HtH troops.

Drop Troops is underpriced at +5/squad. It's worth at least 15/squad.

And random squad sizes like Remnants went the way of the dodo with the new BA Codex.

   
Made in us
Uhlan





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?

I play +  
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

JohnHwangDD wrote:Orlanth: While your suggestion is ambitious, I don't like how you're tying things together (e.g. requires Light Infantry for Cameoline, requires Mechanized for Carapace). To me, that reduces choice even more than discrete Platoon types would, because you're again narrowing the options available. What if I want a regular Guard army in Cameoline? Under your version, that simply isn't possible, because I now need to scrap all of my Heavy weapons.

Second, a lot of your options seem to be grossly over/underpriced.

Assault infantry is +10/squad. LP&CCW should be FREE because Guardsmen are just really crappy HtH troops.

Drop Troops is underpriced at +5/squad. It's worth at least 15/squad.

And random squad sizes like Remnants went the way of the dodo with the new BA Codex.


This is incomplete. Was out for dinner shortly after I wrote the post. I will amend it tomorrow and it will make more sense to you then.

Assault infantry have combat shields a 5+ I in HTH is not bad going. They will have some heavy weapons when all is written up because you can have limited numbers of heavy weapons squads in a platoon. They get heavy weapons regardless of unit descriptions. More later. I will complete my version tomorrow.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Infantry Platoon

Command Squad – 30 pts

4 Infantry
1 Senior Officer

Equipment:

Lasgun

Options:

1 Model in the unit may replace its Lasgun for a heavy weapon: Missle Launcher +25 pts, Auto Cannon +25 pts, Las cannon +30 pts, Heavy Bolter +15 pts, Heavy Flamer +10 pts, Sniper Rifle +10 pts

1 Model in the unit may replace its Lasgun for a special weapon: Plasma Gun +10 pts, Melta Gun +10 pts, Grenade Launcher + 6 pts, Flamer +6 pts

Senior Officer may replace its lasgun: Las pistol and close combat weapon +0 pts, Las pistol and power weapon +10 pts, Bolt Pistol and close combat weapon +5 pts, Bolt Pistol and Power Weapon +15 pts, Plasma Pistol and close combat weapon +10 pts, Plasma Pistol and power weapon +20 pts.

Transport Option:

Chimera – 40 pts

Equipment: Hull Mounted Heavy Bolter, Turret Mounted Multi Laser, 6 lasguns.

Options: The chimera may replace its turret mounted Multi Laser: Auto cannon + 15 pts, Heavy Flamer + 10 pts, Heavy Bolter + 15 pts

May access the vehicle armory section

Platoon Options: May Purchase One Platoon Option.

Light Infantry – Platoon (Command Squad and Infantry Squads) May not purchase a chimera – Platoon Gains Infiltrate + 25 pts.

Sharp Shooters – May re-roll 1’s to hit when shooting + 25 pts.

Carapace Armor – Gains 4+ armor save +25 pts.


Infantry Squad 1 – 4 – 50 pts each

9 Infantry
1 Junior Officer

Equipment:

Lasgun

Options:

1 Model in the unit may replace its Lasgun for a heavy weapon: Missle Launcher +25 pts, Auto Cannon +25 pts, Las cannon +30 pts, Heavy Bolter +15 pts, Heavy Flamer +10 pts, Sniper Rifle +10 pts

1 Model in the unit may replace its Lasgun for a special weapon: Plasma Gun +10 pts, Melta Gun +10 pts, Grenade Launcher + 6 pts, Flamer +6 pts

Junior Officer may replace its lasgun: Las pistol and close combat weapon +0 pts,

Transport Option:

Chimera – 40 pts

Equipment: Hull Mounted Heavy Bolter, Turret Mounted Multi Laser, 6 lasguns.

Options: The chimera may replace its turret mounted Multi Laser: Auto cannon + 15 pts, Heavy Flamer + 10 pts, Heavy Bolter + 15 pts

May access the vehicle armory section
   
Made in ca
Dakka Veteran




The Hammer

@H:

1) Infantry with heavy weapons doesn't generally WANT to move.

2) Why would GW making a bad game worse (in any way) affect someone who has insulated themself from it with house rules? Newcomers play by the rules of the club they join. Nothing the GW rules writers do neccessarily affects any of its customers, unless we want to play at stores or tourney locations for which they pay rent.

3) I think the odds of GW paying attention to anything posted on this forum, or any other site that occasionally exceeds the capacity of eight-year-old children, are somewhat worse than that it would snow in hell.

When soldiers think, it's called routing. 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

@ww - there is a difference in want and being allowed. If the option to move is removed, that dramatically (and unfairly) limits the army in ways that no other army is restricted. With 40k5 moving even further towards Movement and Objectives, this kind of penalty pretty much kills the army. Definitely, it makes the game less fun to play, because it's not hard to kill a couple Command Squads and thereby cripple the IG player permanently.

   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

1+ Imperial Guard Infantry Platoons
2-5 Infantry squads. Each squad costs 45 points.

Number/squad: 10 Guardsmen, one of which is the Veteran Sergeant.
Weapons: Lasguns. The Sergeant may instead have a laspistol and close combat weapon.
Options: Two Guardsmen may form a Heavy Weapons crew. A heavy weapon crew must be armed with one of the weapons from the following list, at the points cost indicated: Mortar at +10 pts, Heavy Bolter at +10 pts, Missile Launcher at +10 pts, Autocannon at +15 pts, Lascannon at +20 pts

One Guardsman that is not part of a Heavy Weapons crew may be armed with one of the special weapons from the following list, at the points cost indicated: Flamer at +5 pts, Grenade Launcher at +6 pts, Meltagun or Plasmagun at +10 pts.

0-2 platoons in an army may be made into Mechanized platoons. Each of these must atke a Chimera at +45 pts/squad.
0-1 platoons in an army may be made into Recon platoons. Each of these gets Chameleoline (+1 bonus to cover saves), and the Scouts special rule, for +10 points/squad. Any squads that are part of a Recon platoon may elect to take a Sniper Rifle instead of a special weapon, for +8 points.

The Veteran Sergeant may replace his Laspistol with: A shotgun for free, a bolt pistol for +1 pt, a bolter for +1 pt, or a plasma pistol for +10 pts.
The Veteran Sergeant may replace his Close Combat weapon with: A power weapon for +5 points, a Power Fist for +15 points.
The Veteran Sergeant may have Carapace Armour for +5 pts. Meltabombs for +5 pts, a Macharian Cross for +10 pts. If the Veteran Sergeant selects Carapace Armour, the entire squad may also select Carapace Armour, increasing the squad's cost by +10 pts. Recon squads that select Carapace Armour lose their Cameleoline.

Remnants: Some platoons have units that are under their full, normal strength. Each regular or Recon platoon may elect to have a single Remnant squad, in addition to their normal allowed amount of squads. These Remnant squads consist of 5-9 Guardsmen, one of which is the Veteran Sergeant. However, every special and heavy weapon costs 5 points more than normal.

Advisors: Every squad in a single platoon may be led by a single Advisor, be it a Commissar, Priest or Sanctioned Psyker. No more than one platoon may have Advisors, but every squad in the platoon must have an Advisor. If the army's Command Squad includes an Advisor, every platoon may elect to be led by an Advisor of that type. For example, if an army's Command Squad includes a Priest and Sanctioned Pysker, every platoon may include squads led by Priests or Sanctioned Psykers, and a single platoon in the army may include squads led by a Commissar.

Grenadier Squads

Grenadiers cost 8 points/model.
Number/squad: 5-10 Grenadiers, one of which is the Veteran Sergeant.
Weapons: Hellguns. The Sergeant may instead have a hellpistol and close combat weapon. All Grenadiers have Targeters, Frag Grenades, and Krak Grenades.
Options: Three Grenadiers may be armed with one of the special weapons from the following list, at the points cost indicated: Flamer at +5 pts, Grenade Launcher at +6 pts, Meltagun or Plasmagun at +10 pts.

The Veteran Sergeant may replace his Hellpistol with: A bolt pistol for +1 pt, a bolter for +1 pt, a storm bolter for +2 pts or a plasma pistol for +10 pts.
The Veteran Sergeant may replace his Close Combat weapon with: A power weapon for +5 points, or a Power Fist for +15 points.

Transport: The squad may be mounted in a Chimera for +45 points.

Special Rules: Grenadier squads that do not select a Chimera may either Infiltrate or Deep Strike, if the mission permits.

Conscript Platoons
Conscripts costs 3 points/model

Number/squad: 10-50 Conscripts.
Weapons: Lasguns.
Options: Two Guardsmen may form a Heavy Weapons crew. A heavy weapon crew must be armed with one of the weapons from the following list, at the points cost indicated: Heavy Bolter at +10 pts, Autocannon at +15 pts

One Guardsman that is not part of a Heavy Weapons crew may be armed with one of the special weapons from the following list, at the points cost indicated: Flamer at +5 pts, Grenade Launcher at +10 pts.

Advisors: Every Conscript platoon may be led by a single Advisor, be it a Commissar, Priest or Sanctioned Psyker.

Special Rules: Get Down!: Every Consript squad that is not led by an Advisor automatically fails all Pinning tests they are called up to make, with no Leadership test. Conscript squads that include one or more models more than 6" away from the Advisor when they are called upon to make a Pinning test must make the check using their normal leadership, not their Advisor's.

Chimera Transport
Costs 45 points. Armour Values 12/11/10

Weapons: The Chimera must have a turret-mounted weapon, chosen from the following list, at the points cost indicated: Multi-laser at +10 pts, Heavy Flamer at +10 pts, Twin-Linked Heavy Bolter at +15 pts, or Autocannon at +15 pts. It may choose to have a hull-mounted weapon, chosen from the following list, at the points cost indicated: Heavy Bolter or Heavy Flamer at +5 pts. Every Chimera has six hull lasguns, which may be fired by the passengers, at their BS, not that of the crew.

Transport: Chimeras may transport up to 12 models, or up to 8 Ogryn models.
Fire Points: One, at the front.
Access Points: One, at the rear.
Amphibious: Chimeras treat all water terrain features as open terrain.

Upgrades: A Chimera may have Smoke Launchers for +5 pts, Track Guards for +5 pts, Rough-Terrain Modification for +5 pts, Extra Armour for +10 pts, a Hunter-Killer Missile for +10 pts, Improved Comms for +15 pts. A Chimera may have a single pintle-mounted weapon: a Storm Bolter or Heavy Stubber at +10 pts.

This message was edited 1 time. Last update was at 2008/05/21 04:13:53


Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

What? No autocannon or twin linked turrent option for the chimera?

I find a chimera listing without such options to be offensive!

(kudos to Bug Hunt)

Seriously (ok not really). FOr those using the platoon format, how do you get aorund support and other squads not having those options. For example-carapace. I see options for platoons and platoon HQ's but how about HW squads and army command squads?

This message was edited 1 time. Last update was at 2008/05/19 21:14:15


-"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 au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

JohnHwangDD wrote:With 40k5 moving even further towards Movement and Objectives...


You still believe that malarky, even with all the rumours about how vehicles will be unable to move and fight simultaneously?

BYE

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

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Yeah, add Autocannon and Twin-Linked Heavy Bolter at +15 points.

I love my Autocannon Chimeras.

BYE

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

 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

H.B.M.C. wrote:
JohnHwangDD wrote:With 40k5 moving even further towards Movement and Objectives...


You still believe that malarky, even with all the rumours about how vehicles will be unable to move and fight simultaneously?


The very fact that Transports are getting cheaper and Vehicles less shooty proves this.

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




The Great State of Texas

But they're not less shooty if they sit there. Its counter intuitive to think they will be more shooty. I think we both were around in V3 John. Tanks and chimeras were almost never moved from cover-usually as a last turn grab or full speed reposition to avoid that stinking marine sergeant with a power fist that made it through all the shooting.

-"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
Longtime Dakkanaut




Long Beach, CA

INFANTRY PLATOON

Command Section
1-5 Infantry Squads
0-1 Fire Support Squads
0-2 Snipers

Command Section
HSO 40
SO 25
JO 10

Special: Humans all look alike: Since humans look so much alike without a way to distinguish one from the other whenever fighting non-human armies such as xenos or necrons IG officers may never be targeted in Hand to Hand combat.

For 5 Points each the Officer may be accompanied by up to 4 Guardsmen.

Each Guardsman upgradeable to Veteran for 3 points each Giving them BS4. Any/ All may take a special wpn MG 10, PG 10, Flamer 6, GL 8, (S5 AP3) Storm bolter 5, may have CCW and pistol or Lasgun and have access to IG armory. Two Teams May take Hvy Wpns:

LC 15 pts
ML 12 Pts
HB 10 Pts
AC 12 Pts

May Take Chimera at +50 points

Special: Platoon Leader's Philosophy: Different Officers lead in different ways and fight with different Tactics: You MAY chose one of the the following which applies to the entire platoon:

Jungle Fighters: +1 Cover Save in Forest, -1 Regular Save, Shooting/Moving through Woods/Jungle as if it were clear (5 Pts)
Death From Above: Entire Platoon May DS (10 Points)
Close Order Drills: As Before (10 Points)
Fire Till they See the Glow of Our Barrels: Squads may take 2 Hvy wpns but no special Wpns (15 pts)


Infantry Squad


1 Sgt and 4-9 Guardsmen (5 Points Each)

May Upgrade Sgt To Vet Giving him BS4 and Armory Access and My select "Officer only" items @ +5 Points
May upgrade Squad to Veterans @ 3 Points each They Gain BS4 (May Infiltrate or Deep Strike), May replace lasguns with Shotguns for free

One Guardsman may take a special wpn MG 10, PG 10, Flamer 6, GL 8, Two Guardsmen may make a HVY Wpn team:
Up to Three Veterans may take a special wpn MG 10, PG 10, Flamer 6, GL 8, Two Veterans may make a HVY Wpn team:


LC 15 pts
ML 12 Pts
HB 10 Pts
AC 12 Pts

Any Squad May take a Chimera xport at +50 Points

Fire Support Squad

Six Guardsmen @ 5 points each Forming 3 hvy wpn Crews (Not all 3 must be the same)
LC 15 pts
ML 12 Pts
HB 10 Pts
AC 12 Pts
Hvy Stubber 10 Pts
Assault Cannon 12 Pts
Multi Laser 12 Pts
Multi Melta 15 Pts
Plasma Cannon 15 Pts

Snipers

0-2 Snipers may be used dper platoon the game which operate independently: IG Snipers Hit on +2, and May chose to Fire one of two types of ammunition each turn:

A: Emperors Sword Wounds on +4 AP 2 No Invulnerable Save
B: Emperors Hammer Wounds on +2 AP6


Conscript Platoon 0-1 per Infantry Platoon

(Stats are same)
20-50 Conscripts @ 3 Points Each

For every 10 they may take a Special or Hvy wpn :

MG 8, PG 8, Flamer 6, GL 6, Two Guardsmen may make a HVY Wpn team:

LC 12 pts
ML 10 Pts
HB 10 Pts
AC 10 Pts

Storm Troopers
Sgt and 4-9 Storm Trooper @ 10 Points Each (May deep strike and Infiltrate @ +2 points each)

SGT may be a Veteran @ +5 Points
Up to two may have a special wpns, MG 10, PG 10, Flamer 6, GL 8,

Storm Trooper are armed with Hell Carbines:

S3, AP 5, Assault 4 (24") On a Roll To wound of 6 Carbines Become AP 1 and Ignore Invulnerable Saves

May Take a Chimera xport at +50 Points






"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Lone Wolf Sentinel Pilot





Vacaville, CA


5 points each. Command section, 2-5 squads of 10.

One special, one heavy per squad.
Specials: as is
Heavy: as is
Vet sgt: 5 points, power weapon 5
Transport: any squad may take a chimera, 50 points.
If no transport is taken the whole Platoon may take infiltrate at 2pts per guardsmen.

"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."

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5 Points per squad? That's generous of you.

I suspect you meant 50?

And I very much doubt that Infiltration is worth 20 points a squad in a Guard army...

BYE

This message was edited 1 time. Last update was at 2008/06/20 11:56:18


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Vacaville, CA

You don't think 55 guardsmen showing up from the side of the table is worth 7 pts each? In the current edition that costs at least 8 right, and 9 in command sections? That's still 1 pt cheaper per guardsmen!

"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."

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Springhurst, VIC, Australia

These are all good rules, but i believe that the points should be 2 or 3 high for each guardsman

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Red_Lives wrote:You don't think 55 guardsmen showing up from the side of the table is worth 7 pts each?


Why would I want to show up next to my opponent, within charge range, moving so I cannot fire my Heavy Weapons.

To rapid-fire some Lasguns at him? What the hell are they going to do except slow down the game by forcing us to roll a stack of dice? Assuming they all have Lasguns, 55 Rapid Firing Lasguns will kill 6 Marines. Wow. That sure was worth 120 points in that platoon...

No thanks.

BYE

Industrial Insanity - My Terrain Blog
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Long Beach, CA

@ HBMC LOL My sentiments exactly.

Side Note: Im going to Australia this winter (SUmmer for you) where abouts are you?

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Command Squad
Special Weapons, heavy weapons
Medic, Vox, Standard, Veterans at +5/model

2-5 Infantry Squads - 50pts
1 Special weapon, 1 heavy weapon
Medic, Vox, Veteran Sergeant at +5

0-1 Remenant Squad - 5pts/model

0-2 Heavy Weapon Squads
May take no more than one heavy weapon squad per two infantry squads.

10-50 Conscripts- 4pts/model
May take no more than 10 conscripts per infantry squad
Must take commisar
May take one Flamer or Demo Charge per full 10 models.


Additionally the platoon may select an alternate organization from the following list:
Drop Troops - at +15 pts per squad, all squads must deep strike. May not take conscripts or heavy weapon squads
Mechanized - All sqauds must be mounted in Chimeras at 50 pts + weapons, may not take conscripts
Airborne - All squads must be mounted in Valkyries (deep striking skimmer tanks) at +XXX points, may not take conscripts
Light Infantry - at +20 pts per squad, all squads may infiltrate, have the move through cover special rule, and may only take sniper rifles as heavy weapons. May not take conscripts or heavy weapon squads

The Platoon may also select special equipment from the following list:
Carapace Armour: at +20 points per squad, all models gain a 4+ save, may not take conscripts
Cameoline: at +15 points per squad, all models add 1 to their cover saves, may not take conscripts
Fortifications: at +10 points per squad, all models may set up with a sangbag defensive line (or equivalent) which allows them a 4+ cover save and the option to be pinned instead of fleeing when suffering 25% casualties from shooting. The squad loses all of these benefits if they move. May not be combined with cameoline. (if you set up a big defensive line, you are going to be easy to spot, even if you are the same color as your sandbags)
Bionics - at +150 points per squad, all models gain a negligible bonus. (we need to have at least one crappy option to bash on forums, right?)
Warrior Weapons - at +5 points, all models may replace thier lasguns with laspistols and CCWs.

This message was edited 3 times. Last update was at 2008/06/21 07:21:39


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Killeen Texas

i think that the new ig platoon should be based on the old deathworld platoon

1 LT. or Captain

2 - 5 infantry squads 50 points
the squad is led by a vet. sarge with the ability to take a power weapon 10 points or a power fist at 15 points

and then the list of special wapons and heavy weapons

and the upgrade section with basic improvements such and carapace and infiltrate just to name a few

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browncoat_independent wrote:2 - 5 infantry squads 50 points
the squad is led by a vet. sarge with the ability to take a power weapon 10 points or a power fist at 15 points


Quickly explain why a Power Weapon is worth 10 points on a Guardsman, and a Power Fist worth 15? They're both worth 5. Hell, the power weapon should be free...

BYE

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Vacaville, CA

H.B.M.C. wrote:

Why would I want to show up next to my opponent, within charge range, moving so I cannot fire my Heavy Weapons.

To rapid-fire some Lasguns at him? What the hell are they going to do except slow down the game by forcing us to roll a stack of dice? Assuming they all have Lasguns, 55 Rapid Firing Lasguns will kill 6 Marines. Wow. That sure was worth 120 points in that platoon...

No thanks.

BYE


Keep in mind that you can't consolidate into a new combat. so 6 marines the first turn (flamers aside) then the marines kill 10 guardsmen in CC (big whoop there) Then kill 5 more. and keep in mind VP s are not how you win in 5th ed. Its about claiming objectives, So those 55 guardsmen on the side of the table are 6 squads that can claim an objective. And keep in mind the command section of an infantry platoon can have multiple 4 meltaguns. Its more game breaking than you give it credit.

"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."

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Red_Lives wrote:Keep in mind that you can't consolidate into a new combat. so 6 marines the first turn (flamers aside) then the marines kill 10 guardsmen in CC (big whoop there) Then kill 5 more. and keep in mind VP s are not how you win in 5th ed. Its about claiming objectives, So those 55 guardsmen on the side of the table are 6 squads that can claim an objective. And keep in mind the command section of an infantry platoon can have multiple 4 meltaguns. Its more game breaking than you give it credit.


Umm... they can just rapid fire you to death with Bolters. Who needs assault.

Seriously Red, the idea of moving Guardsmen close to rapid fire lasguns is not a winner. Abandon this train of thought now before it derails you.

It's no more game breaking than Deep Striking few Infantry Platoons. It's annoying. It's a gimmick. Anyone prepared for it will shred you.

BYE

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Long Beach, CA

Im am glad that you can no longer consolidate into a new unit. That may offset the devastation the wound penalty will cause for not-so-strong units.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
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Catachan

I just want things to go back somewhat to where they were before.
Back when it was Codex Imperial Guard, not Codex Cadians. (although I must admit that, however dominant Cadian Fluff and Cadian Pictures are, Doctrines were a great step towards truly making it Codex Imperial Guard. But then agian, those Cadians sure do get a lot of Doctrines! Bloody Favoritism!)
Back when Cadians didn't wear Safety Helmets that belong on three-year-olds.
Back when you could actually use tanks Like Vanquishers
I want to use my vanquisher!!!
Back when Rough riders got two Close Combat weapons AND hunting lances, and were thus useful AFTER turn 1 of combat
Back when Hardened Vets Could have a veteran officer.
In any case, I should probably go to bed, and write my suggestions later.

   
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No offence Corporal, but I think the there's some nostalgic fog clouding your vision:

H-Vets sucked in the last Guard Codex. The points costs for their guns were insane. They were no good at anything. They're one of the things that improved in the current Codex.

BYE

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Sheffield, UK

Hardended Veterans still have Veteran Officers, they're just called Sergeants with Honerifica Imperialis now.

Hardened Veterans are much better in this edition.

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Since it's pretty clear that the next guard codex is going to be all about platoons, I thinks vets should be taken as part of the command platoon, like infantry squads in a regular platoon.

Also, I love my vets. 30 BS4s with 9 melta guns grav chuting in behind my opponent's 3 basilisks is very satisfying.

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