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Imperial Guard Platoon - how I'd do it  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





Sorry dude, but I dont much care for your setup. 4 Pts for a Ws3 Bs4 T3 model with no save? sorry but no.

Even 4 points for a lame conscript is a rip off. Espically when it comes to something that makes a generic guardsman stating look goooood.

Payin that much for something that weak and is ment to be thrown away just doesnt cut it in my eyes. If this was in the new dex it would be one of those options that never get played.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

OK, no problem.

And FWIW, Conscripts are *supposed* to be lame and disposable. That's the point.

   
Made in us
Longtime Dakkanaut





Personally I feel that roughly 4 guardsmen is equal to around 1 marine. So based on that we can devide the new marine point cost into 4..... and we get 4. To me that would mean that the generic guardsmen should be worth around 4 points each.

Based on this I would word the Ig section something like this:

INFANTRY PLATOON:
Consists of a Command Squad and from 2-5 Infantry Squads.

2-5 Infantry Squads..................................... 40 pts + Weapons
Consists of one SGT and nine Guardsmen.
Guardsmen..............(same stats)
Sergeant..................(same stats)
Vet Sgt +4 pts .....................(same stats)

Each squad can choose to have one of the following upgrades for free and can choose to purchase the other for 1 pt per squad. Frag or Krak Grenades.
I would also cut all heavy weapon costs in Half. Unfair you say? well you need to remember that this is a Bs 3 T3 army. Those guns die real quick.

One guardsmen in the command squad that has not been upgraded can be upgraded to a Vox Caster for +5 points.

Here id change the vox around so that instead of a LD bonus it would allow you the special rule Fire For Effect:

Fire For Effect: Imperial Guard commanders are well known to call down artillery support when the situation starts to look grim for them. To represent this, Any enemy unit within a clear los of the Vox Caster up to range unlimited can be spotted for Indirect arty. Any IG gun that fires Indirect (Basilisk, Mortar, Griffon HM ect ect) rolls 1d6 less on the scatter die against the enemy unit being spotted by the Vox. You cannt use modifiers for BS in conjunction with this.

Light Infantry: These guardsmen form up in advanced parties going in ahead of the main body of the Guard infantry to test enemy strength and probe for weaknesses. To represent this, any Guard unit upgraded to Light Infantry get the Scout Universal rule. They also change their save to a 6+ due to wearing less heavy armour so they can move faster and quieter. Light Infantry get the Incomming special Rule.

Incomming! Light Infantry have grown accustomed to operating without their bulkier and more protective armour and have learned to use cover to its most in order to incress their chances of survival.
Light Infantry are affected by going to ground as normal, but do not cound as being pinned on the following turn. They also get +1 to all cover saves.

I feel this is fair, espically with all the "Ignore Cover" armies that people are starting to produce. Im not saying this is the ultimate way to do it, this is just my two cents worth.

This message was edited 1 time. Last update was at 2008/10/13 22:18:54


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

@jp: that's well and good, but I think you should start your own thread rather than hijacking mine.

   
Made in us
Longtime Dakkanaut





Im not trying to Hijack anything, just posting my 2 cents worth, No need to be rude about it.
   
Made in us
Veteran Inquisitor with Xenos Alliances






JohnHwangDD wrote:Hmm... That's not a bad idea, although I don't think it meshes well with the Platoon concept. I see Light Infantry as a Platoon, and Conscripts as something different.

Anyhow, I'd look at Light Infantry as:
- Infiltrate, Move through Cover, Sv6+
Basically, they'd be akin to DA Scouts, and model as Catachan, Tallarn, or Tanith.

WRT I don't much like the idea of Conscripts as Whiteshields at all, mostly because I don't like the idea that they're regulars. I would rather envision them as stand-ins for Penal / Beastmen Legions with Flamers and DCs and such:
Conscript WS3 BS2 S3 T3 W1 I3 A1 Ld6 Sv- LP&CCW
4pts each, size 10-20. Taskmaster I4 A2 Ld7.


I was just saying it off topic. I think it still works when you consider conscripts as a separate unit, full fill an auxilliary role outside the normal platoon command structure.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

jp400 wrote:Im not trying to Hijack anything, just posting my 2 cents worth, No need to be rude about it.

Sorry if you thought it was rude. But if you've got an idea that's so very different from what I started with, you really would do better to create a new topic, and then simply refer to it here. That way, the discussion is easier for everyone to follow.
____

aka_mythos wrote:
JohnHwangDD wrote:Hmm... That's not a bad idea, although I don't think it meshes well with the Platoon concept. I see Light Infantry as a Platoon, and Conscripts as something different.

I was just saying it off topic. I think it still works when you consider conscripts as a separate unit, full fill an auxilliary role outside the normal platoon command structure.

Yeah, it's all good. You're just trying to see how the various pieces interlink with each other, and that makes good sense. I completely agree that Conscripts, like Grenadiers/Stormtroopers, should be something different from, but complementary to, the standard Platoon. I just want to push stronger conceptual separation between the various options, such that Conscripts are fairly well-defined as horde, while Stormtroopers are semi-specialist. This leaves the Platoon as the high-option, highly-tailorable Troops choice.

To that end, Conscripts need to be extremely basic - if you start tacking on USRs and other options, then cost-wise, they begin to overlap Guardsmen, which is undesirable.
____

OK, I compile a consolidated update with Light Infantry (woo!), Conscripts, Grenadiers, Platoon Special Rules, etc.

http://www.dakkadakka.com/dakkaforum/posts/list/219002.page

Special Rules reflect the unwieldiness and sheer size of a Platoon:
- I charge a 2nd Troops slot. This caps regular IG at 3 Platoons for the basic 6 slots, and puts a slight limit on the total number of Scoring units Guard can field in light of unrestricted Grenadiers.
- I require unit-to-unit coherency of 6" similar to Apocalypse - Platoons should stay together.
- I simplify KPs at 1/2 KP per Squad, rounded down. It's the simplest approach.

Light Infantry makes a return (and the crowd goes *WILD!*), with Move Through Cover and Infiltrate for Sv6+ and 15 pts to slot below Grav Chutes.

Conscripts are even worse than Guardsmen with AP- Lasguns, but they have Flamethrowers and Demo Charges. A true fodder unit that costs as little as 40 pts, yet is still Scoring.

Grenadiers are just Inquisition Stormtroopers, but they bump to having Bolters to better justify the points cost. Also, they can take a Valkyrie.

This message was edited 5 times. Last update was at 2008/10/14 18:39:14


   
 
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