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.