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Made in no
Guardsman with Flashlight



Norway

so this has to be done:

- remove kasrkin (because they are BS5 and cadian based)
- reduce rear armour on command/commissar tank to 11 (since some races would not be able to take rear armour 12, what race can not do that???)
- remove armoured car because you don't see the point with it and is over priced and over armoured? (make no sense)

and.

- you say much much more and stronger. they are already kinda good to a cheap price (like some space marines said, guardsmen are just humans..........)
- PSB has already been commented and its a error from my side (they have not been touched from my side just me using "paste" to much xD)
- sorry about that, storm trooper are "buffed" and ogryns have redused cost.
- combined squads was removed due to the swauds ability to take a medic if they went infantry specialization
- umm.. yes the holy relic is supposed to be available only to priest :p
- they still cost the same, its just that you have halved to squad and sure take and open-topped transport with your 5 veterans and hope you won't get hit by anyting (+1 in pen table is nasty gak.)
- air striker vets are supposed to be BS 3 yeah ( i really hope you meant WS4, and if you did no, vets have 1 more attack base instead of higher WS)
- sentinels? whats that? never heard of them (error xD)
- yes i seem to have forgot to increase the cost back to their normal from 5th edition imperial guard codex.






 
   
Made in nl
Lone Wolf Sentinel Pilot





Serving with the 197th

Dark wolf44 wrote:well i like infantry better than tanks (probably the reason i don't win much xD)

Playing with infantry is not that hard if you know what you're doing.
They require a bit more finesse than just: Deploy and fire!
Sure that sounds weird if you look at my WLD record, but then again, it's your choice.

and ogres are waaay to expensive

Have you ever tried fielding them? Sure they are not the ultimate choice in the codex but they can be quite useful under the right circumstances.

commissar with WS4 W1 and I3 even da space marines hit before they will...

I don't really see the problem here...

haflings are T2 (space marines wound on a 2+ :O)

Yes, they are T2, on the other hand, they have the stealth ability. They are snipers after all and not close combat units.

and Marbo is well... how can i brake it up to you... Lame? :p

How is Marbo lame?

As for several things that stood out to me:
-The ministorum priest, don't you think 20 points is a bit too cheap?
-The lord commissar is 50 points, why if I may ask?
-Why can't the commissars take boltpistols? It's their trademark item.
-The Primaris psyker is the same as in the codex, but now 15 point cheaper?

Perhaps some useful advice:
Think of the unit you wish to create, think of a certain pointlevel and then add half of it to it. (So 1 + 0.5 = 1.5)
It's generally better if you make an overcosted codex and underpowered units than vice versa.
It's easier to edit and it tends to draw better replies from people.

This message was edited 1 time. Last update was at 2012/04/25 14:19:26


Overall Record W-L-D = 22-24-15
Bataviran 197th/222nd Catachan "Iron Wolves", arrogant, dedicated and ruthless!
Captain Detlev Vordon, regimental commander.
Colonel Vladimir Russki, regimental commander 222nd Catachan. 
   
Made in no
Guardsman with Flashlight



Norway

Commisar, priest and psyker do not arrive with rosarius/refrector field as standard equipment. thats how they are so cheap (and now without a invulnerable save unless you buy it)

refrector shield = 15 pts
rosarius = 20 pts

may be that my math is wrong.

the commissar were suppose to start with them (o.O)

This message was edited 1 time. Last update was at 2012/04/25 15:04:08





 
   
Made in us
Lone Wolf Sentinel Pilot




loner wrote:

haflings are T2 (space marines wound on a 2+ :O)

Yes, they are T2, on the other hand, they have the stealth ability. They are snipers after all and not close combat units.

If you get Ratlings into close combat something has gone horribly wrong, you are the worst leader ever, or you enjoy getting them killed.

Also I don't see how a refrector field is worth 15 points, I sure would never take it.
   
Made in hu
Pyromaniac Hellhound Pilot





Dark wolf44 wrote:
- remove kasrkin (because they are BS5 and cadian based)


Yup. Not because BS5, i don't care about that, but they are simply broken beyond salvation. Both in fluff and feel.

Dark wolf44 wrote:- reduce rear armour on command/commissar tank to 11 (since some races would not be able to take rear armour 12, what race can not do that???)


I didn't say that they cannot do that, but that they will struggle against it. And in the case of Orks, Daemons or even 'crons or Nids it becomes an annoying problem.

Dark wolf44 wrote:- remove armoured car because you don't see the point with it and is over priced and over armoured? (make no sense)


For 100 points, i can take a min Vet squad with a Chimera (!) and spend 10 points for spec weapons. So what role the armoured car could fulfill what the mechvets cannot? Other than eating up a FA slot, i'll say nothing.

Dark wolf44 wrote:- you say much much more and stronger. they are already kinda good to a cheap price (like some space marines said, guardsmen are just humans..........)


Just some ideas: carapace arrmour, camo cloaks, built-in RunRunRun, camo-cloaks, tank hunters, something that gives scouts+hit&run, lascarbines, defensive grenades, omega psykers/pariahs, neural enhancements (+1 I for the win), gas grenades.
And the changes: Light Infantry without restrictions, Sharpshooters should be cheaper, 'Flexible Fighters' shouldn't be random.

Dark wolf44 wrote:- sorry about that, storm trooper are "buffed" and ogryns have redused cost.


I will take STs as Troops, and i can't see the point of Ogryns even for 10ppm. I mean, the big guys cannot take a transport, so they should walk... and they are still sv5+ and Ld 7. And again 2 Ogryns with the 'head are 100 points. I can take so much other (and more convenient) stuff for 100 points...

Dark wolf44 wrote:- they still cost the same, its just that you have halved to squad and sure take and open-topped transport with your 5 veterans and hope you won't get hit by anyting (+1 in pen table is nasty gak.)


Well, Veterans are like DE Trueborns: a special weapon delivery squad that has firepower and something that can take them to the fray. Everything else (like survivability) is just a question of details.

My armies:
14000 points 
   
Made in nl
Lone Wolf Sentinel Pilot





Serving with the 197th

Dark wolf44 wrote:Commisar, priest and psyker do not arrive with rosarius/refrector field as standard equipment. thats how they are so cheap (and now without a invulnerable save unless you buy it)

refrector shield = 15 pts
rosarius = 20 pts

may be that my math is wrong.

the commissar were suppose to start with them (o.O)


Ehmm.. Perhaps I may sound a bit rude and I´ll that isn't my intention. I'm trying to help, feel free to do with my advice what you want.

How many people buy these units (the Lord Commissar, the Primaris Psyker and the Ministorum priest) for their saves? No one.
It's nice that they have an inv. save, but no one gets them because they have an inv. save. You buy them for their abilities. I still think you should add 5-10-15 points to them.
Also, if what you wrote about the Referactor field (worth 15 points) is true, then the company command squad without it is worth 'just' 35 points.
Hell, if I could do it then that would be ridiculously funny.
Most units have a certain value and a corresponding equipment.
If you cut say the Referactor field on unit X, and you drop it for 25 points, that doesn't mean that when you drop it in unit Y, it should also be 25 points.

Overall Record W-L-D = 22-24-15
Bataviran 197th/222nd Catachan "Iron Wolves", arrogant, dedicated and ruthless!
Captain Detlev Vordon, regimental commander.
Colonel Vladimir Russki, regimental commander 222nd Catachan. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

I just noticed that infantry squads no longer have combined squads.

I have never been so opposed to a 40k idea in a long time. You MUST return combined squads back to them, as they are essentially useless on foot without it. A bunch of fragile, Ld8, no stubborn, 10-man squads is not a good idea. Combined squads allow them to be Ld9 and stubborn with a commissar while having the bodies to stick around. Removing that kills foot guard almost entirely.

The changes to the Leman Russ are odd. I'm not a fan myself, as most of them are fairly priced. Keep them as they are in the current dex, but fix the 2-3 variants that actually need help, namely the Vanquisher, Punisher and Eradicator. The rest are fine.

The reason Russes are under-represented in the current codex/meta game is that Manticores and Hydras are so incredibly cheap for great abilities. If Manticores were ~175pts, and Hydras ~80-85, Russes would see more action. As it stands, in a purely competitive environment, the Manticore puts out more blasts at a higher strength, from a farther range, and with no LoS required compared to the Vanilla russ. With cover so prevalent, most people would rather just force mass wounds, which the Manticore is superior at. Hydras are equally great for de-meching a number of armies, and you can run two in a slot for the cost of a Russ/Manticore.

The last thing you should have done was make Manticores and Hydras cheaper. If anything, to make the other slots balanced, they should have gone up in price between 5-15pts.

I also don't like the fast chimera idea. Chimeras are all the Guard need. Maybe Salamanders and/or Centaurs as an alternative for MSU spam.

Finally, I really don't like the idea of purchasing BS4 upgrades. Guard are a primarily BS3 army, and they should stay that way. Vets and stormtroopers are BS4 because they're highly trained. Much of the Guard, while trained, do not compare to that level of training, and are best represented by BS3. I strongly feel that no unit should be able to purchase BS4 in the Guard codex. It just doesn't make a lot of sense.

Anyways, I know you probably dislike hearing a lot of critique like this, but I feel as if this fan dex doesn't address what actually needs tweaking in the current dex (Vendettas, Manticores, and Hydras being must takes in competitive play, while sentinels, Ogryns, priests, RR, so on...don't see much use), and focuses on making the Guard something their not; an elite force. If I wanted an elite army of BS4 models who are good in CC and shooting, I'd play marines.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in au
Dangerous Outrider





Dark wolf44 wrote:
Lotet wrote:why not just make an Allies Codex then? even these guys would think it's fine because they know people like the Inquisitors can get away with almost anything.
not a bad idea hmm...
there was no 'Allies' rule in the Rule Book, it was in the Codex. the only reason why there's no Alies rule now is because there is no current Codex that has it.
Dark wolf44 wrote:Aw............. thats just unfair..... me want some cool stuff...
   
Made in us
Lone Wolf Sentinel Pilot




Blacksails wrote:I just noticed that infantry squads no longer have combined squads.

I have never been so opposed to a 40k idea in a long time. You MUST return combined squads back to them, as they are essentially useless on foot without it. A bunch of fragile, Ld8, no stubborn, 10-man squads is not a good idea. Combined squads allow them to be Ld9 and stubborn with a commissar while having the bodies to stick around. Removing that kills foot guard almost entirely.

IIRC you can take combined squads if you take infantry specialization or something. Makes sense, light infantry probably wouldn't combine squads and mechanized infantry would take transports.
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Nope, no combined squads anywhere. A huge blow to foot guard. There's just no viable way to make a remotely competitive army with a bunch of 10-man, Ld8, T3, 5+ models.

I hope that's just a mistake.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in hu
Pyromaniac Hellhound Pilot





Blacksails wrote:Nope, no combined squads anywhere. A huge blow to foot guard. There's just no viable way to make a remotely competitive army with a bunch of 10-man, Ld8, T3, 5+ models.


The 'Skins of Onion' setup could be very effective. I play my foot guard that way, and it is suprisingly good (i'll risk it: sometimes even better than blobs).

My armies:
14000 points 
   
Made in us
Lone Wolf Sentinel Pilot




Yep, you were right.

Also, unless I got the sponsons costs mixed up (does it cost 14 points to take empty sponsons meaning that heavy stubber sponsons cost 24 points?) this would be a legal 1500 point list using this codex.

Mechanized Specialization

CCS: 225 Points
Captain: 25
5 Veterans w/ Flamers: 60
5 Veterans w/ Meltas: 85
Chimera: 55

CCS: 225 Points
Captain: 25
5 Veterans w/ Flamers: 60
5 Veterans w/ Meltas: 85
Chimera: 55

Veteran Squad: 150 Points
3 Veterans w/ Heavy Flamers: 81
2 Veterans w/ Lasguns: 14
Chimera: 55

Veteran Squad: 150 Points
3 Veterans w/ Heavy Flamers: 81
2 Veterans w/ Lasguns: 14
Chimera: 55

2 Leman Russ Vanquishers (Each as an independent HS choice) w/ BS 4: 296 Points

3 Leman Russ Demolishers (Each as an independent HS choice) w/ Melta sponsons: 435 Points

1481 Points

I don't even carry 3 demolishers in my normal 1500 point list, let alone room to add 2 vanquishers. Also, this army probably isn't too balanced with so many AT and flamer weapons, but I have 3 demolishers so, whatever.


Automatically Appended Next Post:
AtoMaki wrote:
Blacksails wrote:Nope, no combined squads anywhere. A huge blow to foot guard. There's just no viable way to make a remotely competitive army with a bunch of 10-man, Ld8, T3, 5+ models.


The 'Skins of Onion' setup could be very effective. I play my foot guard that way, and it is suprisingly good (i'll risk it: sometimes even better than blobs).

Seems plausible, at the very least they are safer from dedicated assault units since each enemy squad can only charge one unit a turn. If some terminators kill 50 guardsmen it is a pretty big loss, if they spend a whole turn killing ten then I would probably consider it a win. Granted I am not one to discuss blob guard tactics since I play mech guard.

This message was edited 1 time. Last update was at 2012/04/26 16:28:16


 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

The problem is, that a smart player can multi-assault two squads if he wants. Without combined squads, your infantry squads are pretty much restricted to bubble-wrapping. While bubble wrap is nice, having a 30-man stubborn Ld9 squad with power weapons and special weapons is infinitely better for most scenarios, while also enabling people to run ALL foot, rather than bubble wrap plus mech. Also, combined squads makes orders more efficient.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in no
Guardsman with Flashlight



Norway

1st off Buttons when taking Mechanized Specialization infantry squads may only have one 1 special weapon. so 9 special weapons away from your CCS squads and 4 away from you veterans squads.

about the combine squads they were removed because someone made an example of 50 guardsmen (+ commissar) Ld9 stubborn with 5 special weapons and FnP would really nasty. (and what are "blobs"?)

and i just read the grey knight codex and you guys said my terraguns were nasty? go take a look at the hellrifle! ofc my point value of the guns i used very very wrong and it would made the Kaskrin squads to be about umm... 30 points each xD

oh and im corrently working with an allies codex (with help from a Space wolf which was not helping me in the IG codex) so maybe it will be less "unbalanced"

This message was edited 3 times. Last update was at 2012/04/27 14:45:30





 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Dark wolf44 wrote:

about the combine squads they were removed because someone made an example of 50 guardsmen (+ commissar) Ld9 stubborn with 5 special weapons and FnP would really nasty. (and what are "blobs"?)


Then just don't give them the option for FnP. Leave infantry squads as they currently are in the codex. They're 100% fine. In fact, the only change I'd make would to turn priests into an upgrade, exactly like a commissar. This would give the squad some extra punch in CC, and the priest couldn't be singled out.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in no
Guardsman with Flashlight



Norway

you can add both commissar, priest and a psyker in the squad. (but now i took a look and have made priest and psyker Independent character which they are not suppose to be)

and i can propebly go something like: if the squad chooses an medic they loose the combine squad special rules.

This message was edited 1 time. Last update was at 2012/04/27 14:59:10





 
   
Made in us
Lone Wolf Sentinel Pilot




Dark wolf44 wrote:1st off Buttons when taking Mechanized Specialization infantry squads may only have one 1 special weapon. so 9 special weapons away from your CCS squads and 4 away from you veterans squads.

Then you should reword that since infantry squads are a unit and not just a designation in the Guard codex. The way it is written it implies that infantry squads (the actual unit, not all infantry in squads) are only allowed one special weapon, also the sponson upgrade cost thing should be modified, it is confusing, it is 14 points to get a sponson and 10+ points to add weapons? Why not add 14 points to all current sponson weapons and simplify it?

Also get rid of the 6 HS slots if no elites are taken rule for mech specialization, my list illustrates how OP that can be by fielding 5+ AV 14 tanks at 1500 points.

This message was edited 1 time. Last update was at 2012/04/27 16:40:47


 
   
Made in nl
Lone Wolf Sentinel Pilot





Serving with the 197th

Dark wolf44 wrote:
about the combine squads they were removed because someone made an example of 50 guardsmen (+ commissar) Ld9 stubborn with 5 special weapons and FnP would really nasty. (and what are "blobs"?)

Blobs are multiple infantry squads combined to one big pile of guardsmen. Blobs is usually the term for this.
I hate to say this but perhaps it's more useful to look into various guard tactica, battle reports and perhaps a list or two. I think this could be a great help.


and i just read the grey knight codex and you guys said my terraguns were nasty? go take a look at the hellrifle! ofc my point value of the guns i used very very wrong and it would made the Kaskrin squads to be about umm... 30 points each xD

Alright here are two things:
1: Grey Knights are an ELITE army. You field just like 10-30 of them in a 1000 point game. They are represented as the best of the best.
You can't go over that with guard.
2: Everyone complains that Grey Knights are broken. Do you want people to complain about your codex?


oh and im corrently working with an allies codex (with help from a Space wolf which was not helping me in the IG codex) so maybe it will be less "unbalanced"

I think this only unbalances it more. You could now add long fangs into your army for some long range anti-tank fire.
Perhaps it's better to make one good fancodex than two bad ones...


Overall Record W-L-D = 22-24-15
Bataviran 197th/222nd Catachan "Iron Wolves", arrogant, dedicated and ruthless!
Captain Detlev Vordon, regimental commander.
Colonel Vladimir Russki, regimental commander 222nd Catachan. 
   
 
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