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Made in us
Dakka Veteran







Great write up Master of Ordinance. For those asking if he is serious, yes basically all of the above would need to happen and more if guard is ever to be taken seriously. Its not wish listing or sarcasm. This is bare minimum what is needed to make the codex even remotely viable. Ogryns as discussed are a perfect example and yes FNP is absolutely necessary. Lets ignore the fact that FNP exists on tons of units in the game that currently shouldn't. Taken directly from the lore:

"Ogryns are massive brutes whose immense strength is legendary throughout the imperium. They thunder into enemy tropps, smashing the 'little 'uns' to a paste with broad swings of stocky weapons. They can survive a score of wounds that would fell a normal man and shrug off small arms fire as if it were nothing more than a bothersome sump-fly."

Has anyone seen a better definition for feel no pain? Anyone? I'm fine with Ogryns having a higher saving throw because much of their skin is exposed. That is fine but they damn well better have a 4+ FNP. Currently Ogryn/Bullgryn are in the same price range as wolfen yet lack any of the melee lethality or special rules. Beautiful models, but yeah their rules are absolute garbage.

This message was edited 2 times. Last update was at 2017/02/06 05:04:01


 
   
Made in ca
Commander of the Mysterious 2nd Legion





KayTwo wrote:
Wish list:
1. ability to upgrade any infantry unit or vehicle to "veteran status (BS4)
2. Tank commanders may issue orders to infantry or vehicle squads other than their own/ infantry commander may issue orders to vehicles
3. Vox give orders unlimited range
4. Valks are considered dedicated transports
5. upgrade for for the MoO that allows him to use his special ability more than once per turn (For lets say 20 points)
6. Leman russ variant with twin linked las canons. And give all russes some rear Armour.
7. Do something with scions, they look great but aren't cost effective next to vets.
8. Vehicle mounted plasma weapons do not suffer "gets hot"

I don't think GW will be drooping the Cadians anytime soon, but; I've been wrong before. If they were to do so I doubt they would replace them with Catchan, those guys just never seemed popular. Maybe new models for Tanith? Maybe Death Korp or one of the other WW1ish armies? Or some previously undisclosed guard army that looks something like the new Scions. Either way, we will see.



my guess would be, if they change the line up at all, it'll be a new army, one rigged to be more visually distinct. from a marketing POV none of the guard regiments scream "40k" the way say... space marines do.



Automatically Appended Next Post:
Commissar Benny wrote:


Great write up Master of Ordinance. For those asking if he is serious, yes basically all of the above would need to happen and more if guard is ever to be taken seriously. Its not wish listing or sarcasm. This is bare minimum what is needed to make the codex even remotely viable. Ogryns as discussed are a perfect example and yes FNP is absolutely necessary. Lets ignore the fact that FNP exists on tons of units in the game that currently shouldn't. Taken directly from the lore:

"Ogryns are massive brutes whose immense strength is legendary throughout the imperium. They thunder into enemy tropps, smashing the 'little 'uns' to a paste with broad swings of stocky weapons. They can survive a score of wounds that would fell a normal man and shrug off small arms fire as if it were nothing more than a bothersome sump-fly."

Has anyone seen a better definition for feel no pain? Anyone? I'm fine with Ogryns having a higher saving throw because much of their skin is exposed. That is fine but they damn well better have a 4+ FNP. Currently Ogryn/Bullgryn are in the same price range as wolfen yet lack any of the melee lethality or special rules. Beautiful models, but yeah their rules are absolute garbage.


"shrug off small arms fire" that to me suggests a toughness of 4-5 (keep in mind small arms fire is autoguns, and lasguns S3 weapons)

This message was edited 1 time. Last update was at 2017/02/06 05:24:57


Opinions are not facts please don't confuse the two 
   
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Dakka Veteran





BrianDavion wrote:
"shrug off small arms fire" that to me suggests a toughness of 4-5 (keep in mind small arms fire is autoguns, and lasguns S3 weapons)


I would agree except that even a moderate amount of S3 fire brings down Ogryn like they are nothing. I played against a genestealer cult list recently where neophyte autogun shots brought down 2 Ogryn in one round of shooting. Then they had to make a leadership test which they failed and were useless for the rest of the game.

Here is another quote from the lore:

"Their skin is extremely thick and Ogryns can ignore wounds that would cripple or kill a normal man."

Again of all the units in the game with FNP I doubt any of them are characterized in the same manner & frequency as Ogryn are as just completely ignoring wounds. Lets set aside the FNP issue for a moment though and dig into all the other issues plaguing this codex entry.

Ogryn & Bullgryn are massively overpriced for what they bring to the table. To start their base cost is almost 33% more expensive then Wolfen with no awesome special rules. Despite being what should be the designated counter assault unit in the IG codex, 2 of the 3 builds offer no benefit to melee whatsoever.

Ripper Guns give no bonus to strength/WS, despite being specifically designed for Ogryn to be used as melee weapons yet it is not reflected at all on the tabletop.. Nor do they add rending/shred when fired. Which is a huge disappointment.

Then you have the slab shield option. Which forces bullgryn to take grenade launchers. Once again...not providing any benefit to melee. IG's primary weakness.

Lastly you have power maul & brute shield. Now, while this is likely your best option it is still pretty terrible. The increase in points to an already expensive unit is well beyond reasonable. The +2S is nice, however the concussive bonus is less than ideal. One of Ogryns biggest threats is S10 power weapons. Thunder hammers, power claws & what have you. Concussive does nothing for you when those weapons are already hitting at initiative one since they are unwieldy. If any of those attack get through its instant death if you fail invul despite the ogryn/bullgryn's 3 wounds.

Then there is the issue of low leadership. Meaning you have to add a commissar or some other babysitter to actually make the unit effective...bloating the points even more...


The entire IG codex is filled with units like this.

Like why are we paying 125+ points for a hellhound? Not only is it unlikely to even make it to its target with AV12, but you are paying 125 pts for what is essentially a heavy flamer torrent. Yeah it might get that 1 shot off, but then it is going to get popped or charged at which point its toast. The likelihood you are going to be able to kill 125 points in 1 flamer template is highly unlikely. Meaning its not going to pay for itself.


   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Commissar Benny wrote:


"Their skin is extremely thick and Ogryns can ignore wounds that would cripple or kill a normal man."

Again of all the units in the game with FNP I doubt any of them are characterized in the same manner & frequency as Ogryn are as just completely ignoring wounds.


I'm pretty sure anything Nurgle would take issue with that point.
   
Made in us
Regular Dakkanaut





I'm expecting rules changes in 8th that tone down top tier armies rather than lifting lower tier ones. I like the idea a lot of any unit becoming vets I'd pay that tax.

I think anyone who collects guard that has surpassed 2000 points is chasing that one factor: variety. How can gw give us more variety without adding new models? Take a tip from forgeworld and give catachan, cadians, tallarn, the Russians and steel legion thier own rules. Let forgeworld run death korps and elysians.

Simple as tallarn get +1 ws and poison or catachan get +1T or a special rule like steel legion isn't affected by going to ground.

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

nateprati wrote:

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!


Death Korps of Krieg, Elysian Drop Droops, Vostroyan Firstborn, Haakoni Warhawks, Tanith First, Savlar Chem Dogs, Mordian Iron Guard, Praetorian Guard, Tallarn Desert Raiders, Attillan Rough Riders, Armageddon Steel Legion, Cadian Shock Troops (remnants), Catachan Jungle Fighters, Penal Legions (Last Chancers), Maccabian Jannissaries (although copyright issues might prevent these guys), Scintillian Fusiliers, Valhallan Ice Warriors...

..There are quite a few.

This message was edited 1 time. Last update was at 2017/02/06 07:14:21


 
   
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Locked in the Tower of Amareo




Don't count on any nerfs. Eldar got nerfed from 2nd to 3rd, but by the end of 3rd, were sporting S6 AP2 ROF 3 guns. Eldar have to mow down marines like helpless chattle or the GW writers aren't happy.
   
Made in us
Regular Dakkanaut





 Fafnir wrote:
nateprati wrote:

Give us a reason to collect what's out there already no matter how much we complain we have 5 different sculpts for guardsmen which is so unique and literally allows gamers to see different models having different abilities on the table top.

I would buy atleast one set of all gw available guardsmen models if they did this.

And lastly I forgot mordian guard! That's 6 different guardsmen!


Death Korps of Krieg, Elysian Drop Droops, Vostroyan Firstborn, Haakoni Warhawks, Tanith First, Savlar Chem Dogs, Mordian Iron Guard, Praetorian Guard, Tallarn Desert Raiders, Attillan Rough Riders, Armageddon Steel Legion, Cadian Shock Troops (remnants), Catachan Jungle Fighters, Penal Legions (Last Chancers), Maccabian Jannissaries (although copyright issues might prevent these guys), Scintillian Fusiliers, Valhallan Ice Warriors...

..There are quite a few.


How many of those already have models though? I see Catachan all the time, heck one of the store nears me has more Catachan that Cadians, but I have never seen them fielded.

What I really want for the guards is for the roles to make them more of a combined arms army. I hate the idea of sacrificing mass infantry or bringing nothing but tanks, I want my army to have a good mix of footsloggers, tanks, artillery, and aircraft. I want my army to look and feel like a modern army, like a marine corp detachment. That's where America draws it's power; good troop with even better support. Let the space marines be the best individual fighters in the galaxy, the eldar the sneakiest, the orc and nids the massed waves of dead men. That's not what I want, I want those brave mortals risking all so that the cannons in the back can squeeze off a few more rounds and the air support can arrive.

fide et honore  
   
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Boom! Leman Russ Commander




New Zealand

KayTwo wrote:


What I really want for the guards is for the roles to make them more of a combined arms army. I hate the idea of sacrificing mass infantry or bringing nothing but tanks, I want my army to have a good mix of footsloggers, tanks, artillery, and aircraft. I want my army to look and feel like a modern army, like a marine corp detachment. That's where America draws it's power; good troop with even better support.


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.

5000
 
   
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Consigned to the Grim Darkness





USA

I'd like sentinels to be actually useful again. In 5th edition, armored and scout sentinels were actually useful-- not the most powerful things in the world, but had use. No one seems to use them nowadays, though admittedly that might just be the local meta

This message was edited 1 time. Last update was at 2017/02/06 16:40:52


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Regular Dakkanaut





 MarsNZ wrote:


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.




I would point out that Napoleon was an artillery commander and used an early version of combined arms with infantry, artillery, and cavalry; so at the very least by your argument the rough riders need an upgrade. That being said; Cadians, Catachan,, Elysian, Tanith, and Savlar are all moderenesk armies, while Death Korps, Tallarn, Armageddon, and Penal are ww1/ww2 hybrids. But, you are right; I am not trying to say that there is no place for massed waves of doomed infantry in the IG, I am trying to say that there should be more competitive options than just massed waves of doomed infantry in the IG.

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.
If they surrender, they're French.

Don't believe that bit about the French, frogs are good at killing.

This message was edited 1 time. Last update was at 2017/02/06 17:21:50


fide et honore  
   
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French are historically pretty badass.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





KayTwo wrote:
 MarsNZ wrote:


Most IG regiments aren't combined arms though. The Imperial Guard are more like a Napoleonic era army with sci-fantasy guns than a modern army, separate regiments for the different combat arms.

US power primarily comes from a peerless blue-water navy.




I would point out that Napoleon was an artillery commander and used an early version of combined arms with infantry, artillery, and cavalry; so at the very least by your argument the rough riders need an upgrade. That being said; Cadians, Catachan,, Elysian, Tanith, and Savlar are all moderenesk armies, while Death Korps, Tallarn, Armageddon, and Penal are ww1/ww2 hybrids. But, you are right; I am not trying to say that there is no place for massed waves of doomed infantry in the IG, I am trying to say that there should be more competitive options than just massed waves of doomed infantry in the IG.

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.
If they surrender, they're French.

Don't believe that bit about the French, frogs are good at killing.
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


They/them

 
   
Made in es
Brutal Black Orc




Barcelona, Spain

Martel732 wrote:
French are historically pretty badass.


And people forget that. Curiously enough, the guys who originated the rumour have always had two oceans to defend them from their potential competitors during this last 150 years, rather than live next door.
   
Made in th
Boom! Leman Russ Commander




New Zealand

KayTwo wrote:

While the Navy is certainly the most powerful arm of the American armed forces it does not change the fact that historically the US Army has kicked ass with above par infantry supported with superb artillery. as the old joke goes:

You can identify an unknown force by firing one shot and judging the response. If the unknowns respond with precise, regimented rifle fire, they are British. If they respond with heavy machinegun fire, they are German. But if nothing happens for a few minutes, then your whole position gets leveled by artillery, they are American.



That first part is simply not true. There is nothing to suggest the US infantryman is somehow more exceptional than any other. They have a staggering amount of support which generally does the majority of the heavy lifting.

The second part is just an old adage from WW2. Allow me to provide another somewhat paraphrased example;
"When the Germans fly overhead, the British take cover, when the British fly overhead, the Germans take cover. When the Americans fly overhead, everyone takes cover."

France already had an illustrious military history when the US was still an irrelevant backwater colony. Without their intervention the revolution would likely have failed.

5000
 
   
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To start their base cost is almost 33% more expensive then Wolfen with no awesome special rules.


If this is what we are using as a baseline nearly every assault unit in the game is overcosted. Wulfen should've never been released as is.

I would honestly prefer seeing Ogryn on the table though, they were always cool little muties.

This message was edited 1 time. Last update was at 2017/02/06 20:49:27


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

 Sgt_Smudge wrote:
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


Which all comes to reinforce a further point:

IG regiments present an absolutely huge amount of variance in their doctrines and methodologies, many of which end up going far beyond a sea of infantry. When you have a wider breadth and depth of variance than the Space Marine chapters, it's absolutely criminal that none of it is even attempted to be represented on the tabletop. If they won't give combined arms (and the fluff totally justifies that), then at the very least, they should allow players to build their specialized regiments in an effective fashion.

Massed infantry/heavy armour/light armour/artillery, stormtroopers (my personal favourite, I love badass normals), cavalry, scouts, paratroopers, and the like all present the potential for some interesting gameplay avenues that GW just refuses to touch upon, because they can't be sphess mahrines.

This message was edited 1 time. Last update was at 2017/02/07 01:44:58


 
   
Made in ca
Commander of the Mysterious 2nd Legion





I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.

Opinions are not facts please don't confuse the two 
   
Made in us
Powerful Pegasus Knight





 Fafnir wrote:
 Sgt_Smudge wrote:
The thing is, the Imperial Guard are banned from being a combined arms military. By keeping regiments specialised, they reduce the damage a traitor regiment can do.
Infantry rebel? They have little in the way of ordnance.
Tanks rebel? Can't hold objectives well and can be outmaneuvered.
Artillery rebel? They have no defenders.
Air force rebel? They have no way to effectively hold a position.

By dividing the guard, the risk of heresy is reduced. There's a fluff reason they're organised in this way.

Not to mention that many armies you listed are nowhere near modern.
Tanith are a single regiment of scouts and snipers. No artillery, no tanks, no aircraft, little in the way of heavy firepower.
Elysians are almost exclusively drop troops, lacking tanks and artillery, as well as means to hold a position.
Salver are drugged up underhivers with little discipline.
Cadians are only seen as modern due to the aesthetic of their armour. Catachans don't even have that.


Which all comes to reinforce a further point:

IG regiments present an absolutely huge amount of variance in their doctrines and methodologies, many of which end up going far beyond a sea of infantry. When you have a wider breadth and depth of variance than the Space Marine chapters, it's absolutely criminal that none of it is even attempted to be represented on the tabletop. If they won't give combined arms (and the fluff totally justifies that), then at the very least, they should allow players to build their specialized regiments in an effective fashion.

Massed infantry/heavy armour/light armour/artillery, stormtroopers (my personal favourite, I love badass normals), cavalry, scouts, paratroopers, and the like all present the potential for some interesting gameplay avenues that GW just refuses to touch upon, because they can't be sphess mahrines.
Exactly. I play a regiment based on Long Range Penetration and LRRPs. I intentionally do not use tanks or any heavier vehicles as these military doctrines require stealth and are often supported by long range artillery and aircraft instead. Another requirement for this regiment to work would be that riflemen actually get their just due throughout the game system, making them a much better anti infantry option if used correctly.

Many of the issues I hold are not just with the Imperial Guard, but also with the game system as a whole. Flanking, and outsmarting your opponent should be the emphasis of a war game. All units should have a defined role AND BE CAPABLE OF EXECUTING THAT ROLE IF USED CORRECTLY. If a space marine is flanked by a group of guardsmen and is caught unawares, he should die because he was stupid and he was outmaneuvered. The whole idea of certain weaponry being useless is just terrible game design.

This message was edited 2 times. Last update was at 2017/02/07 02:52:55


 
   
Made in us
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Woodbridge, VA

BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.

Don "MONDO"
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Made in se
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 don_mondo wrote:
BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


That was 4th ed, and represented gws overall design philosophy at the time. You could do some pretty cool stuff with ig, sm, tyranids, chaos and eldar back then. In IGs case the biggest where probably all deep strike army, fully mechanised, all get 4+save, all get +1 cover and all units could infiltrate the biggest thing. Theese things did not apply to tanks though. Also in accordance with said design all armies warger sections where significantly larger with more options for every model.

In 5th ed GW changed that philosophy and put the focus on special characters, making it "herohammer". Most special characters got a special rule that extended to the entire army. Most of said rules equavelents had been available before as upgrades in the form of doctrines. Wargear secrions where much reduced and streamlined for unit entries.

Not sure what happened in 6th, I honestly wasn't around.

Now in 7th ed most armies has formations to fill up a similar role that doctrines and then special characters did, as well as much more extensive army specific special rules. Frankly I think the best solution was the 4th ed one.

This message was edited 1 time. Last update was at 2017/02/07 15:29:54


His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
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 don_mondo wrote:
BrianDavion wrote:
I'd be all for seeing more things akin to chapter tactics, which we did see with traitor legions.so hopefully other factions will follow.


We used to have them in a previous codex. Best (IMO) IG codex we have had. You could customize your army with (IIRC) up to five skill sets/doctrines, some of which were free and applied army wide (Yes, you could make the entire army into drop troops for FREE!) and some of which cost points and could be applied on a unit by unit basis.


IG still have that in the current codex, but it's much more restricted (Veterans only) and a lot of them are minor buffs.

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Can we get a reduction in the cost of heavy weapons squads? Or at least statlines/equipment that reflect their cost?

PLEASE?!

Also bring back the Steel Legion.

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Regimental Tactics are long overdue


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I'd like to see upgrade blisters for each of the regiments represented in the Codex..

Tanith came cloak bits, lasgun scopes and bearded headed
Mordian - Dress blue hats/arms, with ornamental bits for sarges


... you get the idea.


-Regimental doctrines like 5th edition codex, but more fleshed out. Customizable load outs for your army play style
- I want to see russes get a overall points reduction, or at the very least Lumbering Behemoth back.
- Option to put a lagsgun on sargants for free.
- Creed out of the codex. He is supposed to be spaced right.
- Sly Marbo back
- Basilisks reduced in cost by 30 points minimum
- Hellhounds reduced in cost by 20 points
- Ogryns reduced in points by 5-10 ppm
- Deep strike options for scout sentinels
- Chimera reduced in points by 10 ppm
- Chimera autocannon upgrade option as per FW
- Leman russ annihilator back, and conqueror
- New orders
- Vox rules changed to be much more powerful; would like them to reliably keep single infantry squads on the board after suffering casualties away from the main line, to help bring MSU of infantry squads back as an option.
- Conscripts nerfed. I hate playing with these, as they're no fun from a fluff side, but too good to pass down.
- Guardsmen squad costs 40 points

Some interesting, smaller scale platoon orientated formations...

IE:
Recon Platoon Formation:
Requires 1 Platoon Consisting of;
- PCS
- 2 infantry squads exactly (can not combine)
- 1 scout sentinel
- 2 special weapon squads (one with 3x snipers)

Benefits... If one of your snipers hits an enemy model, all other units from this formation gain the twin-linked rule against that squad thereafter.

... just an example...

Okay I'm rambling now, but the list of wants is too big I think .

   
Made in at
Guard Heavy Weapon Crewman




Vostroya

 Kellevil wrote:


Damn fine list!

How about this one;
The ability attach a command squad to the platoon it commands so everyone in the platoon can get FNP from the platoon medic?


the 30k militia allows the player to buy three medics as elite choice and attach them to any (infantry) unit at the start of the game!
this is one upgrade the guard needs!

point drop for valkyrie 30-40 points or give the damm thing some fire power
fast attack units that are actually usable
lasgun is just a joke
smaller formations
regimental tactics or like 30k provenances of war
baneblade and friends as LOW are just ridiculous compared to any other LOW in the game
vox caster grants unlimited order range and reduction of artillery scatter by 3” or just one scatter dice when vox caster has line of sight to target
hydra may fire at ground targets with full bs again!

This message was edited 1 time. Last update was at 2017/02/10 11:06:01


3500pt Vostroyan 
   
Made in ch
Boom! Leman Russ Commander





I'm going to avoid one of my cynical, "they're not Space Marines and don't work as a straight Ally-unit like Knights do, so they'll be relegated to NPC status" posts but- oh wait.

In all seriousness, I want them to take a look at the Solar Auxilia and bring them closer in line with them. I realise that "dude wave tactics lmao" has become something of an overblown meme surrounding the Imperial Guard, but I feel as if returning to the focus of the Imperial Guard to its bread and butter - Infantry Platoons - would go a long way. By focus I don't just mean allowing us to take thousands of them and ram them down the enemy's throat either. The Solar Auxilia line infantry are everything I want out of the Guard; formations and synergy that improves their shooting and power, ranked order firing that wittles down the enemy until they advance to seize ground, that sort of thing. They're not Space Marines, but they pack an okay punch if you properly 'march' them.

The 'problem' I foresee with the Imperial Guard is that in an age of BIGGER IS BETTER and gradually more and more absurd models, the Imperial Guard are a stark contrast to that. Their entire theme is that they're average humans. This means that the most likely route Games Workshop will go is shoving us some sort of absurd Super Baneblade Extreme++ and going all out on trying to make them the "tank army" whilst pushing out dozens of new, increasingly absurd mechanised units. Failing that, they'll shunt 'Astra Militarum' to the wayside and put Stormtroopers as the new posterboys of 'Average Joes'.

This message was edited 4 times. Last update was at 2017/02/10 14:07:51


 
   
Made in us
Locked in the Tower of Amareo




Bring back lumbering behemoth. Ordinance rules are wrecking iconic units. Give vehicles split fire. Because, you know, they have crews.

This message was edited 1 time. Last update was at 2017/02/10 16:36:30


 
   
Made in gb
Worthiest of Warlock Engineers






preston

Oh, and I nearly forgot:
>GW support the Guard for once and actually let us have a major part to play in our own story.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Not much I am afraid, with the Primarchs returning, the Guard is going to get sidelined even more.

As long as it doesn't get the Free Peoples treatement in AOS...

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
 
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