Lasguns definitely shouldn't be higher Strength or
AP IMO. I also don't think Guardsmen should get a better save by default. What I
do think is that they should get more upgrade options that make them bigger threats in other ways.
Some half-formed thoughts to supplement the ones already here:
UNITS:
- Give Infantry Squads access to two special weapons (like real-life infantry sections, which typically have one support weapon per fireteam). This would allow them to specialise (or generalise) a little better, and could make shooting with special weapons (like meltaguns) more reliable. (Also, please just let me take lasguns on my section leaders, or shotguns.) You could also remove Heavy Weapon Teams from Infantry Squads and make them a separate unit that can be taken in the same detachment slot as an Infantry Squad (see below); Infantry Squads would be more about mobile firepower, leaving the big, cumbersome weapons to other units.
- Heavy weapon teams aren't available as a direct upgrade for Infantry Squads. They come only as budget (25-30pt) heavy support units: basically 5-man Infantry Squads, but with access to one heavy weapon instead of two special weapons. For every Infantry Squad in your detachment though, you can take a Heavy Weapon Squad in the same detachment slot. You could also potentially take up to 5 of these in the same detachment slot. They can also take plasma cannons, multi-meltas, etc… maybe a gun shield upgrade/feature as well that gives the gunner +1 to his T and
Sv, and couples with the extra bodies to help them soak up damage a little better? Or a signum/scanner upgrade/rule that lets another Guardsman model sacrifice its shooting phase to 'assist' the gunner model (+1BS)?
- Command squads could become better at buffing nearby infantry and protecting characters. They could have more powerful medic characters who automatically heal wounds/revive models – not just on a 4+ – and who could have something akin to the Apothecary’s “Narthecium Aura” ability (units within 3" can ignore wounds on a 6). The Command Squad could also include vox ‘administrators’ or something, who count as regular vox operators but also grant any officers within 3” an additional order, or let officers order the same unit twice. The squad should also start off with regular Guardsmen to keep its cost low, not BS3+ Veterans (see below). Maybe this could be paired with them losing special weapon access (it seems unfluffy to me that they often end up roleplaying as special weapon squads).
- No more dedicated Veteran squads. Any non-Scion infantry unit (or this could include vehicle units?) could be upgradable with the <Veteran> tag, in which case all models in those units gain +1 to their A and
Ld. <Veteran> units could also double their existing access to special weapons, and benefit from a stratagem that gives them +1 or similar to hit (ranged or melee) in a given phase (rather than having flat BS3+ for example).
- No more dedicated Conscript squads. Some infantry/vehicle units (maybe all <Core> units?) could be upgradable/degradable with the <Conscript> tag. Models in <Conscript> units would lose -1
WS,
BS and
Ld, and halve their access to special weapons… however any time <Conscript> units get destroyed they can redeploy again on the field the turn after. Maybe Conscripts should also lose the ‘orders only take effect on a 4+’ rule as well. If you want a big Conscript squad, use the Consolidate Squads stratagem.
- Scions get the same range on their hotshot weapons as non-hotshot ones – all “hotshot” does is confer extra
AP (and/or Strength, with hotshot lasguns being S4
AP-1?). A stratagem like the 'variable power setting' one below could mean that a loss of 1
AP could be compensated for elsewhere. I’d also like if Scions could swap out their hotshot lasguns with “hellguns”: a different weapon entirely at something like Range 18”, S3, AP0, Assault 4. And giving Scions options for auxiliary weapons, combi-weapons or plasma/melta pistols could be interesting – more flavourful
IMO than just letting them pick the same special weapons as regular infantry.
- Ditch Special Weapon squads. If you want concentrated special weapons, take a <Veteran> Infantry Squad or Scion Squad.
WARGEAR
- Additional wargear options. Infantry units (or at least Sergeants) should be able to take krak grenades, maybe melta bombs or demo charges too. Non-hotshot volley guns could also be included in the special weapons list to give regular infantry a cheap high-
RoF weapon (especially if HotE is around to stay), as could new single-shot anti-tank or anti-flyer missile weapons? You could also do other
misc things, like let any infantry unit take cameleoline cloaks, carapace armour or medipacks. Things like cameleoline and medipacks could be particularly valuable for Scions dropping into danger, and would also help infantry squads trying to hold objectives.
- Maybe some actual bonuses for taking bayonets (aka, as a lite melee option for Infantry Squads). Something defensive (like a bracing stratagem) could be interesting, and might gel well with their battlefield role. Alternatively, just something like +1
WS and/or
AP in a turn where they charge/are charged.
- Turn the grenade launcher into a Heavy 2 weapon using the current rotary-magazine model? Alternatively, make the current weapon profile an auxiliary/combi-weapon option on the Sergeant, with a new underslung model? Another option to make grenade launchers more appealing could be to let them indirect-fire, like short-ranged budget mortars.
- I think flamers should become Assault
2D6, Blast. On the flip side, I also think they should fire at regular or +1
BS instead of auto-hitting (meaning the firer’s
BS still matters), and should maybe have a range of 6” instead of 12”. They (or ‘flame’ weapons more broadly) could also reduce cover bonuses by 1, and/or reduce the
Ld of any unit they successfully wound/damage.
- To make meltaguns more reliable (on top of being able to take 2 per Infantry Squad), they could also be +1 to hit or Assault D3, Blast (with a worse statline). I mean, you’re talking about unleashing the plasma energy of a fusion reaction, right? Lava is hot enough to kill you from dozens of metres away… how the operators of these weapons survive is beyond me.
- As a general rule, the minimum number of attacks made by blast weapons could be half the model count of the squad they're targeting. Maybe this could be a quarter for 'small blast' weapons like flamers and grenades, or equal to the target squad size for 'large blast' weapons.
- Vox casters could be longer range? They could also provide indirect fire units with direct line-of-sight if other units (ones with line-of-sight to the weapon’s target) are linked via vox. This might be a more sensible way of circumventing the new ‘-1
BS to indirect fire’ rule than just straight-up saying
AM are exempt.
- Missile launchers (and potentially other "missile" weapons) should be able to re-roll misses by default, or fire at +1
BS.
- Bolt weapons need a boost in power and cost (although this is probably an argument for elsewhere). I personally think +1
AP would be a good start, plus either +1 Strength or +1/D3 Damage (or mortal rounds on wound rolls of 6?). I actually really like the idea of representing a bolt's internal explosion with multiple damage – D3 damage would be clunkier than just +1 damage, but would give bolt weapons a lot of utility as anti-
MEQ or anti-Gravis/Custodian weapons... which is exactly what occurred during the Horus Heresy. Mortal wounds on 6's would also achieve something similar in a simpler way (and a way in which the in-game mechanism synergises well with the concept behind it), but would mean that you couldn't one-shot a 3-wound model.
ORDERS/STRATEGEMS
- Maybe a 'variable power setting' order/stratagem for las weapons (or just lasguns and hotshot lasguns)? I.e. a 'maximum power' option wherein las weapons get +1 Strength, rerolls to wound, or +1
AP. You could also have a 'minimum power' option (replacing
FRFSRF, and being less of an auto-choice) which could do the opposite: +1/double shots, -1 Strength and/or -1
AP. This would allow a bit of tactical flexibility, and would also bolster weapons like lascannons (you can always fire 2 minimum-power shots to improve your chances of a hit).
- A martyrdom-style stratagem that lets guardsmen 'overcharge' their lasgun power packs could be fun as well. E.g. if a unit is killed during a Fight Phase with this stratagem active, the attacking unit suffers
D6 hits/mortal wounds.
MISC THOUGHTS
- Infantry Squads get the "long-las", not sniper rifles. Long-lases could have AP1 or AP2 (in the lore, they often use hotshot packs)? Sniper rifles are reserved for Ratlings (and made a bit more potent)? Just like vehicle squadrons, snipers could be bought as units but then split up and operate independently once the game starts. Each sniper could upgrade with a spotter (
similar idea here) and form a two-man unit; the spotter can assist the sniper (+1
BS) during the shooting phase in lieu of shooting himself. 48" range, AP1, and mortal wounds on hit (not wound) rolls of 6?
- Maybe we could start replacing heavy bolters in the
AM lineup with multilasers – mostly for fluffy reasons, but also because of the similarity between the Heavy Bolter and Autocannon statlines. On the same note, I wish pintle weapons were volley guns instead of the less-fitting (
IMO) heavy stubbers and storm bolters.