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Made in gb
Servoarm Flailing Magos





Didn't see one of these around, so here goes.

Cosmetic Changes
*re-name CCS and PSS. Preferably to Lieutenant (which is pronounced leftenant, btw). and Captain. There's something sterile about "Platoon Commander".
*non-Mongolian Rough Riders. Seriously. They suck.

Rules Changes
*Make veterans more veterany. Bump WS and maybe I by one, with a points increase, maybe up to 100/squad
*Let stormtroopers be stormtroopers. They should have some kind of Trench Gun (12" Assault 2 S4 AP- Rending) and bayonets, or at least the option to take them like that.
*Nerf CCS combat abilities to make the Lord Commissar more attractive for close combat
*Make preists available as squad upgrade, like Commissar but for veterans/stormtroopers
*Ogryns should be a few points cheaper
*Let sargents have lasguns
*Lower platoon command squad price by 10 points

Anyone else?

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Courageous Space Marine Captain






Glasgow, Scotland

Not Cruddace's name on the inside cover.

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Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Deadshot wrote:Not Cruddace's name on the inside cover.


This is insightful and inspired. Truly a post that contributes to what could be a very good thread.

/sarcasm

Most of the changes are alright. I'd like to see priest as upgrades for infantry squads as well, which would allow them to not be singled out in combat. Also, cheaper priests.

I'd like to see rough rider platoons. There, I said it. Make it so that by taking a special command squad upgrade, rough riders become troop choice. I don't even like rough riders all that much, but that would make them hilarious and awesome.

This message was edited 1 time. Last update was at 2011/11/07 23:58:49


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Nasty Nob on Warbike with Klaw




Stephens City, VA

I loved the Codex as a whole and thought it was written quite well. Mind you I always wanted to play an army that can sit back and shoot,shoot,shoot some more, than assault with a 40 Guard strong blob

   
Made in us
Superior Stormvermin





Limit the amount of special weapons on veterans and Command Squads to 2. Increase Chimera side armor to 11 and increase cost to 65. Allow vendettas and valkyries fire all weapons at cruising speed but increase cost by 30 points. Make their one shot missiles not suck or be one shot. Remove vendetta transport capability, but give them heavy bolter sponsons standard. (Turn them into a gunship role only.) Make hyrda turret a single weapon but increase cost by 15. Improve leman russ punisher, eradicator turret weapons. Make punisher str. 6 ap - 36" range. Make eradicator str. 5 AP 3. Increase executioner cost by another 10-15 points. Add a drawback that reduces an combined platoons ld. for orders by 1 for each squad over 1 in the combined platoon due to increased difficulty of organizing a large mob. Have each vox caster in the squad reduce this penalty by 1. Vox casters no longer allow rerolls but double the range of orders if both the command squad and ordered squad have one. Make stormtroopers about 13 points and change their hot shot lasguns to str. 4 ap - 18" assault 2. Give penal legionairres a suicide ability. Should a penal legionaire squad remain in combat at the end of any assault phase after pile in moves are made, the imperial guard player may choose to sacrifice the unit for the emperor. Each model friend or foe takes a str.4 ap - hit for each penal legionaire it is in base contact with then immediately remove the penal legionaire unit as casualties. If any characters are attached to the unit, this ability may not be used.

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Made in us
Rough Rider with Boomstick






New England, U.S.A.

Make rough rider lances work the first round they charge of every combat and increasd points to compensate.

Give sergents the options to take lasguns.



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Made in ca
Pulsating Possessed Chaos Marine





Did you guys know Canada has a friggin desert?

Stronger rough riders, ratlings, and Ogryns; Nerf the rest of the units.

Maybe a new biker unit?

You're not playing the game like I play it...why aren't you playing the game like I play it?! O_O 
   
Made in us
Pete Haines





Good luck waiting for a new Imperial Guard codex.

And I hear a-lot of people say the current one is pretty op anyway.
   
Made in us
Drop Trooper with Demo Charge






Stormtroopers-
increasing stormtroopers to a 3+ armor save, but possible add more points to them. I feel they are over all a great unit just either reduce the cost or increase armor saves.

Rattlings-
Id honestly like to see rattlings used on list more often, they never seem to be fielded anymore. I ended up parting mine out on eBay. Possible to give a increased WS or either make their guns have a twin-linked rule.

Ogryn-
Same idea as stormtroopers, increased armor save, or heck just add another wound point. Also I love the special character Nork Deddog but hes way to over priced, I think if his cost was reduced to 90 I would field him more often.

Commissar Yarrick-
For the love of god this character needs +1 to strength. I mean honestly hes holding a ork power claw hes got to be stronger than a rating of three.... Overall I like this character hes just needs a little tweaking to cost, strength, and possible add a power weapon?

Sargent Bastone -
This guy barley hits the fields, just leave him the way he is just give him another wound point

Mogul Kamir-
Another great character that just never sees battle. I think its fair he has a rage rule however I feel that you should have to role each turn to see if he becomes enraged, then from that point rage applies for his entirety of the game. (possible add more points to the unit if he gains this ability)

Lord Commissar-
This unit is hopeless... just rid him from the codex and add in either special character commissars, or give commissars the ability to add specific items that he has choice of.








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500+ points tyranid all OOP and wip

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Made in us
Regular Dakkanaut




Give sergeants lasguns.
Drop Orders and re-introduce Doctrines.
Re-Introduce Colonel-Commissar Gaunt
Re-Introduce Colonel Schaffer
Drop Combined Squads for Infantry Squads
Drop Priests
Drop the Primaris Psyker
Reduce the Ordnance Barrage minimum range for the Basilisk, Manticore, and Colossus to 12"
Drop the Leman Russ Punisher, Eradicator, and Exterminator
Introduce Support Vehicles as Vehicle Squadron Upgrade for Leman Russes and Artillery
Two of the Vendetta Twin-Linked Las Cannons are not longer Twin-Linked, only the Las Cannon on the Nose of the Skimmer remains Twin-Linked.
Introduce two advisors: Munitorum Quartermaster: Allowing all Guard Infantry to double their grenade count (frag, krak, and melta) at no additional cost and the TechAdept: Allowing any immobilized vehicle, in lieu of shooting during the shooting phase, to repair their Immobilized rezult on the D6 roll of a 6. Each cost 30 Points.

- 2000 Points
- 2000 Points

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Gore-Soaked Lunatic Witchhunter







Valkyries as Dedicated Transports for Stormtroopers/Veterans.

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Made in gb
Servoarm Flailing Magos





StormForged wrote:Give sergeants lasguns.
Drop Orders and re-introduce Doctrines.
Re-Introduce Colonel-Commissar Gaunt
Re-Introduce Colonel Schaffer
Drop Combined Squads for Infantry Squads
Drop Priests
Drop the Primaris Psyker
Reduce the Ordnance Barrage minimum range for the Basilisk, Manticore, and Colossus to 12"
Drop the Leman Russ Punisher, Eradicator, and Exterminator
Introduce Support Vehicles as Vehicle Squadron Upgrade for Leman Russes and Artillery
Two of the Vendetta Twin-Linked Las Cannons are not longer Twin-Linked, only the Las Cannon on the Nose of the Skimmer remains Twin-Linked.
Introduce two advisors: Munitorum Quartermaster: Allowing all Guard Infantry to double their grenade count (frag, krak, and melta) at no additional cost and the TechAdept: Allowing any immobilized vehicle, in lieu of shooting during the shooting phase, to repair their Immobilized rezult on the D6 roll of a 6. Each cost 30 Points.

I agree with most of this. Why the aversion to "Lord Commissar", though? As he is now he's useless, but with a point reduction and, say, Furious Charge special ability, he'd be pretty cool.
Also what do you mean by "Drop Combined Squads for Infantry Squads"? You mean just remove the ability to combine squads?

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
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Khorne Veteran Marine with Chain-Axe





@StormForged
What do you mean double the grenade count? The grenades apply throughout the entire game don't they?

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Not as Good as a Minion






Brisbane

@Vendetta
You got it, they have them all game. Maybe a munitorium guy could make one tank a turn twin-linked or something because they have so much spare ammo...I dunno

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Vox increases order limit to that squad by 12''
Stormtroopers should get Demolition Charges
Track Guard as an upgrade for tanks (if you don't know what it is, it's a DKOK codex tank upgrade for 20pts and ignores immobilise results on a 4+)
upgradeable side armour for chimera at the cost of movement speed.
Twin-Linked Heavy stubbers for LRBT sponsons
Artillery spotters as an upgrade for infantry squads

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Made in us
Regular Dakkanaut




motyak wrote:@Vendetta
You got it, they have them all game. Maybe a munitorium guy could make one tank a turn twin-linked or something because they have so much spare ammo...I dunno


I worded that wrong; the intention was to allow them to throw 2 grenades instead of one. The only problem with twin-linking a tank is that it's ammunition and armament is more leadning towards the Adeptus Mechanicus. Maybe the Munitorum Clerk can do what I had originally thought of: Allowing one Platoon Infantry Squad or Veteran Squad to shoot twice in the same shooting phase.

Joey wrote:I agree with most of this. Why the aversion to "Lord Commissar", though? As he is now he's useless, but with a point reduction and, say, Furious Charge special ability, he'd be pretty cool.
Also what do you mean by "Drop Combined Squads for Infantry Squads"? You mean just remove the ability to combine squads?


Because he's an independent character. That's his worst attribute on him. A T3 Independent Character that can be singled out in Close Combat is really bad.

Remove the ability to combine squads completely. That's why you have the option of taking Conscripts. On that note, you should be able to take a Commissar in the Conscript Platoon for every 10 models for 25 pts and have access to Wargear. For every 5 models, Conscripts should be able to take a Flamer or Grenade Launcher for 2pts per model.

This message was edited 1 time. Last update was at 2011/11/08 15:28:32


- 2000 Points
- 2000 Points

'We are the force which breaks the enemy's spear, shattering its haft with the teachings of Mont'ka!' - Commander WindSabre, Shas'O O'Shirada before the counter attack against the Raven Guard Space Marines on Tellidan II.


'The only perk from being a Captain is that I get my own private bathroom.'

Captain Esh of the 24th Iron Tortoise Artillery Regiment during an officer's speach a regimental inaugeration on Calador.  
   
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Tzeentch Veteran Marine with Psychic Potential





Stormtroopers as Troops by taking a SC, Sentinels as Elites and/or Fast Attack a la 4th Ed. Carnifexes, and Ogryns cost 10 points less.

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

When I said I didn't want Cruddace's name on the cover, I meant it. He writes such bad codexes. Either they are monstrous, and easily become the best, if not one of, armies, (IG)

Or they become mediocre and boring. Basically GEQ toughness m,arines with a lot of Flamer options, and cost 10 points less per squad.

Or they are down graded majorly, and are uncompetetive, IE Nids.

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Made in gb
Sneaky Striking Scorpion





In Beil-Tan High Command, plotting the destruction of the Mon-Keigh.

Manticores having better AP.


Automatically Appended Next Post:
AP4 is just not enough


Automatically Appended Next Post:
Especiall for S 10.

AP2 or AP3 would be better

This message was edited 2 times. Last update was at 2011/11/08 16:50:29


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Vendettas increased to 170 points. Chimeras increased to 75 points.

Ogryns allowed to buy non-independent Commisars.

This message was edited 2 times. Last update was at 2011/11/08 17:27:19


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Inboud...

Vulture Gunships added.

Stormtroopers gaining improved Hellguns.

Heavy weapon squads as a Heavy Support Choice, in addition to being part of a platoon.

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Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

StormForged wrote:
Remove the ability to combine squads completely.



Why!? That's probably one of the coolest, fluffiest, and best choices for a foot IG army! Its far from broken and works flawlessly.

Also, Deadshot, IG is a strong, yet balanced codex with good fluff (nothing exciting) and a good selection of units that all fill a role. Very few units in the Guard codex are useless, and its not broken OP.

Tyranids were a very solid army until Dark Eldar, and then Grey Knights came along with poisoned weapons and insta-gibbing force weapons. No fault of Cruddace.

And Sisters are a weird mini-dex, and they deserve a full codex, which I would more than likely be significantly more awesome.

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Regular Dakkanaut




Blacksails wrote:
StormForged wrote:
Remove the ability to combine squads completely.



Why!? That's probably one of the coolest, fluffiest, and best choices for a foot IG army! Its far from broken and works flawlessly.



Because Combined Squads replace the need for taking Conscripts. The Imperial Guard is know to field thousands of Conscripts within a single battle and lose all of them, however, such is not the case in this Codex. You replace the option of Conscripts with a mob of uniform Troopers with a single Commissar, so its far from being considered 'Fluffy'.

Drop Combined Squads and give Conscripts the ability to take Commissars and a couple special weapons to make Conscripts a worth while investment and synergize better within the platoon.

- 2000 Points
- 2000 Points

'We are the force which breaks the enemy's spear, shattering its haft with the teachings of Mont'ka!' - Commander WindSabre, Shas'O O'Shirada before the counter attack against the Raven Guard Space Marines on Tellidan II.


'The only perk from being a Captain is that I get my own private bathroom.'

Captain Esh of the 24th Iron Tortoise Artillery Regiment during an officer's speach a regimental inaugeration on Calador.  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

StormForged wrote:
Blacksails wrote:
StormForged wrote:
Remove the ability to combine squads completely.



Why!? That's probably one of the coolest, fluffiest, and best choices for a foot IG army! Its far from broken and works flawlessly.



Because Combined Squads replace the need for taking Conscripts. The Imperial Guard is know to field thousands of Conscripts within a single battle and lose all of them, however, such is not the case in this Codex. You replace the option of Conscripts with a mob of uniform Troopers with a single Commissar, so its far from being considered 'Fluffy'.

Drop Combined Squads and give Conscripts the ability to take Commissars and a couple special weapons to make Conscripts a worth while investment and synergize better within the platoon.


Conscripts being broken and useless does not necessitate the removal of combined squads. Combined squads are indeed very fluffy and are a must to represent armies like DKoK, Cadians, Mordians and Valhallans. Otherwise there be no valid way of representing a solid mass of trained guardsmen. Conscripts need help, yes I agree, but removing combined squads, one of the best rules in the book, is not the answer you're looking for. A drop in price, 1 in 10 special weapons, and a purchasable commissar would go a long way to making conscripts viable.

Leave my combined squads alone.

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Made in ca
Regular Dakkanaut




Canada

First of all I think that vets, should have a WS of 4 and a BS of 3, it makes more sense that the experienced soldiers will be better in close combat, also i'd like to see heavy weapon squads be able to take VOX's, Yarrik's bale eye should give him a 4th attack and not just count as his thrid, and although this is very unlikely i'd like to see the las gun made 18" Assult 2 as opposed to rapid fire 24" it would be very nice to be able to shoot and then charge.
   
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England: Newcastle

What else is there? A baneblade entry with all varients?

They already have every kind of unit imaginable and the majority of them inc most tank varients have models.

I could perhaps see longer range hellguns since they are a touch of a glass cannon at that range. But, no, no power armour. Power armour would detract from the humanity of the guard as its associated with warriors of legend (space marines) and isn't general issue like carapace armour. The guard are meant to be pretty close to a 20th century army in theme n organization (most of them) and spec ops wearing holy relics doesn't mesh well. SoB are not themed as a regular army they are meant to be OTT and so get power armour.

* Vendetta up in points
* Lemman russ varients down in price
* basilisk down in price
* Conscripts new special rule, if allied unit within 12'' of conscripts then conscripts gain 'fearless' as their own troops shoot any retreating conscripts (represented by the 'no retreat' special rule) and fight out of pitiful desperation.
* vets can only take two spec weapons a squad
* penal legion abilities no longer randomised gain one as standard with the rest as squad upgrades.
* why not, drop troopers as a seperate troop choice in guard armies, light armour, carbines+shotguns, deep strike and valkyries as ded transports at regular bs


   
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Blacksails wrote:
StormForged wrote:
Blacksails wrote:
StormForged wrote:
Remove the ability to combine squads completely.



Why!? That's probably one of the coolest, fluffiest, and best choices for a foot IG army! Its far from broken and works flawlessly.



Because Combined Squads replace the need for taking Conscripts. The Imperial Guard is know to field thousands of Conscripts within a single battle and lose all of them, however, such is not the case in this Codex. You replace the option of Conscripts with a mob of uniform Troopers with a single Commissar, so its far from being considered 'Fluffy'.

Drop Combined Squads and give Conscripts the ability to take Commissars and a couple special weapons to make Conscripts a worth while investment and synergize better within the platoon.


Conscripts being broken and useless does not necessitate the removal of combined squads. Combined squads are indeed very fluffy and are a must to represent armies like DKoK, Cadians, Mordians and Valhallans. Otherwise there be no valid way of representing a solid mass of trained guardsmen. Conscripts need help, yes I agree, but removing combined squads, one of the best rules in the book, is not the answer you're looking for. A drop in price, 1 in 10 special weapons, and a purchasable commissar would go a long way to making conscripts viable.

Leave my combined squads alone.


The representation of a solid mass of trained Guardsmen is in the very mechanic of how Infantry Platoons are made. You can take five infantry squads underneath one Platoon Command and even include Heavy and Special Weapon Squads, not from squishing them together. Over one hundred Guardsmen can be fitted into two Troops choices.

Mordian/Terrax Guard prided themselves on their doctrines of discipline and constant drills, using strength of numbers and strength of experience to win their battles. They, of all regiments, would not combine squads for the fact their pride in such training forbids it.

That's what Conscripts are for.

Valhallans would never combine their infantry squads, knowing full well that it works in the Tyranids favor.

That's what Conscripts are for.



You can represent massed amounts of infantry just buy putting them in your army, however, the mechanic of 'blobs' of infantry would be something inexperienced soldiers would do, which is what Conscripts are. Inexperienced, enlisted men to send into the meat grinder instead of the more valued, more experienced infantry squads.

Drop Combined Squads and let the Conscripts do what they're supposed to do.

- 2000 Points
- 2000 Points

'We are the force which breaks the enemy's spear, shattering its haft with the teachings of Mont'ka!' - Commander WindSabre, Shas'O O'Shirada before the counter attack against the Raven Guard Space Marines on Tellidan II.


'The only perk from being a Captain is that I get my own private bathroom.'

Captain Esh of the 24th Iron Tortoise Artillery Regiment during an officer's speach a regimental inaugeration on Calador.  
   
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Lord of the Fleet






Halifornia, Nova Scotia

The problem with your reasoning is that it would essentially render foot lists useless. The whole mechanic of 'blobbing' does not represent the unit literally 'blobbing' in reality, its a mechanic that shows the platoon acting as a single unit. If platoons couldn't form blobs, they'd suffer from poor leadership, complicated assault mechanics and weaker assault capabilities due to multi-assaulting, and be crippled in kill point games.

40k is an abstraction...a poor one at that more often than not, but its a game. Blobs are the best, simplest and definitely most amusing way of representing massed trained infantiers ready to repel the hordes of chaos. That's the short and simple of it. While it may be fluffier to have the platoons behave in a more platoon-like manner with separate squads acting independantly, who would play it? It would be more difficult, take longer, be more complicated, and just in general, suck. Nothing is stopping me from playing my Mordians in strict formation all base-to-base with a 2" between each squad, yet have the whole platoon blobbed together. I can do that, and it still looks fluffy and plays the part.

Fact is, by removing combined squads, you'd kill foot and hybrid guard. Conscripts aren't a replacement for massed guardsmen. They're just that; conscripts, nothing more. They need to be rehauled, but not by completely removing the option to viably field foot platoons.

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Fixture of Dakka






Ol' Blighty

the rarer seen units could do with more cheapening (hellhound, penal legion)
rough riders, ogryns, sentinels and heavy weapons teams would be good too, but I still think they'll be rarely seen due to the model costs.
Veterans should have slightly higher stats and points cost.
Commissars added to squads should be cheaper.
Some kind of light vehicle, similar to a salamander or tauros, with a role similar to that of a sentinel (just a suggestion, dunno if that'd be too close to what a sentinel already does)
Some special characters could be cheaper (Yarrick, Bastonne, Chenkov)
Marbo should be scratched/made more points


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