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Made in gb
Member of a Lodge? I Can't Say





Just a few things that I think need to be added.

Regimental Doctrines:

Catachans: All non-Ogryn have +1S

Steel Legion: Any unit that takes up less than 12 carry spots may take a chimera as a DT

Voystaran 1st born: Al units have the Glorious last stand rule.

Glorious last stand: If a unit is reduced to less than half of it's original size then it gains +2 attacks and +2 shots with a weapon of their choice

Penal Legions: Any unit that fails a morale check is removed from play. All units gain +1BS

Tanith 1st and Only: All units gain the scout and infiltrator USRs

Cadian shock troopers: All units gain the stubborn USR and +1Ld

Death Korp of Krieg: All units have +1WS, LD9 and the zealot USR. Ogryns and Bullgryns may not be taken

No units with differing doctrines may be taken in the same detachment.

Standard infantry squads that do not have the DKoK doctrine gain scouting party

Scouting party: 2 models may break away from the unit. Until they rejoin they have a 4+ cover save, -1WS, +1BS and precision shots
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Glorious Last Stand is ridiculous.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Member of a Lodge? I Can't Say





I just couldn't come up with anything else. What if it was 25%?
   
Made in gb
Furious Fire Dragon






Herefordshire

Vostroyans could have master crafted on infantry units.
   
Made in ca
Gargantuan Gargant






 SolarCross wrote:
Vostroyans could have master crafted on infantry units.


Let me tell you that it will be incredibly tedious to do that when you get within rapid fire range with more than ten models since you have to their colour code the dice or roll seperately for master-crafted since it's not the same as if they were twin-linked, Orks have a similar issue like this with their Flash Git formation. Also, it's more that their lasguns are ornate and heirlooms, so maybe re-roll ones to wound with lasguns instead? Or longer range?

Also with regards to the rest of the doctrines, most of them are clearly favoured over others. The steel legion doctrine effectively don't matter for the vast majority of IG units since most of them can take chimeras anyways (or join units that take chimeras) and doesn't properly reflect their expertise as a mechanized force.

Here's my take on doctrines:

Catachans: Save reduced to 6+, gains stealth and +1WS, models may exchange lasguns for laspistol and CCW for no extra cost.

Steel Legion: Immediately after disembarking (including emergency disembarkment from an Explodes! or Wrecked! result) from a transport, IG units with the Steel Legion doctrine may move an additional D6". A unit that uses this move may run or shoot normally during the shooting phase. Allows them to have more mobility and flexibility with certain weapons (flamers) and show expertise in abandoning wrecked vehicles without it being overly powerful.

Vostroyan First Born: Any model armed with a lasgun may re-roll failed to wound rolls of one. Characters in the army gain master-crafted on one of their weapons for free, this includes any purchased upgrades but not does include any relics.

Tanith First and Only: Veteran Squads gain infiltrate and scout. May not use combined squads rule for infantry platoon squads.

Cadian Shock Troops: Re-roll failed to hit rolls of one with lasguns (as seen in the Mont'ka expansion). Extra 6" for orders range for senior and junior officers.

Death Korps of Krieg: +1WS, Iron Discipline: Do not have to take morale tests for suffering 25% casualties during the shooting phase (as seen in the FW rules)

Also, you missed out on quite a few other regiments, like the Mordian Iron Guard, the Elysian Drop Troops and Tallarn Desert Raiders.



This message was edited 4 times. Last update was at 2017/01/31 20:58:01


 
   
Made in gb
Member of a Lodge? I Can't Say





I NEVER CLAIMED TO HE GOOD AT THIS!

I really just needed to fluff out the scouting party rule. That's mainly what I wanted to show off.
   
Made in ca
Gargantuan Gargant






NivlacSupreme wrote:
I NEVER CLAIMED TO HE GOOD AT THIS!

I really just needed to fluff out the scouting party rule. That's mainly what I wanted to show off.


Okay. Well, the scouting party rule is something that also needs some work. Having 2 models break off from a unit is really finicky in even relatively small IG armies given the amount of models you can have and make it a nightmare to keep track of over time, especially in large point games. It also seems kinda weird that just being by their lonesome would suddenly give them these stat changes and a 4+ cover save when independent characters don't get this for being alone. What purpose does it serve in the game besides make potentially broken MSU 1-2 man units that keep breaking off from a blob to hold objectives?

It'd be easier to just make it a flat out separate unit similar to a SWS that is more focused on recon than special weapons.

This message was edited 2 times. Last update was at 2017/01/31 21:06:05


 
   
Made in gb
Furious Fire Dragon






Herefordshire

 Grimskul wrote:
 SolarCross wrote:
Vostroyans could have master crafted on infantry units.


Let me tell you that it will be incredibly tedious to do that when you get within rapid fire range with more than ten models since you have to their colour code the dice or roll seperately for master-crafted since it's not the same as if they were twin-linked, Orks have a similar issue like this with their Flash Git formation. Also, it's more that their lasguns are ornate and heirlooms, so maybe re-roll ones to wound with lasguns instead? Or longer range?

I think an acceptable work around to that awkwardness is just allow a one re-roll per model in the group. So 10 guard FRF, SRF in rapid fire range, 3 shots each. Throw down your 30 dice and then re-roll up to 10 misses, one for each shooter. It isn't exactly right because some of those lasguns might have had all 3 rolls hit but it is close enough.

But yeah re-rolls to wound on a roll of one would be better. Alternatively vostroyans could be able to upgrade infantry squads, heavy weapon squads and special weapon squads to veterans in infantry platoons but can't take conscripts.

Mordians could auto-pass FRF, SRF order tests.
   
Made in gb
Member of a Lodge? I Can't Say





 Grimskul wrote:
NivlacSupreme wrote:
I NEVER CLAIMED TO HE GOOD AT THIS!

I really just needed to fluff out the scouting party rule. That's mainly what I wanted to show off.


Okay. Well, the scouting party rule is something that also needs some work. Having 2 models break off from a unit is really finicky in even relatively small IG armies given the amount of models you can have and make it a nightmare to keep track of over time, especially in large point games. It also seems kinda weird that just being by their lonesome would suddenly give them these stat changes and a 4+ cover save when independent characters don't get this for being alone. What purpose does it serve in the game besides make potentially broken MSU 1-2 man units that keep breaking off from a blob to hold objectives?

It'd be easier to just make it a flat out separate unit similar to a SWS that is more focused on recon than special weapons.


It's just a fluff thing from the primer. Maybe they could confer something onto a unit that lets you re-roll 1s on to hit and to wound against that unit.
   
Made in ca
Gargantuan Gargant






NivlacSupreme wrote:
 Grimskul wrote:
NivlacSupreme wrote:
I NEVER CLAIMED TO HE GOOD AT THIS!

I really just needed to fluff out the scouting party rule. That's mainly what I wanted to show off.


Okay. Well, the scouting party rule is something that also needs some work. Having 2 models break off from a unit is really finicky in even relatively small IG armies given the amount of models you can have and make it a nightmare to keep track of over time, especially in large point games. It also seems kinda weird that just being by their lonesome would suddenly give them these stat changes and a 4+ cover save when independent characters don't get this for being alone. What purpose does it serve in the game besides make potentially broken MSU 1-2 man units that keep breaking off from a blob to hold objectives?

It'd be easier to just make it a flat out separate unit similar to a SWS that is more focused on recon than special weapons.


It's just a fluff thing from the primer. Maybe they could confer something onto a unit that lets you re-roll 1s on to hit and to wound against that unit.


Maybe make it more specific and have only models with the vox-caster upgrade to be able to separate from a unit and act as a "spotter", who can give the parent unit the re-roll to hit and to wound rolls of one against the enemy unit that the vox-caster "spotted".
   
Made in gb
Ultramarine Librarian with Freaky Familiar





NivlacSupreme wrote:
 Grimskul wrote:
NivlacSupreme wrote:
I NEVER CLAIMED TO HE GOOD AT THIS!

I really just needed to fluff out the scouting party rule. That's mainly what I wanted to show off.


Okay. Well, the scouting party rule is something that also needs some work. Having 2 models break off from a unit is really finicky in even relatively small IG armies given the amount of models you can have and make it a nightmare to keep track of over time, especially in large point games. It also seems kinda weird that just being by their lonesome would suddenly give them these stat changes and a 4+ cover save when independent characters don't get this for being alone. What purpose does it serve in the game besides make potentially broken MSU 1-2 man units that keep breaking off from a blob to hold objectives?

It'd be easier to just make it a flat out separate unit similar to a SWS that is more focused on recon than special weapons.


It's just a fluff thing from the primer. Maybe they could confer something onto a unit that lets you re-roll 1s on to hit and to wound against that unit.
The primer also implies that a guardsman can easily bayonet orks at waist height.

Why should guardsmen be the only ones smart enough to send two men out as scouts? Shouldn't every army, barring a few exceptions, be capable of this?
The main issue is that because of 40k's size, squad based maneuvers aren't recognised. This is why units are forced into coherency. This would get very complicated to work with.


They/them

 
   
Made in gb
Lord of the Fleet






London

NivlacSupreme wrote:
Just a few things that I think need to be added.

Regimental Doctrines:

Catachans: All non-Ogryn have +1S

I'd make it Move Through Cover and Stealth (Forests/Jungle)

Steel Legion: Any unit that takes up less than 12 carry spots may take a chimera as a DT

Why? Can't most units do this already? How about something that boosts their utility with a transport, such as "Any unit disembarking from a DT may run 2D6"", emphasising rapid movement techniques?

Voystaran 1st born: Al units have the Glorious last stand rule.

Glorious last stand: If a unit is reduced to less than half of it's original size then it gains +2 attacks and +2 shots with a weapon of their choice

This is ridiculous. I suggest a variation of the old Close Order Drill: "Any unit in which all models are in base contact with at least two other models may re-roll 1's in both shooting and Overwatch"

Penal Legions: Any unit that fails a morale check is removed from play. All units gain +1BS

Why are convicts better shots? You're missing the point of Penal Legions, they're large-scale units motivated(?) by fear and probably some drugs mixed in. Their doctrines would revolve around Leadership modifiers such as Fearless and Stubborn.

Tanith 1st and Only: All units gain the scout and infiltrator USRs

Keep in mind the Tanith's heavy use of marksmen, with that in mind I'd say something like: "Up to three models in each Infantry Squad may take a Hot-Shot Lasgun for X points".

Cadian shock troopers: All units gain the stubborn USR and +1Ld

Seems a bit meh, there are already ways to get this via Commissars and such, seems a waste of a doctrine.

Death Korp of Krieg: All units have +1WS, LD9 and the zealot USR. Ogryns and Bullgryns may not be taken

No units with differing doctrines may be taken in the same detachment.

Standard infantry squads that do not have the DKoK doctrine gain scouting party

Scouting party: 2 models may break away from the unit. Until they rejoin they have a 4+ cover save, -1WS, +1BS and precision shots
   
Made in gb
Battleship Captain





Bristol (UK)

 Valkyrie wrote:
NivlacSupreme wrote:

Tanith 1st and Only: All units gain the scout and infiltrator USRs

Keep in mind the Tanith's heavy use of marksmen, with that in mind I'd say something like: "Up to three models in each Infantry Squad may take a Hot-Shot Lasgun for X points".

Would simply giving all Tanith a free camo cloak (stealth) be too good or step on the Catachans toes too much?
Alternatively, surely snipers are better 'marksmen' than hotshot lasguns.
   
Made in th
Boom! Leman Russ Commander




New Zealand

Penal troops aren't marksmen. I'd go with something like;

Frenzon - may sacrifice D6 models to gain furious charge for the rest of the turn.
Expendable - no Obsec, does not give up kill points in relevant scenarios.


Some of these doctrines vary wildly in power and also step on each others toes. Cadia; stubborn +1ld, Krieg; fearless, hatred, +1ws, +2ld.

This message was edited 1 time. Last update was at 2017/02/01 07:42:06


5000
 
   
 
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