Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
An end to squadrons.
Take out the veterans as there own option and just allow platoons to up grade their BS for ?? Points. why you may ask I currently don't see people around me ever using storm troopers or Platoons. All I ever see is veteran squads used.
Ogryn leader with PF or Power maul option.
New rough rider rules that make them worth something.
Plus sooooooo much more
Idle Hands wrote: Rough Rider command squad in hq, allowing RR to be taken as troops. Doesn't even have to be competitive, but a full cavalry army would be so much fun.
It would be interesting if maybe they just did away with a rough rider squad and you had the option instead of upgrading a veteran squad to have horses and also an option to upgrade to motorbikes. If the rumors are true veteran squads will be 5-10 models so would allow smaller rough rider groups.
Cheaper Stormtroopers. The rules are fine, they are just to expensive. I'd also like some more weapon options. Shotguns with the old ammo options (bolt shell, inferno shell, executener shell) would be awesome, they would be sternguards little brother and a great arbites counts as.
Agreed
Overhauled penal legion. Units should be 10-30, cheaper and get rid of the useless random abilities. Instead make those explosive collars actually explosive. And really, penal legion shouldn't give kill points, but that would propably be unbalanced.
I would try to make the penal legion an alternative strategy. At the moment they dont really bring too much extra that you couldnt just get out of an infantry or veteran squad. I think being able to add more numbers so maybe up to 20 men plus give them an extra attack automatically. I would have them fearless and FNP.
Plastic kits for stormtroopers, battle psykers, rough riders and penal legion.
Agreed
A guardsmen kit that looks like it's from 40k and not 2k would be a bonus.
I know what you mean. It would be nice to see a regiment of more futuristic looking guardsman. Not exactly sure how they would look like but I know what you mean. At the moment guardsmen are influenced by aspects of human history there isnt really a group that is covering the futuristic look.
I'd like CCS (and PCS as well, but to a lesser extent) to be more survivable. More bodies would be great, but I like the idea of giving them stealth when within 3" of another infantry unit or something could really help.
If they refuse to add a second weapon to sentinels (I favor the grenade launcher/flamer/heavy stubber trio), then make them dirt cheap and available in platoons: so one Fast Attack slot can buy 1-3 squadrons, each of 1-3 walkers. Start them at about 25-30pts, and they would at least provide good covering fire. Oh, and give heavy flamer sentinels fleet.
Lumbering Behemoth worked great. It was a touch fiddly, but really captured Russes. Heavy might actually be better, but bring back the turret rule! Ideally, allow the turret to target independently: so that essentially the turret gets a round of shooting, and the hull gets one.
Why not just make HW teams T4? It'll make HWS slightly more durable against light arms, way more durable against S6-7, and has no change on S8+.
Make Grenade Launcher Assault 2. Fixes them, gives squads a range option aside from plasma, and gives the IG a "signature weapon." (personally, I'd make them 10pts and assault 3, but that ain't gonna happen).
Poor stromtroopers. they have always sucked. Keep the precise deep strike, give them S4, AP- guns, allow two specials for five men and four for 10 men squads, and give them a rule that allows them to leave the board, and not count as a VP. So they show up, shoot, and melt away.
Want to bring back foot guard? Simple: no enemy unit can draw line of sight to any IG infantry (probably excluding Ogryn) through any other unit of IG infantry. All the IG to screen units.
This message was edited 1 time. Last update was at 2013/09/04 14:26:48
1.) don't screw it up
2.) don't screw it up
3.) don't screw it up
That's all I want. If the rereleased the guard codex exactly as it is, I'd gladly take it over the chance that a rework of the codex would screw it all up. No offense to the OP, but GW is best off ignoring threads like this, because a vast amount of the advice and wishful thinking is really, really bad. People whine about internal codex balance and then go on to way overpower units some units and way overnerf others, and the end result is even WORSE balance than the codex has at the moment.
Honestly, most of the problems that the guard codex has at the moment are a result of 6th edition screwing things up, not the guard codex. Rough riders were fine until they lost their old hunting lance rules in favor of new power spears, and once they lost the ability to assault out of reserves - both 6th ed changes. If you want to put things in the guard codex to fix most of the guard "problems", you just need to add in special rules to roll back the clock. Make commissars treat all models in the squad as having the bodyguards rule so that they can hide in squads like they did in 5th ed, give infantry platoons the ability to pick up dropped weapons so that you can hide meltaguns in the squad like you could in 5th ed, give ogryn a special rule so that on the charge they get +1I to strike concurrently with marines, like they did in 5th ed, etc. Little things like that.
Otherwise, for the love of the emperor, don't screw things up. Fewer changes will be better.
If you put a gun to my head and forced me to make recommendations to change things, I'd say:
4.) Remove the vendetta's transport capability. You can keep it the same in every other way, just so long as it's not a gunboat AND a transport.
5.) Make stormtroopers 15 points apiece. They're pretty fairly costed for what they do, but FFS, they're basically the only thing in the entire codex whose points cost is not divisible by 5. Shame on you.
6.) Give SWSs frag grenades. You know this was a typo in the last codex. Don't know why you haven't fixed this in a FAQ
7.) Make LRBTs cheaper. I don't want to go back to the lumbering behemoth days where you couldn't move your russes and shoot them at the same time. The upgrade to heavy was a good one, but it did make the battlecannon take pretty worthless. Shave some points off its price, and things will be fine. Same for the demolisher.
8.) Give penal legions some sort of options of some sort. Even if they have to be more expensive.
But that's it, really. I want GW to ignore the whinings of the lazy and uncreative who can't figure out that almost everything in the codex is already worth taking, or the well-intentioned ideas of people who aren't game designers (yes, including me) that will probably just make things worse. I don't want guard to be OP, or filled with new options that do nothing but beat face, or to have to listen to people complain about guard by the lazy and well intentioned non-designers.
More named Characters with Models from the Novels:
Gaunt and Tanith specials, Cain and associates etc
Last Chancers,
Proper rules for the more unusual Regiments
Single snipers / Sniper with spotter
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
I can see how doctrines could lead to a lack of balance, but seeing as most people seem to want them to return in some form or other, how do people think it should be done?
Army-wide, chapter-tactics style, or like they are now, but more variations and available to all units? I would vastly prefer the latter option, for making units more dedicated to specific tasks, but what do people think?
Guardsmen are purchased as upgrades to characters. They act as their shields. They also go down in points but orders now only apply to the squad the character is in. You can buy different kind of guardsmen attachments(heavy weapons, standard, conscript, specialist) and even mix and match on higher-rank characters.
Every IG vehicle goes down 5-10 points. We get thunderers and vultures, Death Strike Missile gets an even larger blast. We gain servo-skulls to stop fethers from deep striking melta guns behind our pretty tanks.
Guard get the option to become zombie guardsmen so they can now properly worship Father Nurgle.
This message was edited 1 time. Last update was at 2013/09/04 17:50:03
1.) IG 'unloved' weapons getting a change. Mortars and Grenade Launchers have been languishing a long time. AFAIK, no other faction uses the standard version so I don't see why IG can't just have a buff here (I know Scout Bikers have a different Astartes 2-shot GL). Would it be possible for the Imperial Budgeting Committee to give Mortars some different ammo to use (like DKoK had in their old book with Heavy Mortars) such as Smoke, Phosphorous, and Illumination rounds that do different things. It would be a nice support HWS that the Commander can call in. Night Fight? Call in Illumination. Unit needs cover? Call in Smoke. Want to hurt a unit in cover? Call in White Phosphorous. Maybe even a round that screws with an enemy being able to overwatch some poor bastards like the Rough Riders. Would be nice.
I'm not sure what to do for the GL. I kind of liked the idea of a unit with a GL in it counts as having assault and defensive grenades in it (I believe this was Pancake/HereticHammer edition). It just seems silly to pay 5 points for this thing when the flamer gives better options. I don't even know if making it a free exchange would work because FRF/SRF makes a three shot lasgun seems a bit more appealing to me. Assault 2 doesn't sound too bad.
While on the subject - Shotguns. I have really despised how Shotguns have gone down in value throughout the editions. 6th edition put the final nail on the head with overwatch and how Rapid Fire works now. Shotguns use to be able to allow a unit to provide mobile fire without even needing to assault. One of my favorite units back in LatD was a infiltrating unit of 15 Traitors with Shotguns that popped in on rooftops and walkways that moved and fired on units. Now its just "if you want to assualt". They need something here - S4 may not be a bad idea. If you have to change them completely - call them "Trench Guns" or something. Won't get any argument here.
Heavy Stubbers. I would really like these to make it into the foot units somehow. Some people may see them as pointless. I don't care. Another thing I loved with traitors was they had them as a 1-man special weapon option. If anything, it could be an interesting and unique thing to allow the Penal squads to take them (since oh I don't know maybe some people are using their Necromunda models for these poor bastards to represent the Necromundan 9th - just saying GW).
Last, Sniper Rifles. Sniper Rifles themselves are not a problem, but usually other armies have the ability to field whole units with them. Guard have Ratlings (Woohoo T2 and models I don't care for) and their human units can take a maximum of three with SWSs and Vet squads, four with Command Squads, or if you want five in a 50 man blob (God only knows why). If they have to stay like this in the structure, can we have SWSs be able to automatically have something like 'spotters' for the other guys with the lasguns that don't get the special weapons that do something for the squad.
2.) Rough Riders. Oh boy these guys have had it rough this edition. First, WS4. Second, can we get extra blasting pikes to stick on the end of the sticks (Jesus, the Iron Fangs in Khador figured this out). Third, different weapon options like we had in 3.5/4th. I would like to come back to my idea of making Carabiners with lasguns, Dragoons with Shotguns, Hussars with CWs and pistols. I think it is time to get a plastic box set for these guys. Fourth, the IG need some ability to screw with overwatch (I like the idea of Mortars or Artillery doing this) specifically for these guys. I just love re-enacting the Charge of the Light Brigade to a lone squad of Space Marines that seem to be able to kill most of them and leave two guys to get a lance in. Fifth, no strange rules that make the RRs appear to be devoid of brain cells (hmm I have melta bombs on this squad and I am going to hit that tank - oh wait that is the first thing I charged? Gotta poke it with a stick! Surely that will work).
I really like how DKoK has these guys set up now. It would be nice to get something like that or even a HQ Rough Rider Commander/Commissar. Just something.
3.) Stormtroopers. Cheaper. No question about it. I wouldn't mind WS4 either since they are trained in different forms of combat. TBH, I really thought the old ability back in Apoc of shooting on the run really suited them well.
4.) Lots of other things need to cheaper too like Ogryns and Penal Squads (who need to drop the random crap and get a better loadout with the ability to take at least 20 guys).
5.) Conscripts. Let's please look at the 1 pt difference between Conscripts and Infantry and adjust accordingly. If screwing with the points is going to be too much, then maybe give the Conscripts a special rule (I have this gut feeling we may be losing Chenkov and a number of old characters in the next book).
6.) Infiltration. Can we get more options to get more infiltrating guys out there beyond Harker, STs, and Ratlings please. I don't see why standard Vets can't have this back.
7.) The Honorifica Imperialis. Nuff' said.
8.) Personally, I would like some form of a Combat Engineer/Sapper unit/ability that messes with terrain and Fortifications since they are much more prevalent. Could be an upgrade to a Vet squad. I have always loved Combat Engineers and wished for more representation in the game. You could also just have the Demo Charge do something.
9.) Do whatever needs to be done to the Vendetta.
10.) Sentinels. Don't know what. But they need something.
Overall, that is the just stuff off of the top of my head. I honestly don't expect big changes in the book. But ultimately, GW, just don't over compensate with the Nerfhammer on this one. Please. I don't want a group of people that only played this army because of Vendettas and Plasma spam to ruin this for the rest of us because those guys are just going to jump ship anyways. This book gave us back our bang with vehicles though the Russes took a hit this edition and the last book did decent with doctrines and the boots on the ground. If we can find some level ground here, I will be happy to have the ability to play different styles of IG. This should be one of the most diverse factions in the game to allow different playstyles without redundancies and units tripping up over other units in the book. I just want a book that can represent the three different Guard builds that I am working on and give good options to everyone that wants to play it. That is all.
This message was edited 4 times. Last update was at 2013/09/04 18:17:02
some sort of "dig in" army wide special rule, where say Tau get overlapping overwatch and Eldar get moveshootrun/moverunshoot, an option for IG units to start the game with say, "Stealth" or something until they move.
Include some sort of "doctrines" system ala 3.5E book.
Include the following FW units and/or former codex units:
Heavy Mortar
Thudd Gun
Rapier Laser Destroyer
Salamander
Leman Russ Annihilator
Thunderer
Destroyer Tank Hunter
Give HW teams Eternal Warrior, they're representing two soldiers on one base, not one tougher soldier. Reduce cost by 15pts.
Stormtroopers, as is, are largely worthless, we don't need a painfully short ranged and underpowered infantry based MEQ hunting unit, an actual "Stormtrooper" type unit would be great though, say something like this:
65pts, 4+1 Sergeant, additional models 12ppm.
WS4 BS4 S3 T3 I3 A1 (2 on serg) Ld8 (9 on serg) Sv4+
Furious Charge, Counterattack, Deep Strike, Infiltrate, Scouts. Frag/Krak/Pistol/CCW/HotshotLasgun, option for 2 special weapons
Hotshot Lasgun: S3 AP- 18" Assault 3 with a "Bladestorm" effect
This would much better fit actual "Stormtroopers" in terms of role (elite infantry utilizing infiltration tactics to engage the enemy with short range, high RoF weaponry to soften up foes before engaging in assaults to seize positions), and give them a more defined/useful purpose as an objective clearer. The points premium on AP3 far outweighs its benefit. If they must remain AP3 and the ridiculous 6ppm, make the guns S4 Assault 2 and the ST's WS4 with Furious Charge.
Hellhounds & Variants - reduce cost to under 100pts, ~80pts. No reason they should cost as much as AV BS4 Baal Predators or almost as much as Tri-las Preds.
Make the Vanquisher an upgrade to a basic LRBT, retaining the ordnance blast shell, and the option for the coaxial heavy stubber. Give all LRBT's rear AV11 and the Demo variants rear AV12 (seriously...av10 rear armor main battle tanks? might make sense for SM's being modified battle-taxies, but for a tank with front AV14 and side AV13, rear AV10 is silly). If we must have HP's and the standard must be 3, give Leman Russ tanks 4, the only thing heavier than them is Land Raiders and Monoliths. Fix Lumbering Behemoth re-Ordnance weapons.
Drop Valkyrie to AV11, move Vendetta option to Heavy Support and also drop to AV11, increase Vendetta cost to 150pts.
As others noted, make the Grenade Launcher Assault 2 or something to give it a point.
Drop Bassy cost by 15pts
Make Vets a Platoon upgrade for +Xpts per unit, make Stormtroopers an unlockable Troop in their place.
Drop Penal Legion cost by 1ppm, increase squad size to 20.
There's a lot more, but that's all I really want to type for now
This message was edited 1 time. Last update was at 2013/09/04 17:57:01
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
Imperial guard, in its current form already HAS doctrines. Most of them anyways. Yes, they lost the ultracheese ones like drop troops, and a few of the fluffy ones like jungle fighters or warrior weapons, but they gained everything else.
We have iron discipline. It's called "get back in the fight!". We have veterans. It's called veterans are just troops choices now. We have the grenadiers doctrine. It's a doctrine called grenadiers, basically. Those things which you can do with doctrines, you can do with things already in the codex, whether through orders, or changes in the codex itself. And you get those things without having to sacrifice half the codex as "specialist troops" in order to do it.
The real problem isn't that we don't have the utility of doctrines, it's that people don't feel all glowey and special about them anymore. That's hardly the codex's fault, though.
Ailaros wrote: Imperial guard, in its current form already HAS doctrines. Most of them anyways. Yes, they lost the ultracheese ones like drop troops, and a few of the fluffy ones like jungle fighters or warrior weapons, but they gained everything else.
We have iron discipline. It's called "get back in the fight!". We have veterans. It's called veterans are just troops choices now. We have the grenadiers doctrine. It's a doctrine called grenadiers, basically. Those things which you can do with doctrines, you can do with things already in the codex, whether through orders, or changes in the codex itself. And you get those things without having to sacrifice half the codex as "specialist troops" in order to do it.
The real problem isn't that we don't have the utility of doctrines, it's that people don't feel all glowey and special about them anymore. That's hardly the codex's fault, though.
Well, maybe the new Guard codex will follow the new Space Marine codex's system for regiment models and combine them with orders so you can have your cake and eat it too.
Although some may cry foul at the Guard being able to ally with itself.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Ailaros wrote: Imperial guard, in its current form already HAS doctrines. Most of them anyways. Yes, they lost the ultracheese ones like drop troops, and a few of the fluffy ones like jungle fighters or warrior weapons, but they gained everything else.
We have iron discipline. It's called "get back in the fight!". We have veterans. It's called veterans are just troops choices now. We have the grenadiers doctrine. It's a doctrine called grenadiers, basically. Those things which you can do with doctrines, you can do with things already in the codex, whether through orders, or changes in the codex itself. And you get those things without having to sacrifice half the codex as "specialist troops" in order to do it.
The real problem isn't that we don't have the utility of doctrines, it's that people don't feel all glowey and special about them anymore. That's hardly the codex's fault, though.
In some ways yes, in some ways however, no. Grenadiers for example, besides being hilariously overcosted (a separate issue but impacting its use nonetheless), is limited basically to HQCCS's and Veterans, you can't take it on anything else. This means that you must play a vets army for a carapace IG force, whereas before carapace was more widely available as an upgrade option with the carapace doctrine, while grenadiers allowed ST's to be taken as Troops (which is no longer an option).
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
What I mean when I say I want doctrines is I want the ability to take them on everything, not just vets. Things like platoons in carapace or forward sentries. That would really help the durability issues of foot-guard if it were appropriately costed.
Ailaros wrote: Imperial guard, in its current form already HAS doctrines. Most of them anyways. Yes, they lost the ultracheese ones like drop troops, and a few of the fluffy ones like jungle fighters or warrior weapons, but they gained everything else.
We have iron discipline. It's called "get back in the fight!". We have veterans. It's called veterans are just troops choices now. We have the grenadiers doctrine. It's a doctrine called grenadiers, basically. Those things which you can do with doctrines, you can do with things already in the codex, whether through orders, or changes in the codex itself. And you get those things without having to sacrifice half the codex as "specialist troops" in order to do it.
The real problem isn't that we don't have the utility of doctrines, it's that people don't feel all glowey and special about them anymore. That's hardly the codex's fault, though.
In some ways yes, in some ways however, no. Grenadiers for example, besides being hilariously overcosted (a separate issue but impacting its use nonetheless), is limited basically to HQCCS's and Veterans, you can't take it on anything else. This means that you must play a vets army for a carapace IG force, whereas before carapace was more widely available as an upgrade option with the carapace doctrine, while grenadiers allowed ST's to be taken as Troops (which is no longer an option).
Well, old book stromtroopers were just guardsmen with AP5, BS4, and 4+. As elites, they could DS or infiltrate, but not as troops. 5th ed Vets with Grenadier are BS4 and 4+, and although they lose AP5 (and the ability to only buy five men), they gain a heavy weapon and third special.
While i'm sure there are a couple of guys with platoons full of carapace IG, I thinkthat not keeping that option made sense.
As everyone else has said, internal balance with appropriate points changes.
Stormies need stubborn and better leadership. They are the elite of the elite FFS! A troops option would be nice.
Orgyn need at least carapace and FNP.
RRs need carapace option and troops option would be cool.
Bring back a useful lumbering behemoth rule.
Ministorum priests need some love. Lower cost, more wounds and no KP. Blob upgrade or something.
Don't nerf vendettas too bad. Maybe make Valk option more viable.
Hydra with interceptor.
Maybe a forward scout unit with infiktrate that can call in artillery with reroll to hit and keep BS if scout unit has LOS. And scout unit allows artillery to fire at unit within 36 in of scouts in night fighting.
In Warp Transit to next battlefield location, Destination Unknown
For my 2 cents worth, I would like to see the following things for the 6th Ed. IG codex.
#1 Doctrines for IG different minis.
#2 The Ability to Field Heavy Weapons Platoons/Companies. For 40k normal Platoon sized Heavy Weapon Teams should count as 1 Heavy Support choice. For Armageddon play, Heavy Weapon Teams should be allowed to be fielded in Company sized formations.
#3 I would also like different munitions choices for different Artillery pieces. The different Artillery choices each have thier
role to play, (ie. Close Support, Close Indirect, Medium Support, Medium Indirect, Long Range Support, Long Range Indirect, Off Table Support/Indirect.) Then, its just a matter of paying for a Wargear upgrade to get the right shells in for the battle at hand.
Cowards will be shot! Survivors will be shot again!
Ive read some books where theres companies of ST, would be nice if more could be used in a game. I like the idea of strom troopers having a move shoot move rule as it kinda goes with their fluff.
I would like each of the top regiments to have doctrine like tactics like space marines. Like Steel legion, Cadians, Valhallans, Voystyans,Dkok, and so on. I guarantee some of these will just get supplements but it would be nice if each army was unique in a way.
I would agree some weapons like grenade launcher and mortar could use some fixing.
Vendetta, whatever needs to be done, point increase or whatever.
Sentinels would be cool if you could take a squad of them as an attachment as a recon unit for a platoon. Otherwise maybe a move shoot move rule?
Hellhound variants could go down in points.
I already mentioned I would like a Lumbering behemoth to come back or something of the nature that doesnt make LRBT's and demolishers garbage, its sad all my LRBT's with upgraded sponsons and hull lascannons are just collecting dust in the box.
Ratlings, rough riders, ogryns, penal legion, conscripts, fix them all. Maybe give the tech priest the ability like tech marines to buff terrain or buff a vehicle as the standard tech priest is rather garbage.
Some of the russ variants I guess could use boosts as it sucks that if you want to go competitive that the artillery is better aside from the armor and mainly being open topped, but is much cheaper and doesnt need los.
I would like to see plastic kits for a lot of the units, I could maybe see storm troopers getting a plastic kit but I dont believe they would have many upgrades as in this edition they are pretty straight forward.
i would like doctrines but i just don't see how it could be balanced. I get the feeling it would end up 'all las guns are twin linked' vs '+1 to combat resolution'
xruslanx wrote: i would like doctrines but i just don't see how it could be balanced. I get the feeling it would end up 'all las guns are twin linked' vs '+1 to combat resolution'
There's a multitude of ways it could be treated. Under the old system, doctrines limited what you could take in the army. It could also be done like Chapter Tactics, where you choose one for the army out of a choice of several. They may also require a points cost associated with some. The DKoK are a good example, they don't care about 25% morale tests from shooting and have WS4, but are notably more expensive and lack things like Valkyries, Sentinels, cheap Chimeras, Manticores, etc.
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
Polonius wrote:Well, old book stromtroopers were just guardsmen with AP5, BS4, and 4+.
Right.
It used to be where you could take a 10 point models with a guard statline, except for BS4 and Sv4+ and a bolter as a troops choice. Now, with the grenadiers doctrine, you can take 10 point models with a guard statline, except for BS4 and Sv4+. You don't get Ap5 on your guns, but you DO get a third special weapon slot.
Practically speaking, it's the exact same as what the old doctrine was. It just doesn't feel as special because it's an upgrade for vets, rather than an upgrade for the whole army.
I mean, let's just go down the list:
Drop troops: axed, but it really shouldn't have been there in the first place. Plus, now valkyries actually have models and stats
Grenadiers: You can still take this doctrine.
Mechanized: Chimeras are now just dedicated transports (remember armored fists?)
Close order drill: one of the fluffy ones that's an actual loss.
Die hards: commissars
Independent commissars: lord commissars
Iron Discipline: partly commissars, partly the rule it was fixing was written out of the rulebook, partly the "get back in the fight" order
Veterans: vets are just troops now
Jungle fighters: a fluff doctrine that was a loss, fluffwise, but that was about it.
Light Infantry: as for outflanking, this got rolled into al'rahem. For regular infiltration, it's a loss.
Sharpshooters: "bring it down!" and the fact that you can take vets as troops.
Xenos fighters: Well, you still have priests, but otherwise, this was a fluff doctrine that likewise wasn't exactly used that often
Chem inhaler: commissars
cameloline: vets can still take this doctrine.
Carapace: regular guardsmen can't, but you can take vets as troops, and they can. I've played the 95-carapace-armored guard horde before. You don't need the doctrine.
Cyber-enhancements: "incoming!" order. Mostly
Warrior weapons: another fluff bit that no one took.
So, when guard players say "I want my doctrines back", what they're failing to notice is that, for most of them, they already have them in one form or another in the current codex, or the need for the doctrine was scrubbed by changes to the main rules.
Only drop troops, jungle fighters, xenos fighters and warrior weapons are real losses. Barely anybody ever took any of those except for drop troops. Ergo, what guard players who want doctrines back (who understand most never left) are really just saying "I wish I could deepstrike my entire guard army for free again".
Musashi363 wrote: Different munitions for the artillery. DPICM (cluster bombs), WP (incindiary), smoke (for a cover save wherever and whenever you want), HEAT (ultra Ap), laser/radar/auspex guided, flechette (super anti-infantry), chemical warheads. I was an artileryman in the Army, so im a little biased towards artillery.
^ this would be really cool. My old wish to run an artillery line could be fulfilled. And GW would make good money.
A female commissar. (Really, in an organization spanning the whole Imperium and based on the mass mobilization of all available resources, there's not one woman who is prominent enough to merit her own mini?)
Oh, and I will break my vow to never do another 'horde' army if you come out with plastic Tallarns. (And yes, Vostroyans, DKOK, etc. can come too. PLASTICS FOR ALL!)
This message was edited 1 time. Last update was at 2013/09/05 03:21:44
Only drop troops, jungle fighters, xenos fighters and warrior weapons are real losses. Barely anybody ever took any of those except for drop troops. Ergo, what guard players who want doctrines back (who understand most never left) are really just saying "I wish I could deepstrike my entire guard army for free again".
Then just get the FW Elysian list where you pay a few extra points on each squad for the ability to deep strike (and take dedicated transport Valkyries) but give up all of the tanks. That's the fair and fluffy way to do a drop troops army.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
1.) don't screw it up
2.) don't screw it up
3.) don't screw it up
That's all I want. If the rereleased the guard codex exactly as it is, I'd gladly take it over the chance that a rework of the codex would screw it all up. No offense to the OP, but GW is best off ignoring threads like this, because a vast amount of the advice and wishful thinking is really, really bad. People whine about internal codex balance and then go on to way overpower units some units and way overnerf others, and the end result is even WORSE balance than the codex has at the moment.
Honestly, most of the problems that the guard codex has at the moment are a result of 6th edition screwing things up, not the guard codex. Rough riders were fine until they lost their old hunting lance rules in favor of new power spears, and once they lost the ability to assault out of reserves - both 6th ed changes. If you want to put things in the guard codex to fix most of the guard "problems", you just need to add in special rules to roll back the clock. Make commissars treat all models in the squad as having the bodyguards rule so that they can hide in squads like they did in 5th ed, give infantry platoons the ability to pick up dropped weapons so that you can hide meltaguns in the squad like you could in 5th ed, give ogryn a special rule so that on the charge they get +1I to strike concurrently with marines, like they did in 5th ed, etc. Little things like that.
Otherwise, for the love of the emperor, don't screw things up. Fewer changes will be better.
If you put a gun to my head and forced me to make recommendations to change things, I'd say:
4.) Remove the vendetta's transport capability. You can keep it the same in every other way, just so long as it's not a gunboat AND a transport.
5.) Make stormtroopers 15 points apiece. They're pretty fairly costed for what they do, but FFS, they're basically the only thing in the entire codex whose points cost is not divisible by 5. Shame on you.
6.) Give SWSs frag grenades. You know this was a typo in the last codex. Don't know why you haven't fixed this in a FAQ
7.) Make LRBTs cheaper. I don't want to go back to the lumbering behemoth days where you couldn't move your russes and shoot them at the same time. The upgrade to heavy was a good one, but it did make the battlecannon take pretty worthless. Shave some points off its price, and things will be fine. Same for the demolisher.
8.) Give penal legions some sort of options of some sort. Even if they have to be more expensive.
But that's it, really. I want GW to ignore the whinings of the lazy and uncreative who can't figure out that almost everything in the codex is already worth taking, or the well-intentioned ideas of people who aren't game designers (yes, including me) that will probably just make things worse. I don't want guard to be OP, or filled with new options that do nothing but beat face, or to have to listen to people complain about guard by the lazy and well intentioned non-designers.
Otherwise, just don't screw it up.
As someone who loves whishlisting I've got to agree with this. Stormtroopers are a prime example; if you can't get them to work you're doing it wrong.
That said, I feel the Deathstrike Missile Launcher could use some more reliability. I'd be fine with the price going up, just let me run my nuclear missile spam list without having to take a silly list!
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.