Author |
Message |
 |
|
 |
Advert
|
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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/10/10 23:23:11
Subject: Re:Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Ground Crew
|
Really like alot fo the changes, especially to my two favorite units Ogryns and Storm Troopers. I'm wondering though why you changed the Vanq from ap2 to ap3 though perhaps solid shot makes up for it?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/11 16:07:34
Subject: Re:Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Nigel Stillman
|
Agreed wrote:Really like alot fo the changes, especially to my two favorite units Ogryns and Storm Troopers. I'm wondering though why you changed the Vanq from ap2 to ap3 though perhaps solid shot makes up for it?
Hey thank you so much for the feedback I also love storm troopers and Ogryns and I really wanted them to be viable!
Also that was a typo on my part the vanquisher Cannon should have an AP of 2.
Also blacksails, I promise I haven't ignored you entirely, however my laptop screen is acting up again and so I haven't had time to revise the document!
That being said one really neat combo I've come up with is a squad of 50 guardsmen with the warrior society trait and a tech priest to give them an additional ability. Ultimately they have WS4 and 3 attacks on the charge which isn't great, but throw a priest and commissar in there and you have a true horde!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/15 21:51:52
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Growlin' Guntrukk Driver with Killacannon
Denmark
|
I don't think making scout sentinels cheaper, removing scout, and moving them to troops is even a change for the better.
Right now they are very expensive for what they do, and the only thing that makes them even slightly viable, is the ability to outflank.
Even with their decreased points cost in your version, I would never take them, because now they are nothing more than an expensive distraction.
To improve them, they should stay the same way as they are right now, but gain something like acute senses and camo netting as standard to make them slightly more reliable and durable, but still specialized in their role.
Otherwise, they could go up a point in BS, but that would break the army wide rule of IG being BS3 and still not make the heavy flamer better.
The point of the scout sentinels isn't that they are too expensive, they just need to fulfill their current role (hurt vulnerable backfield units) a little better.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/16 19:36:06
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Nigel Stillman
|
Bonde wrote:I don't think making scout sentinels cheaper, removing scout, and moving them to troops is even a change for the better.
Right now they are very expensive for what they do, and the only thing that makes them even slightly viable, is the ability to outflank.
Well, the thing is that these are Support Sentinels, not Scout Sentinels. I've been working on some ideas for Scout Sentinels and will be adding them soon.
Even with their decreased points cost in your version, I would never take them, because now they are nothing more than an expensive distraction.
You don't think that a 25 point Multilaser with Split Fire that can join a Guard infantry squad is powerful? I've done some minor testing that shows that it's a great distraction for the cost.
To improve them, they should stay the same way as they are right now, but gain something like acute senses and camo netting as standard to make them slightly more reliable and durable, but still specialized in their role.
Otherwise, they could go up a point in BS, but that would break the army wide rule of IG being BS3 and still not make the heavy flamer better.
The point of the scout sentinels isn't that they are too expensive, they just need to fulfill their current role (hurt vulnerable backfield units) a little better.
The Scout Sentinels I've been working on have Scout, Acute Senses, and Interceptor. Furthermore, Infiltrators can't set up within 12" of them. They're not a bad unit and will still be used as hunters.
The Support Sentinels, on the other hand, provide a fairly solid shield for Guard squads for a pretty small cost.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/16 21:57:57
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Growlin' Guntrukk Driver with Killacannon
Denmark
|
Ah, I didn't know that you were still planning to include scout sentinels as a separate unit. I thought that you changed them completely to support sentinels. Acute senses and interceptor would make scout sentinels more viable in their current role without changing them to much. I don't quite get the part about infiltrators not being able to deploy within 12" of them, as infiltrators aren't allowed to do that currently. Do you mean after the scout move?
Perhaps sentinels should be able to take a chainsaw upgrade for something like 5 points, giving them +1 attack. That would make a full sentinel unit actually able to hurt weak backfield units in assault.
.
I didn't quite understand that you apparently meant to include the walker in the squad itself, and not just as a separate part of the platoon.
25 points is decent for a vehicle with a multilaser, but it still isn't great compared to a simple Chimera, since the Chimera is faster, better armoured, enclosed, 3 hull points, an additional weapon slot, smoke launchers, and it has a transport capacity of 12 models, allowing the squad to get to where they are going.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/17 02:26:21
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Nigel Stillman
|
Bonde wrote:Ah, I didn't know that you were still planning to include scout sentinels as a separate unit. I thought that you changed them completely to support sentinels. Acute senses and interceptor would make scout sentinels more viable in their current role without changing them to much. I don't quite get the part about infiltrators not being able to deploy within 12" of them, as infiltrators aren't allowed to do that currently. Do you mean after the scout move?
Ah yes, I should have clarified. I think I may have my infiltration special rules mixed up. Looks like I made a newbie designer fluke there! Hahaha
But I do like your idea of making it after the scout move.
Perhaps sentinels should be able to take a chainsaw upgrade for something like 5 points, giving them +1 attack. That would make a full sentinel unit actually able to hurt weak backfield units in assault.
One step ahead of you there, if only slightly. Currently I have Armored Sentinels with the option for an Eviscerator which makes them pretty dangerous; I'm planning on giving Scout Sentinels the same option. This also gives them the ability to take out fortifications and artillery, etc.
.
I didn't quite understand that you apparently meant to include the walker in the squad itself, and not just as a separate part of the platoon.
25 points is decent for a vehicle with a multilaser, but it still isn't great compared to a simple Chimera, since the Chimera is faster, better armoured, enclosed, 3 hull points, an additional weapon slot, smoke launchers, and it has a transport capacity of 12 models, allowing the squad to get to where they are going.
Support Sentinels have the Combined Squads special rule (which has been expanded), allowin them to join squads of infantry guard. They act like a sort of imperial Kan wall and are useful for soaking up some shots. You can get 2 of them I upgraded for 50 points which is less than the price of a Chimera, so that's cool. It's really more for basic infantry and not veterans, allowing you to get some armor support without going mechanized. My meager play testing puts them at somewhat useful, they're more of a fun option than anything but I will have them grant Move through cover to the squad.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/19 03:41:23
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Fresh-Faced New User
Northern California near sf
|
Have an idea for your skyfire order. Make the order all units have skyfire. Basically its THE PLANES shoot the planes. However something like all infantry get skyfire but not interceptor so they are looking at the sky's when you use the order. Meaning they can target the sky but only snap fire at ground targets
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/19 07:30:37
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Pyromaniac Hellhound Pilot
|
Scyrell wrote:Have an idea for your skyfire order. Make the order all units have skyfire. Basically its THE PLANES shoot the planes. However something like all infantry get skyfire but not interceptor so they are looking at the sky's when you use the order. Meaning they can target the sky but only snap fire at ground targets
I like this idea. Maybe call it "look in the sky!", or something to that effect.
|
javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/19 08:20:36
Subject: Re:Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Freaky Flayed One
|
The current Manticore is Ordnance Barrage D3; yours is Ordnance Barrage 1.
Why the nerf with no reflection in the points cost?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/19 08:27:27
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Battlefield Professional
Norwich, UK
|
Exergy wrote: Vladsimpaler wrote:
The following Regimental Traits are as follows:
Sharpshooters: Any model with this trait may reroll any to-hit roll results of "1" when firing laspistols, lasguns, hot-shot laspistols, or hot-shot lasguns
Warrior Culture: All models with this trait have +1 WS, including vehicles with a WS value. They also add 1" to their charge range.
Deathworlders: All models with this trait have the Move Through Cover special rule and may reroll any Dangerous Terrain or Mysterious Terrain result, taking the better of the two in all cases
Hive Worlders: All models with this trait have the Stealth: (Ruins and/or Buildings) special rule
Guerilla Fighers: Any unit with this trait may run D3" after firing. Units which fired one or more weapons with the Heavy type may not run after firing.
Ties to the Mechanicus: This army may take Techpriests as a compulsory HQ choice as well as Elites. Furthermore, any vehicle gains IWND except that it succeeds only on a 6. Any unit with this trait joined by a Techpriest has Feels No Pain (6+)
-Stormtroopers can take 3 special weapons and their Special Operations are enhanced. They also have a 2 pt reduction per model
Rerolling 1s isnt that powerful for lasguns and laspistols, especilly for BS3 models, but for weapons that get hot, like hotshot lasguns it kind of defeats the downside of gets hot. Perhaps rerolls 2s instead.
Hot shot lasguns don't have the Gets Hot rule, they're basically lasguns with an AP stat.
Sharpshooters was also one of the Doctrines the Guard use to have a Codex or so ago, its basically a copy and paste.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/26 16:26:51
Subject: Codex: Imperial Guard (SIXTH EDITION) [WIP]
|
 |
Nigel Stillman
|
martin74 wrote:Scyrell wrote:Have an idea for your skyfire order. Make the order all units have skyfire. Basically its THE PLANES shoot the planes. However something like all infantry get skyfire but not interceptor so they are looking at the sky's when you use the order. Meaning they can target the sky but only snap fire at ground targets
I like this idea. Maybe call it "look in the sky!", or something to that effect.
Some people felt that it was too powerful just to be handing out Skyfire willy-nilly; however to be honest I feel that if only Senior Officers have access to it then it should be fairly restricted. Hell, one of the new Forgeworld Space Marine chapter traits allows a ton of units (though granted, only once per game) to get Skyfire. So we'll see!
Anyway, now for the newest version of the codex. I know it's been a while but for the past two weeks I've had midterms, so you guys need to suck it up.
Haha but seriously, so let's look at what was added, shall we?
-Vendetta and Valkyrie reduced to AV11/11/10 but granted Strafing Fire
-Valkyrie now only 90 points, has an option for up to 4 Hunter Killer missiles and for a nose Autocannon in addition to its previous options. Multiple Rocket Pods have also been reduced in cost.
-Scout Sentinel added, for 25 points they're a steal imo. Possibly even too good for what you can get but it's anice change from Sentinels being utter crap.
-CHIMERAS HAVE FINALLY BEEN ADDED. So quite yer whinin'
Filename |
Guard Codex Fixed October 24th .pdf |
Download
|
Description |
Guard Codex finally finished! (or is it?) |
File size |
187 Kbytes
|
|
This message was edited 1 time. Last update was at 2013/10/26 16:29:54
|
|
 |
 |
|