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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

These are off-the-top-of-my-head rules. Let me know what you think so I can tweak them properly for my own game.

Cadian

Shock Troops: Once per turn, you may reroll one Leadership test for any one friendly non-allied unit
Better Equipped: Weapons and wargear cost 2 points less each
Meatgrinder: Once per turn, you opponent may choose to reroll some or all attacks by one of his units
Unit Limitations: None

Catachan

Deathworlders: Non-vehicle unit have the Feel No Pain USR
Relentless (5 pts/model): Non-vehicle units armed with non-heavy weapons add the Assault quality to their weapons. Non-vehicle models with heavy weapons gain the Relentless USR
Independant: Non-vehicle units cannot be given orders. When rolling for a Commissar's Summary Execution ability, on a roll of 1, remove the Commissar and fail the Leadership test.
Unit Limitations: No Rough Riders

Tallarn Desert Raiders

Raider: All non-vehicle units gain the Hit and Run USR
Scout (10 pts): The unit gains the Scout USR.
Skirmisher: -2 Leadership when testing for Sweeping Advance
Unit Limitations: No Heavy vehicles

Vostroyan Firstborn

Firstborn: Guardsmen gain +1 BS
Fortitude (5 pts/model): The non-vehicle unit gains +1 toughness
Honor Debt: -1 VP per Leadership Test failed (max -2 VP/turn)
Unit Limitations: No Conscripts

Armageddon Steel Legion

Mechanized: Vehicles cost 5 points less per model
Orc Fighters (5 pts): The unit gains the Hatred (Orks) USR.
Underhive Scum: -1 penalty to Leadership when issuing orders
Unit Limitations: No Militarum Tempestus or Tempestus Scions

Mordian Iron Guard

Disciplined: +1 Leadership when issuing orders
Night Fighters (5 pts): The unit gains the Night Fighters USR.
Disdain Cover: -1 penalty to Cover saves
Unit Limitations: No Ogryns, Ratlings or Psykers

Death Korps of Krieg

Death Seekers: Units are not destroyed by Sweeping Advance
Siege Masters: Weapons with the Ordinance special rule are 5 points cheaper than normal
Martyrs: Your opponent gains a free reroll once per game turn. This reroll can be used on one unit (friendly or enemy) to reroll all dice for one action (to hit, wound, armor save, invulnerable save, deviation, etc.)
Unit Limitations: None

Valhallan Ice Warriors

Stubborn: When making Leadership tests, unaffected by leadership modifiers due to casualties
Born to Adversity (5 pts./model): The unit gains the Feel No Pain USR.
Cold-hearted: When a unit fails a Leadership check due to Fear, shooting casualties or assault casualties, roll a D6. On a roll of 1-3, the unit falls back as normal. On a 4-6, remove the highest ranking model in the unit, and the unit falls back as normal.
Unit Limitations: None

Tanith First And Only

Sharpshooter: On a to-hit roll of 6, the non-vehicle's attack is a Precision shot.
Camo-Cloaks (2 points/model): The unit gains Camo Gear. All models in the unit MUST purchase Camo Cloaks for it to be effective for the unit. Other models cannot join a Camo-cloaked unit unless they have Camo gear as well.
Undisciplined: -1 Leadership when testing due to casualties
Unit Limitations: No Ogryns, Rough Riders or Regimental Advisors

Elysian Drop Troops

Air Assault: Can take Vendettas/Valkyries as dedicated transport
Skydrop (15 pts): The unit gains Deep Strike
Strike Specialist: The unit does not count as scoring against a contested objective.
Unit Limitations: No Heavy Vehicles

It never ends well 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Cadian Shock Troopers:
2 points less. Don't have the book in front of me but it sounds okay. A nice bonus without making it too OP.
Catachan Jungle Fighters:
Not sure about the Catachan not having Rough Riders, it's possible there's a regiment out there using some kind of terrifying giant jungle lizard or something. Maybe say they can't have Commissar? That's a bit fluffier.
Tallarn Desert Raiders:
This seems to be pretty good.
Vostroyan Firstborn:
I like the way this works. Pretty solid. Maybe give them +1 Toughness if they are in cover? Firstborn are noted city fighters so it might make it a bit more balanced.
Their drawback may be a bit OTT given they could effectively lose 12 VP in a regular 6 turn game.
Armageddon Steel Legion:
Not sure if mechanised will be that useful but it's a reasonable bonus regardless. Ork fighters is a good bonus.
Mordian Iron Guard:
Seems pretty good.
Death Korps of Krieg:
Seems okay overall.
Valhallan Ice Warriors:
This seems pretty good. Perhaps up the cost of FnP? That said IG are going to have their FnP denied a lot of the time...
Tanith First and Only:
Tanith shouldn't have heavy vehicles either.
Elysian Drop Troops:
Air Assault may need a bit of clearing up. Can all units take them as a dedicated transport? Do they replace chimeras? Specify which units can and can't take them.

Good idea though, it's nice to see people still want to have specific regiment rules. It'd be cool to see rules for other regiments.
Praetorians, Necromunda, Savlar Chem Dogs...

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Generally, I think the rules are a bit fiddly - I'd lose anything that costs extra points per model or points per unit.

One of the really nice things about Chapter Tactics is that if just gives a simple, easy to remember, bonus to the whole army, without affecting fiddly things like individual points.

Obviously, the AM codex isn't costed for the bonuses, so you have to have a limitation too, but I feel these should be more general. Also, I'd steer clear of the limitation being 'can't take X never-used unit' - that's not really a limitation for most people. The Commissar suggestion I think is the only unit restriction that would actually do anything.

Maybe something like..

CADIANS
Shock Troops: Once per turn, you may reroll one Leadership test for any one friendly non-allied unit
By The Book: Platoon Command Squads must stay within 12" of another unit in their platoon.


This message was edited 2 times. Last update was at 2014/04/13 09:07:17


   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

I dunno. The extra cost isn't that bad but I get what you mean about fiddly...

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in gb
Morphing Obliterator






I like these rules. I tried to think of some myself and struggled a bit.

One question though: why do tanith have -1 LD for orders? I thought their discipline was good personally from the books about them.

Is this to represent troops from different regiments fighting together?

Also I had an idea for the Savlar Chem Dogs:

Chem Inhalers: All infantry models in a Savlar army gain the Stubborn and Feel No Pain USR's.

Scum of the Galaxy : A Savlar army may not include Commissars, Lord Commissars or Regimental Advisors.

Undisciplined Rabble: All Savlar infantry units have a -1 penalty to their leadership when receiving orders.

Thieving gits: Savlar veteran squads may take an additional special weapon per unit to that normally allowed by the codex.

Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

The Tanith are tough fighters but that kind of discipline is not their strong suit.

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in gb
Ork Boy Hangin' off a Trukk





England

One of my main gripes is that Tallarn, who have some of the best battle tank crews in the Imperium, can't take tanks.
The battle of Tallarn was one of the biggest tank-fests ever, and they have to travel everywhere in chimeras/tanks due to the whole 'death world' thing they've got going.

I would suggest for Praetorians:
Redcoats: High discipline and stiff upper lip give them Stubborn
Firing discipline: Some kind of bonuses to lasfire when they're neatly in coherency maybe?
bloody darkies... No abhumans (so no Orgyrns or Ratlnings (maybe psychers too?)

This message was edited 1 time. Last update was at 2014/04/21 13:35:06


Bad luck?! Schmad luck!
 Kain wrote:


WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.

Thus ending the true and grandest conflict of 40k.

The contest of thievery between the Blood Ravens and Trazyn.
 
   
Made in us
Stalwart Veteran Guard Sergeant






Tallarn are know for tank companies (the largest tank battle in history was on Tallarn). They are also marksmen.


Automatically Appended Next Post:
I did not notice somebody already talked about tallarn and no abhumans for Tallarn .


Automatically Appended Next Post:
Maybe count as ratlings.

This message was edited 2 times. Last update was at 2014/04/21 13:57:20


“We're not in Wonderland anymore Alice.”
Charles Manson. 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

 Inky wrote:
One of my main gripes is that Tallarn, who have some of the best battle tank crews in the Imperium, can't take tanks.
The battle of Tallarn was one of the biggest tank-fests ever, and they have to travel everywhere in chimeras/tanks due to the whole 'death world' thing they've got going.

I would suggest for Praetorians:
Redcoats: High discipline and stiff upper lip give them Stubborn
Firing discipline: Some kind of bonuses to lasfire when they're neatly in coherency maybe?
bloody darkies... No abhumans (so no Orgyrns or Ratlnings (maybe psychers too?)

I'm not sure that last one would fit...
AFAIK there hasn't been anything saying they don't take abhumans or psykers...
Maybe something saying if they fail a LD test due to enemy fire they lose a model? Maybe a bit too similar to the Valhallans...

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Longtime Dakkanaut






Los Angeles

Praetorians:

Disciplined Fire: Snap Fire shots hit on 5+
Fear the Lash: Non-vehicle Praetorian units gain Stubborn
Remember Big Toof!: Praetorian units gain Hatred: Orks
Standard Issue Kit: All non-vehicle armor upgrades cost double the standard points.


Praetorians are known for their strict discipline so it seems natural to give them Stubborn as well as something to reflect their steely nerves when receiving a charge. The double point cost for armor upgrades was intended to reflect the standardized nature of their equipment, making things like Carapace Vets more expensive to field on account of how uncommon that special gear would be within the army.
   
Made in gb
Ork Boy Hangin' off a Trukk





England

 purplefood wrote:
 Inky wrote:
One of my main gripes is that Tallarn, who have some of the best battle tank crews in the Imperium, can't take tanks.
The battle of Tallarn was one of the biggest tank-fests ever, and they have to travel everywhere in chimeras/tanks due to the whole 'death world' thing they've got going.

I would suggest for Praetorians:
Redcoats: High discipline and stiff upper lip give them Stubborn
Firing discipline: Some kind of bonuses to lasfire when they're neatly in coherency maybe?
bloody darkies... No abhumans (so no Orgyrns or Ratlnings (maybe psychers too?)

I'm not sure that last one would fit...
AFAIK there hasn't been anything saying they don't take abhumans or psykers...
Maybe something saying if they fail a LD test due to enemy fire they lose a model? Maybe a bit too similar to the Valhallans...


Yeah, I was grasping at straws with that one, taking ideas from the RL redcoats and suchwhat.

Bad luck?! Schmad luck!
 Kain wrote:


WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.

Thus ending the true and grandest conflict of 40k.

The contest of thievery between the Blood Ravens and Trazyn.
 
   
Made in gb
Purposeful Hammerhead Pilot





Dont think the krieg ones really work that well, really I think forge world has them covered pretty well

Although I would go with something like the assault brigade, as the siege regiment is too drastically different to the IG codex to properly flesh out

Die hards: all units do not take moral tests from shooting casualties
Send in the next wave: Infantry squads may be brought in from ongoing reserve if destroyed
Grenadiers: Strom troopers are scoring units

Faceless martyrs: Cannot take veterans or conscripts
Forlorn Hope: Choose 1 objective on the table, if you do not control that objective at the end of the game your opponent gains +1VP (if it is a mission with no objectives, place an objective at least 18" from your table edge

Also, I think the steel legion ones aren't advantageous enough for the -1ld on orders downside
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

I think Peregrine would say that the Tallarn 'drawback' is a buff more than anything due to you wanting your units that are stuck in assault to die in one turn if possible so that you can shoot the enemy unit.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

 Inky wrote:
 purplefood wrote:
 Inky wrote:
One of my main gripes is that Tallarn, who have some of the best battle tank crews in the Imperium, can't take tanks.
The battle of Tallarn was one of the biggest tank-fests ever, and they have to travel everywhere in chimeras/tanks due to the whole 'death world' thing they've got going.

I would suggest for Praetorians:
Redcoats: High discipline and stiff upper lip give them Stubborn
Firing discipline: Some kind of bonuses to lasfire when they're neatly in coherency maybe?
bloody darkies... No abhumans (so no Orgyrns or Ratlnings (maybe psychers too?)

I'm not sure that last one would fit...
AFAIK there hasn't been anything saying they don't take abhumans or psykers...
Maybe something saying if they fail a LD test due to enemy fire they lose a model? Maybe a bit too similar to the Valhallans...


Yeah, I was grasping at straws with that one, taking ideas from the RL redcoats and suchwhat.

Even the RL British Empire used auxiliaries and local troops...

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







As to Elysians I'd suggest specifying that any unit that could take a Chimera may instead take a Valkyrie as a Dedicated Transport (the Vendetta is a support gunship more than a primary transport, it's not permitted as a Dedicated Transport in the FW Elysian army list).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Tallarn almost solely fight from mechanized units. Why the hell can't they take leman russ?


Automatically Appended Next Post:
 purplefood wrote:

Even the RL British Empire used auxiliaries and local troops...


You make it sound like the brits weren't prominently using auxilia.

You should read up about the pig fat revolt.

This message was edited 1 time. Last update was at 2014/04/25 05:57:49


 
   
Made in us
Douglas Bader






 Ashiraya wrote:
I think Peregrine would say that the Tallarn 'drawback' is a buff more than anything due to you wanting your units that are stuck in assault to die in one turn if possible so that you can shoot the enemy unit.


Yep. Other than blob squad tarpits IG want to lose combat and get out (even at the cost of losing the entire unit) so that the enemy unit isn't locked in combat and protected from your shooting. You're going to lose combat anyway, so you might as well do it ASAP so you can get back to shooting. This means that anything that makes IG suck in combat is a bonus, not a penalty, and should never be used to justify giving some other bonus.

This message was edited 1 time. Last update was at 2014/04/26 07:14:25


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. 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

I just read this pretty cool thing about how conscripts in the Vallahan only 1 in 3 got las-rifles so:
Vallahans:
Stubborn: When making Leadership tests, unaffected by leadership modifiers due to casualties
Born to Adversity (5 points per model): The unit gains the Feel No Pain USR.
Cold-hearted: If you purchase a conscript squad, only 50% of the unit have las-rifles but for every squadron killed in close combat you can arm them at the start of your next turn with the slain units weapons by taking a leadership test. If passed the amount of non-heavy or specialist weapons are now in possession of your conscripts. eg. if the conscript squad kills 10 space marines with bolt guns, 10 conscripts are now armed with bolt guns. (Note all tyranid weapons as well as daemon weapons do not count). In close combat with the conscripts, the enemy unit is counted as pinned if the conscripts have at least 75% of their unit remaining.
This is so that at the beginning of the game they are easily killed but the more they kill the better they are
Unit Limitations: None

And how about for the Catachan
Deathworlders: Non-vehicle unit are immune to fear and are stubborn
Jungle Fighters (20 pts/model): Veterans have the shrouded special rule and all close combat/melee weapons are poisoned as well as all shotguns, bolt-guns, and bolt-pistols.
Independant: If you fail a leadership test of any kind, re-roll it regardless. If you fail the re-roll the unit moves 1D6 inches instead of 2D6 in the direction of your opponents choosing.
OR
Independent: All non-vehicle units have the Stubborn special rule but all orders have leadership -2
Unit Limitations: No Rough Riders, Commissars, Lord Commissars

And just a thought...
Maybe some of the older characters that were taken out of the Codex Imperial Guard 5E would be returned as their official designation.
So Marbo is in the Catachan
Chenkov is now apart of the Vallahan but can be taken as part of the Company Command
Bastonne is apart of the Cadian
El Alemain (I think thats how you spell it) is apart of the Tallarn, but is in the Company Command.
Etc.

This message was edited 4 times. Last update was at 2014/04/26 08:53:41


"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Part if the issue with this is that all of them are basically known for being really stubborn/harder to break..

Cadians - trained since birth to be grim and steely in the face if chaos
Mordians - grim determined and steelier than normal guardsmen in the face of chaos
Catachans - double hard and particularly determined so stuff doesn't frighten them as much as regular guardsmen
Praetorians - strictly disciplined for grim steeliness
Death korps - mere loss of life will not make THEM run away.

We need the planets to be a bit more varied than 'doesn't run away as much'

   
Made in us
Lone Wolf Sentinel Pilot




I'm not feeling this honestly. Besides the fluff issues (if anyone should get tanks it should be Tallarn and Steel Legion made frequent use of Storm Troopers on Armageddon against the Orks), I just feel like much of this is forced. I feel like it should be like chapter tactics, you take units because they mesh well with your tactics, not because they are cheaper.

For example
Mordians:
*+1 Leadership for the purposes of orders (to a maximum of ten)
*If all models in a unit are in base to base contact with at least one other model in their unit they add +1 to their BS when firing overwatch
*Models cannot sweeping advance and cannot make run moves unless given an order

Armageddon Steel Legion:
*All units in the detachment have hatred (Orks)
*All vehicles can reroll dangerous and difficult terrain tests
*Something negative that doesn't effect the actual units that can be taken(can't think of anything)

Catachans
*Reroll all failed cover saves (Might wanna only give to vets)
*All units of veterans have the scouts special rule
*All units have the move through cover special rule
*If a commissar rolls a 1 or 2 in his summary execution roll remove the commissar as a casualty and the unit breaks

If you insist on removing units (I wouldn't) I suggest you take away units armies never actually use in fluff, like Tallarn and Scions or Catachans and Conscripts. Also you could make it so that the regiments don't have to have cons but are upgrades you pay for. Eg. you can upgrade a squad of veterans to Catachan Devils for 20 points letting them reroll failed cover saves and giving them the move through cover special rule, or you can upgrade a unit of Scions to Kasrkin for 1 point per model, losing deepstrike and gaining +1 WS.

This message was edited 1 time. Last update was at 2014/04/26 21:44:24


 
   
 
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