| 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) 2014/06/04 14:51:38
Subject: Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/04 17:50:56
Subject: Regimental tactics for the IG
|
 |
Lone Wolf Sentinel Pilot
|
I'll chime in with my thoughts here.
The thing about SM Chapter tactics and why they are so good, is that they are free. You don't have to pay for them in any way, be it points or stat reductions. They are simply free extra special rules. These "Regimental Tactics" seem to hurt you more than help you. Here's why-
Space Marine chapter tactics don't require you take any specific unit or degrade an armor save. Nor do they require you to purchase specific units. While it may not be the best thing in the world to run foot Tac Marine spam with White Scars, you are still allowed to do it.
Cadian- 6'' increase command radius for 10 points is a bad deal. Would only take it in a large game, 1500+ points and only if I really felt like I needed it.
Catachan- Absolutely terrible. No one would ever take degrading their already bad 5+ save just for MTC and Infiltrate. Where are they going to move or infiltrate to if they can't survive any shooting? Ignores cover weapons are everywhere now.
Praetorian- Probably the best of the bunch out of all of them. Would take this one every time regardless. Sounds to me like someone really likes Praetorians.
Steel Legion- Terrible. Why do I need auto rally within 3'' of a vehicle if I'm usually not getting out of it? Would only consider this if I was running pure mechspam at low points levels, 1500 or below.
Tallarn- Just as bad as Catachan for the same reasons.
Tannith- Good for low points games. Wouldn't take it otherwise because it defeats the purpose and reason most like Guard.
Valhallan- Without number? I don't know this rule. Are you talking about Send In the Next Wave? If so its pretty good, well worth the Commissar tax, but still not as good as auto-passing rank fire.
Vostroyan- 70 point infantry squads with a 4+ armor? Might be nice for some, but for me no thanks. 85 point carapace vets fit the bill just fine. Literally no reason to take this unless you know the enemy has nothing but mass ap5/6/-.
Like I said before, you can't try to make Regimental tactics that cost the player for taking them, even a measly 10 points is worth something to AM players because 10 points is 2 flamers, or a melta gun, which most people would rather have than 6'' expanded range. To be anywhere near the SM Chapter Tactics, the benefits need to come without costs, and they need to actually be useful, not just fluffy.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 02:18:45
Subject: Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
Thanks for the thoughtful feedback, let me offer a general reply.
I always try to build disadvantages into any proposed rules since otherwise no one would let anyone use them if they're just Mary Sue type 'my army is awesome' stuff.
Chapter Tactics are presumably built into the cost of a SM army (probably not since they are the Mary Sue army but we work with what we have).
These would already replace the Warlord trait so I guess if I shoot for something comperable in utility to Warlord Traits it should come out even. They have a slight advantage since they're not random but I guess that can be worked out.
As for the disadvantages I chose, I don't think moving 5+ saves to 6+ is a big deal since Marines and several other armies have AP5 as a default. Most guard armies either hug cover or just use men as ablative armor.
The actual benefits were based on fluff, Mordians/Praetorians are the 19th century rifle line armies, Catachans/Tallarn/Tannith are the stealthy commando raiders, Vostroyans are modeled with carapace, Valhallans are the Soviet WWII human wave army, Steel Legion are mechanized infantry and Cadians were the hardest for me since their defining trait is basically 'being awesome'.
I considered Preferred Enemy as a trait but that's a hard one since it's either useless or God-like depending on who you fight.
Anyway, other thoughts?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 02:45:11
Subject: Re:Regimental tactics for the IG
|
 |
Regular Dakkanaut
|
Space Marines aren't inherently Mary Sues, Grey Knights are, Kaldor Draigo is, The Ultramarines, all of these fit into the archetype. A Mary Sue is most often an idealized character inserted by the author to best represent what THEY like themselves. This is why /tg/ hates Matt Ward and scorn his codices. The fact of the matter remains, the Space Marine codex receives the most attention because Space Marines sell, as it stands a powered armored body for 14 points isn't exactly cost effective compared to other infantry.
So how exactly does having Chapter Tactics make them Mary Sues?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 03:01:31
Subject: Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
IMHO it was a significant power upgrade at no added point cost and as the number of chapter tactics multiply through FW, digital codexes and such some really broken combos can sneak through.
The 5th edition system of using named characters to customize your army was annoying (how many times can Vulcan show up?) but at least the army-wide rules could/should be built into the character's cost.
I think the best solutions were the 4th edition chapter traits where you had to take a disadvantage to get an advantage (though a lot of the options weren't really that good) or the 3rd edition where they just cranked out new army lists every month in WD. Execution wise they all had flaws but at least the concept was sound.
But we're getting off on a tangent here...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 03:15:59
Subject: Regimental tactics for the IG
|
 |
Heroic Senior Officer
|
I think they are a bit too minor in both how they effect the game and how they define a regiment. They are just... really minor in every way. But i think thats what you are after anyways.
Why not do it differently to the chapter tactics and make it a thing you choose BEFORE you make your army. So choosing praetorians will completely change how you use your army. Rather than choosing a regiment will just merge with whatever models you have. In my opinion a theme needs to be forced rather than smudged on the back ground.
So in my opinion make it extensive. Each one with a major advantage and draw back (or minor and major). Otherwise there is no point at all to having it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 04:14:00
Subject: Regimental tactics for the IG
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
|
Kid_Kyoto wrote:Thanks for the thoughtful feedback, let me offer a general reply.
I always try to build disadvantages into any proposed rules since otherwise no one would let anyone use them if they're just Mary Sue type 'my army is awesome' stuff.
Chapter Tactics are presumably built into the cost of a SM army (probably not since they are the Mary Sue army but we work with what we have).
These would already replace the Warlord trait so I guess if I shoot for something comperable in utility to Warlord Traits it should come out even. They have a slight advantage since they're not random but I guess that can be worked out.
As for the disadvantages I chose, I don't think moving 5+ saves to 6+ is a big deal since Marines and several other armies have AP5 as a default. Most guard armies either hug cover or just use men as ablative armor.
The actual benefits were based on fluff, Mordians/Praetorians are the 19th century rifle line armies, Catachans/Tallarn/Tannith are the stealthy commando raiders, Vostroyans are modeled with carapace, Valhallans are the Soviet WWII human wave army, Steel Legion are mechanized infantry and Cadians were the hardest for me since their defining trait is basically 'being awesome'.
I considered Preferred Enemy as a trait but that's a hard one since it's either useless or God-like depending on who you fight.
Anyway, other thoughts?
Built into the cost..... Psssht HA HA HA HA HA! Sorry, that was a good one he he he. CSM cost 13 points per model, SM 14. SM get And they Shall Know no Fear, Combat Tactics, and all the rules that come with it for absolutely free. Oh, and a unit of 10 CSM still costs the same as 10 SM (it's actually more pricey to have a unit of 9 or less CSM) and that's with CSM getting a rule that hamstrings them to no end. In all seriousness, I get what you mean. Restrictions are very befitting of old armies. That said, many of these are rather unappealing picks and not worth it as their drawbacks outweigh their benefits.
|
2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 07:57:27
Subject: Re:Regimental tactics for the IG
|
 |
!!Goffik Rocker!!
|
I like what you propose. Buffs SHOULD have drawbacks. Or you get another codex: eldar that noone likes to play against.
I think that cadians, vostroyans and steel legion need a rework.
What about:
Cadian - command radius of CCS and PCS is increased by 6', when a CCS or PCS attempts to issue an order, ld is counted as being +1, CCS cost +10 pts, PCS cost +5 pts. It may seem a steal but generally it's just gona be 1-2 more sucksessful orders across the game. Still good enough for me.
Vostroyan - maybe make carapace cheaper for basic troops? Platoon imperial guardsmen (not sure how they're refered to - basic bs3, ws3 guardsmen - not conscripts or vets) must take carapace armor for 1 ppm.
Steel Legion - Autorally when within 6' of vehicles from the same detachment, don't take pinning tests after emergency disembarking from their transport due to wrecked or explode result. Must take transports. At first i wanted to propose s3 explosions from friendly vehicles but that doesn't seem very logical
|
|
This message was edited 4 times. Last update was at 2014/06/05 08:16:15
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 08:44:49
Subject: Re:Regimental tactics for the IG
|
 |
Fixture of Dakka
Temple Prime
|
koooaei wrote:I like what you propose. Buffs SHOULD have drawbacks. Or you get another codex: eldar that noone likes to play against.
I think that cadians, vostroyans and steel legion need a rework.
What about:
Cadian - command radius of CCS and PCS is increased by 6', when a CCS or PCS attempts to issue an order, ld is counted as being +1, CCS cost +10 pts, PCS cost +5 pts. It may seem a steal but generally it's just gona be 1-2 more sucksessful orders across the game. Still good enough for me.
Vostroyan - maybe make carapace cheaper for basic troops? Platoon imperial guardsmen (not sure how they're refered to - basic bs3, ws3 guardsmen - not conscripts or vets) must take carapace armor for 1 ppm.
Steel Legion - Autorally when within 6' of vehicles from the same detachment, don't take pinning tests after emergency disembarking from their transport due to wrecked or explode result. Must take transports. At first i wanted to propose s3 explosions from friendly vehicles but that doesn't seem very logical
The only space marine chapter tactics that give you penalties are some forgeworld chapter tactics like the Carcharodons. And even then none of them modify points costs.
And there's a reason why the Carcharodons are not considered very competetive. (Namely that it essentially forces you to be an assault army without doing anything about actually helping you to get into assault).
|
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.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 09:56:49
Subject: Re:Regimental tactics for the IG
|
 |
!!Goffik Rocker!!
|
Kain wrote: koooaei wrote:I like what you propose. Buffs SHOULD have drawbacks. Or you get another codex: eldar that noone likes to play against.
I think that cadians, vostroyans and steel legion need a rework.
What about:
Cadian - command radius of CCS and PCS is increased by 6', when a CCS or PCS attempts to issue an order, ld is counted as being +1, CCS cost +10 pts, PCS cost +5 pts. It may seem a steal but generally it's just gona be 1-2 more sucksessful orders across the game. Still good enough for me.
Vostroyan - maybe make carapace cheaper for basic troops? Platoon imperial guardsmen (not sure how they're refered to - basic bs3, ws3 guardsmen - not conscripts or vets) must take carapace armor for 1 ppm.
Steel Legion - Autorally when within 6' of vehicles from the same detachment, don't take pinning tests after emergency disembarking from their transport due to wrecked or explode result. Must take transports. At first i wanted to propose s3 explosions from friendly vehicles but that doesn't seem very logical
The only space marine chapter tactics that give you penalties are some forgeworld chapter tactics like the Carcharodons. And even then none of them modify points costs.
And there's a reason why the Carcharodons are not considered very competetive. (Namely that it essentially forces you to be an assault army without doing anything about actually helping you to get into assault).
Black templars can't take psychers.
OP's not trying to make some overpowered 'competitive' nonsence iirc. Sure, you can homerule them all to have rending or something for free. But it's not a good approach imo. Noone will be happy to play against your army.
As i've allready told. Buffs should be ballanced out by drawbacks. If you don't do it, you get what 40k competitive meta currently is. It's no good if you ask me.
|
|
This message was edited 5 times. Last update was at 2014/06/05 10:06:13
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 11:10:59
Subject: Re:Regimental tactics for the IG
|
 |
Fixture of Dakka
Temple Prime
|
koooaei wrote: Kain wrote: koooaei wrote:I like what you propose. Buffs SHOULD have drawbacks. Or you get another codex: eldar that noone likes to play against.
I think that cadians, vostroyans and steel legion need a rework.
What about:
Cadian - command radius of CCS and PCS is increased by 6', when a CCS or PCS attempts to issue an order, ld is counted as being +1, CCS cost +10 pts, PCS cost +5 pts. It may seem a steal but generally it's just gona be 1-2 more sucksessful orders across the game. Still good enough for me.
Vostroyan - maybe make carapace cheaper for basic troops? Platoon imperial guardsmen (not sure how they're refered to - basic bs3, ws3 guardsmen - not conscripts or vets) must take carapace armor for 1 ppm.
Steel Legion - Autorally when within 6' of vehicles from the same detachment, don't take pinning tests after emergency disembarking from their transport due to wrecked or explode result. Must take transports. At first i wanted to propose s3 explosions from friendly vehicles but that doesn't seem very logical
The only space marine chapter tactics that give you penalties are some forgeworld chapter tactics like the Carcharodons. And even then none of them modify points costs.
And there's a reason why the Carcharodons are not considered very competetive. (Namely that it essentially forces you to be an assault army without doing anything about actually helping you to get into assault).
Black templars can't take psychers.
OP's not trying to make some overpowered 'competitive' nonsence iirc. Sure, you can homerule them all to have rending or something for free. But it's not a good approach imo. Noone will be happy to play against your army.
As i've allready told. Buffs should be ballanced out by drawbacks. If you don't do it, you get what 40k competitive meta currently is. It's no good if you ask me.
The BT chapter tactic is easily one of, if not the single worst chapter tactics in the space marine book, only surpassed in mediocrity by some forgeworld CTs.
Not having psykers is a big part of why the BTs are ignored in favor of the White Scars and Iron Hands.
Not to mention boxing the player into an assault focused list when the BTs don't gain all that much in assault.
No one in their right mind would pick these regiment tactics barring a rewrite of every other 40k army book because anything that's not the Praetorians/Mordians or Valhallans gimps your army. for questionable gain
This doesn't open up any real choice or options, just two auto-takes (much like the Marine book!), and a bunch of "only for an allied detachment" stuff.
And barring the player from taking Warlord traits is nonsensical when you compare it to other supplements and Space marine chapter tactics.
Perhaps the Space Marine's Chapter Tactics handing out of free rules set a bad example, but it's one that anyone who proposes "X subfaction" tactics has to take into consideration.
|
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.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 11:30:04
Subject: Re:Regimental tactics for the IG
|
 |
!!Goffik Rocker!!
|
I don't think that power level and competitiveness is the main point of interest here. BT are not ignored by those who love BT. Not everyone's playing serpent spam or seer council. That's completely another game. IG are allready a very potent codex. Don't think it needs plain buffs.
|
|
This message was edited 2 times. Last update was at 2014/06/05 11:32:14
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 13:13:06
Subject: Re:Regimental tactics for the IG
|
 |
Fixture of Dakka
Temple Prime
|
koooaei wrote:I don't think that power level and competitiveness is the main point of interest here. BT are not ignored by those who love BT. Not everyone's playing serpent spam or seer council. That's completely another game. IG are allready a very potent codex. Don't think it needs plain buffs.
My interest in proposed rules is making every army feel powerful and at least reasonably true to their fluff, with every unit feeling useful and fun to use.
Helping competitive gaming helps casual gaming. Ignoring competitive gaming in favor of catering exclusively to casuals hurts everyone as the sorry state of the game shows. You may not like comp gamers, but we're here to stay and the game is better for everyone if the game is suitable for us as well. You can pretend that only friendly games matter and that we shouldn't try too hard for those nasty WAAC Comp TFGs who shouldn't be playing 40k or you can stop galloping to GW's defense (they don't deserve it for one thing) and see the problem with this attitude.
These rules are not suitable for competitive play except for two cases and generally the drawbacks heavily outweigh the advantages except in specific circumstances. In essence, this proposal punishes you for using rules that seemingly fit your army unless you happened to have Valhallans or Praetorians/Mordians. That's not good for casuals and that's not good for competitive players as it further narrows the short list of winning builds in 40k.
It's not even good for forging a narrative as it leads to hilarity like Creed not being able to make use of his two warlord trait ability because he apparently forgets how any of this warlord trait stuff works the moment a detachment is predominantly one regimental model or the other.
#ForgingTheNarrative #ObviousSarcasm
|
|
This message was edited 1 time. Last update was at 2014/06/05 13:14:10
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.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 14:31:55
Subject: Re:Regimental tactics for the IG
|
 |
Regular Dakkanaut
|
Kain wrote: koooaei wrote:I don't think that power level and competitiveness is the main point of interest here. BT are not ignored by those who love BT. Not everyone's playing serpent spam or seer council. That's completely another game. IG are allready a very potent codex. Don't think it needs plain buffs.
My interest in proposed rules is making every army feel powerful and at least reasonably true to their fluff, with every unit feeling useful and fun to use.
Helping competitive gaming helps casual gaming. Ignoring competitive gaming in favor of catering exclusively to casuals hurts everyone as the sorry state of the game shows. You may not like comp gamers, but we're here to stay and the game is better for everyone if the game is suitable for us as well. You can pretend that only friendly games matter and that we shouldn't try too hard for those nasty WAAC Comp TFGs who shouldn't be playing 40k or you can stop galloping to GW's defense (they don't deserve it for one thing) and see the problem with this attitude.
These rules are not suitable for competitive play except for two cases and generally the drawbacks heavily outweigh the advantages except in specific circumstances. In essence, this proposal punishes you for using rules that seemingly fit your army unless you happened to have Valhallans or Praetorians/Mordians. That's not good for casuals and that's not good for competitive players as it further narrows the short list of winning builds in 40k.
It's not even good for forging a narrative as it leads to hilarity like Creed not being able to make use of his two warlord trait ability because he apparently forgets how any of this warlord trait stuff works the moment a detachment is predominantly one regimental model or the other.
#ForgingTheNarrative #ObviousSarcasm
Top KeK
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 17:00:02
Subject: Re:Regimental tactics for the IG
|
 |
!!Goffik Rocker!!
|
IG allready is one of the top codexes and i don't think it needs free buffs. What the OP proposes is a great thing. Leave alone warlord traits, maybe just make them un-rerollable in battleforged and no warlord traits at all in unbound or such stuff.
The added stuff seems fluffy and will introduce some (or major) changes in what you want to take and how it's gona be used. For example, mass infiltrators and stealthers without tanks are gona be a completely different game while auto-pass frf srf won't probably be even noticed unless you play mass conscripts with ld 7 from a priest.
|
|
This message was edited 1 time. Last update was at 2014/06/05 17:05:09
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 17:53:27
Subject: Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 19:36:20
Subject: Regimental tactics for the IG
|
 |
Ultramarine Librarian with Freaky Familiar
|
See, I'd love these rules or this theory just as much, if not more, than I love the Codex: SM Chapter Tactics, and some iterations for CSM Legion Traits. The only drawback for me is the cost. Why should I have to pay extra points just to fluffily represent my army? Paying an extra point per model sounds harmless, but that's an extra 10 points for a Veteran or Infantry Squad, and that soon adds up. I understand that AM are a quite competetive force now, but putting these price tags either shouldn't be done, or put in for free. Why are some traits free and others aren't? It seems quite unfair.
Also, I see no rules for Elysian and other Drop Infantry rules here?
|
They/them
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 19:39:51
Subject: Re:Regimental tactics for the IG
|
 |
Sister Vastly Superior
|
Forge World has rules for Elysians/drop armies, so presumably those would be used instead.
|
I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 19:42:27
Subject: Regimental tactics for the IG
|
 |
Ultramarine Librarian with Freaky Familiar
|
As far as I also know, there are also FW rules for Tallarn, so in that vein, why are they present?
|
They/them
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/05 20:24:55
Subject: Re:Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
erick99 wrote:Forge World has rules for Elysians/drop armies, so presumably those would be used instead.
Correct! Also no Death Korps
Sgt_Smudge wrote:As far as I also know, there are also FW rules for Tallarn, so in that vein, why are they present?
Cause I didn't know?
Are they any good?
I mean ideally yeah each and every sub faction would get a mini or full codex with built in advantages and disadvantages but GW rarely does that well (Space Wolves I think is the best example) and few people will let you play iwth your home-made dex. So I wanted to keep these at a sentence or two.
Why pay points? Because you're getting an advantage. If I can think of a way to balance the gain iwth a loss I do, but those are harder to balance.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/06 09:27:19
Subject: Regimental tactics for the IG
|
 |
Fixture of Dakka
Temple Prime
|
Sgt_Smudge wrote:As far as I also know, there are also FW rules for Tallarn, so in that vein, why are they present?
The forgeworld IG armies are the Elysian Drop Troopers, the Krieg Siege Brigade, and the Krieg Assault Brigade.
Kriegers and Elysians fight in a manner divergent enough from other regimental models to need a separate army list.
Even on a basic level, a Krieger has WS4, a different platoon system, and never has to roll morale checks due to damage from shooting.
An Elysian army hwoever basically schews any vehicles that cannot be air dropped and has fliers out the ass and again; a different organizational structure to account for their hugely different tactics.
Mordians and Praetorians I could also argue as fighting differently enough and having a divergent enough character for their basic soldiers to warrant their own army lists.
Mordians and Praetorians fight in formation, the former has discipline so hard that like Kriegers, Commissars preform different roles among them, and fields enormous amounts of high grade armour because they're showered in equipment from the Adeptus Mechanicus.
There's not quite as much on the Praetorians however, as GW seems to prefer to pretend that they never existed.
A better start but still I'm not sure on forcing you to pay for things that the space marines often get for free. I'd personally limit the changinga round of how things are costed or slotted based on supplements as an extreme. Like the Black Legion has to take veterans of the long war but the Crimson slaughter can't have it on anything but cult units.
I'd also ask about the Salvar Chem-Dogs and the Karnak Skull-takers.
Skull Takers I'd see as essentially trying to encourage a guard player to focus more on assault than the typical mech rush or gunline play of a guard army.
Chem-dogs I'm not 100% sure on.
The Catachans and Tanith are a good example of what you should do with changing around price and statlines.
If you really want to go nuts, there's always the forgeworld route of giving them separate army lists, the equivalent of the different marine books.
That route offers much more freedom with switching around statlines, options, slots, and characters. But it also takes more work.
|
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.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/07 02:49:20
Subject: Regimental tactics for the IG
|
 |
[MOD]
Otiose in a Niche
|
If I ever have time and a complete knowledge of the rules I might do an updated version of the old (old, old, old) Catachan codex.
It was a terrible book, half was the jungle rules and half was the Catachan army list that was God like in the jungle and horrid anywhere else.
But an IG army heavy on stealth and infiltration would be a neat challenge to write and could easily be used for Tannith, Tallarn and even Chaos cults.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/07 03:05:40
Subject: Regimental tactics for the IG
|
 |
Heroic Senior Officer
|
I think. In my opinion. That instead of writing a book for each regiment (or rules), instead it would be better to go the doctrine route or write rules for a selection of regiment types (such as light infantry, irregular infantry, mechanized etc etc etc). Doesn't have to be crazy in-depth but then at least you have covered all the regiments and far far more.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/06/07 07:14:42
Subject: Regimental tactics for the IG
|
 |
Heroic Senior Officer
|
For what its worth.
FW prices a Kriegsman at 7ppm
They get: Krak grenades, fearless vs shooting and another rule, WS4
They lose: Combined squads.
|
|
|
|
 |
 |
|
|