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![[Post New]](/s/i/i.gif) 2014/07/12 22:21:51
Subject: Another IG Supplement: Veteran Platoon? Updated: 07/15/14. Now with the Return of Marbo!!
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Regular Dakkanaut
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Just thought I'd put this out there. The inspiration for this idea, as you can probably guess from the title and Force Organization chart below, is the Infantry Platoon system and as a response to GW's "Codex: Militarum Tempestus". Interestingly enough, I find it interesting how even the "elite" Storm Troopers are fielded in platoons whilst Veterans aren't. Anyway, below is what I think an IG Veteran Platoon might look like. Obviously, the down side to this is that it probably doesn't scale up well - especially in >2000 point games and probably lacks the overall "swarm-iness" of the normal IG. On the other hand, I think it offers a nicely different gameplay experience from normal IG and doesn't require anything extra to play. Compulsory 1 HQ 2 Troops Optional 1 HQ Regimental Specialists: 3 Ministorum Priests, 3 Primaris Psykers, 3 Enginseers, 2 Commissars, 6 Ogryns 4 Troops 5 Elites 2 Fast Attack 2 Heavy Support Command Benefits Cunning Tactics: 4 Troop or Elite units gain Infiltrate when being placed on the board. They do not gain the option to Outflank if the player chooses to have them start in reserve instead. Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. Doctrines: Grenadiers: The squad replaces its Flak armour with Carapace armour. Costs 15 points. Forward Sentries: The squad has Camo gear and Snare mines. Costs 10 points. Demolitions: The entire squad has melta bombs. One Veteran carries a Demolition charge in addition to his other equipment. Costs 30 points. Elysian Drop-outs: The squad gains “Deep strike”. Costs 30 points. Gun Line: The squad gains 10 extra Veterans and can take twice the normal number of Heavy Flamers, Heavy Weapons and Special Weapons. Costs 50 points. CHANGES HQ Choices Lord Commissar remains an option but is identical to standard IG. Veteran Command Squad: Just a renamed Company Command Squad for all intents and purposes, with the “Company Commander” renamed as “Veteran Commander” instead. Still has access to Regimental Advisors. However, they have been renamed as Telepath, Gunnery Sergeant and Fleet Liaison (Astropath, Master of Ordnance and Officer of the Fleet respectively) to better suit the smaller scale of the formation. Costs 60 points. Ratling Marksman: See post below Guardsman Marbo: See post below Ogryn: Your box standard Ogryn with normal stats ( WS: 4, BS: 3, S: 5, T: 5, W: 3, I: 2, A: 3, Ld: 6, Sv: 5+). Except they are now Independent Characters and able to attach themselves to other infantry units. Does not take up a force organization slot. Costs 35 points. Options: May upgrade to a Bullgryn for 5 points. Bullgryns may replace their Grenadier gauntlets and Slabshields for Power mauls and Brute shields for 15 points. Troop Choices As this is intended to emulate a Veteran Platoon, it would make no sense to be able to pick Platoon Command Squads anymore. Likewise, no Conscripts either. To make up for this, a few new options have been made available. Veteran Squad: Same as normal IG, comprising of 9 Veterans and 1 Veteran Sergeant. Has all the same options and doctrines as before, plus a few more (listed below). Still costs 60 points. Wargear: Flak armour, Lasgun (Veterans), Laspistol (Veteran Sergeant or Master Sergeant), CCW (Veteran Sergeant or Master Sergeant), Frag grenades. Options: Veteran Sergeant can be promoted to Master Sergeant and gains “Voice of command”* for 20 points. The Veteran Sergeant/Master Sergeant can take from the Melee Weapons and Ranged Weapons lists. 1 Veteran can take a Medi-pack for 12 points. 1 other Veteran can take a Vox-caster for 5 points. 1 other Veteran may replace his Lasgun with a Heavy Flamer for 10 points. 2 other Veterans may form a Veteran HWT and take one Heavy Weapon. Up to 2 (or 3 if Heavy Flamer was not taken) of the remaining Veterans can replace their Lasgun with a Special Weapon. The whole squad can take a Chimera or Taurox as a dedicated transport. Doctrines: Grenadiers, Forward sentries, Demolitions, Elysian drop-outs, Gun line. *Master Sergeant’s orders are limited only to his own unit.* Rookie Squad: A squad of 20 Guardsmen with no Sergeants. The new “Conscripts” for the Veteran Platoon. Limited to 1 squad only. Costs 90 points. Options: Can take up to 30 more Guardsmen at a cost of 5 points/model. Can replace 1 for every 10 Guardsmen with a Sergeant (with Lasgun and CCW) at a cost of 5 points/model. Elite Choices Completely revamped. None of the usual IG choices. Instead, options are as below: Veteran Heavy Weapons Squad: A squad comprised of 3 Veteran Heavy Weapons Teams ( WS: 3, BS: 4, S: 3, T: 3, W: 2, I: 3, A: 2, Ld: 7, Sv: 5+). Costs 50 points. Wargear: Flak armour, Lasgun, Frag grenades. Options: All Veteran HWTs must take one item from the Heavy Weapons list. Can take up to 3 more Veteran HWTs for 15 points/team. Entire squad can take Krak grenades for 1 point/model. May take a Chimera or Taurox as a dedicated transport. Doctrines: Grenadiers, Forward sentries, Elysian drop-outs. Veteran Special Weapons Squad: A squad comprised of 6 Veterans. Costs 35 points. Wargear: Flak armour, Lasgun, Frag grenades. Options: At least half the Veterans must replace their Lasgun with one item from the Special Weapons list. Can take up to 6 more Veterans for 6 points/model. Entire squad may take Krak grenades for 1 point/model. May take a Chimera or Taurox as a dedicated transport. Doctrines: Grenadiers, Forward sentries, Elysian drop-outs. Fast Attack Same as in standard IG, except Scout Sentinel, Armoured Sentinel and Rough Riders get Veteran status; thereby shooting at BS: 4 and costing 5 points more per Veteran Sentinel and 1 point per Veteran Rough Rider. Heavy Support Same as in standard IG.
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This message was edited 12 times. Last update was at 2014/07/15 18:58:27
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![[Post New]](/s/i/i.gif) 2014/07/12 23:33:36
Subject: Another IG Supplement: Veteran Platoon?
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Space Marine Scout with Sniper Rifle
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The whole thing is really good. I have no real complaints about how it would all work. However, medi-packs for 5 points on Veteran squads? That will spam. People will just have buckets and buckets of carapace armoured veteran squads will Feel No Pain in chimeras. Also, upgrading to a Master Sergeant (with Voice of Command) for 5 points is really OP. You can just have one order per unit and spam FrFSrF. Both are flavourful ideas, however are too cheap. Maybe try upgrading both to 15 points instead?
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![[Post New]](/s/i/i.gif) 2014/07/13 00:19:50
Subject: Another IG Supplement: Veteran Platoon?
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Longtime Dakkanaut
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Create a penal legion doctrine or squad and you've got my vote.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
500 points
Former:
2500 points
1500 points
1250 points
1000 points |
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![[Post New]](/s/i/i.gif) 2014/07/13 02:39:49
Subject: Re:Another IG Supplement: Veteran Platoon?
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Regular Dakkanaut
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@Heirophant: Thanks for the feedback. I can definitely see your points. When I first devised this, I basically worked them out mathematically. I basically took the Medi-pack straight from the Command Squads without factoring in the higher head count in the Veteran Squads or combat role; both of which would lead to the ability getting more use. Likewise, I kind of guesstimated the value of the Platoon Commander - again - without factoring the cost that of requiring there to be at least two Infantry Squads under him. I've now changed their values so that Master Sergeants cost 20 points and Medi-packs cost 12 points (the price of 2 Veterans; meaning it needs to save at least 2 Veterans to offset the cost). Good call on both accounts. Automatically Appended Next Post: TheSilo wrote:Create a penal legion doctrine or squad and you've got my vote. What would you propose a Penal Legion doctrine/squad would do different from a regular squad that isn't covered with the "Gun-line" doctrine? Off the top of my head, nothing immediately comes to mind. On a different note, I thought I'd add more options to the HQ selection beyond just the Veteran Command Squad and Lord Commissar. Obviously, this is meant to fill the second HQ slot rather than the primary; and thus serves a somewhat specialized position of sniper/forward scout and probably doesn't really synergize well into any particular squad. Instead, it'd often be left to run around on its own and thus at risk of dying pretty quickly. Cool thing about it is that it gets to repurpose the Ratling models that are otherwise unused in the Veteran Platoon. As usual, C&C is much appreciated. Ratling Marksman: Having spent countless hours in the field honing his skills, the Ratling Marksman is a peerless sharpshooter and often prefers to work alone; unhindered by the shortcomings of more inexperienced snipers. Nonetheless, after many campaigns serving alongside them, the Ratling Marksman is well assimilated into his adopted platoon where his skills are often treated with respect and awe. That said, the Imperium being what it is, the Munitorum would never allow a ‘mere’ Abhuman to lead real men. While a HQ choice, the Ratling Marksman cannot be selected as a Warlord. Costs 45 points. Stats: WS: 2, BS: 5, S: 3, T: 2, W: 3, I: 4, A: 2, Ld: 8, Sv: 5+. Wargear: Flak armour, Personal rifle*, Laspistol, Frag grenade Special rules: Independent character, Infiltrate, Master marksman**, Move through cover, Shoot sharp and scarper. Options: May replace his Laspistol with a pistol from the Ranged Weapons list. May take items from the Special Issue Wargear list. May take a Refractor shield for 20 points. May take “Tracer rounds”*** for 10 points. May gain “Deep strike” for 15 points. * Personal rifle: Range: 12-36’’, S: 4, AP: 6, Type: Heavy3, Precision shot* ** Master Marksman: The Ratling Marksman shoots as if weapons are Twin-linked and fires at normal BS on Snap-shots.** *** Tracer Rounds: Instead of shooting, the Ratling Marksman uses his rifle to fire a tracer round to expose an enemy unit’s position at the cost of his own. Negates enemy’s Cover save at the expense of his own.***
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This message was edited 10 times. Last update was at 2014/07/13 13:19:08
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![[Post New]](/s/i/i.gif) 2014/07/14 09:22:17
Subject: Re:Another IG Supplement: Veteran Platoon? Updated: 07/13/14. Now with Ratling HQ!!
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Guardsman with Flashlight
Scotland
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I so badly want this to be an official thing. Im sick of missing 50%. And i Love vets, just love em to bits. This is very well thought out. Now just to convince my group for me to play using this
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![[Post New]](/s/i/i.gif) 2014/07/15 00:01:10
Subject: Re:Another IG Supplement: Veteran Platoon? Updated: 07/13/14. Now with Ratling HQ!!
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Regular Dakkanaut
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Upstanding Stallion wrote:I so badly want this to be an official thing. Im sick of missing 50%. And i Love vets, just love em to bits. This is very well thought out. Now just to convince my group for me to play using this
I know, right? Unfortunately, I doubt GW will do anything of the sort as it doesn't help them sell new models. *ahem* MILITARUM TEMPESTUS*cough*
Sorry had a bit of phlegm stuck in my throat.
Anyway, what else would people like to see added to the Veteran Platoon? Are there any shortcomings of additions that would help flesh it out? And perhaps most importantly, are there any models that might be worth being or that you would like to see repurposed?
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This message was edited 1 time. Last update was at 2014/07/15 00:02:00
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![[Post New]](/s/i/i.gif) 2014/07/15 18:51:13
Subject: Re:Another IG Supplement: Veteran Platoon? Updated: 07/15/14. Now with the Return of Marbo!!
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Regular Dakkanaut
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Just adding this for fun. Since everyone's favorite Guardsman was sadly and inexplicably absent in the last codex, I thought I'd take the opportunity to bring him back. This time though, he's a unique HQ and Warlord choice! Guardsman Marbo He’s back! Thank the Emperor! After being missing for a great period of time, it would seem that the rumors of his death have been greatly exaggerated. Widely regarded as the ultimate soldier, ‘Sly’ Marbo is a one-man army whose deeds are legend. It is said that he once infiltrated an Ork stronghold at night only to return the following morning with the head of its Warboss over his shoulder; leaving only a smouldering wreckage in its wake. It’s also been said that an entire Necron royal court abandoned a planet after learning that Marbo has been spotted lurking in their system. In any case, Marbo’s reputation precedes him and few have ever met the legendary Guardsman. Indeed, most wouldn’t even know he in their midst unless he wanted them to. Why, he might even be behind you... Marbo is a unique, HQ infantry unit. He must always start in reserve and can be taken as the Veteran Platoon’s Warlord if desired. Costs 130 points. Stats: WS: 5, BS: 5, S: 3, T: 4, W: 2, I: 5, A: 3, Ld: 8, Sv: 5+ Wargear: Flak armor, Ripper pistol*, Envenomed blade**, Camo gear, Frag grenade, Melta bomb, Demolition charge. Special rules: Independent character, Chain of command, Hit and run, Move through cover, He’s behind you!, I’m over here, Jackass!, I’m not dead I’m just hiding. Warlord trait: Tenacity – Marbo has “Feels no pain” and “It will not die” special rules. Unique Wargear: Ripper Pistol: Range: 12’’, S: X, AP: 2, Type: Pistol, Sniper. Envenomed Blade: Range: -, S: User, AP: -, Type: Melee, Poisoned(2+). Special Rules: He’s behind you!: Marbo must be in reserve. When Marbo becomes available, he is placed anywhere more than 1’’ from the nearest enemy. Marbo may not move or assault in that turn but may shoot as normal. I’m over here, Jackass!: Marbo must start in reserve. At any sub-phase of an assault, Marbo may choose to reveal himself as having been one of the regular Veterans (i.e. not including Sergeants, HWTs or other independent characters). Roll a D6 as if arriving from reserve. On a 3+, Marbo may replace one of the Veterans in the squad. Marbo must then always issue a challenge or accept a challenge whenever possible. I’m not dead, I’m just hiding: When Marbo is killed in battle, he goes back into reserves and can be deployed again using “He’s behind you!” and “I’m over here, Jackass!” as before. For each subsequent ‘death’, the value needed to arrive from reserve increases by +1 (e.g. 4+, then 5+, then 6+, etc).
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This message was edited 3 times. Last update was at 2014/07/15 18:54:35
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