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Made in us
Regular Dakkanaut




The idea here is that the Guard have no effective fast-deployment or light, fast vehicles at all -- except drop troops.  This results in an army which is fairly uninteresting to play, and fairly inflexible at low PV.

This is a doctrine-point vehicle, often equipping otherwise armored regiments.  I hoped to balance this by not allowing Guard players to take many of these (it's competeing with other useful units for its slot), and not making them capable of carrying full size squads -- hence, a fast-mounted Guard army is not an option, just as it should not be.

I'll post background on the fluff board later this afternoon...but I kinda thought one could kep with the theme of Guard vehicles being named after Primarchs (Leman Russ MBT, etc).

Jagatai Class Scout Section (45)

AV: Front      Sides       Rear     BS
       10           10             10         3

Section: The section consists of 1-3 Jaghati class scout cars.

Type: Wheeled, Fast, Open-Topped

Transport: The Scout Car can carry up to six Guard models.

Armament: Must be armed with a Heavy Bolter at +10 or Missile Launcher at +15.

Special Rules: Scouts

Special Rules: Any Guard unit of less than six models may claim a Jagatai purchased as a fast attack choice.  If so, they do not have to purchase a Chimera as stated in the 'Mechanized' doctrine.

Oh yeah, also an idea for a new doctrine:

Section Organization: This regiment has abandoned traditional platoon structures of command in favor of a more flexible deployment and organization.   This is often due to battlefield casualties and degradation of communication, but can also just reflect a very independent-minded origin.

1) The regiment may choose to take 'sections' 1-3 Guard Infantry Squads or Remnants Squads with Veteran Sergeants as one troops choice rather than standard Infantry Platoons. 
2) One Command Platoon must be taken if the player has more than two such sections, and two must be taken if the player takes more than four.  Command Platoons may not be taken otherwise.
3) Players with Sections may not take any of the following: Advisors of any kind, Heavy Weapons Platoons, Special Weapons Platoons, Grenadiers.

Thoughts?  Fluffy/Not fluffy?  Balanced/Unbalanced?

-Adso
   
Made in us
Been Around the Block



Between Iraq and a hard place

I'd look at FW's new Centaur and see if it fullfills the role of your scout car.  As I recall it's lightly armed, open topped, fast, cheap, and has a limited transport capacity.

Beyond that, if you want to field large amounts of understrength guard infantry squads in this scout style role without the rigid guard command structure.  Look at Codex Catachans.  The basic Infantry platoon is what you suggest. 

Not trying to shoot you down, but just pointing out there's already some playtested and legal rules that are a very close fit to what you want from the guard.

   
Made in us
Stalwart Veteran Guard Sergeant




A jeep-style vehicle is a common want among Guardsmen. The Player's Guard Codex came up with one as well, but I cannot remember what we did for it.

Still, can you provide a link to this Centaur?

"I went into a hobby-shop to play m'self a game,
The 'ouse Guru 'e up an' sez "The Guard is weak and lame!"
The Chaos gits around the shelves they laughed and snickered in my face,
I outs into the street again an' grabbed my figure-case."
Oh it's "Angels this" an' "Space-wolves that", and "Guardsmen, go away!";
But it's "Thank you for the ordnance" when the Guard begins to play,
O it's "LOOK AT ALL THE ORDNANCE!" when the Guard begins to play.."
-Cadian XXIX (edited for length) 
   
Made in us
Regular Dakkanaut




The Centaur is up on Forgeworld's New Release page, but frankly, it looks like an overgrown scooter and their experimental rules make it available only to artillery batteries, and only capable of carrying five Guardsmen.

FLUFF

The Jagatai was recovered from an STC in the Fyrisi system in M.38, and entered general production around the same time as some of the other designs recovered from that same site, like the "Typhoon" pattern landspeeder and "Rogal Dorn" light tank. The technomagus who discovered it decided to name the vehicle after the Marine Primarch well known for his speed and deciseiveness, Jagatai Kahn of the White Scars, and the name stuck among its users.

These small, light ATVs are a common sight among Guard regiments posted to the Southern Rim, near the Forge World of Illisi, the main center of their production. Propelled by a powerful solid-combustion engine, on a four-pylon, independent-rotation system of tires, these vehicles are capable of high speed and stability on even rough terrain and in poor weather, both qualities lacking in the more commmonly deployed Guard vehicles. In addition, their interchangability of parts with common STC motorbikes and Chimera motor components makes these alrready-rugged vehicles easy to repair and maintain. Though the ATV itself is very lightly armed, the semi-enclosed rear platform provides room for a small patrol section of six Guardsmen with one heavy weapon, or a significant cargo load, making the Jagatai the patrol and enforcement vehicle of choice on sparsely-populated world, where speed is more essential than the protection or power of a Chimera.

However, they lack any sophisticated electronics or power capacity, and so are incapable of mounting most energy weapons or the targeting computers of hunter-killer missiles, and no efficient way to better armor the exposed crew or rear platform without compromising speed and stability has yet been discovered, making the Jagatai too fragile for heavy engagements.

Jagatai are usually deployed as reconnissance sections, with squads of six Guardsmen in a Jagatai flanking or moving ahead of a larger Guard force in order to disorganize enemy response to the slower formation, or as 'fast response' teams that sieze objectives and relieve heavily engaged units on the line.

AV: Front Sides Rear BS
10 10 10 3

Section: The section consists of 1-3 Jaghati class scout cars.

Type: Wheeled, Fast, Open-Topped

Crew: 2 Guardsmen, driver and gunner.

Transport: The Scout Car can carry up to six Guard models, and up to one Guard heavy weapon.

Armament: Storm Bolter. May upgraded to a Heavy Bolter at +10 or Missile Launcher at +15.

Extras: May take Camo Netting, Searchlight, Improved Comms, or Smoke Launchers.

Special Rules: Scouts, Rough Terrain Modifications are automatic.

Special Rules: Any Guard unit of six models or less with no more than one heavy weapons team may claim a Jagatai purchased as a fast attack choice. If so, they do not have to purchase a Chimera as stated in the 'Mechanized' doctrine.
   
Made in us
Dakka Veteran




NJ

Hmm, I definitely like your idea of a wheeled scout vehicle. I've been wanting something similar for a while.

What I do not care for, is taking it as a transport option. I would prefer to see it as a cross between a Salamander Scout and Sentinel.

FA choice
Light armor 10/ 10/ 10
Fast
Twin linked Auto Canons
Scout USR
NOT able to deploy via Deep Strike (no doctrines useable)
NOT airmobile (No putting it in or slinging it under a Valkyrie)
NO transport capability
Some type of target acquisition ability? Reroll barage or something similar to represent their forward reconaissance role?

   
Made in us
Regular Dakkanaut




Hmmm, I definitely like that one, but the problem is that it gives the Guard something similar to a Marine landspeeder, Vyper, etc in terms of speedy striking, scoring units -- the lack of which is one of the "balances" for the army.

The Guard need a little more flexibility, but they can't become ultra-jacks-of-all-trades. The Jagatai is a good compromise because it's not heavily armed, it has to take a slot to be a scoring unit, and at open-topped 10, it's extremely fragile for its cost.

-Adso
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

What about a Heavy Stubber? I think that would be more fitting than a Storm Bolter.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Stalwart Veteran Guard Sergeant




A scooter? Oh feth that.

Now. A few things:
1.) In keeping with the Guard naming convention, I don't think it would be named after a Space Marine primarch; the Russ is the only example of that. Rather, it would be named after a mythological creature, as are....well, everything else save the Sentinal and the Russ. Hmm. The only thing that springs to mind is also a Red-vs-Blue refrence: Chupacabra.

2.) I think it's equally applicable as a scout car or as a transport; I think it could be done as follows: for it to be a transport, it loses the fast rule, or otherwise has its speed decrease, and gains the ability to transport up to 6 units; this means that an infantry squad would have to be spread out over 2 vehicles, which i think is kinda in character. However, a 3 car squad of these would still have the fast rule, and would lack transport capacity. Play with that as you will.

3.) The idea of a Fast Attack choice that's actually light making the Guard jacks-of-all-trades is extremly laughable, in my eyes, as is comparing it to the land Speeder. the Speeder, for example, is a speeder, so it ignores terrain; it can also have the Assault Cannon, which every recognizes as horribly over-lethal. The most powerful thing we've suggested is....what, autocannon? Missile launcher? Fired at BS3? Oooo, i'm frightened.

4.) I believe that the vehicle should be able to be airdropped in; HMMWVs can be airdropped in, and I imagine they're significantly heavier than this would be.

"I went into a hobby-shop to play m'self a game,
The 'ouse Guru 'e up an' sez "The Guard is weak and lame!"
The Chaos gits around the shelves they laughed and snickered in my face,
I outs into the street again an' grabbed my figure-case."
Oh it's "Angels this" an' "Space-wolves that", and "Guardsmen, go away!";
But it's "Thank you for the ordnance" when the Guard begins to play,
O it's "LOOK AT ALL THE ORDNANCE!" when the Guard begins to play.."
-Cadian XXIX (edited for length) 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

This is a similar unit to the Jagatai that I've had on my computer for a little while:

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<!--[if !supportEmptyParas]-->  <!--[endif]-->

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Points

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AV Front

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AV Side

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AV Rear

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BS

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Goblin Light Tank

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40

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10

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10

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10

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3

</td> </tr> </tbody> </table>

Number/Squadron: 1-3 Goblins per Fast Attack Choice, following “loose formation” coherency rules (6” maximum coherency).

Type: Agile, Light vehicle

Crew: Three Imperial Guardsmen (1 driver, 1 hull gunner, 1 turret gunner)

Weapons: Hull-mounted heavy bolter, pintle-mounted twin-linked heavy stubber.

Options: A goblin may replace its twin-linked heavy stubber for a twin-linked grenade launcher for +5 points, or for a hunter-killer missile for +5 points. It may also replace its hull heavy bolter for an autocannon for +10 points.
<!--[endif]-->

A goblin may take the following upgrades at the points cost indicated in the Imperial Guard Codex: armored crew compartment, smoke launchers, search light, camo netting.

Special Rules

Scout: Scout Rules as per USR section on page 75 of the BGB.

Agile: The Goblin is not your typical tank. Built on a light chassis of plasteel, the Goblin can traverse highly dangerous terrain very rapidly. May move up to 12” and fire all weapons, or 18” and fire 1 defensive weapon. All hits inflicted when the Goblin has moved more than 12” are only penetrating on a 6. May re-roll all failed dangerous terrain checks, so long as the Goblin has not moved more than 12”.

Light Vehicle: With the gift of speed, comes the curse of fragility. The goblin cannot take much punishment, and rarely outlives its crew, as is the case with many of the ancient and extensively repaired vehicles throughout the Imperium. Automatically counts as open-topped (unless armored crew compartment is taken), and has the “Vulnerable to Blasts/Templates” special rule in the USR on page 75 of the BGB. This is negated when armored crew compartment is purchased.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in ca
Dakka Veteran




The Hammer

my quickie critique:
-simplify some of its abilities as existing rules/upgrades - just "open-topped", "Rough Terrain Modification"
-grenade launcher upgrade for free, hunter-killer missile as upgrade as normal, *possibly* heavy stubber also as upgrade as normal

It's an interesting idea. I like agile as it does not seem quite appropriate for IG to have the same degree of speed for cost as Orks or Eldar.

I agree with BrotherAdso - the Centaur is NOT what the rumours have it to be, folks.

Right now I'm thinking the fix could be to make Chimeras open-topped and turretless by default and -20 points, gaining access to turret upgrades and free passenger-fired weapons with Armoured Crew Compartment. This would let them be used as "landing craft" (they are amphibious too) for launching infantry counterattacks at 18-24".

When soldiers think, it's called routing. 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

I thought it was cool until the doctrine at the end.

No hvy Weapons yikes, no way? no advisors either.... Dont think so.

As for the vehicle its great, one thing guard lack is fast vehicles and mobility. I would also say to let it have the option of taking two hunter killer missles instead of just one.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in ca
Dakka Veteran




The Hammer

(optional errata)

Fast Attack/Troops with Mechanized or in Armoured Company

0-1 Recon Platoon consistin g of:

1 Salamander, Command Car or Command Squad
See Codex: IG for command squad, except that it must purchase a Chimera with the Improved Comms vehicle upgrade.
See IA for Salamander. It must purchase Improved Comms.

Command Car - 40 points
AV F10 S9 R9
open topped, Fast
Improved Comms
unarmed
Special Upgrade - Crew Escape mechanism - If the Command Car is destroyed, 1D3 wounds worth of Guardsmen including 1 Senior Officer disembark and immediately test for Pinning. Points are awarded for the Command Car as though destroyed as normally. The crew are armed with one laspistol each. The Officer may substitute a close combat weapon. They are issued any Special Equipment granted the rest of the army.
May take any vehicle upgrade except for Rough Terrain Modification, pintle weapons, Hunter-Killer missiles or extra sets of Improved Comms.

1-3 Bike Squadrons, Hobgoblin (credit to Korpsman) Squadrons, Rough Rider Squads and/or Salamanders
(up to three of any on this list may be selected and one of any must be selected)

IG Bike Squadron
Crewed by Guardsmen. T3. Turbo Boost is only 18". Are issued Special Equipment as normal. Upgrade to Veteran Sergeant at +6 points, counts as Rough Rider Sergeant for purposes of wargear selection. Consists of an attack bike armed with a flamer or heavy stubber and eight bikers with laspistols.

Hobgoblin Squadron
1-3 Hobgoblins
(Pretty much, picture a WWII German armoured car)
AV F10 S9 R9
open topped, Agile
Rough Terrain Modification
Crewed by Guardsmen for BS3
Mounts a turret autocannon and storm bolter
May upgrade to: armored crew compartment, smoke launchers, search light, camo netting, hunter-killer missile


0-1 Veteran Squadron or Salamander with veteran upgrades
5-10 Veterans including mandatory Veteran Sergeant
Crewed by Hardened Veterans. T3. Turbo Boost is only 18". Have Scout and Infiltrate. Are issued Special Equipment as normal. Upgrade at +1 Pts to frag, +1 Pts krak, +5 pts melta bombs. Veteran Sergeant counts as Officer for Armoury. May be divided between 0-3 attack bikes and 2-10 bikes. Bikes get laspistol and close combat weapon. Attack bikes get a bike-mounted heavy stubber, flamer, or demo charge; as well as a driver with a laspistol. An attack bike that activates its demo charge may reroll the scatter die, but is always removed after doing so. Else, place an ordinary IG with lasgun as usual - who ceases to be part of the squad. No points awarded for Attack Bikes lost either way.

When soldiers think, it's called routing. 
   
Made in us
Fresh-Faced New User




I think the problem with the IG is not the lack of a scout, it's the lack of a transport like Humvee or the old wheeled trucks or even the more modern halftrack. There are non-treaded vehicles for a reason, and I think that they needed to be represented in the game.
   
Made in us
Been Around the Block




Tampa, Florida

An easier fix would be to make hellhounds a fast vehicle (why its not fast but is a fast attack choice makes zero sense to me...)

Give sentinels the ability to fleet.


I hope to have such a death--lying in triumph upon the broken bodies of those who slew me. 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

Sentinels are just garbage. I dont really know what you could do to make them better. Maybe let them take 2 hunter killers? IDK.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in ca
Regular Dakkanaut




smart_alex wrote:Sentinels are just garbage. I dont really know what you could do to make them better. Maybe let them take 2 hunter killers? IDK.


Well, the obvious solution to make sentinels better is to reduce their point cost. Give them a base cost of 10 points and their durability would more closely match their price.
   
Made in gb
Fixture of Dakka






Sheffield, UK



I built three of these a few years ago to fill a similar role. I used VDR to create their profile.

Spain in Flames: Flames of War (Spanish Civil War 1936-39) Flames of War: Czechs and Slovaks (WWI & WWII) Sheffield & Rotherham Wargames Club

"I'm cancelling you, I'm cancelling you out of shame like my subscription to White Dwarf." - Mark Corrigan: Peep Show
 
   
Made in gb
Hardened Veteran Guardsman





dont think i could explain how awesome itd be to have guard more felixible with a
vechile theyd realisticly own
as for the rules
maybe you could have 3 "invisible" FA slots that could be taken up by Goblins.
think theyr the best value for points this clealy will never happen tho cuase GWs lovely
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

BrotherAdso wrote:The idea here is that the Guard have no effective fast-deployment or light, fast vehicles at all -- except drop troops.  This results in an army which is fairly uninteresting to play, and fairly inflexible at low PV.

I think that Guard probably do not have Fast Transports as intended, rather than oversight.

And from a theme standpoint, Guard probably should NOT have Fast Transports, by design. Guard are described as a sledgehammer, so blitzing about in light tanks doesn't make sense. Fast Transport should be the exclusive province of the Eldar and Dark Eldar. If anything, the IG would have something closer to a Tau Devilfish, just simpler and less durable.

From a rules standpoint, I think Doctrines are going away, so I wouldn't let that affect the design.

But having access to non-dedicated Transport isn't a bad idea. Just gaining access to non-Dedicated (i.e. Scoring) Chimeras as Fast Attack would be a welcome change of pace.

I see two IG needing a few fixes to start:
- reduced Chimera cost. 100+ pts full-kit is way too high. These should be priced like DA Razorbacks with Turret & Hull included.
- improved side armor. AV10 sides is too light for IG, particularly if IG are to be properly mobile. AV11 sides would be fine, and should be incorporated for "free".
- broader Chimera access. Forcing IG to take a static Platoon is a bad thing that hurts the army. Remove AF by allowing any Infantry squad to purchase a Chimera, remove the Infantry Platoon requirement on AF squads, or add a Mechanized Platoon option.

Once that is done, IG will have adequate basic Transport and mobility.

For icing on the cake, I could see IG gaining a non-Dedicated, non-Fast, non-Tank (closed-top) Skimmer Transport as a Fast Attack option. This would increase mobility, without transforming intruding on the DE / Eldar / Tau design space.

This message was edited 1 time. Last update was at 2007/12/12 20:51:18


   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Poisonrogue wrote:

An easier fix would be to make hellhounds a fast vehicle (why its not fast but is a fast attack choice makes zero sense to me...)

Give sentinels the ability to fleet.


Hellhounds are "Fast Attack", because they fight well on the move, and don't have Ordnance. That is, they provide a relatively mobile attack in contrast to relatively static Ordnance.

I don't see Sentinels as fast-moving models, either, so I wouldn't like to see Sentinels with Fleet. OTOH, I'd be OK to see them Deep Strike and Infiltrate, which would be far more useful...

   
 
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