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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

So you (yes YOU) have been invited to pitch 3 (no more!) changes to the Imperial Guard for the next codex. What would they be?

1. Without number for conscripts and infantry - Infantry and conscript units recycle when they die.
2. Larger units - Platoons 10-30, conscripts 20-50, heavy weapon teams 3-6 teams, command squads 5-10 models. Characters too, Commissars, Enginseers, Priests are all 1-3 when you buy them and/or upgrades to command squads.
3. Vets to troops - Unlike other infantry they do not recycle however.

Obviously there's a lot more I would like but if I had to suggest a simple 3, those are what I would go with. What about you?

 
   
Made in de
Boom! Leman Russ Commander






1. I would also pitch recycling troops
2. To make us something special and give another angle to be useful: better fortification rules (including bunkers, turret emplacements and pill boxes) and a "dig fox holes/trenches" mechanic. Infantry can get entrenched instead of firing and get a defensive boost (+1 to save or -1 to hit, I don't know)
3. While I have no idea how to do this in game mechanic terms: some kind of bonus for including... lets call it a "sensible" platoon in your detachment. Like commander + Command Squad + some Infantry squads + heavy weapons/special weapons/veteran Squad for Infantry or Tank Commander + 2+ tanks + optional a unit of sentinels (as spotters/flankers) + optional Hellhounds etc. for tankforces, Master of Ordnance + 3+ Artillery + some spotters (Snipers, Sentinels) for Ordnance forces etc.
Could be they all take up less spots in the detachment, they make orders more efficient... something like that.


More of a bonus, because while I would like this it is not really a fix: We have 5 tanks (Carnodon, Leman Russ, Malcador, Macharius, Baneblade) and soon a 6th one. Take one or two of them out of the "Firepower/points costs" arms race and give it some special rule. Bodyguard for other vehicles or tanks maybe... a Void shield bubble... something.

This message was edited 2 times. Last update was at 2022/04/06 07:22:25


~6550 build and painted
819 build and painted
830 
   
Made in gb
Longtime Dakkanaut



London

1) Have it be the 'military' faction - To whit, zero faction specific stratagems, rules are on the datafax's, rewards combined arms play with some sort of cunning mechanic but otherwise auras go.

2) Should be less dice rolls not more using their abilities. Make their orders speed play up - e.g. FRFSRF becomes auto hit. Bring it down becomes auto wound on a 6 to hit, etc.

3) Bake equipment and heavy weapons into squads to stop the whole 'naked' squad phenomena - leave that to conscripts.
   
Made in ch
The Dread Evil Lord Varlak





Reimplement a doctrine system, part of the reason guard feels so aenemic, is the fact that you have virtually no tools to represent differing regiment types which make guard so versatile.

Customizable ruleset, tied into above, but there should be quality to represent units, specific tied to doctrines equipment etc.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in au
Dakka Veteran




Are we making things better or worse for IG? For me IG would herald a new era of codex:

1) Halve the number of shoots and attacks - too many dice in todays game.
2) No re-rolls - it slows down gameplay finding the missed die and re-rolling them.
3) Less AP - too many weapons have AP-1 or -2 which significantly devalues good armour saves.

Of course, I would apply this to *every* codex, not just IG.
   
Made in fi
Locked in the Tower of Amareo





Problem is that would mean IG is underpowered as hell for couple years...for those we would need reset like 8e had. Alas I don't think we get that until ed 11 or 12 earliest which is how long it will take minimum for me to invest in models in 40k.

2024 painted/bought: 109/109 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

1. Break Infantry Squads into 3 distinctive entities. Veteran status is conferred when building your army, not by a unit choice.
1A. "Raider"/"Skirmisher" archetype, with a 5+ save and a bonus in terrain. No Heavy Weapon Teams, Lascarbines as standard. Special Weapons are able to be doubled up if no Heavy Weapon taken.
2A. "Line Infantry" archetype, the "Cadian look". 4+ save, no bonus in terrain. Heavy Weapon Teams as an option. Lasguns or Lascarbines as options. Single special weapon and single Heavy Weapon if no HWT.
3A. "Heavy Infantry" archetype, the "Grenadier" or "Kasrkin" look. 3+ save or a 4+ with an additional wound or something. Hellguns as standard. No HWT, doubling up Special Weapons or Heavy Weapons.

2. Heavy Weapon and Special Weapon list is revised, as are Heavy Weapon Teams themselves. HWTs are able to be deployed separately to the unit drawn from. HWTs get a bonus save while stationary in cover. Mortars are their own independent team, restricted to a Heavy Support option but gaining a "variable fire mode". Smoke rounds, incendiary/airburst rounds, HE rounds, etc. Fire mode is decided immediately after you fire the preceding round so thought is necessary for how you want to use them.
HWTs get a rule that effectively gives them their own version of autocannons, heavy bolters, lascannons, and twin heavy-stubbers by doubling their ROF at the expense of becoming fire OR move. Missile Launchers become a Heavy Weapon option alongside of a Heavy Stubber, Hellshot Rifle(lorewise they're cutdown lascannons intended to be used similar to an AT rifle), single operator capable AC/HB .
Plasma Guns become a separate choice in and of themselves.

3. Sergeants and Officers gain a pseudo-special weapon list. Plasma Guns, Lasguns, Hellguns, Boltguns, Shotguns. Things like this go into the "Officer/Veteran" armory pool.

I could go on, but y'all said 3.

This message was edited 1 time. Last update was at 2022/04/06 12:18:33


 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

The_Real_Chris wrote:1) Have it be the 'military' faction - To whit, zero faction specific stratagems, rules are on the datafax's, rewards combined arms play with some sort of cunning mechanic but otherwise auras go.


Not Online!!! wrote:Reimplement a doctrine system, part of the reason guard feels so aenemic, is the fact that you have virtually no tools to represent differing regiment types which make guard so versatile.

Customizable ruleset, tied into above, but there should be quality to represent units, specific tied to doctrines equipment etc.


It's funny to see these 2 requests. I think that the whole warlord trait and army trait and stratagem system is supposed to be a replacement for the old doctrine system as a way to customize your army but it doesn't feel that way. it feels more like gimmicky special rules, maybe because they aren't baked into the army list or modelling the way some options were. Just one more thing to keep track of during the game.


 
   
Made in ch
The Dread Evil Lord Varlak





 Kid_Kyoto wrote:


Not Online!!! wrote:Reimplement a doctrine system, part of the reason guard feels so aenemic, is the fact that you have virtually no tools to represent differing regiment types which make guard so versatile.

Customizable ruleset, tied into above, but there should be quality to represent units, specific tied to doctrines equipment etc.


It's funny to see these 2 requests. I think that the whole warlord trait and army trait and stratagem system is supposed to be a replacement for the old doctrine system as a way to customize your army but it doesn't feel that way. it feels more like gimmicky special rules, maybe because they aren't baked into the army list or modelling the way some options were. Just one more thing to keep track of during the game.



It is gimmicky and doesn't help at all, when you are mobile infantry and have no doctrine available to actually play mobile infantry. NVM actual equipment for that.
The traits and warlord traits don't help in that regard at all.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

1. I'd like a basic/bare, Astra Militarum set of rules. No specific homeworld.

2. Using the bare regiment, make them THE allied faction. Similar to how Brood Brothers work, make some rules that let any Imperial, GSC, Tau or Chaos faction take a detachment of AsM (totaling no more than 25% of the armies points) without breaking doctrines of the parent army.

3. Definitely bring back "Platoons" and/or some benefit to taking "Platoons".

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Lord Clinto wrote:
1. I'd like a basic/bare, Astra Militarum set of rules. No specific homeworld.

The homeworld should play more of a role, not less. Restrict the types or quantities of Abhumans, restrict the presence of certain HQ types, etc.

2. Using the bare regiment, make them THE allied faction. Similar to how Brood Brothers work, make some rules that let any Imperial, GSC, Tau or Chaos faction take a detachment of AsM (totaling no more than 25% of the armies points) without breaking doctrines of the parent army.

No. Absobloodylutely not.



3. Definitely bring back "Platoons" and/or some benefit to taking "Platoons".

And what benefit would that be? "Take more units to fulfill the mandatory minimums"?
   
Made in ca
Librarian with Freaky Familiar






1. Russ platform ignores AP of weapons not S8 or greater
2. Guard get a better blast rule, where whenever you roll a die to determine the total number of hits, you double the results of 1 and 2.
3. idk more orders or something.

To many unpainted models to count. 
   
Made in us
Storm Trooper with Maglight






 Kanluwen wrote:
 Lord Clinto wrote:
1. I'd like a basic/bare, Astra Militarum set of rules. No specific homeworld.

The homeworld should play more of a role, not less. Restrict the types or quantities of Abhumans, restrict the presence of certain HQ types, etc.



I could be wrong but to me that reads more like make the homeworlds more generic - ie: Hive World or Fortress World homeworld, vs say Cadia or Armageddon.



Me personally the big thing would be to bring back regimental customization like the old doctrines book. It doesn't have to be a copy paste of that by any means, but just bring a bunch of fun mix/match abilities that can be applied to your units, some of which mutually exclusive (ie: no 4+ save on your lightly armored skirmishers). Even today its fun to glance through that book and think up a type of regiment to build towards - the primary flaws with the system was there were too few choices and some ranged from autotake to "why would I ever take this?". Flatten the power curve a bit, give a handful more options, and make you *want* to take the units you lose for making a custom regiment and it could be really interesting.

I suppose I wouldn't mind the Command Squad actually being a Command Squad, over a suicide special weapons unit. I doubt it would be overly broken if they were rolled back into a single entry with Company/Platoon Commanders, given character protection, and then have their special weapons reduced while increasing the impact of banners and voxes and medics etc. I also wouldn't mind officers/sergeants getting expanded weapons options. I mean its kind of silly that you can throw power fists and power swords onto them and take warlord traits and relics that buff the squishy model in melee...for reasons, but my god, no sane officer would ever carry a meltagun, or a plasmagun. Pistols only here. I mean, why not, the weapons are even directly in that kit.

And I suppose for a 3rd thing, make tanks better? I'd prefer boosted defenses to glass cannons. Let vehicles actually have a chance of surviving for awhile. Not really sure how to do it what with GW insistence on capping toughness at 8, only giving Russes a 2+ save a few months ago, and with an arbitrary wound count limit to determine whether you can hide behind cover as opposed to model size. Invulns are just kind of tedious in general and don't feel very guard. Maybe a modest wound increase on all vehicles, less harmful damage charts (maybe ballistic skill drops slower), better saves where applicable (more 2+ saves, maybe even give Baneblade and possibly Russ a 1+), or the classic gw band aid of giving a unique special rule that reduces the impact of incoming damage on just one unit.
   
Made in us
Drop Trooper with Demo Charge





1. Combine Company/Platoon Commanders and Command Squads again, and add Regimental Advisors (Astropaths, Officers of the Fleet, Masters of Ordinance, Commissars) back into those squads to alleviate some pressure on the Elite section of the book. Make the upgrades for the squad (Regimental/Platoon Standard, Medi-pack, etc) actually decent enough that the squad isn't just 4 special weapons guys.

2. Make Vox Casters have a massive or infinite range for issuing/receiving orders. Give all vehicles built in Vox Casters so that tank orders can be used at long range.

3. Redesign almost all Guard vehicles. Increase Toughness/Wounds/Armor on nearly all Guard vehicles. Leman Russes, for example, should probably be something like T9, W15, Sv2+. Do not add invulnerable saves to Guard vehicles! Then fix nearly all the weapons on vehicles. No more d6 shots, d3/6 damage. Use either fixed number of shots or at least significantly less random. A battlecannon could be d3+3 shots, 3 damage, for example.
   
Made in gb
Preparing the Invasion of Terra






 kurhanik wrote:
Me personally the big thing would be to bring back regimental customization like the old doctrines book. It doesn't have to be a copy paste of that by any means, but just bring a bunch of fun mix/match abilities that can be applied to your units, some of which mutually exclusive (ie: no 4+ save on your lightly armored skirmishers). Even today its fun to glance through that book and think up a type of regiment to build towards - the primary flaws with the system was there were too few choices and some ranged from autotake to "why would I ever take this?". Flatten the power curve a bit, give a handful more options, and make you *want* to take the units you lose for making a custom regiment and it could be really interesting.

Considering every Codex in 9th has it's own "Build Your Own Dudes" faction rules, there is going to be something similar in the next Guard Codex. The Codexes go about this in different ways, for example, Space Marines can select two traits (with some exceptions) to make their Chapter Tactic, T'au have an interesting flow chart sort of thing and GSC have a value limit of 4 on their traits with each individual trait costing between 1 and 4 value points. There are also often combinations of traits that are disallowed, such as Duellists and Whirlwind of Rage for Space Marines, or Martial and Agile Guerillas for GSC.
That being said, I am a firm believer in letting people take what they want, and IMO army rules shouldn't prevent you from taking units. If you want to run an all Blood Angels tank army even though you get none of the benefits of the Chapter Tactic (+1 to Advance and Charge, +1 to Wound on charges, the first turn of defence, or Heroic Intervention) then you should be able to do that. Restricting unit choice based on what Regiment you choose shouldn't be a thing because with the hundreds of thousands of Guard Regiments in the Galaxy, there will always be one that breaks from the norm of its origin, like that merged Catachan-Elysian unit that became experts at drop jungle warfare (whatever that means).
amage on just one unit.


 CommunistNapkin wrote:
1. Combine Company/Platoon Commanders and Command Squads again, and add Regimental Advisors (Astropaths, Officers of the Fleet, Masters of Ordinance, Commissars) back into those squads to alleviate some pressure on the Elite section of the book. Make the upgrades for the squad (Regimental/Platoon Standard, Medi-pack, etc) actually decent enough that the squad isn't just 4 special weapons guys.

Or you could just do what most other entourage units have done and make them not take up force org slots if you take unit X. There is no Marine Command Squad because the parts were all split to allow for more freedom in list building, i.e. if you wanted a Champion you can now just take a Champion. However, Company Veterans don't take up a force org slot if you have a Captain and for every unit of Company Veterans you get a Champion, Ancient, and Apothecary also not taking up a force org slot. I believe the Archon's Court is the same and Commissars already don't take up force org slots. So for Guard, if you take a Command Squad, having an Officer means it doesn't use a slot, then for every Command Squad each Regimental Advisor also doesn't use a slot. That way if you don't want a Command Squad and just want a Master of Ordnance to go alongside your battery of Basilisks and Manticores you can.
   
Made in us
Freaky Flayed One




What I would do is make

- Russ/Blades reduce all AP of weapons by 1-2.
- Count enemies as double their actual unit size for blast weapons.
- Reduce strat cost for units greater than 10 models

What GW will probably do:
- Army wide 5+ invuln save
- -1 to be hit by any weapon farther than 1d6+6" away, checked for each model that fires.
- Increase the cost of baneblades by 100 points.

Necrons 7500+
IG 4000+
Custodes 2500
Knights 1500
Chaos / Daemons / Death Guard : 7500+ 
   
Made in gb
Longtime Dakkanaut



London

valdier wrote:

What GW will probably do:
- Army wide 5+ invuln save
- -1 to be hit by any weapon farther than 1d6+6" away, checked for each model that fires.
- Increase the cost of baneblades by 100 points.


Who told you! These NDAs are rubbish...
   
Made in us
Hurr! Ogryn Bone 'Ead!





 Lord Clinto wrote:
...2. Using the bare regiment, make them THE allied faction...

When you say "the bare regiment", do you mean that you would include other regiments/specializations as well and only the generic one would benefit from the "Allied faction" rules? I'm not against a little more freedom in Guard allying in other forces, but no faction should exist solely to pad another faction's stats.
   
Made in us
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

 waefre_1 wrote:
 Lord Clinto wrote:
...2. Using the bare regiment, make them THE allied faction...

When you say "the bare regiment", do you mean that you would include other regiments/specializations as well and only the generic one would benefit from the "Allied faction" rules? I'm not against a little more freedom in Guard allying in other forces, but no faction should exist solely to pad another faction's stats.


Yes. I would have the standard regiments (Cadia, Catachan, etc...) in the codex too and then have the no frills, bog standard, basic Astra Militarum "Regiment" be the only one that could actively ally with others. That way you avoid min/maxing; for example allying in a (insert imagination here) Cadia Kasrkin 10-man plasma-gunner squad with your Custodes.

In so much of fluff you nearly always see unnamed PDF, Guard, Militia, etc allying with Space Marines, SoB, Custodes, etc...

And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Lord Clinto wrote:

In so much of fluff you nearly always see unnamed PDF, Guard, Militia, etc allying with Space Marines, SoB, Custodes, etc...

You really don't though. You see the named PDF, Guard, Militia, etc suddenly having those others in their sphere of influence. And when it happens?

It's usually stuff like a lone Marine/Custodes suddenly finding themselves accompanying PDF or "Militia"(which aren't a common thing mentioned as planetary assets FYI, because that's the role of the PDF on a Large Scale. Militias are tied more to Rogue Traders, Inquisitors, or noble houses) or a squad of Sisters holding a shrine that these other forces are headed to.

And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

To represent the subversion of the planetary government?

Frankly, it signifies the necessity for further caveats as to what exactly Brood Brothers can take. They shouldn't be getting Deathstrikes, Basilisks, yadda yadda yadda. They should be getting Conscripts, and other "local" forces.
   
Made in gb
Preparing the Invasion of Terra






 Lord Clinto wrote:
Yes. I would have the standard regiments (Cadia, Catachan, etc...) in the codex too and then have the no frills, bog standard, basic Astra Militarum "Regiment" be the only one that could actively ally with others. That way you avoid min/maxing; for example allying in a (insert imagination here) Cadia Kasrkin 10-man plasma-gunner squad with your Custodes.

Except allied detachments aren't a thing anymore and all Imperial armies can be taken together anyway and gain their Chapter Tactic equivalent in a pure detachment. You can run a Battalion of Cadians with a Vanguard of Sisters of Battle, a Spearhead of Iron Hands and a Supreme Command detachment with Guilliman and each detachment would get their traits without problems. The only thing you lose is all your CP and super doctrines (not that I even know what they are).

In so much of fluff you nearly always see unnamed PDF, Guard, Militia, etc allying with Space Marines, SoB, Custodes, etc...

Yeah, and they are independent forces not under the actual command of those others, especially Space Marines.

And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

Brood Brothers are specifically tied to GSC in their own way though. They represent local PDF or Guard forces infiltrated by the Cult and turned to its service. You still have to pay the detachment cost to use them alongside GSC and Brood Brothers are restricted to <Regiment> units only, which means no Ogryns, Commissars, aircraft, or Psykers i.e. what you would find in the ranks of a PDF.
Guard also aren't supplementary forces to Space Marines or SoB, it's the other way around. If one was to accurately portray the way the Imperium fights, you'd have a couple of squads of SM or SoB allied into a Guard army because the Guard forms the backbone of the Imperial forces.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

 Kanluwen wrote:


And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

To represent the subversion of the planetary government?

Frankly, it signifies the necessity for further caveats as to what exactly Brood Brothers can take. They shouldn't be getting Deathstrikes, Basilisks, yadda yadda yadda. They should be getting Conscripts, and other "local" forces.


I totally understand your point, but what's stopping GSC from infiltrating a guard contingent that has Deathstrikes et all?

Honestly, that's a force I'd love to run! A GSC force built around protecting 3 Deathstrikes until they all launch, very freaking cool for a small army.

My local meta is sub 1k games almost exclusively, maybe the odd 1k, but usually were using PL.

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Blndmage wrote:
 Kanluwen wrote:


And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

To represent the subversion of the planetary government?

Frankly, it signifies the necessity for further caveats as to what exactly Brood Brothers can take. They shouldn't be getting Deathstrikes, Basilisks, yadda yadda yadda. They should be getting Conscripts, and other "local" forces.


I totally understand your point, but what's stopping GSC from infiltrating a guard contingent that has Deathstrikes et all?

Commissars.
Officers.
Psykers.

I mean, the list could go on. In order for a Guard regiment to get off-world or so utterly subverted, it would require so many of the checks on heresy to go untouched that it's basically nonexistent.

Honestly, that's a force I'd love to run! A GSC force built around protecting 3 Deathstrikes until they all launch, very freaking cool for a small army.

One of the big issues is that we're currently in a weird setting where Brood Brothers are supposed to be representing planetary forces, not Guard forces.

For some ridiculous reason "Guard" is constantly used as interchangeable with "PDF". It was true in very few instances; notably Cadia whose Interior Guard was full-fledged Guard Regiments that got rotated planetside.
   
Made in gb
Preparing the Invasion of Terra






 Kanluwen wrote:

Frankly, it signifies the necessity for further caveats as to what exactly Brood Brothers can take. They shouldn't be getting Deathstrikes, Basilisks, yadda yadda yadda. They should be getting Conscripts, and other "local" forces.

If only GSC used other methods to gain control of Guard forces like hypnosis or by having the authority of a Planetary Governor or by using propaganda or by having their own cult members who pass as human within the Regiments. Yeah that could never happen despite it being in 40k novels and it being a thing that can happen to Skitarii, you know those mechanically altered soldiers that are literally coded to be loyal to the Mechanicus.


Automatically Appended Next Post:
 Kanluwen wrote:

Commissars.
Officers.
Psykers.

I mean, the list could go on. In order for a Guard regiment to get off-world or so utterly subverted, it would require so many of the checks on heresy to go untouched that it's basically nonexistent.

Its not Heresy if its just a part of the local Ecclesiarchy cult and the testing for "human" genetics is not nearly stringent enough in the Guard for a medic to catch a significant sign of Genestealer DNA in a late stage hybrid.
Also again, hypnosis and the subversion of Imperial authority.

One of the big issues is that we're currently in a weird setting where Brood Brothers are supposed to be representing planetary forces, not Guard forces.

Actually thats not true and there is even a specific Cult that actively makes more of an effort to infiltrate and subvert Guard Regiments into its embrace.
Have you read any GSC material because it's all pretty explicit how it happens Kan and its not outlandish or stupid, it's your generic cult stuff with some alien mind powers thrown in for good measure.

For some ridiculous reason "Guard" is constantly used as interchangeable with "PDF". It was true in very few instances; notably Cadia whose Interior Guard was full-fledged Guard Regiments that got rotated planetside.

Because not all Regiments leave home and in many cases there will be no difference. Also PDF forces often consist of "retired" Guard forces so the line is very blurred. On a militant world or one with strategic importance then the role of PDF is filled by Guard Regiments. The Ultramar Auxilia are technically PDF forces but are just as good as the Guard because they're trained and led by officers taught by the Ultramarines.

This message was edited 1 time. Last update was at 2022/04/06 23:36:16


 
   
Made in us
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 Lord Clinto wrote:
 waefre_1 wrote:
 Lord Clinto wrote:
...2. Using the bare regiment, make them THE allied faction...

When you say "the bare regiment", do you mean that you would include other regiments/specializations as well and only the generic one would benefit from the "Allied faction" rules? I'm not against a little more freedom in Guard allying in other forces, but no faction should exist solely to pad another faction's stats.


Yes. I would have the standard regiments (Cadia, Catachan, etc...) in the codex too and then have the no frills, bog standard, basic Astra Militarum "Regiment" be the only one that could actively ally with others. That way you avoid min/maxing; for example allying in a (insert imagination here) Cadia Kasrkin 10-man plasma-gunner squad with your Custodes.

In so much of fluff you nearly always see unnamed PDF, Guard, Militia, etc allying with Space Marines, SoB, Custodes, etc...

And what is the point of GSC Brood Brothers if not to "pad" the main cult's forces?

Well, I wouldn't count Brood Brothers as a "Faction", so IMO they don't fall afoul of that any more than Scions would. I can see how your proposal would limit minmaxing, though I'd wonder how much minmaxing is due to the <Regiment> and how much is due to the base rules (IIRC the Loyal 32 were pretty regiment-agnostic, since neither Kurov's nor Grand Strategist were regiment-locked and none of the regiments got cheaper Infantry Squads or anything). Also, if we're going by fluff, you're just as likely to see the named regiments buddying up with SM/Sisters/etc as you are any other Guard force.
   
Made in au
Longtime Dakkanaut




If we’re simply fixing Guard now.

1) I’d change our Regiment Trait selection to:

- Custom Regiments may select 3 custom regiment traits.
- Named Regiments may select 1 custom trait in addition to their own.
- Commissars taken in <Militarum Tempest> detachments gain the <Militarum Tempestus> keyword.

2) I’d change the Balance Dataslate Aircraft Matched Play rule to 2 Aircraft units not models. The only 2 factions with aircraft units is us and Tau, which Tau’s only one is the Remora Drone.

3) This is harder, cause there’s a ton of rules or point costs that need to be changed. Some could be very easily done by GW but just changing some numbers in the current FAQ or Balance Dataslate. Such as changing Tank Orders range from 6” to 18”, the same as a vox-caster. Cause a vehicle should have a basic radio.

Probably the 3rd quick change I’d like to see is vehicle heavy weapon costs going to the same as the infantries. For example: A Leman Russ pays 15 points for a heavy bolter whereas an Infantry Squad pays 10 points. This would affect a ton of our vehicles. So, it’s probably the other simple fix we can quickly apply.

This message was edited 1 time. Last update was at 2022/04/07 01:52:03


 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

1. Make Basic infantry squads 1-3 per troops slot, while also making Command Squads take up no elites slot if infantry platoon is taken.

2. Make lesser Commissars a unit upgrade again. Basically a guard infantry squad that can have 2 sergeants, but one might execute a squad member for insubordination.

3. Ogryn. These guys have been MASSIVELY over-costed for 17 years now. Massive points break for them, and possibly rolling them into a single unit entry with Bullgryn, allowing them to take a wide variety of weapons. Want a ripper gun, and Maul? Why not? Flak armor, grenadier gauntlet, and Slab shield? Okay. I mean, all that can be built from the same stock box.
   
Made in us
Regular Dakkanaut




Assuming the output & points costs of current AM units are fixed...

1 - Bring back platoons and fix orders. Each platoon should have a leader (Lt. for Infantry platoons and HW squads, the lead tank in LRBTs/Sentinel/hellhound squadrons) that can give orders. Each Infantry platoon should require 2-3 squads of regs, vets or conscripts, and each squad allows either 1 HWT (treated as a separate non-obsec squad) or 1 Special Weapons squad. Taking a veteran squad allows the associated HWT or SWS to be veteran as well. Hydra platoons can take 1 Officer of the fleet, Arty platoons can take 1 Master of Ordinance in the platoon to give orders. The models giving orders should be OFFICERS and not CHARACTERS and also provide re-rolls of 1 to wound in a 6" aura. Take Aim! is +1 to hit, BID is +1 to Wound, usable by both tanks and infantry, and should affect the entire platoon. Drop FRFSRF entirely. Drop Vox Casters as Guard tanks and infantry come standard with radios (except for bullgryns).


2 - Tanks and infantry should work in a combined arms manner. Tanks should provide Look Our Sir! to HWTs, and cover to infantry models within 3", and infantry weapons like lasguns and heavy bolters (not flamers!) should be able to shoot at models within engagement range of a tank. And Tanks should be able to move out of engagement range of INFANTRY units without penalty and have AP in melee. A 60-ton LRBT running over a powered-armor heretic is the same as my truck running over a beer can, and should have the same effect. There should also be an option to overwatch with nearby units. Chimera's should be open-topped and be ObSec(5) if they have an ObSec unit in them. Valkyries should be exempt from the "max 2 flyer rule", and grant cover if in hover mode. The AM warlord should not have a re-roll to hit aura because they don't lead an army with their fists. They should pick an objective marker, and the entier AM army re-rolls hit rolls of 1 against any unit within 3" of that objective marker.


3 - Custom rules breakage: Guard Blast weapons should should count double the number of models in a unit. Our BS should still suck rocks because the guard philosophy is that we'll bring enough guns to kill you and everybody within a Kilometer radius of you. We should have an AP bonus depending on the range to the target "defense in depth". Arty gets +1AP at 18+", heavy weapons from 9-24", RF and assault weapons from 1-12". We pound opponents are range with Arty, open up with heavy weapons once they're out from under the Arty umbrella, then finish them off with infantry guns. "Fire on My Position!" should be when either the last model is picked up, or if the unit is prevented from falling back. Demo Cannons & Earthshakers should be at least D3+3 damage each (allocated normally), but Battlecannons and Manticores should do 2D each, allocated 1 point at a time (providing more play into 1W models).
   
Made in gb
Longtime Dakkanaut



London

I do like the idea of tanks being able to look out sir for infantry and take the hit meant for them if within x inches/closer to the shooter, etc. Then have the wound and save rolls. Akin in some ways to Epic where infantry are -1 to hit if in contact with a friendly vehicle.
   
Made in us
Mekboy on Kustom Deth Kopta






mine is partially specific to my army

1) Valkries are exempt from limit of 2 flyers and available as a dedicated transport to guard armies

2) points drops on most units and GW to take away thier 5 point per model floor, make cheap conscripts again and while we are at it add combat drugs to conscripts like they pump them up in the fluff.

3) In theory guardsmen would be deployed with some kind of camo or uniform changes to blend in with their environment to an extent, some kind of army wide rule to always have infantry counting as in light cover

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