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				<title>Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ While I really like the new <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex, with its abundance of choices of vehicles, I feel like there have been some...errors on the publishers part. These are oversights that don't look like they were done out of balance, but simply honest screw-ups. Here are my suggested 'fixes' for the codex:<br /> <br /> <b>Equipment upgrades</b>- A vox, medkit, or standard should <i>replace</i> the guardsman's close combat weapon, allowing him to still take a special weapon. That way you're not forced to pick and choose with your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>; you'd be able to take for example 4x plasmaguns, vox, standard, and medkit all in the same squad. Since this makes the squad crazy expensive its not too overpowered.<br /> <br /> <b>Platoon Special Weapon squads</b>- For some inexplicable reason, Heavy Weapon teams come with frag grenades and have the option for kraks, but Special Weapon squads lack both. To me this seems like an oversight (entry put in the wrong place) so it makes MUCH more sense to swap it- the <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> need neither but give the special weapon guys both. Heck, as an incentive pointswise to take them, give special weapon teams kraks for free. This makes the platoon special weapon squads an economical alternative to the cliched vet spam lists. <br /> <br /> <b>Infantry Heavy Flamer</b>- 20 points for this is absolutely outrageous. I think they need to drop the points down to 10, since you can only take one and its only marginally stronger. Its kind of weird that in an army that can take vehicle heavy flamers as a <i>free</i> replacement, to give a guardsman one costs a ton of points. <br /> <br /> <b>Priests</b>- Neat in theory, but the codex made them nearly impossible to use effectively. One of their few close-combat heavy hitters (ogryns) don't benefit, so the only practical options are to put them in a penal legion squad or a command squad. Even still, since they are an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> they can get singled out and killed quickly. The EASIEST fix for this is to no longer make him an <span class="glossaryitem" onmouseover='gp(67);'>IC</span>, but rather a squad upgrade much like Comissars are now. <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>, Platoon Squads and Penal Legions should be able to take them as a squad upgrade. 45 points base is balanced enough to make it work.<br /> <br /> <b>Techpriest</b>- Rather than being his own unit, make him like an advisor where you take him in a platoon squad with the option to take servitors (obviously they're not affected by giving the squad carapace armor). Give him some kind of defensive benefit when he's mounted in a transport. Basically SOMETHING decent to make him worth taking. <br /> <br /> <b>Rough Riders</b>- Some option (costing points) to give 1+ squads scout. Its kind of weird that the cavalry unit <i>can't</i> scout. Maybe an option to take a priest mounted on a horsey.<br /> <br /> <b>Primaris psyker</b>- Needs the option to take a Psychic Hood. That and/or some wargear options to take. He's got a Force Weapon, but at T3 and I3 I don't exactly see when he would ever be able to get an instakill shot off- Perhaps change Lightning Arc to be an ability used in the Assault phase at I8 or something (then again he wouldn't be able to use that force weapon ability anyway, I dunno...). Allow Nightshroud to be cast on friendly units within 12" instead of just the unit he's in.<br /> <br /> <b>Psychic Choir</b>- Only tweak I'd give is to make Weaken Resolve affect the target for one FULL turn phase, that way you could combo it with nightshroud (<span class="glossaryitem" onmouseover='gp(378);'>WR</span> a shooty squad down to Ld2, then Nightshroud a fragile unit to make it hard to get shot at). Right now <span class="glossaryitem" onmouseover='gp(378);'>WR</span> only affects the squad on the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player's turn. <br /> <br /> <b><span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span></b>- Lasguns AND Hotshot lasguns get +1 shot from the order. Makes gunslinger penal legion benefit from the order when firing at 24", and benefits Storm Troopers. ]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 17:34:41]]> GMT</pubDate>
				<author><![CDATA[ Jerjare]]></author>
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				<title>Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ Weapons: Lasgun/shotgun/bolter option for Sergeants and Boltpistol option for Standard Bearer, Medic and Bodyguard.]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 17:57:07]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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				<title>Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ <blockquote><div><cite>George Spiggott wrote:</cite>Weapons: Lasgun/shotgun/bolter option for Sergeants and Boltpistol option for Standard Bearer, Medic and Bodyguard.</div></blockquote><br /> <br /> This! Thanks, I forgot about that one. Also, let sergeants/officers/<span class="glossaryitem" onmouseover='gp(67);'>ICs</span> take hotshot lasguns/pistols at the same cost as a boltgun/pistol (much like the interchangability of multilasers/heavybolters on chimeras). <br /> <br /> Also, forgot something else about the special weapon teams: In addition to having frags/kraks, they ought to be able to be equipped with shotguns as well. <br /> <br /> And Voxes! ]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 18:22:00]]> GMT</pubDate>
				<author><![CDATA[ Jerjare]]></author>
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				<title>Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ Right. Because guard really need these boosts. <br /> <br /> How about: <br /> <br /> <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> - Explicitly FAQed that it doesn't affect hot shots (As Cruddace has stated was his intent). <br /> <br /> Choir - As is, <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> to explain interactions with fearless, mob size, stubborn, and other rules. <br /> <br /> Russes should never have been given the ability to squadron. executioner should be a "special character" type tank (could be interesting, perhaps combine with pask)<br /> <br /> Artillary - cluttered entry. remove manticore, reduce price of bassie, <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> interactions between griffon and other arty in barrage<br /> <br /> Stormtroopers - option for meltabombs<br /> <br /> Priests - fine as-is. you're not using them correctly. they're amazing in a big blobbed unit for the re-rolls. <br /> <br /> Deathstrike - remove. replace with salamander]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 18:22:24]]> GMT</pubDate>
				<author><![CDATA[ dumbuket]]></author>
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				<title>Re:Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ Russes in squadrons are fine. They get killed on an immobilized result, which makes it such a liability its not even worthwhile except in really big games. Squadron vehicles also suffer in assault (a squad assaults, gets into <span class="glossaryitem" onmouseover='gp(242);'>btb</span> with 1 vehicle, and can kill all 3 vehicles). <br /> <br /> Executioner IS kind of nuts, maybe limit some of the russ varieties (isn't that one supposed to be really rare?)<br /> <br /> What's wrong with Manticore? <br /> <br /> Deathstrike is just goofy- I'd take them but more as a joke and not as a serious unit. Obviously seems suited for Apocalypse.<br /> <br /> Salamander- Agreed, they need to bring this back, would be fun. Give it the following profile:<br /> <br /> Dedicated transport option<br /> Fast, open-topped, Scout, Autocannon, 12-man transport. <br /> Make it ~30% more expensive than a Chimera. Only problem is this makes it way too similar to the role of a Valk/Vendetta (minus their firepower).]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 18:37:12]]> GMT</pubDate>
				<author><![CDATA[ Jerjare]]></author>
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				<title>Mundane tweaks needed to the  IG codex</title>
				<description><![CDATA[ For the most part, I think everything is fine as is.<br /> <br /> I agree that <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> should have frags, and that Priests should be an upgrade like Commissars. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 7 Jun 2009 19:37:57]]> GMT</pubDate>
				<author><![CDATA[ BoxANT]]></author>
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