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		<title><![CDATA[Latest posts for the thread "Imperial Guard Ultimate Codex (In Development)"]]></title>
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				<title>Imperial Guard Ultimate Codex (In Development)</title>
				<description><![CDATA[ <b>"The fact is, is that sisters are only decent now because of faith points. In a few years, the same will be said about guard and the orders system"</b> <br /> -Anonymous<br /> 1d4Chan<br /> <a href="https://docs.google.com/document/d/141WrF8qfNv2GZO4BRZKw_IU_EQr6aVuoobvZEk37M38/edit?usp=sharing" target="_blank" rel="nofollow">https://docs.google.com/document/d/141WrF8qfNv2GZO4BRZKw_IU_EQr6aVuoobvZEk37M38/edit?usp=sharing</a><br /> <br /> When I heard of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> making a new version of the Imperial Guard Codex, I got excited. <br /> <br /> Mainly, I was excited about several rumors saying that the codex was going back to several of the ideas in the 3rd edition codex to basically give regiments options, like Space Marine Chapter Tactics, to make each individual Guard force unique. Half the reason i got into guard was the idea of creating my own regiment, (which i did.) <br /> <br /> When i received the codex, my heart sunk. Not only did the codex not have any of those rumors, but they also removed half of the special characters. Marbo, Al'harem, Moghul Kamir and Chenkov were all gone. There was the argument that these characters did not do much for an army in the first place, but that is not why i cared about them. They represented the different flavors of the vast armies of man. Al'harem could make a normal infantry guard force turn into a surrounding force. Chenkov could make you feel like a terrible, villainous commander marching his troops into certain doom.<br /> <br /> The Imperial Guard, to me, represents all and every era of warfare man has seen. They include all of earths martial history from Alexander the great to World War 2. It is what makes the army so alluring.<br /> <br /> The new codex felt like it took that away. It did not make as much mention to the differences between armies, and it did not give the different regiments nearly as much attention as the other books have.<br /> <br /> I wanted to make my own codex to fit those needs, neither did i want to make something that only a few players could find any use. I wanted to incorporate all the different styles of warfare that was so prevalent in the previous books. I also wanted to take the doctrines described in the 3rd edition codex and expand upon them.<br /> <br /> <a href="https://docs.google.com/document/d/141WrF8qfNv2GZO4BRZKw_IU_EQr6aVuoobvZEk37M38/edit?usp=sharing" target="_blank" rel="nofollow">https://docs.google.com/document/d/141WrF8qfNv2GZO4BRZKw_IU_EQr6aVuoobvZEk37M38/edit?usp=sharing</a><br /> <br /> The document describes the major changes i have made to the codex thus far. It does not include all units inside (however, eventually i hope to make a quality pdf of the entire codex)<br /> <br /> The largest changes include: <br /> Platoons- Each platoon now can have 0-1 Platoon Commander. They also allow veterans inside platoons as well. When a platoon does not have a commander, each unit is taken as a separate troops choice.<br /> Platoon Doctrines- Each Platoon Commander can now take one of a variety of doctrines, each giving a special rule as well as a new order to add to its pool.<br /> Orders- There are 5 orders that all models with the Voice of Command Special Rule. Senior Officers get access to an additional 3.<br /> Regimental Doctrines- When making the force, the player gets to choose between three regimental doctrines that allow all models with the Voice of Command Special Rule to use.<br /> Tank Orders- Individual Squadrons with at least two can buy an upgrade to let them recieve orders from the Tank Commander.<br /> Special Characters- Marbo(In development), Chenkov, Al'Harem, Moghul Kamir are all back in, with slightly different rules.<br /> New Special Characters- Mordian Vet SGT Camp Amber, Vostroyan Vet SGT Kirov Kutuzov (Chimera Commander)<br /> Outriders- Rough Riders are now changed to outriders, and can be taken in Platoons.<br /> Taurox- Transport Capacity of 20, open topped originally.<br /> Hot Shot Lasguns- Up to 9”, they are S4 AP3. After 9 and up to 18”, they are S3 AP4<br /> <br /> There is more i want to do, but i would really appreciate feedback or comments. All comments are welcome, especially any constructive criticism.]]></description>
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				<pubDate><![CDATA[Sun, 26 Oct 2014 17:08:00]]> GMT</pubDate>
				<author><![CDATA[ IrishWristwatch]]></author>
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				<title>Re:Imperial Guard Ultimate Codex (In Development)</title>
				<description><![CDATA[ Still wading my way through the Google doc. However, just off the top of my head, one minor nitpick:<br /> <br /> I think the Chimera Commander (Kirov Kutuzev) would be better represented serving as the special character for the <a href="http://warhammer40k.wikia.com/wiki/Armageddon_Steel_Legion" target="_new" rel="nofollow">Armageddon Steel Legion</a> rather than the <a href="http://warhammer40k.wikia.com/wiki/Vostroyan_Firstborn" target="_new" rel="nofollow">Vostroyan Firstborns</a>; the reason being that the former is best known for mechanised infantry with troops regularly deployed  in Chimeras. Meanwhile, Vostroyans are better known for static line infantry, lots of battle tanks (owing to their close ties with the Adeptus Mechanicus), and their curious practice of reinforcing depleted regiments.<br /> <br /> As such - perhaps rename the Chimera Commander?<br /> <br /> As for the Vostroyans, perhaps give them a Platoon Commander with a unique platoon configuration of 1 Command Squad, 2-5 Infantry or Veteran Squads, 0-5 Heavy Weapon Squads, 0-1 Leman Russ Battle Tank (cannot be taken as squadron).]]></description>
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				<pubDate><![CDATA[Mon, 27 Oct 2014 00:38:58]]> GMT</pubDate>
				<author><![CDATA[ mr. peasant]]></author>
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