<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Another Imperial Guard Codex rework - Let's dream about good rules for our army. "]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Another Imperial Guard Codex rework - Let's dream about good rules for our army. "]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Hello everyone, <br /> <br /> As I’m doing my own codex for my homebrew regiment, I took the opportunity to upgrade the current <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex. I think everyone would agree to say this is direly needed. I wanted to do this because I gave a try for <span class="glossaryitem" onmouseover='gp(271);'>RR</span> during the past weeks and I saw many proposed rules threads that gave me ideas. <br /> <br /> I’m not going to write about my rules; I would just like a feedback from you people to know whether my tweaks are appropriate/balanced/outright bad. Consider that things I did not mention are still included in the codex with no modifications. Most of the list is made by the inclusion of <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff I felt was nice and previous editions rules and units. I also put some personal creativity for some entries. <br /> <br /> Enough talking though. <br /> <br /> <span style="font-size: 18px; line-height: normal;"><font color='red'><u><b>Imperial Guard Army list 7th Edition. </b></u></font></span><br /> <br /> <b><font color='red'>1 – General changes: </font></b><br /> <br /> -	Leman Russes get back Lumbering Behemoth. They can fire their secondary weapons at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> after having shot with their Ordnance weapon. They are Heavy still, so can’t move faster than 6” except stated otherwise in particular situations. <br /> -	Hydras get back Auto targeting system and thus ignore Jinking cover saves. <br /> -	Scions can have Grav Guns. <br /> -	Scions regain Special operations : They always have the Move through Cover <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and, when players set Infiltrators, all <span class="glossaryitem" onmouseover='gp(520);'>MT</span> squad may take one the following:<br /> +++++++Ambush! All <span class="glossaryitem" onmouseover='gp(520);'>MT</span> are Infiltrators and their weapons have Pinning until their next Shooting phase. <br /> +++++++Tactical insertion: all <span class="glossaryitem" onmouseover='gp(520);'>MT</span> must Deep Strike. They can choose to reroll their <span class="glossaryitem" onmouseover='gp(471);'>DS</span> dice but must keep the second result. <br /> +++++++Clear the area: all <span class="glossaryitem" onmouseover='gp(520);'>MT</span> must start the game in a transport. In the turn they disembark, they use their full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for counter charge fire. <br /> -	Hellhound and the likes have [insert fancy name here] special rule: each Vehicle, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or GMC hit by Inferno/Chem/fusion cannon templates suffers 1D3+1 hits instead of one. <br /> -	Mortars are R48” S4 AP6 Heavy2, Barrage, Explosion. <br /> -	Deathstrike is S: D<br /> -	Sentinels can have Multimeltas for +10pts. Chimeras can replace their hull mounted <span class="glossaryitem" onmouseover='gp(51);'>HB</span> by a <span class="glossaryitem" onmouseover='gp(330);'>MM</span> for +10pts. <br /> -	Valkyrie rocket launchers are 36’’. <br /> <br /> <b><font color='red'>2 –  Special Wargear:</font></b><br /> -	<b>Veteran Crew</b>: The vehicle has BS4 and may ignore Crew Shaken on 4+<br /> -	<b>Coaxial Storm Bolter:</b> a storm bolter allows the main weapon it is stuck on to be Twin Linked if it hits its target. <br /> -	<b>Night Vision goggles</b>: grants the Night Vision <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. <br /> -	<b>Smoke Shells</b>: resolve the shot as normal then place the 5’’ blast. Any enemy unit firing through the blast template has its target gaining the Shrouded <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. (working the other way around) <br /> -	<b>Illum Shells</b>:  resolve the shot as normal then place a token. Any enemy unit in the 18’’ of the token cannot benefit from the cover provided by Night Fighting. <br /> -	<b>Voxcaster:</b> orders range is unlimited. Failed <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests for orders are no longer rerolled. <br /> -	<b>Special Markings</b>: a friendly unit which can trace a <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to a vehicle with Special Markings can reroll a single failed moral test per turn. <br /> -	<b>Armoured cockpit</b>: the flyer may ignore Crew Shaken and Crew Stunned on a 4+. <br /> -	<b>Flare launchers</b>: a token working like a Bomb. Same effect as Illum shells. <br /> -	<b>Infrared filter </b>: for flyers only, Night Vision <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> -	<b>ECM systems</b>: for flyers only, 4++ against Missile attacks.<br /> <br /> <b><font color='red'>3 – <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Armory:</font></b><br /> <br /> -Shooting weapons : <br /> +++++++Same as current codex<br /> +++++++Grav pistol : 15pts<br /> -Special Weapons :<br /> +++++++Same as current codex<br /> +++++++Grav gun (Scions Only): 15pts. <br /> -Heavy Weapons :<br /> +++++++Heavy bolter : 5pts<br /> +++++++Mortar : 10pts<br /> +++++++<span class="glossaryitem" onmouseover='gp(805);'>AA</span> missiles for <span class="glossaryitem" onmouseover='gp(328);'>ML</span> are +5pts. <br /> +++++++Same as current codex<br /> -Melee weapons : same as current codex<br /> -Special Issue wargear: <br /> +++++++Krak Grenades: 1pts<br /> +++++++Night Vision goggles: 2pts<br /> +++++++Carapace armour: 3pts<br /> +++++++same as current codex. <br /> -Vehicle equipment : <br /> +++++++Coaxial Storm bolter (<span class="glossaryitem" onmouseover='gp(87);'>LR</span> except Exterminator and Conqueror, Chimeras, Hellhound family) :  5pts/vehicule<br /> +++++++Same as current codex<br /> -Flyer equipment:<br /> +++++++Flare launchers, infrared filter : +5pts<br /> +++++++Special Markings:  10pts<br /> +++++++Armoured cockpit: 20pts<br /> +++++++ECM system: 20pts. <br /> <br /> <b><font color='red'>4 – Army list. </font></b><br /> <br /> <font color='red'><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></font><br /> <br /> <b>Lord commissar</b>: 60pts. No other changes<br /> <br /> <b>Tank commander</b>: 60pts. Same order system as current codex. May choose to give one order to its squadron (then it is resolved at Ld9) or to one <span class="glossaryitem" onmouseover='gp(87);'>LR</span> squadron in a 24” radius (resolved at Ld8). Orders are the following:<br /> +++++++Forward!: <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+6’’ Flat out move<br /> +++++++Fire at will: Split Fire <span class="glossaryitem" onmouseover='gp(136);'>USR</span> for <span class="glossaryitem" onmouseover='gp(737);'>TC</span>’s <span class="glossaryitem" onmouseover='gp(87);'>LR</span> or to one <span class="glossaryitem" onmouseover='gp(87);'>LR</span> of another squadron. Resolve this attack first. The other <span class="glossaryitem" onmouseover='gp(87);'>LR</span> of the ordered squadron may choose their target freely. <br /> +++++++Strike and shroud : Shoot then activate Smoke Launchers<br /> +++++++Focus your fire: Successful cover saves taken against the squadron attacks must be rerolled. <br /> +++++++Evasive manoeuvers : 5++ against <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks<br /> +++++++Advance carefully: The squadron may do Counter Charge fire at BS2 instead of shooting in its shooting phase. <br /> <br /> <b>Regimental advisors</b>: Priest is <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8, no other change<br /> <br /> <b>Servitors</b> are 8pts/model. <br /> <br /> <font color='red'>Troops:</font><br /> <br /> <b>Infantry squads</b>: 40pts. No other changes. <br /> <br /> <b>Veteran squads</b>: 50pts. No other changes. <br /> <br /> <b> <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> and <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> </b>are 30pts. <br /> <br /> <font color='red'>Dedicated Transport </font><br />  <br /> <b>Chimeras</b> are 55pts and can take <span class="glossaryitem" onmouseover='gp(330);'>MM</span> for 10pts in lieu of its hull mounted <span class="glossaryitem" onmouseover='gp(51);'>HB</span>. <br /> <br /> <b>Valkyries </b>are moved into this section. They are 100ppm. <br /> <br /> <font color='red'>Elite</font><br /> <br /> <b>Ogryns</b> are 110pts and 35ppm. Can have Valkyries <br /> <br /> <b>Bullgryns </b>are 125pts and 40ppm. Can have Valkyries<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(520);'>MT</span> <span class="glossaryitem" onmouseover='gp(732);'>CS</span></b>: 75 pts. Basic Scions are Ld8. Night Vision goggles added to wargear. Special Operations rule. The tempestor prime may exchange its laspistol for a hot shot lasgun for free. <br /> <br /> <b><span class="glossaryitem" onmouseover='gp(520);'>MT</span> Squad</b>: 60pts. Basic Scions are Ld8. Night Vision goggles added to wargear. Special Operations rule. The tempestor may exchange its laspistol for a hot shot lasgun for free. Any Scion may take a special weapon. <br /> <br /> <font color='red'>Fast attack</font><br /> <br /> <b>Scout Sentinels</b> Sqd are 30ppm<br /> <br /> <b>Armoured Sentinels </b>Sqd are 40ppm. May take a multimelta for 10pts <br /> <br /> <b>Vendettas / Vulture Sqd</b> is 160ppm. Vulture is 105ppm. Can be squadroned together. <br /> <br /> <b>Salamander Recon Vehicle</b> : 70pts. <br /> -	BS3, 12-10-10. Open-topped, Fast, Tank. <br /> -       Capacity : 6 models<br /> -	<u>Special rule</u>: <u>Forward Artillery Controller</u>: The Salamander may try to designate any enemy unit instead of shooting one of its weapons. Use <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to hit. If successful, the enemy unit is designated and any Explosion weapon trying to target it only scatters by one <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.  <br /> -	Autocannon, Heavy bolter, smoke launcher, searchlight. <br /> -	May exchange <span class="glossaryitem" onmouseover='gp(5);'>AC</span> for <span class="glossaryitem" onmouseover='gp(336);'>HF</span> or <span class="glossaryitem" onmouseover='gp(51);'>HB</span> (free) or <span class="glossaryitem" onmouseover='gp(80);'>LC</span> (10pts). <br /> <br /> <b>Rough riders</b> (in light cavalry flavour): 60pts<br /> --------------<span class="glossaryitem" onmouseover='gp(149);'>WS</span>---<span class="glossaryitem" onmouseover='gp(14);'>BS</span>---S---T---W---I---A---<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>-----Svg <br /> Sergeant---3-----3------3---4---1----3---2----8-------5+ <br /> <span class="glossaryitem" onmouseover='gp(271);'>RR</span> -----------3-----3-----3----4--1-----3--1---8--------5+ <br /> <br />  Unit composition : 1 Sergeant (character ; cavalry), 4 <span class="glossaryitem" onmouseover='gp(271);'>RR</span> (Cavalry) <br />  Wargear: flak armour, laspistols, hunting lances, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, frag & krak, Special horses <br />  Special rules : Outflank, Light Cavalry, Accute senses<br />  Options: <br />  - May add up to 5 <span class="glossaryitem" onmouseover='gp(271);'>RR</span> : 10pts/fig <br />  - The whole squad may exchange hunting lances for lasguns : free<br />  - The Sergeant may choose weapons from shooting and melee weapons lists. <br />  - The whole squad may take melta bombs : +10pts <br />  - Up to two <span class="glossaryitem" onmouseover='gp(271);'>RR</span> who did not receive any of this equipment may receive a special weapon (flamer excluded) <br />  - Up to two <span class="glossaryitem" onmouseover='gp(271);'>RR</span> who did not receive any of this equipment may receive a melee weapon. <br /> <br /> <u> Light Cavalry</u> (inspired from the Warp spiders) : once per turn, if an enemy unit declares a charge on the <span class="glossaryitem" onmouseover='gp(271);'>RR</span> Squadron, it may make a special move. If it is not retreating, the squadron may immediately move <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> in any direction. The charging unit cannot choose another target but can charge if the squadron is still at range at the end of the special move. The <span class="glossaryitem" onmouseover='gp(271);'>RR</span> may act normally during their next turn. <br /> <br /> <u>Special horses </u>: +3'' to any movement, +1T (already counted on profie), <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> 5+<br />  <br /> <b>Hellhound and friends </b>Sqd: each vehicle has a 10pts decrease. + Special rule against big targets<br /> <br /> <font color='red'>Heavy Support</font><br /> <br /> <b>Leman Russes</b> Sqd:<br /> <br /> -	Vanquisher is 1205ppm. Demolisher is 160ppm. Punisher is 130ppm. Conqueror (Tank, Fast, R48’’ S8 AP3 Heavy1 Blast cannon with inbluit Coaxial Storm Bolter) and Annihilator (turret mounted 48'' Heavy2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>) are added for 130 and 140ppm. <br /> -	One vehicle per sqd may take a Veteran Crew for 15pts. <br /> <br /> <b>Thunderers</b> Sqd are added (basically a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> chassis with a demolisher cannon). 140ppm<br /> <br /> <b>Laser Destroyers</b> (<span class="glossaryitem" onmouseover='gp(87);'>LR</span> chassis with a big <span class="glossaryitem" onmouseover='gp(80);'>LC</span> which is R72” S10 AP2 Ordnance1) 150pts, May take Veteran Crew for 15pts <br /> <br /> <b>Ordnance battery</b>: Medusa is 125ppm, Basilisk is 110ppm, Griffon is 75ppm. <br /> -	Griffon has Accurate bombardement (basically <span class="glossaryitem" onmouseover='gp(126);'>TL</span> main gun, which is R12-48” S6 AP4 Ordnance1, Big blast, Barrage)<br /> -	Medusa can replace its standard ammo (R48” S10 AP2 Ordnance1, Large Blast) by Breacher shells (R36” S10 AP1 Heavy1, Small Blast, Armourbane) for 15ppm. <br /> <br /> <b>Hydra and Wyvern</b> are 80pts. <br /> <br /> <b>Deathstrike</b> is 150pts<br /> <br /> <b>A Manticore</b> may exchange its standard rockets by 4 Sky Eagle rockets (R120” S9 AP2 Ordnance 1, Skyfire) for free. <br /> <br /> <br /> Here you got ladies and gents. Sorry for the overall presentation, I hope you made it through the wall of text. <br /> Feedback is very much appreciated since I intend to actually play this codex. Anyway, thanks for reading!<br /> <br /> <br /> Latest Edit : Infantry, Vets and Scions costs downgraded. <span class="glossaryitem" onmouseover='gp(87);'>LR</span> annhilitor main gun and cost reworked. Vulture added. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8462770.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8462770.page</link>
				<pubDate><![CDATA[Thu, 18 Feb 2016 14:52:11]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ A lot of good stuff here, many of the changes I agree with or at least appreciate the right direction you're going.<br /> <br /> I'd recommend that later you try and make this look more 'professional' by putting it in a PDF and neatly laid out and such, but that's something for later.<br /> <br /> On to the changes!<br /> <br /> For general point costs, I think you've played it a little too safe, which isn't a bad thing as more players would be willing to test this being still a little underpowered.  Of note, Hellhounds and friends shouldn't be more than 100pts, and Sentinels could use a further drop by 5pts each.  Chimeras could come down to 55pts, even 50pts really.  Taurox could start between 40 and 50.<br /> <br /> On the topic of <span class="glossaryitem" onmouseover='gp(458);'>DTs</span>, we can choose to forget the Taurox even exists, but if we acknowledge it, it has to fill a clear and distinct role from the Chimera.  Give the chimera the option for an <span class="glossaryitem" onmouseover='gp(5);'>AC</span> for 5pts, and either make the base Taurox fast, or allow it to take an upgrade for fast.  Now its a lightly armoured, decent gunned, mobile truck, while the chimera is more of the pillbox and frontline vehicle.<br /> <br /> Valks could even come down a little further, as could the Vendetta, but that's up for testing, so no big deal either way.  Good call putting Valks in <span class="glossaryitem" onmouseover='gp(458);'>DTs</span>.<br /> <br /> Russ changes are good.  Make sure the Tank Commander doesn't have to take a friend.  Basically just rob the entry from the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> <span class="glossaryitem" onmouseover='gp(646);'>ABG</span> list, Beast Hunter shells and all.  Costs look good.  Unfortunately, the core rules still need work so that vehicles aren't just save-less <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, but that's another topic.<br /> <br /> The Hellhound changes for the wounds thing is an interesting idea I never considered.  Definitely an idea worth testing.  Even with that buff, they still need a dramatic price cut.<br /> <br /> Salamander is interesting, definitely another idea worth testing.<br /> <br /> Rough riders will always be debated as everyone has a different idea of how to fix them/make them interesting.  In general though, they need the survivability to do something (anything) and a points reduction to make them worth taking in the first place.  However you do that, you're going to make a lot of people happy.  After that its mostly details and personal vision.  Personally, I'd like to see an assault variant and a shooty variant.  Organize them in a platoon structure and allow certain <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> (commissars, priests) to take a mount to keep pace (and look badass as feth yo).  Allow each squad to be made a veteran (assault squad gets WS4, maybe I4 as well, shooty squad gets BS4) and include the option for carapace.  Now you have a number of distinct options/flavours for any type of historical basis.  Heavy or light, veteran or night, shooty or assaulty.  Everyone wins, takes half a page of stat lines/rules.  Something to ponder anyways.<br /> <br /> Hydra and Wyvern costs should just swap, even with the Hydra regaining auto-targeting.<br /> <br /> Other than that, borrow liberally from <span class="glossaryitem" onmouseover='gp(39);'>FW</span>.  Give me the <span class="glossaryitem" onmouseover='gp(646);'>ABG</span> BeastHunterQuisher, quad mortars, and heavy ordnance batteries and I'm happy.<br /> <br /> Oh, and enclosed compartments for the arty needs to be recosted to something like 5 or 10pts max.<br /> <br /> I'm sure there's more, but that's a start.  Looks good!<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8463858.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8463858.page</link>
				<pubDate><![CDATA[Thu, 18 Feb 2016 21:52:30]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Thanks for feedback Blacksails !<br /> <br /> I'm glad you did not find anything under/over powered and have a positive feeling at first glance. I voluntary tempered my will to cut point costs just to test the water. If you think I should go further, I'd be happy to do it. Other opinions could be useful to confirm if it's the way to go <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">. <br /> <br /> On Chimeras and Taurox, I think you got my implicit idea. I don't like the Taurox and in my homebrew codex, I did not even put it. I don't want to use my time to work on it, so let's make it fast as you said while buffing / cutting costs on Chimeras and I think we'll be good. <br /> <br /> Valks are still overcosted <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. In the 5th ed codex, they were 100pts !! I really don't know why <span class="glossaryitem" onmouseover='gp(50);'>GW</span> put such a brutal increase on this between both edition. Same questions for Chimeras though. <br /> <br /> On the Tank commander, I don't really see the point of making him a stand alone model. Squadroning him isn't that bad, isn't it? I totally agree to rob <span class="glossaryitem" onmouseover='gp(646);'>ABG</span> options and wargear. I already did it in a certain extend but I didn't want to put too much complexity in the first shot of this codex. Beast Hunter Shells are amazing and could totally rape Riptides, Wraithknights and the like. Don't you think it's totally of <span class="glossaryitem" onmouseover='gp(280);'>OP</span>? Perhaps we should rework it to make it cause 1D6 wounds to <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/GMC rather than Insta Death? <br /> I also want Commissar tanks !!<br /> <br /> I forgot to precise : Salamander <span class="glossaryitem" onmouseover='gp(435);'>RV</span> designation is meant to be a 36" shot. <br /> <br /> On Heavy ordnance battery, I put it in my word doc but not on this post. The reason is they are vastly superior to self-propelled ordnance; they are cheaper, can take orders without any formation and are tougher since they have T7 3+. No crew stunned and annoying stuff like this. So, how can a player could possibly choose <span class="glossaryitem" onmouseover='gp(759);'>SP</span> basilisk other an immobile Earthshaker platform? They both have the range to shoot the kid standing on the other side of the store, so mobility is not even useful... Any thoughts? <br /> <br /> Kind of the same questions for Leman russes and their variants:<br /> Is the Thunderer really useful since we already have the Demolisher? If yes, what should be their respective prices? <br /> Can Laser Destroyer and Annihilator can coexist (or even exist at the side of a under priced <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Vanquisher)? <br /> <br /> I really think every single unit in a codex should be in balance when the player chooses. A good list is a list where each unit is fairly competing  for a slot, where there is no nobrainer nor redundant choices. That's what I'm trying to achieve with this and the help of the community is welcomed. <br /> <br /> Subsidiary question: should <span class="glossaryitem" onmouseover='gp(69);'>IG</span> get vehicles platform for grav canons? If yes, which ones and for which cost? <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8464905.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8464905.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2016 08:21:02]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I like most of that, actually.<br /> <br /> One change I'd propose, though, is that for the Priest, instead of becoming <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8, he instead gets all the wargear options from Codex: Adepta Sororitas. (This gives him access to combi-weapons, power weapons, shotguns, storm bolters and eviscerators) Additionally, all Priests (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Sisters, Inquisition) get to roll for War Hymns on the highest Leadership value in their unit. Maybe bump their base cost to 30 with that bonus, but...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8465631.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8465631.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2016 15:31:16]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ As much as I hate the Taurox and think it was hamfisted in with no thought at all and doesn't mesh with, well, anything, we do have to admit it is here and here to stay.  Might as well make it useful.<br /> <br /> I almost forget valks were that cheap.  Couldn't hurt to bring them back down to that level, seeing as they're decent transports but not exactly terrifying to face off against.  Vendettas could come down a hair, but I'm not fussed.  Add in vultures while we're at it too.  Who doesn't love twin punisher cannons?<br /> <br /> The tank commander thing is just weird as it is.  The point of a commander is that he has a squadron beneath him, consisting of roughly three platoons, each with three tanks, if <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s established structures are to be believed.  The commander sits outside that structure as the 10th tank.  So why force a second tank on the player?  It makes for a gakky tax that is not needed, and its not exactly any more fluffy than having him be bought alone.  There's no downside to removing the mandatory buddy, and if you really want, you can allow him to still bring up to two friends.  Just write it in as 'May take 0-2 additional Russes in the squadron'.  As for Beast Hunter shells being <span class="glossaryitem" onmouseover='gp(280);'>OP</span> or not, I frankly don't give a flying feth.  The game is so beyond borked and the vehicle/<span class="glossaryitem" onmouseover='gp(93);'>MC</span> disparity is comical at this point that giving a handful of meh platforms the ability to occasionally one shot some crazy overpowered <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> is a drop in the bucket.  It may make Tau players, or Eldar players, or Nid players pause for a moment and consider how to deploy/employ their big gribblies.  I wouldn't pay any mind to anyone who complains about BH shells unless they also feel very strongly that <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and vehicles need a dramatic overhaul, but again, a topic for another time.<br /> <br /> Salamanders, cool, maybe allow them to be bought as a platoon but can be deployed separately.  Or something.  I dunno.  Maybe if they had a small transport capacity to haul around 5-man squads.  Some additional functionality than just being arty's bitch.<br /> <br /> If the heavy ordnance is way overpowered and traditional platforms are underpowered, that to me suggests that in your document you alter the points dramatically.  Bring Bassies (vehicle) down to ~90pts, bring the arty Bassie up to ~95pts, or something.  Play test I suppose, seek some additional feedback.  I haven't played them enough to give a solid ballpark.<br /> <br /> Thunderer would really just be a preference.  Either you take the turreted version for a little more (no more than 10pts difference) which gives you a hull weapon and extra insurance in case of a weapon destroyed result, or you go cheap and bring the thunderer, but risk a little more and lack any sort of extra oomph.<br /> <br /> Laser destroyer and annihilililitaorotjej (I'm drinking, ain't got time for spelling) can and should co-exist.  Make the annihilaortikasn Heavy 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, while the laser destroyer is Heavy 1 <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, but ordnance, potentially AP1 if you want.  The laser destroyer variant can be a touch more expensive, but its really just minor preference and modelling differences.  Up to you though.<br /> <br /> I don't care for grav, nor do I think its needed, nor do I feel as though it makes a whole lot of sense for the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> to have them.  Grav is fairly complicated, and the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is about massed weapons, ranging from the simple and mediocre, to the somewhat rare and complex, but very rarely anything super special in any significant amount, like grav.  <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and such can be killed by judicious application of lascannons.<br /> <br /> More thoughts.  Heavy and special weapon teams need more than just a point reduction.  Their problems are a total and complete lack of survivability, zero built in ability to buff leadership (impacting orders and other morale stuff), have no built in transport options, and generally costly.  Some of those fixes are easy; have option for vox, maybe have a 'sergeant' with better <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> (maybe purchaseable?), give them chimera and valk transport option, and cut cost.  Outside of that, maybe consider including them in the ability to join squads and blob up.  Maybe make heavy weapon teams not mutli wound models, so they don't get <span class="glossaryitem" onmouseover='gp(269);'>ID</span>'d.<br /> <br /> For <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> layout/structure, consider including at least one type of arty (I'm thinking Wyverns or Hydras or Gryphons [and/or the static arty variant]) in the elite slot, either by default or through manipulation through a character/trait or unique <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> or detachment or whatever the kids are calling them these days.<br /> <br /> Ummm, I'm sure there's more but I can't remember right now.  Maybe drunk me will remember in a few hours.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8466549.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8466549.page</link>
				<pubDate><![CDATA[Fri, 19 Feb 2016 22:18:39]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ @jade_angel <br /> <br /> I like the idea of getting more wargear, it's always good to have more diversity. I really think Ld8 is a must though ; if Priests were to use highest <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>, they'd most likely use Sergeants' one, which is bad since these guys usually die fast. No really, a zealot Priest which is supposed to be utterly fanatic must be Ld8; <br /> <br /> @BlackSails<br /> <br /> I know other factions get <span class="glossaryitem" onmouseover='gp(280);'>OP</span> stuff in the dozen but I don't really buy this arms race. Perhaps a BH shell with 1D6 wounds per hit would be a sufficient threat? Taking in account small blasts are bad for accuracy, that could be more balanced I think. <br /> <br /> I like your arguments on the THunderer and the Annihilator. Such a profile for the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span> would give it more reasons to be taken, for example as a medium range <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/vehicule killer. I got to admit I love the Annihilator's look <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> On grav, I totally agree on fluffy reasons. But once again, I'd say it is a matter of keeping up with the pace. Grav is now a thing in the game (hamfisted like the Taurox would you say <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">?) and thus, we should adapt to this. It should be limited to Scions units and very specific armoured platform (perhaps a Grav hellhound? That would suits its use quite well I guess). <br /> <br /> I'm really mixed on the ordnance platform. The only reason one could take self-propelled arty should be some new special rules (and the  ability to bring Breacher Medusa at range) but I did not took the time to think about them. Any idea? <br /> <br /> <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> should just be immuned to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> since they aremade of two T3 guys and not 1.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8467840.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8467840.page</link>
				<pubDate><![CDATA[Sat, 20 Feb 2016 13:24:44]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Only thing I don't like is access to Grav.  That should stay unique to marines.  I'm fine with giving guard a much needed bump but fluff wise it would make no sense.  Grav tech is very rare, it makes no sense that storm troopers or guard sergeants would have access to them.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8468580.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8468580.page</link>
				<pubDate><![CDATA[Sat, 20 Feb 2016 19:22:15]]> GMT</pubDate>
				<author><![CDATA[ HoundsofDemos]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I really don't think BH shells are <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.  They're limited to one unit, plus you could cost it appropriately, somewhere between 15pts and 30pts.  Its a reasonable counter to many of the powerful <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> that regularly see the table.  I'm not fussed about it.<br /> <br /> I really don't care much for grav, but its your dex.<br /> <br /> I see what you're saying about arty.  It does seem oddly redundant.  Maybe taking a vehicle version locks out the immobile options and vice versa.  Maybe the vehicles could gain some special ability to relocate quickly to avoid an assault.    I dunno, its a good problem to have though.  Maybe the vehicles gain more ammo options, or have a bonus against something...or...gain bonuses for being in a full battery...or can take orders...I dunno.<br /> <br /> Sure, <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> immune to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> is reasonable.  Simple enough.<br /> <br /> Before the Taurox was introduced I really wanted a Chimera/Hellhound variant that had a 5-6man transport capacity, 12/12/10 armour, fast, and carried larger calibre weaponry, up to a vanquisher cannon.  But now, it doesn't make much sense with the Taurox.  Ah well.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8468699.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8468699.page</link>
				<pubDate><![CDATA[Sat, 20 Feb 2016 20:17:55]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ @HouseofDeimos<br /> <br /> I guess giving grav guns to Scions is fine. After all, they are supposed to be super snowflake special forces. Their wargear should reflect that! I agree on sergents. Grav pistols should be removed from the shooting weapons sections and put in every army list entry that need it. <br /> <br /> @Blacksails. <br /> <br /> I understand your POV. My feeling is really personal. I play in a friendly meta where people tend to avoid things like triple Riptides/WK so, I wouldn't be confortable with killing their lesser <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that easily. S8 AP2 would just murder any Carnifex. <br /> That being said, small blast are inaccurate and that's true BH shells have very limited access. Plus many <span class="glossaryitem" onmouseover='gp(93);'>MC</span> have <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> or invu saves, so having 1D6 wounds per hits instead of one <span class="glossaryitem" onmouseover='gp(269);'>ID</span> wound could actually increase the chance to do something to the target. Once again I'm mixed. <br /> <br /> I try to give some thought to the arty ;<br /> - Selfpropelled Medusa are 125 and fixed Medusa carriages are 100. Mobility here is better since Breacher shells have a quite limited range of 36''. For normal shells, 48'' is not bad but the carriage would not fire at turn one and could be targeted easily. Actually, the Medusa range make it vulnerable in every flavour. <br /> - <span class="glossaryitem" onmouseover='gp(759);'>SP</span> Griffon : clear difference here. Either you take a 75pts tank with Accurate bombardment, either you have a small carriage with W2 at 50pts and no particular rule except the ability to take orders. Good then.<br /> - Our beloved Bassie now : Earthshaker platforms are way better, for the aforementioned reasons. More durable, more useful, with an insane range that invalidate mobility. I have strictly no idea how we could give a special flavour to the <span class="glossaryitem" onmouseover='gp(759);'>SP</span> version though...<br /> <br /> There's also the possibility to deny any rotation out of a 45° angle to fixed carriage, but that would render them nearly useless.(Isn't that already the case ?). ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8469908.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8469908.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 10:51:17]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I'm really happy to see this thread.  I too have been trying to tinker with the Guard for years to make them the absolute best that they can be.  <br /> <br /> One thing I have figured out is that with a few noticeable exceptions, Guard units need to be absolutely cheap as possible.  Other factions can get the nastier units, weapons and special rules; we should focus instead on having more units than them to balance it out.  And I'm not just talking about regular infantry either.  All of our units; tanks, fliers, special forces etc should be able to be fielded in larger numbers than other armies can.  In the past, fifth edition for example, we were supposedly the only faction to be able to take big vehicles in squadrons.  That's not the case anymore, so we need a way to correct it.  So I would back big point reductions all around.<br /> <br /> Another idea I had was to try and bring back the old Doctrine System from 3rd edition, updated for the modern game.  Because right now a Catachan fights exactly like a Vostroyan, and the Marines are ore varied in style than us, and that's a shame.  My current idea for that is a system based on the Warlord Trait idea.  A list of 6-12 different skills (depends on how many I can create), with the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player picking 1-2 of them and applying them to every Company Command Squad, Veteran Squad and Infantry Platoon unit in their army at no extra cost.  An <span class="glossaryitem" onmouseover='gp(69);'>IG</span> version of Chapter Tactics.  These skills would need to be good enough to consider taking, but mild enough to justify being free.  Here's some examples (some based on other sources I've read):<br /> <br /> - Sharpshooters: Models with this skill can re-roll To Hit rolls of 1 with lasguns, hotshot lasguns and sniper rifles.<br /> - Iron Discipline: Units containing at least one model with this skill roll <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> for Fear, Morale and Pinning checks, disregarding the highest,<br /> - Field Craft: Models with this skill have the Move Through Cover and Stealth (Forests) special rules.<br /> <br /> Scions could take either a fixed set of skills, or maybe a random mix of them.  Just some food for thought. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8470372.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8470372.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 16:42:17]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5e1d04d4ab3201914d6b0bd3823a3e4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680425/8469908.page"><b>RazgrizOne wrote:</b></a><br/><br /> I understand your POV. My feeling is really personal. I play in a friendly meta where people tend to avoid things like triple Riptides/WK so, I wouldn't be confortable with killing their lesser <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that easily. S8 AP2 would just murder any Carnifex. <br /> That being said, small blast are inaccurate and that's true BH shells have very limited access. Plus many <span class="glossaryitem" onmouseover='gp(93);'>MC</span> have <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> or invu saves, so having 1D6 wounds per hits instead of one <span class="glossaryitem" onmouseover='gp(269);'>ID</span> wound could actually increase the chance to do something to the target. Once again I'm mixed. <br /> <br /> </div></blockquote><br /> <br /> I really, really dislike unnecessary randomness.  Making it 1D6 would just be frustrating for all involved.  Roll a 6?  Now your opponent is still annoyed, but at something completely out of his control and outside a normal average.  Roll a 1?  Now you're annoyed, again at something out of your control.  It strips away any sort of tactical decision making.  It becomes a pure gamble, and this game is already rapidly becoming Yahtzee with pretty models.  Give it a fixed value or fixed rule that is predictable for both you and your opponent to plan around.  Keeping it as is is reasonable as it'll make your opponent think twice about where to move, use of cover, and committing to an attack.<br /> <br /> I guess you have to decide if this venture here is specifically for play with your group, or a semi-serious attempt on getting the ball rolling for a larger acceptance <span class="glossaryitem" onmouseover='gp(69);'>IG</span> fan-dex/<span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>/Errata.  If its the former, sure, pick the more random, underpowered option.  If its the latter, consistency, predictability and simplicity are king.  I believe keeping it as is is perfectly reasonable, especially if it comes with a 15-30pts price tag and only available on a very small number of specific units.<br /> <br /> As for the arty, some good thoughts so far, I'll think more on it.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8470483.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8470483.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 17:43:27]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ @FutureWarCultist<br /> <br /> Doctrines are awesome and I realized I did not include any when I posted the first shot of this codex. Thanks for bringing that back on the table.<br /> I remember the chapter traits list on the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> 4th Ed Codex. It was simply awesome, with total compliance, major and minor divergence from the Codex Astartes. The numbers and words I'm going to bring are vague but the principle is nice I think. People who remember would correct me. <br /> <br /> Total compliance gave you access to one major trait and command/synergy bonuses. <br /> Minor divergence gave you one major trait and one minor traits<br /> Major divergence gave you two major traits. <br /> <br /> Traits where <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, bonuses, maluses and limitations of wargear and so. It was very intuitive and very creative. We could bring such a system back to life by doing either :<br /> - a selection of different doctrines like you said and like it was in previous <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codexes. <br /> - create a system that could look like what I described and allow you even more customization with for example the possibility to play mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, line infantry, drop troops ... and adapt traits according to this. <br /> <br /> I really have to think about it, and I need help if anybody is willing to contribute!<br /> <br /> @Blacksails <br /> <br /> Randomness can be annoying when stupidly applied on unnecessary things like Warlord traits or Psy powers, but for wounds, I feel it's not that illogical. <br /> <br /> To answer your second question, I would like to make this into an attempt to have playtesters and a regular follow-up on results and fixes. But I guess I'm not the first the one to want this, so I will limitate myself to the "local group" version in a first place. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471287.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471287.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 23:46:39]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Can we add back our doctrines? They really would add more to the codex]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471294.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471294.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 23:49:05]]> GMT</pubDate>
				<author><![CDATA[ swampyturtle]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Yes sure, what do you have in mind? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471316.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471316.page</link>
				<pubDate><![CDATA[Sun, 21 Feb 2016 23:59:41]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5e1d04d4ab3201914d6b0bd3823a3e4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680425/8471316.page"><b>RazgrizOne wrote:</b></a><br/>Yes sure, what do you have in mind? </div></blockquote><br /> <br /> Camo cloaks for all units (Vets and regular troopers)   - &gt;  Tanith Armies<br /> Carapace for all units (Vets and regular troopers)  - &gt; Vostyroian Armies<br /> <br /> Sarges can take Lasgun for +1 points (reason behind this is adding extra shots for <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> but balanced out with point cost)<br /> <br /> <br /> Light Infantry Doctrine  (Move through cover)<br /> Sharpshooters Doctrine (Already covered)<br /> Hardened Fighters (+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> in CQB)<br /> <br /> <br /> Thats about all I would want back or added in. Overall I dont think any of it is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471539.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471539.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 01:38:19]]> GMT</pubDate>
				<author><![CDATA[ swampyturtle]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I would add in the vox caster models as well as vehicles with command vehicle, the ability to direct barrage weapons fire, similar to the Cadian/Mont ka artillery formation. That is one of the things that has bugged me about the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>/<span class="glossaryitem" onmouseover='gp(682);'>AM</span> since I began playing. Radios are meant to direct and coordinate fire.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I would add in the vox caster models as well as vehicles with command vehicle, the ability to direct barrage weapons fire, similar to the Cadian/Mont ka artillery formation. That is one of the things that has bugged me about the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>/<span class="glossaryitem" onmouseover='gp(682);'>AM</span> since I began playing. Radios are meant to direct and coordinate fire.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471674.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8471674.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 02:59:58]]> GMT</pubDate>
				<author><![CDATA[ Maj.Lee Scrude]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5e1d04d4ab3201914d6b0bd3823a3e4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680425/8471287.page"><b>RazgrizOne wrote:</b></a><br/><br /> @Blacksails <br /> <br /> Randomness can be annoying when stupidly applied on unnecessary things like Warlord traits or Psy powers, but for wounds, I feel it's not that illogical. </div></blockquote><br /> <br /> Just to be nit-picky, if you'll forgive me, but my issue isn't with the logic, its that its just unnecessary.  There are probably a solid half dozen reasonable and logical ways of going about the BH shell, of which your idea fits, I just think its one of many that have unnecessary elements.  That's all.  Regardless, its not a big deal and I'd encourage you to play test both options and see which one works best.<br /> <br /> <blockquote class="uncited"><div>To answer your second question, I would like to make this into an attempt to have playtesters and a regular follow-up on results and fixes. But I guess I'm not the first the one to want this, so I will limitate myself to the "local group" version in a first place. <br /> </div></blockquote><br /> <br /> Well, colour me interested then, if my participation this far hasn't been an indication of that.<br /> <br /> Now, on to new stuff.<br /> <br /> Doctrines.  The always discussed, never agreed upon, and rarely balanced red-headed step child of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> special rules.  Where do we even start with this?<br /> <br /> I'll at least start by saying that I'd personally encourage the doctrines to not be representative of each specific established regiment.  I'd rather not pigeon-hole the player in having to pick the Vostryan doctrine if the Cadian one might suit his army better.  What you want to do is create doctrines that represent generic archetypes.  Like say an Airborne Doctrine, or a Light Infantry Doctrine, or a Grenadiers Doctrine, and so on.  That way, as a Mordian player, I'm not stuck taking the same doctrine that offers some meaningless bonus like re-rolling morale checks or getting an extra lasgun shot for being in base to base contact.  I can field my Mordians as a veteran task force (Grenadiers) or as a patrol on a feral world (Light Infantry), or as a mechanized division, and so on.<br /> <br /> As an example, let's say we have a doctrine called Grenadiers (or Heavy Infantry, or whatever, you get the idea).  This doctrine would grant all veterans the carapace armour option for free, and all infantry squads would have the option of taking them for +20pts (ish).  In addition, all grenade launchers, and thrown grenades are twin-linked and gain the shred rule.  Or something, you get the idea.<br /> <br /> Airborne would allow Vendettas as dedicated transports too, and Vultures could be fast attack and heavy support choices.  All units that can buy a <span class="glossaryitem" onmouseover='gp(458);'>DT</span> must take a Valk or Vendetta and 50% may arrive on Turn 1, similar to marine drop pods.<br /> <br /> When you combine this type of bonus (think Chapter Tactics) with a proper Mega Detachment, we're basically good again.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473184.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473184.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 16:56:23]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Yeah, that's exactly what I wanted to do.  To create the broadest, most generic type doctrines that could suit multiple regiments, and let the player customize them to best suit both their play style and their armies fluff.  Like a customisable version of the Space Marine chapter tactics.  Despite the wide variety of regiments, a lot of them are actually very similar in practice.  Vostroyans and Mordians march in close order drill, the Catachans and the Tallarns are both good at ambushes and raids etc.  Well written doctrines should be applicable to multiple regiments.   <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473322.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473322.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 17:49:42]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Exactly.  People tend to forget that and push each regiment into specific niches.  Tallarn also represent some of the most gifted tank commanders and home to a vast number of armoured regiments.  They're also highly skilled light infantry and cavalrymen.<br /> <br /> So I guess we'll need no less than 5 but no more than 8 of these doctrines if we want a system that represents a good variety without being burdensome.  Remember as well that other specific rules can be pushed onto the units and formations.<br /> <br /> I'm going to find a copy of the last doctrine system for inspiration.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473632.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473632.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 19:25:26]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I think 6 is a good round number.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seem to like multiples of 6 in things like this.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473779.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473779.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 20:09:35]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Perhaps you could take a leaf out of <span class="glossaryitem" onmouseover='gp(386);'>FFG</span>'s Only War creation ideas? So, try and represent the sweeping regiment types, and impose certain limitations, much like the 30k Rites of War?<br /> <br /> Examples could be:<br /> -Airborne Regiment<br /> -Line Infantry Regiment<br /> -Light Infantry Regiment<br /> -Mechanised Infantry Regiment<br /> -Grenadiers Regiment<br /> -Artillery Regiment<br /> -Tank Regiment]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473964.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8473964.page</link>
				<pubDate><![CDATA[Mon, 22 Feb 2016 21:12:52]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Smudge]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Good call.  Definitely a good start.<br /> <br /> The only issue I'm having now is how the codex would be laid out.  As in, should there be a focus on having doctrines plus formations as the primary means of army construction and balance consideration, or do we go with doctrines as a form of modifying the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with some alternate detachment structures, more similar to how <span class="glossaryitem" onmouseover='gp(39);'>FW</span> tends to operate.<br /> <br /> If the former, then doctrines can be used for sweeping buffs that end up meshing with formations that are in line with that doctrine.  If the latter, then doctrines could be used to swap around force org slots and provide more generic bonuses.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8475957.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8475957.page</link>
				<pubDate><![CDATA[Tue, 23 Feb 2016 15:13:10]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ For a while, one idea I was going with was having the doctrines 'layered' with the size of the units.  It's...complicated, but here me out:<br /> <br /> Let's take a possible Mechanised Doctrine as an example:<br /> <br /> At the squad level, it lets Officers issue orders to Chimeras and Tauroxes (with the orders affecting the embarked units as well).  Like the way that sentinel formation works.  The vehicles can count as being leadership 8, unless there's a model embarked upon them with a higher leadership value.<br /> <br /> At the platoon level, it lets you combine the transports of units from the platoon into squadrons before the game starts.  Literally, combined squad for vehicles.  So those orders will work better.<br /> <br /> At the Infantry Company Formation level (a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and 3 platoons), it lets you take the transports for free, like the marine company formation.  Because you'll need at a minimum 10 transports and that gets expensive fast.  Buying in bulk should be cheaper!<br /> <br /> So if you had a little <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> army, or a huge Battle Group detachment, you'll get bonuses regardless, but bigger equals better.  How does this sound?  My problem with this idea though is that I have no idea how to adjust it for the other doctrines.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8476098.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8476098.page</link>
				<pubDate><![CDATA[Tue, 23 Feb 2016 16:06:02]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I think we should standardize formations just like the other codecies. It would fit the game better and make the codex more accessible to other players.<br /> If we strictly apply the fluff, players would have to support heavy limitations by taking mostly infantry, mostly tanks or mostly artillery. I don't think it is the way to go. <br /> One solution : Let's keep it simple and attractive. Formations would be agenced according to your preference (maybe we could do different variations to illustrate different regiments) just like any codex. And then, we would apply doctrines on it. <br /> <br /> Second solution : we make Tallarn, Catachan, Cadian, Mordian, etc... (the most famous regiments) formations and people would use these formations as doctrines. You take the Steel Legion one to illustrate the armoured regiment you want. You take the Catachan one to make your own light infantry but don't like mini-rambos. <br /> <br /> I don't have the time to write <span class="glossaryitem" onmouseover='gp(258);'>atm</span> but I'm following the discussion closely folks. Thanks for your interest so far! <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8476791.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8476791.page</link>
				<pubDate><![CDATA[Tue, 23 Feb 2016 19:58:37]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5e1d04d4ab3201914d6b0bd3823a3e4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680425/8476791.page"><b>RazgrizOne wrote:</b></a><br/><br /> <br /> Second solution : we make Tallarn, Catachan, Cadian, Mordian, etc... (the most famous regiments) formations and people would use these formations as doctrines. You take the Steel Legion one to illustrate the armoured regiment you want. You take the Catachan one to make your own light infantry but don't like mini-rambos. <br /> <br /> </div></blockquote><br /> <br /> Without sounding overly dramatic:  Nooooooooooooooo!<br /> <br /> Some regiments don't have a prescribed play style, and even within their regiments, still operate on a fairly standard template.  Tallarn, for example, are renown as excellent light infantry and cavalrymen, while also being home to the finest armoured regiments in the Imperium.  How do you make a formation to represent them accurately?  Mordians use a variety of regimental types as the need arises.  Vostroyans act much the same.  Same for Cadians.<br /> <br /> The only way I could see using regimental specific rules is for a doctrine type rule like chapter tactics.  However even that I find is a poor decision as it would feel off for a number of players and either counter to the fluff or too restrictive.  Unlike marines, regiments don't have primogenitors, so where chapter tactics works in that even a custom regiment can claim to be a descendent of 'X' and therefore use that chapter tactic, each regiment is raised independently and fights differently.  Within each regiment, there will more than likely be a variety of different formations that may run slightly counter to a perceived stereotype.  Best not to pigeon hole the player by assigning a specific regiment to a doctrine, but instead keep the doctrines and regiments generic.<br /> <br /> Where you can add regimental specific flavour is in the characters.  Bring in your Creeds, Al'Rahem, Marbo, and Chenkov.  And a Mordian character.  Totally not biased.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8477388.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8477388.page</link>
				<pubDate><![CDATA[Tue, 23 Feb 2016 22:49:52]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Loving all this stuff so far! But just got a couple of stuff to ask about the changes you've made!<br /> <br /> - For the Conscripts, would there ever be the option of <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> + Pistol (Autogun/Laspistol) as I could imagine that the conscripts could just scrounge up whatever piece of weaponry they got and go nuts (And they're still S3 T3 I3 dudes, not that scary, unless you go uper expensive with characters to go buffing them).<br /> <br /> -And for the Bullgryns, are you keeping their upgrades the same for the Power Maul + Shield, and I don't think just a 5 point decrease is enough, though could be wrong. Maybe a Move Through Cover for them as I'm sure their size would allow them to easily lumber through (and likely smash) through some terrain! Or give them Fear, as I wouldn't be surprised if they could scare the crap out of weaker stuff with their intimidating size!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8477958.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8477958.page</link>
				<pubDate><![CDATA[Wed, 24 Feb 2016 03:37:19]]> GMT</pubDate>
				<author><![CDATA[ Sampson97]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ What about a system of combat doctrines to represent the common denominators between regiments (line infantry, light infantry etc) and a separate system of skills and drills for the 'dressing'?<br /> <br /> For example, Cadains and Mordians would probably both be classed as line infantry (whatever that might entail), but for skills the Cadains would have sharpshooter and iron discipline, whilst the Mordians would have iron discipline and close order.  Similar but different.  Again, the Elysian drop troops and Harkoni Warhawks would both have the drop infantry doctrine, but different skills from each other.<br /> <br /> My idea would be, you pick one combat doctrine out of a list of three/six/whatever, and then two skills from a list of say, 6-12.  Maybe the skills could be be called 'tactical protocols' or something?<br /> <br /> To make things even greater, maybe scions could have a rule called 'ordo tempestus' or something which means that they can pick a combat doctrine and three skills separate to the ordinary guard in your army?  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479109.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479109.page</link>
				<pubDate><![CDATA[Wed, 24 Feb 2016 16:45:41]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Overly complicated.<br /> <br /> I find there's a trend in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> among the playerbase to have a specific rule for every aspect of the fluff.  There needs to be a certain level of abstraction if they want infinite customization and the ability to represent any type of regiment.  To that end, keep the doctrines fairly generic.  Let the players use their modelling skills to create an army that obviously the regiment they want it to be, and let the rules support the style of regiment they're currently running.<br /> <br /> For the diehard fans of regiment 'X', you can re-introduce and add special characters for all the big regiments.  Bring back the Cadian and Catachan guys, Al'Rahem, Chenkov, and add in a character for the Vostroyans, Mordians, Elysians, Kriegers, and one or two others I can't remember.  Now you have a specific character for a specific regiment for that 'dressing', and players with a custom regiment can re-purpose the characters as someone in their own regiment.<br /> <br /> Always keep it simple.  Doctrines + Formations is already about as complicated as I'd go personally, adding a 3rd layer of options would be a nightmare to balance, awful for the Guard player to sift through, and even worse for the opponent trying to remember what all the combinations do.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479136.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479136.page</link>
				<pubDate><![CDATA[Wed, 24 Feb 2016 16:55:56]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Yeah, the way I was kinda leaning with those traits was more like a 30k Rite of War - you could still have a small set of regiment traits, and then get the option of using the ROW to determine what kind of regiment it is.<br /> <br /> Therefore, you could have a "Sharpshooter" "Die Hard" guys arranged in a Grenadiers regiment. However, other regiments from that homeworld could have the "Sharpshooter" and "Die Hard" traits, but be an Airborne regiment.<br /> <br /> On the other hand, you could have another Airborne Regiment, but they come from a different planet, so they get "Cover Finders" and "Warrior Elite" bonuses.<br /> <br /> (I have no idea what these traits would do. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479915.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8479915.page</link>
				<pubDate><![CDATA[Wed, 24 Feb 2016 21:11:16]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Smudge]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I like the idea of RoW very much, but we have to choose. <br /> The pros of the RoW are the combination of Force chart customization (limitations or bonus in given slots) and general rule bonus for your guys. <br /> The main cons is that the player can't make its very own force like he would have done with a traits matrix (like the one you had in the 4th <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Ed Codex). Plus, RoW hardly fits  <span class="glossaryitem" onmouseover='gp(3);'>40k</span>-style formations.<br /> <br /> I don't think one way is better than the other, it's just that I feel we have to choose one way to keep it simple. <br /> <br /> I really have to think about it. I think I'm going to try a matrix system in the first place.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8480154.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8480154.page</link>
				<pubDate><![CDATA[Wed, 24 Feb 2016 23:02:57]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Quad stubber armed sentinels. Every squad has access to stubbers. Stubbers across the board. <br /> <br /> Also, cavalry. I saw it was touched on earlier, and I'll second it. Mounted command squads, commisars, priests, etc. Mounted platoons....on horses, not vehicles. Give lots of options like the old tyranid <span class="glossaryitem" onmouseover='gp(93);'>mc</span>. A build your own cavalry type of thing. Options for traditional rough riders, for more heavily armed cataphracts,knights. That type of thing. Options for shooting guys as well, dragoons? Some type of assault 2 or 3 las carbine or something like that. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8480476.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8480476.page</link>
				<pubDate><![CDATA[Thu, 25 Feb 2016 01:37:16]]> GMT</pubDate>
				<author><![CDATA[ Heafstaag]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ For those who were interested and Doctrines and Customization stuff, I gave a shot at a system. It is a mix between Rites of War, Doctrines and Chapter Tactics, just tell me what you thinks about it folks. <br /> <br /> <b>Line Infantry</b>: These men and women are hardened soldiers, used to face the enemy in massive battle and crush him thanks to sheer discipline and perfectly timed lasgun volleys. <br /> -	<u>Close Order Drill</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions may use the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of an Officer in a radius of 12’’ for any test and may regroup with no penalties if under half strength. <br /> -	<u>Sharpshooters</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions may reroll any 1 obtained when shooting with laser weapons (except <span class="glossaryitem" onmouseover='gp(80);'>LC</span>).  <br /> o	<u>Restrictions</u>: -1 Heavy Support slot, +1 Troops. No Thunderers, no Laser Destroyers. <br /> <br /> <b>Engineers / Siege Infantry</b>: Such infantry is specialized in deadly engagements at close range, assaults on enemy fortification and heavy duty works on the field.  <br /> -	<u>Hand to hand fighters</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions have +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Furious Charge. Any model in these units may take Shotguns and 1 Demolition charge if they normally could not.<br /> -	<u>Trench Warfare</u>: when immobile, <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions have +1 cover save added to any other cover bonus. <br /> o	<u>Restrictions</u>: -1 Heavy Support slot, +1 Elite. No Laser Destroyers, No <span class="glossaryitem" onmouseover='gp(271);'>RR</span>, No Vulture.   <br /> <br /> <b>Airborne Infantry</b>: These soldiers are dropped behind enemy lines to attack supply lines and other strategic objectives before allied forces attack massively. <br /> -	<u>From the Skies!</u> : Any infantry embarked in a Valkyrie or a Vendetta can scatter with no penalties when arriving by Grav-Chute Insertion and may reroll a failed Reserves roll. <br /> -	<u>Skilled Pilots</u>: Any Vendettas, Vulture and Valkyries can take a Veteran Crew and have Tank Hunter and Monster Hunter <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. <br /> o	<u>Restrictions</u>: No Conscripts, No Heavy Support, +1 Elite, +2 Fast Attack. <br /> <br /> <b>Light Infantry</b>: Light infantry is expert in quick raids, infiltrations and ambushes. They are precious in preparing combined arms operations because they often head from harsh worlds where they learnt how to survive in hostile environments. <br /> -	<u>Skirmishers</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions always have the Dissimulation and Move Through Cover <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. They can’t take Carapace Armours (if they don’t already have them). <br /> -	<u>Surprise attack!</u> : Up to two Troops choices may choose to start the game as Infiltrators. If the Grand Strategist Warlord is issued, +1 unit may Outflank. <br /> o	<u>Restrictions</u>: No Conscripts, No Laser Destroyers and Thunderers. +1 Troops, +1 Fast Attack, -2 <span class="glossaryitem" onmouseover='gp(57);'>HS</span>. <br /> <br /> <b>Mechanized Infantry</b>: These soldiers are grenadiers that always ride their Chimeras on the battlefield. Rugged and tenacious, they like to engage their enemy at close range to better break its line. <br /> -	<u>Armoured Fist</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions must take Chimeras and may take Carapace Armour for +1ppm whether they normally can or not. When disembarking, they all have Preferred Enemy until their next Shooting phase.<br /> -	<u>Overcharged Engines</u>: Any Chimera may decide to pass a Difficult Terrain test and go Flat out for 12’’ if successful.  <br /> o	<u>Restrictions</u>: No Conscripts, No Laser Destroyers, -1 Heavy Support, +1 Troops. <br /> <br /> <b>Artillery Company</b>: Such units regroup most of the ordnance the Imperial Guard is equipped with. They are able to destroy any foe at very long range thanks to their overwhelming firepower. <br /> -	<u>Forward Artillery Controller</u>: Any model equipped with a voxcaster may designate an enemy unit in a 24’’ range. Any artillery unit from the same detachment counts as Twin Linked when shooting at a marked enemy unit. <br /> -	<u>Ordnance Coordination</u>: Self-propelled artillery may take orders. <br /> o	<u>Restrictions</u>: No Laser Destroyers, No Vendetta/Vulture, 0-1 Leman Russ Sqd -1 Fast Attack, +1HS. <br /> <br /> <b>Armoured Company</b>: Armoured companies epitomize the doctrine of the Imperial Guard; scores of huge Leman Russes advance relentlessly upon the enemy, crushing him under their tracks and firepower. <br /> -	<u>Wall of Tanks</u>: Leman Russes may be taken as Troops. One Leman Russ Sqd may be taken as Elite but each tank within must take a Veteran Crew. <br /> -	<u>Master of Armoured Warfare</u>: The Tank Commander may roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> on Warlord Traits rather than the normal D3.<br /> o	<u>Restrictions</u>: No Conscripts, No <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>. 0-1 Infantry Platoon, 0-1 Artillery Battery of any kind. <br /> <br /> <b>Penal Legion / Civilian Levy</b>: These units are drawn from Imperial civilians in dire times but also common low criminals and other marginalised scum. Needless to say, they are used as meat shields and sparsely equipped, meaning they don’t have more than a few hours of life left when thrown on the battlefield: <br /> -	<u>Human waves</u>: Conscripts have the Crusader <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and may use the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of any Officer in a 12’’ radius. <br /> -	<u>Close Monitoring</u>: Commissars and Priest may reroll one failed moral test per turn. A commissar may choose which model he wishes to execute. <br /> o	<u>Restrictions</u>: +3 Troops, +1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, -1 Elites, -1 Fast Attack, -2 <span class="glossaryitem" onmouseover='gp(57);'>HS</span>. No Scions and Vets, No Laser Destroyers, No Thunderers. <br /> <br /> I think I covered the different aspect of the Guard quite fairly, plus each doctrine is clear and easy to use. The main problems would certainly be the internal balance and the comptability with formations. Those should just add their effect to the doctrines I made I guess, but that could result in a stack of rules that could be hard to follow. So, any thoughts people? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8481156.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8481156.page</link>
				<pubDate><![CDATA[Thu, 25 Feb 2016 10:28:40]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d5e1d04d4ab3201914d6b0bd3823a3e4.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680425/8481156.page"><b>RazgrizOne wrote:</b></a><br/>For those who were interested and Doctrines and Customization stuff, I gave a shot at a system. It is a mix between Rites of War, Doctrines and Chapter Tactics, just tell me what you thinks about it folks. <br /> Large block of text<br />  </div></blockquote><br /> <br /> I like it alot, it gives everyone a little bit of something! Well done RazgrizOne]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8481727.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8481727.page</link>
				<pubDate><![CDATA[Thu, 25 Feb 2016 16:24:10]]> GMT</pubDate>
				<author><![CDATA[ swampyturtle]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I might have to steal this for my Guard army... really well done]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8482015.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8482015.page</link>
				<pubDate><![CDATA[Thu, 25 Feb 2016 18:05:29]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Yes, these doctrines are good.  They'll need play testing of course but I'm sure we're heading in the right direction.<br /> <br /> In my defence for my own system however, I didn't think it was too complicated.  It might need refining though; maybe one skill only.  Pick a doctrine, and pick a skill.  Boom, done.  But I won't push this.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> There is one thing I'm concerned with though.  Do vet squads really overshadow platoons too much?  A friend of mine thinks that they do.  He says that they have more mobility and firepower for less cost.  Anyone agree?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8482354.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8482354.page</link>
				<pubDate><![CDATA[Thu, 25 Feb 2016 19:50:53]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Future War Cultist, we could indeed include some sort of arborescence starting from regiment style (light, line, mechanized....). It could even be included in the system I depicted earlier.<br /> It would give even more customization but also more complexity and it is not necessarly good since we still have to work on interactions of doctrines with formations. <br /> <br /> Speaking about this, I'm wondering if it wouldn't be good to create an "all inclusive" solution, like :<br /> <br /> <font color='red'><b>Line Infantry</b></font>: These men and women are hardened soldiers, used to face the enemy in massive battle and crush him thanks to sheer discipline and perfectly timed lasgun volleys. A Line Infantry army must take 1+ Line Infantry Formation and 1+ <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>. <br /> <br /> <b>Line Infantry Formation</b>: (example) : 1 <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, 2-5 infantry platoons, 1-3 Scions Platoon. <br /> Bonuses:<br /> - <u>Close Order Drill</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions may use the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of an Officer in a radius of 12’’ for any test and may regroup with no penalties if under half strength.<br /> - <u>Sharpshooters</u>: <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, Infantry platoons, Veterans and Scions may reroll any 1 obtained when shooting with laser weapons (except <span class="glossaryitem" onmouseover='gp(80);'>LC</span>).<br /> Restrictions: <br /> - <u>Army composition </u>: -1 Heavy Support slot, +1 Troops to any supplementary <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>. No Thunderers, no Laser Destroyers.<br /> <br /> Not really sure about this, but that's an attempt. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8488824.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8488824.page</link>
				<pubDate><![CDATA[Sun, 28 Feb 2016 16:18:44]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I know my idea is pretty complicated, probably to the point that it's not workable.  It sometimes drives me crazy.  I just really want a way for an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player to make their regiment(s) play to their fluff like they tried to do in the past.<br /> <br /> Also, I don't believe in restrictions in the army unless it's tied to a specific formation.  I would rather let the rules encourage the player to take certain units rather than forbid them from taking others.  Nothing in the rules say that White Scars can't have Dreadnaughts for example.  The chaos of battle can bring weird combinations of units together.  That's the one thing I hated about the old doctrines; restricted units that had to be brought back with a point.<br /> <br /> And I have a suggestion for an adjustment to Tank Orders:<br /> <br /> Gunners, Kill On Sight!: The squadron immediately makes a shooting attack.  Each vehicle in the squadron may fire one weapon at a different target unit to any other weapons, subject to the normal rules for shooting.<br /> <br /> It's a sort of poor man's version of Power Of The Machine Spirit, and would hopefully encourage and reward the player for taking a big squadron of tanks,  And it works well on both mixed weapon squadrons and single weapon squadrons as well as lone tanks.  A Vanquisher for example could fire it's main gun at a tank whilst it's hull and sponson gunners hose down another unit.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8489439.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8489439.page</link>
				<pubDate><![CDATA[Sun, 28 Feb 2016 21:48:26]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I like a lot  of what I am hearing; vet tank crews make so much sense, and vox extending the range on orders make them actually useful.  Any chance that any of these might actually happen?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490157.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490157.page</link>
				<pubDate><![CDATA[Mon, 29 Feb 2016 04:55:21]]> GMT</pubDate>
				<author><![CDATA[ KayTwo]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ When I start playing games again soon I'm going to see if my opponent will let me play test these rules.  He's my oldest and closest friend so it shouldn't be a problem. <br /> <br /> And sorry to keep changing the subject but I think the balance between vet squads and infantry platoons needs to be addressed, because right now I think vet squads do it much better for a lot less.  <br /> <br /> The best way to do it I think is to adjust their prices so that they're more or less the same price.  I would therefore drop the price of the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> to 20pts, and the price of infantry and heavy weapon squads to 30pts each, and conscripts to 2pts each (40pts for a minimum sized squad then).  So that a minimum sized bare bones platoon would cost 80pts.  20pts more than a vet squad but for that you're getting more than double the models, access to orders and the bonus of multiple squads.  Meanwhile, the vets would be easier to transport and pack more firepower per head (increased <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and more special weapons).  Now, after you buy the customary upgrades, say vox casters, auto cannons and grenade launchers, it should cost around 150pts.  The same price as a vet squad with two plasma guns in a chimera.  Now they're competitively matched in price, with the platoon being better for defence whilst the vets are better for attacking.<br /> <br /> The way I see it, no other army has to buy multiple squads for a single <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot.  Yes it has it's advantages, but I find that it's equally a burden as well.  Especially in smaller games and when you're looking to transport it across the field.<br /> <br /> If this sounds unfair just remember; they're only guardsmen.  They can't fight in assault and they die to a stiff breeze.  They typically need to outnumber their opponents 3-1 to win, but they cost half as much.  See the issue?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490568.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490568.page</link>
				<pubDate><![CDATA[Mon, 29 Feb 2016 12:09:50]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ @KayTwo : It will happen if you volunteer to playtest the codex after we have discussed what's good in it and what is not <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> @Future War Cultist: <br /> I would be glad to hear about your gaming experience. What type of doctrine would you like to use? I have posted a version with formation but I'm not sure about its balance/quality. <br /> <br /> I like your "choose a doctrine ; choose a skill". That would be easier than anything actually. I will try to think about this. <br /> <br /> Regarding infantry, I like the attempt to streamline and balance, and it is what a good codex should seek. When reading your proposal, I really can't figure out if it would be good for the overall balance or if it would only reinforce the power of blob builds (they are kind of potent already). We would need playtest here. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490606.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490606.page</link>
				<pubDate><![CDATA[Mon, 29 Feb 2016 12:43:51]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ @ RazgrizOne<br /> <br /> Thank you!  You're the first person anywhere who's given me a positive response to my system.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> And since I have 4 Valkyries, I'd probably go for an Air Assault force.  Not so much Paratroopers, more like Air Cavalry.<br /> <br /> And the reduced price platoons would need play testing for sure.  I ran some numbers though and when they currently go up against say, Space Marine Tactical Squads, Skitarii Vanguard Squads or Dark Eldar Warrior Squads, they die in huge numbers against both their shooting and melee attacks.  We need 3 of them for every 1 of theirs.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490915.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8490915.page</link>
				<pubDate><![CDATA[Mon, 29 Feb 2016 15:40:30]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ I tried to take your proposition into account FWC and I obtained this arborescence that <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> presents the different possibilities in a better way. <br /> <br /> <a href="http://www.dakkadakka.com/gallery/782763-Interactions%20Doctrines%252FFormations.html" target="_new" rel="nofollow"><img src="http://images.dakkadakka.com/gallery/2016/3/2/782763_sm-Interactions%20Doctrines%252FFormations.png" border="0" /></a><br /> <br /> Rules are still to be perfected and so would the coherency of the whole thing. We should rework this together to see whether this is too complicated or not. <br /> Comments and appreciations are welcomed. <br /> Oh, and I'll be testing the codex with the Line Infantry doctrine tonight. This is what I'm going to bring so far:<br /> <br /> Imperial Guard (801)<br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> : radio-vox<br /> Ordo Xenos Inquisitor : Mastery lvl1, Force weapon, 3 Servoskulls<br /> <br /> <b>Troops</b><br /> Infantry squad : camo gear<br /> Infantry squad : camo gear<br /> Infantry squad : camo gear, 2 meltaguns<br /> <br /> <b>Elites</b><br /> Scions sqd : 3 meltaguns, radio-vox<br /> <br /> <b>Fast Attack</b><br /> Hellhound : Coaxial Storm bolter<br /> <span class="glossaryitem" onmouseover='gp(271);'>RR</span> sqd (6guys) <br /> Armoured Sentinels : 2 <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> <br /> <b><span class="glossaryitem" onmouseover='gp(57);'>HS</span></b><br /> Heavy Mortar Battery : 2 Heavy mortars carriage with crew. <br /> <br /> And you? Would you have any list you would like to test (if you have no proposition of improvement)? <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8496152.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8496152.page</link>
				<pubDate><![CDATA[Wed, 2 Mar 2016 13:30:08]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. 1 </title>
				<description><![CDATA[ Sorry for the late reply.  I've been really busy.  Did you play that test game?  How did it go?<br /> <br /> This system looks pretty good by the way.  Good way to kick things off.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8499959.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8499959.page</link>
				<pubDate><![CDATA[Thu, 3 Mar 2016 21:32:03]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Hi FWC, I'm equally sorry for the delay. Did not have much time to be in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> the past few weeks. <br /> <br /> Regarding the list, it was pretty brutal, maybe too much. <br /> <br /> The combo Divination Inquisitor + blob + orders given at long distance murdered pretty much any standard infantry unit that came accross me. I played against AdMech + Grots Revolution. <br /> <br /> This was even more hard for the other player since 2 S6 AP4 big plates fell each turn on his troops. I don't even talk about the high mobile units of my army (<span class="glossaryitem" onmouseover='gp(271);'>RR</span>, hellhound and Sentinels) which did a great job at striking weak points. <br /> <br /> Honestly, I felt a little bad when I played; I was expecting a harsh list from my opponent (as he always did since I play him) but he did not told me he was downgrading it. We ended up with very different lists with a clear power gap. <br /> I think it might have distort my evaluation of the tested units but still, it was not a really nice moment for both of us. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8555677.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8555677.page</link>
				<pubDate><![CDATA[Thu, 31 Mar 2016 08:17:41]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
			<item>
				<title>Re:Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ Ah, I hate it when things like that happen.  A shame really.<br /> <br /> Was it the doctrines that did it or was it just the general imbalance in the armies?<br /> <br /> In the meantime I had a long think about the doctrines.  One thing I realised is that in the past those regiments that had the Hardened Fighters doctrine almost always had the light infantry doctrine has well.  Tallarns, Catachans, Taneith etc.  So how about we say that the hardened fighter doctrine gives the model +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and the Move Through Cover special rule.  In the case of the death korps, we can say that growing up on a radioactive hellhole riddled with trenches and mines and barb wire forces you to watch your step.  It comes back to that common denominator thing we talked about.  The nature of their home planet doesn't matter.  All that matters is that it tried to kill them every step of the way and now they're more skilled because of it.  So that's tallarns, catachans, Taneith and the death korps all summed up in one neat doctrine.  You can then use a second doctrine to mix them up.  Tallerans could have Sharpshooter, Catachans could have, I don't know, something jungle fightery, and the Death Korps can have Iron Discipline.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8558312.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8558312.page</link>
				<pubDate><![CDATA[Fri, 1 Apr 2016 13:04:33]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
			</item>
			<item>
				<title>Another Imperial Guard Codex rework - Let's dream about good rules for our army. </title>
				<description><![CDATA[ My numbers were quite huge for such format, but not impossible to handle. The thing is that my superiority was aggravated by the weaker build he brought. <span class="glossaryitem" onmouseover='gp(40);'>FYI</span>, I have my own codex for the R.S.D, the guys I play, who basically have the same rules as the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> in terms of morale. So yes, we can say the doctrine did not help either. <br /> <br /> I like the idea of hardened fighters, it is inclusive enough while staying quite unique. All we need is playtesting <span class="glossaryitem" onmouseover='gp(17);'>btw</span> ! ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8563914.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/680425/8563914.page</link>
				<pubDate><![CDATA[Mon, 4 Apr 2016 11:20:00]]> GMT</pubDate>
				<author><![CDATA[ RazgrizOne]]></author>
			</item>
	</channel>
</rss>