BoLS Lounge : Wargames, Warhammer & Miniatures Forum
Page 3 of 3 FirstFirst 123
Results 21 to 28 of 28
  1. #21
    Brother-Captain
    Join Date
    Jul 2009
    Location
    Virginia, USA
    Posts
    1,077

    Default

    Imperial Guard

    Change "Hotshot Lasguns" back to "Helguns" and increase their range to 24". The idea that a more powerful laser has a shorter range is just dumb.

    Make Voxes available to Heavy Weapon Squads and Special Weapon Squads.

    Make Commissars available for Veteran Squads.

    Put Commissar Gaunt, Col. Corbec, Maj. Rawne, and Mad Larkin in as special characters.

    Remove the laspistol and frag grenades from the Astropath's equipment. The blind guy shouldn't have a gun, let alone grenades!
    There is one direction: FORWARD!

  2. #22

    Default

    GK changes:

    Stick to GKs being the chamber militant of the Ordo Malleus and get rid of the Ordo Xenos/Ordo Hereticus inquisitors.

    Make the GK brother-captain cheaper, (or maybe a GM more expensive, either way.) Even from a "I'm not trying to make tailored/OP lists" perspective, there's literally no reason to take a BC over a GM

    Brotherhood Champion should have the option to take a teleporter, and if challenges are so important, they should be forced to challenge and be able to use their stances in the challenge, IC or not.

    Frag grenades on terminators? No, probably not. Or everyone else's terminators need them.

    Change the profile of the heavy psycannon to just have more shots, (probably an increase in points then too.) Ain't nobody got time for large blast scattering.

    I'd probably keep Coteaz's rules the same, but give him a points increase to something like 150. He's seriously -too- good for 100 points IMO.

    I'm sure there are other ideas, but those are the ones that immediately jump out at me.

  3. #23

    Default

    Quote Originally Posted by Rissan4ever View Post
    Imperial Guard

    Change "Hotshot Lasguns" back to "Helguns" and increase their range to 24". The idea that a more powerful laser has a shorter range is just dumb.

    Make Voxes available to Heavy Weapon Squads and Special Weapon Squads.

    Make Commissars available for Veteran Squads.

    Put Commissar Gaunt, Col. Corbec, Maj. Rawne, and Mad Larkin in as special characters.

    Remove the laspistol and frag grenades from the Astropath's equipment. The blind guy shouldn't have a gun, let alone grenades!
    They are noted as having some kind of witch sight, that allows them to see about as well as a normal person.

    Quote Originally Posted by Wolfshade View Post
    No, the page reference was for the "rules for creating random dangerous creatures or plants".

    Consider the attack dogs and what they would do to a Space Marine Captain, if he suffers a wound. He then automatically fails his strength test, takes D3 wounds and cannot strike back. How many points would this be?
    How many will die to over watch or end up grappling with some normal dude thanks to Look out sirs! and this is totally ignoring the rolls to hit, amour saves and FNP and other nonsense (ever see a dog throw a grenade? neither have I). If you lose combat, then that more down to the dice than those stats and rules, if they are the ones charging. If charged, it could be rather brutal, like one would expect it to be.

    Lets be honest, they die to any kind of shooting.

    16pts for a handler and 2 dogs,which is slightly more than a Space Marine that could a dog in one round of shooting.
    Last edited by Renegade; 03-27-2013 at 11:19 AM.

  4. #24
    Chapter-Master
    Join Date
    Aug 2009
    Location
    Undertaking private security operations somewhere in the Human Sphere
    Posts
    5,884

    Default

    Quote Originally Posted by fuzzbuket View Post
    blood angels: remove the ****ty fluff. remove the option for Dc bolters, make it more like the paper dex, remove nipple dudes.
    add in combat knives for tacticals

    GK: back to the 3rd ed dex. remove baby stroller. add in mechanicus allies, add in more bizzare ][ and allies , S6 weapons back, add in more gothic and bizzare stuff
    Death company bolters are there so you can do a "death company army" like the old armageddon list. the bolters are meant to be so that you can reperesent tacticals and veterans that have very recently fallen to the rage (like a company going nuts after battle lines have been formed)

    so please no don't remove it.

  5. #25
    Veteran-Sergeant
    Join Date
    Mar 2010
    Location
    London, UK
    Posts
    160

    Default

    Quote Originally Posted by Rissan4ever View Post
    Imperial Guard

    Change "Hotshot Lasguns" back to "Helguns" and increase their range to 24". The idea that a more powerful laser has a shorter range is just dumb.

    Make Voxes available to Heavy Weapon Squads and Special Weapon Squads.

    Make Commissars available for Veteran Squads.!
    I'd take a chainsaw to guard, firstly on the fluff and use that as a basis to trim the codex. Rissan has got it right on the Hellgun front although I'd keep the range, however, I feel Commissars belong with the untrusted rank and file.
    The Guard were meant to be slow and grinding, an unremitting advance. Now Guard can do everything except launch good CC assault. In "my" Codex the vast majority of guard forces are no longer capable of lightning insertions and do not possess fast vehicles. Boots on the ground, Chimeras and big tanks thats how they win. They do not posses a specialist tool to unpick every lock, they do not have chemical hellhounds or melta tanks. Storm bolters are reserved for Astartes, Rhinos and Yarrick, same with bolters. Guard put stubbers on their tanks, pintle weapons can overwatch.

    Company Command Squads can buy specialities. These unlock options similar to the old Doctrines. So one can style a Catachan force but loses artillery replaced with more sentinels, Tallarn ability confers outflank and stealth, veterans gain acute senses. Steel Legion gain Preferred Enemy:Orks and every infantry unit can take a chimera - special weapon squads that do so become fast attack. Mordians gain First Rank Fire and stubborn when the whole unit is in base to base.

    Consign Valkyries and Vendettas to the scrap heap or to specialised lists like the Elysians. Replace them with Navy fighter-bombers - a specialised ground attack plane or the Vulture to compliment the dogfighting ability of the Lightning. So the Lightning goes into fast attack and the Vulture/fighter-bomber into heavy support.

    Veterans can take 2 special weapons plus a heavy team. More than one doctrine moves them to elites.
    Chimeras fire port drops to 3, ideally 2. Or fire port is 2 and models can fire mounted lasguns as per old rules.
    Ogryns gain feel no pain and are 5pts less per model.
    Ratlings swap stealth for shrouded, can re-roll shooting wounds (maybe once per game?)
    Storm troopers can both run and fire in the turn they arrive from reserve, may not assault. Can take a chimera.

    I was going to say no more Deathstrikes but actually no-one takes them and they are quite funny.
    Leman Russ can fire all weapons (including ordnance) when static at full BS. Still Heavy.
    Artillery can fire smoke to hide the guard advance, makes up somewhat for the lack of flying transports and fast hellhound variants.
    Camo netting only works until the vehicle moves, it is then lost.

  6. #26

    Default

    Imperial Guard.
    I like some of the suggestions, but I would like to keep the options, but severely limit them because the models are there, but only certain ones at a time.
    First off, make the only HQ choice a Company/Regimental Command Squad, second one would be be like what we have now, but divination. Make it somewhat cheap, and give him equipment/squad "packages," and the package unlocks things.
    Start: Only unlocked units - Infantry Platoon with lasguns/Veterans with lasguns, command units can have Chime5. Heavy weapons would be an unlock, because they would differ between regiments.
    The reason for this is because it becomes completely easy to just state lists of unlocks, rather than unlocks AND restrictions.
    Examples:
    -Command Squad with Camoleoline/Snipers unlocks Scout Sentinels, Flamer/Melta weapons, Sniper weapons for Vets, Hellhound variants etc.
    -Command Squad with Advanced Voxes unlocks Artillery options, heavy weapons for squads, Vets gain Tank Hunters, new fortification gun line, platoons can "Dig In" to get a 5+ cover anywhere by sacrificing a turn
    -Command Squad mounted in Salamander Command Vehicle unlocks Chimeras for infantry and Leman Russ variants as heavy support etc.
    -Commander mounted in a Leman Russ variant unlocks Chimeras for infantry units, Leman Russ variants as troops etc.
    -Commander becomes a Stormtrooper unit unlocks stormtroopers as troops, and unlocks Aeronatica (w/e spelling) as Fast and Heavy options, Elite slot Stormtroopers become "Platoon Command units"
    -Commander becomes Independent Character unlocks a lot of infantry inspiring abilities, and extra orders.

    This would make the Imperial Guard a little more flexible, but severely limiting their "all comers" type of general approach that the current codex has now.

  7. #27
    Brother-Sergeant
    Join Date
    Apr 2010
    Location
    Montana
    Posts
    63

    Default

    Change "Hotshot Lasguns" back to "Helguns" and increase their range to 24". The idea that a more powerful laser has a shorter range is just dumb.
    Honestly, My problem with the Helguns is the fact that they can burn right through the space marine armor, but then have an extremely hard time hurting the skin underneath it. They should be S4 or 5 to indicate that it is a much more powerful laser. Right now, I just don't see the point in taking Stormtroopers if they still need fives to wound a marine. And yes, my biggest threat is marines in my local meta. On any given Saturday, we have 6 to 8 marine players to 3-4 non marines. So I want something other than the option of burning my own guys with plasma to kill them.

    I would also like to see the Guard treat more like the Marines in having multiple codices. Give each regiment a speciality that can add some much needed variety to the Guard. right now, I only see Cadian models, I'd like to see something more. Yes, that has something to do with the model availability, but if all Guard armies are treated the same, then what's the point in even getting something different anyways?

    Voxes on Heavy weapon squads? Yes, please! It it is utterly stupid that the units that is supposed to be getting orders from a forward observer can't communicate with them.

    I would say that the Ordinance Officer needs some changes as well. Instead of simply having him calling in a Basilisk round, why can't he direct fire of those on the table? Something like if they fire at a target he can see, they are treated as firing direct?

    Also something needs dones to adjust the Hydras. They are utterly useless in the current iteration. They can shoot flyers out of the sky great. But once all those flyers are down, what use are they? Needing snapshots to shoot at the ground? And not getting to attempt to shoot flyers that are coming in from reserve? Not right. It doesn't match the feel of the model, fluff, or reality in any way, shape, or form. Adding Interceptor to them would bring them back in line. And really, why should the quad gun and Hydra Platforms, which use the same targeting systems as the Hydra tank, get to shoot at the ground just because they are fixed emplacements, but a mobile platform can't?

    I think I would also change the number of Valks and Vends that a squadron can take. Drop it to two vehicles only. Also allow Stormtroopers to take one as a dedicated at the regular points value. Yes, I did say that an 85pt squad should be able to take a 130pt flying transport. Given that the Stormtroopers are an elite, a Guard player won't be able to spam them the way Necrons can. But it gives another option to getting that unit where you need it instead of relying on the Chimera that can takes so many hits, it is debateable as to their efficacy.

    Overall, I would remove the Get's Hot! rule from al non-walker vehicles. Seriously? A tank doesn't have the cooling systems to handle the plasma? I mean, I can see something like the Sentinel or Dreads not having the extra cooling, but a full blown tank? I can almost guarantee that this was done to combat the Executioner with plasma sponsons. There's other ways of doing this. Increase the points cost. But wait! That unit as described costs 230pts! so I would say that it was already a fairly balanced unit. Having the thing glance itself to death is just stupid.

    I also think something needs to be done to Sweeping Advance. Having a single model with five attacks be able to completely destroy Farsight and his bodyguard of 5 two wound models is somewhat silly. I would change it to be something like "The winning unit can make the same number of attacks as if charging into combat. These attacks auto hit and follow weapon profiles. These wounds may only be applied to model within 8 inches." This means that yes, the unit will run, and if it has enough models, might have survivors, but you then no longer see two marines killing off a 30 man squad of Guard after only killing five in the combat. Just way too supported for high initiative units. Yes, I realize that these units are supposed to be fast, but are they really fast enough to catch the guys that are twenty to fifty feet away because they weren't able to get that close?

    I think the overall feel I would be trying to make is a more dynamic feel. I want to get away from the instant win army lists that people are taking today.

  8. #28
    Banned
    Join Date
    Apr 2011
    Location
    Morning-side Table of Heck
    Posts
    967

    Default

    Quote Originally Posted by Dorsai View Post
    Honestly, My problem with the Helguns is the fact that they can burn right through the space marine armor, but then have an extremely hard time hurting the skin underneath it. They should be S4 or 5 to indicate that it is a much more powerful laser. Right now, I just don't see the point in taking Stormtroopers if they still need fives to wound a marine. And yes, my biggest threat is marines in my local meta. On any given Saturday, we have 6 to 8 marine players to 3-4 non marines. So I want something other than the option of burning my own guys with plasma to kill them.
    Helguns couldn't burn through Power Armor any better than a standard Lasgun, they were only AP: 5, after all. It's the Hot-Shots that can.

    True, Stormtroopers in the IG 'dex had Helguns standard before, but that's not current.

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •