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Community Survey 2019 - IG Feedback Suggestions


duz_

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After announcing there will be one at the LVO, last night at Adepticon the GW team finally announced the dates for the 2019 Community Survey.

The 15th of April! :biggrin.:

 

The previous survey saw GW finally take Sisters seriously and a brand new line announced for them. This year they are specifically asking for feedback on rules and models so they can set a future direction.

 

This is a great opportunity to give them some feedback from a Guardsmen perspective! Its almost an opportunity for wish listing (within reason obliviously :wink: )

What are some thoughts and suggestions that we can put towards GW in the next survey?
What units would be great, what rules would be like reviewed or adjusted? 

Lets keep this constructive and not too far fetched.

 

Depending how crazy this gets I will try and keep a running tally of the most common suggestions.

Some thoughts so far (including the obvious) to build off

  • New multi regiment infantry line
  • Keep guard power level as is
  • More flyers & tanks (probably should be more specific with examples :wink: )
  • Veterans need some rules love (specialist doctrines again??) 
  • Exterminator needs to double its shots that it never got 
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-Kasrkins need to come back.

-codex entry for rough riders and new models.

-have basilisk kits with heavy bolters and not flamers.

-DKoK needs a codex with stratagems.

-They need to ignore people who want to raise guardsman prices.

-remove regimental traits from conscripts and bring their price down to 3.

-Severina Raine needs better rules to make her worth more than a lord commissar.

-fix soup so nobody wants to nerf the guard further.

-make veterans troop choices.

-reissue the mordians, steel legion, vostroyans, tallarn, and valhallan regiments in PLASTIC.

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I highly doubt any new guard regiment will go the historic route...it's just too hard to copyright. Or something that's just a remake of the old for that matter. New kits in the last few years never seemed to just be copies of previous things. I'm also generally nsure if that survey is the right place for micromanaging small changes, like the number of the Exterminator ACs shots or Severina's points cost.

 

Apart from the Sisters, do we know of other changes that have come as a result of the last survey?

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-This came out longer than I had intended before typing it up. I tried to keep it short.

 

There are number things that I'd love to see.

  1. Overall Game Changes that would affect guard.
    1. Cites of death Rules- I really like a lot of these new rules and think they would make the game more interesting
    2. Minor changes to soup- I don’t have a huge problem with soup but there are a couple of minor things that can reel it in a bit.
      1. Spearhead, Vanguard, and outrider Detachments get 3 Command points
      2. Remove the 3 cp battle forge bonus.  Instead give 3 cp for the army sharing a faction keyword more Specific than Imperium or Chaos
      3. I think these changes would drastically cut down on the loyal 32 without hurting guard or removing soup.

 

  1. Guard Specific changes (Excluding tanks)
    1. Vets as troop choice (old doctrines would be nice as well)
    2. New elite choice to take veterans spot- Regimental Storm troopers.
      1. Model wise I like Kasrkins and the old Storm troopers more than Scions
      2. These guys would be like Scions but have <REGIMENT>, lose deep strike, and cost 6-7 ppm. 
      3. I want them to use transports a lot more than Scions do
      4. Inquisition could get an identical unit called inquisitorial storm troopers.
    3. Chimera- bring back firing ports and make the command vehicle rules less clunky
      1. This these changes would go really well with veteran troops and regimental storm troopers
    4. General- a more generic Creed
      1. One per army
      2. 3 orders
    5. Platoons-would work well with veterans moving to troops.
      1. Infantry Squads, HSW, SPS, and Command squads no longer individual entries.
      2. The overall system I have in mind is just too much for this list. Maybe I’ll start another thread for fun for brainstorming a platoon system.
    6. Conscripts
      1. Remove <Regiment>
      2. Make 3 points
      3. Would not be apart of the platoon system above
    7. Revert that pointless Wyvern nerf from CA 2017
    8. Lower price of hydra to account for autocannon price decreases

 

 

 

  1. Tank Changes- I could go on forever but I’ll just post the important ones
    1. Turret Balance is pretty bad and points chances just don’t cut it.  The following need changes the most
      1. Vanquisher- make it Heavy 1 Strength 14 AP -4 3d3 damage, +1 to hit while stationary
      2. Exterminator-Heavy 8
      3. Eradicator
    2. Tank Commander imbalance- for the most part people just pay a little more for the extra firepower. I want these units to work together. (Commanders would not keep their new points drop)
      1. Give Commanders 3 orders.  This will let it support itself and 2 other tanks
      2. In turn, let normal Russes support the Commander by giving them a bodyguard rule.  In practice, commanders are glass cannons and will get picked off first.  Let normal Russes take some of the hits.
    3. It would be cool to expand the Hellhound chassis, you could put some assault versions of Russ weapons on them (no grinding advance)- some examples
      1. Battle Cannon- Assault D6
      2. Punisher- Assault 20
      3. Exterminator- Assault 8
    4. Super Heavies- I’m very hesitant to suggest this, but perhaps a ranged 5++ could be added.
    5. Forge World- These tanks really need help
      1. Update the Baneblade profiles to bring them up to par with the codex ones.
      2. In short, Malcador and Macharius tanks need grinding advance.
      3. Tank Commander Conquerors and Annihilators.

 

Apparently pasting from a Word outline doesn't work since the numbers changed, but it looks like indents are at least intact

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-This came out longer than I had intended before typing it up. I tried to keep it short.

 

There are number things that I'd love to see.

  • Overall Game Changes that would affect guard.
  • Cites of death Rules- I really like a lot of these new rules and think they would make the game more interesting
  • Minor changes to soup- I don’t have a huge problem with soup but there are a couple of minor things that can reel it in a bit.
  • Spearhead, Vanguard, and outrider Detachments get 3 Command points
  • Remove the 3 cp battle forge bonus. Instead give 3 cp for the army sharing a faction keyword more Specific than Imperium or Chaos
  • I think these changes would drastically cut down on the loyal 32 without hurting guard or removing soup.

  • Guard Specific changes (Excluding tanks)
    • Vets as troop choice (old doctrines would be nice as well)
    • New elite choice to take veterans spot- Regimental Storm troopers.
    • Model wise I like Kasrkins and the old Storm troopers more than Scions
    • These guys would be like Scions but have <REGIMENT>, lose deep strike, and cost 6-7 ppm.
    • I want them to use transports a lot more than Scions do
    • Inquisition could get an identical unit called inquisitorial storm troopers.
  • Chimera- bring back firing ports and make the command vehicle rules less clunky
    • This these changes would go really well with veteran troops and regimental storm troopers
  • General- a more generic Creed
    • One per army
    • 3 orders
  • Platoons-would work well with veterans moving to troops.
    • Infantry Squads, HSW, SPS, and Command squads no longer individual entries.
    • The overall system I have in mind is just too much for this list. Maybe I’ll start another thread for fun for brainstorming a platoon system.
  • Conscripts
    • Remove <Regiment>
    • Make 3 points
    • Would not be apart of the platoon system above
  • Revert that pointless Wyvern nerf from CA 2017
  • Lower price of hydra to account for autocannon price decreases

 

  • Tank Changes- I could go on forever but I’ll just post the important ones
    • Turret Balance is pretty bad and points chances just don’t cut it. The following need changes the most
    • Vanquisher- make it Heavy 1 Strength 14 AP -4 3d3 damage, +1 to hit while stationary
    • Exterminator-Heavy 8
    • Eradicator
  • Tank Commander imbalance- for the most part people just pay a little more for the extra firepower. I want these units to work together. (Commanders would not keep their new points drop)
    • Give Commanders 3 orders. This will let it support itself and 2 other tanks
    • In turn, let normal Russes support the Commander by giving them a bodyguard rule. In practice, commanders are glass cannons and will get picked off first. Let normal Russes take some of the hits.
  • It would be cool to expand the Hellhound chassis, you could put some assault versions of Russ weapons on them (no grinding advance)- some examples
    • Battle Cannon- Assault D6
    • Punisher- Assault 20
    • Exterminator- Assault 8
  • Super Heavies- I’m very hesitant to suggest this, but perhaps a ranged 5++ could be added.
  • Forge World- These tanks really need help
    • Update the Baneblade profiles to bring them up to par with the codex ones.
    • In short, Malcador and Macharius tanks need grinding advance.
    • Tank Commander Conquerors and Annihilators.

Apparently pasting from a Word outline doesn't work since the numbers changed, but it looks like indents are at least intact

For the super-heavy tanks a 5++ would make the baneblades better than knights. Give it a 2+ armor save or a 6++. It's absurd that a Tau Commander, who is an HQ choice can punch straight through a baneblades armor save with 3 fusion blasters.

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Exterminator & Vanquisher need fixing, and not just a points change.

 

Tank Commanders aren't commanders, they can only realistically order themselves.

 

Rough Riders need a do-over. Lets be honest, It's 40k, chuck the horses and give us bikers, they already have the bike sculpts from GSC.

 

Commanders need more orders. We suffer terribly from the rule of 3. Increase the points if you have to. 

 

Let Guard Super Heavies compete with Knights, so far it's better to take a Knight instead.

 

Give us a reason to use Conscripts over Infantry Squads. 3 pts and maybe no doctine and/or no orders?

 

Give the Valkyrie its 2nd Hellstrike Missile , where has it gone??

 

Increase transport capacity of transports. Why take a transport when it costs 1.5x the cost of another squad?

 

Rebalance Basilisk / Manticore / Deathstrike. Noone uses Deathstrike. Manticore had a points reduction but Basilisks got the Vigilus formation.

 

Give Ogryns / Bullgryns / Ratlings a stratagem or two to make them usable again.

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Abhumans being able to take regimental keywords would be awesome. If they're attached to a regiment, why can't they take orders from that regiments officers? I have the perfect idea. Commissars experienced a nerf to keep from having fearless conscript blobs. Give them a special buff for abhumans. Commissars can issue 1, lord commissars can issue 2 orders to abhumans. This order can effect Ogryns, bullgryns, ratlings, and astropaths. Also give the for your own good rule to astropaths too. They can actually die from 1 perils.
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Why do you want to go back to Platoons? In a system of detachments they would be a huge detriment? I get the nostalgia, but without a fundamental overhaul of the aemy building system, cramming more units into a single unit slot is a massive nerd. Unless you envision this as a special Guard detachment, in which case it would probably be very similar to the basic platoon.

 

I definitely agree on the FW superheavies needing to get updated. I'd really like to invest in a Stormhammer, but I also want to be able to use it without massively gimping myself. And some kind of invun or fnp for the Baneblade family.

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Why do you want to go back to Platoons? In a system of detachments they would be a huge detriment? I get the nostalgia, but without a fundamental overhaul of the aemy building system, cramming more units into a single unit slot is a massive nerd. Unless you envision this as a special Guard detachment, in which case it would probably be very similar to the basic platoon.

 

I definitely agree on the FW superheavies needing to get updated. I'd really like to invest in a Stormhammer, but I also want to be able to use it without massively gimping myself. And some kind of invun or fnp for the Baneblade family.

Here's a good idea. What if they made it some mono-codex armies could take their super-heavies without needing to put them in a supreme command detachment to gain regimental, legion, chapter, forgeworld traits?

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  • Porting kits from forgeworld to GWs plastic range. The hydra tank and baneblade variants have once been forge world exclusive - maybe some other vehicles could be ported over too (e.g. salamander command/scout tank, drop/powerlifter/rocketpod sentinel).
  • sentinel hq: It would be nice if there was a HQ like the tank commander, but riding a sentinel and giving out orders to sentinels - then AM would have a flavourfull hq choice for an outrider detachment (tank commander feels too slow and heavy for a recon element, infantry commander is useless with only FA units, lord comissar feels wasted)
  • sentinel upgrade sprue: a sprue for use with the sentinel kit adding a commander head, driver body w/medals, a decorative front plate and a flag or some other command doodad for building the sentinel command unit mentioned above. Could additionally include the rollcage bars, multimelter and exhaust for building a drop sentinel and the claw and counterweight for building a sentinel powerlifter (and if generous, a slightly downsized valkyrie missile pod for the rocket launcher sentinel variant). The idea would be that 3 sentinel kits + upgrade sprue = one each of commander, drop and powerlifter sentinel.
  • rough riders: like the GSC atalan jackals, but with guard riders.
  • different regiments in plastic

(I'm hereby putting the ideas expressed in this post into the public domain.)

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Ok, ok, ok, so, and this is a bit weird but its cool and safe so bear with me...

 

...ski soldiers.

Do I hear a special elite choice for Valhalla? That gives me an idea. Unique elites for regiments. Kasrkins for cadia, Ork hunters for Armageddon, stealth infantry for catachan, a 48" range sniper command squad from vostroyans, a platoon commander that has commissar functions for Mordians.

 

Note: Ork hunters would be veterans priced at command squad level. I envision them with normal veteran stats, but they get a +1 BS and WS against Orks.

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I’m generally quite happy with Guard. The only two things I’d really like to see would be plastic versions of the other regiments (steel Legion, Mordian etc).

 

I would also like to see the scion kit updated to include more of the special weapons they can equip, but then kits not including a lot of the new weapon options (or at least sufficient quanities) for 8th is a problem across the board.

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On the Scion theme I'd like to see their line expanded. So many possibilities of elite guardsmen and the support equipment they might have. :D

 

Will get around to updating the initial posts over the weekend.

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Another I remembered:

 

Bodyguards (Ogryn / Kell) should take the actual hit, not just the final damage.

 

 

Currently, the rules for Bodyguards means the protected character takes the hit, takes the wound, fails the armour save, and then the Bodyguard gets involved with a chance to take each point of damage.

 

Why does the Bodyguard not jump in to take the hit, so you roll the wound against his toughness, and his armour save?

Take the Ogryn Bodyguard for example, he is toughness 5, and you can upgrade him to have a 2+ save or a 4++ save. Neither his toughness or save matters.

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