OldWherewolf Posted May 30, 2021 Share Posted May 30, 2021 Where did you get 35 points from? I just checked the codex and it lists Ironstrider as 65 points From a leaks site. If it's 65 points, that's a whole lot better. But still, the chickens still have a better lascannon (d3+3), and 2 of them, with a better BS. With the double las, are the chickens 75 point each? Link to comment Share on other sites More sharing options...
jarms48 Posted June 3, 2021 Share Posted June 3, 2021 (edited) I would like the concentrated fire stratagem extended to all infantry units not just the HWT. If your infantry unit all targets the same unit, +1 to hit and wound. Would give infantry squads or veterans or SWS a needed boost without breaking the game with mortal wound lasguns. Personally, I'd like to see Overlapping Fields of Fire to be made a general stratagem and make Vengeance for Cadia! the unique Cadian stratagem. It seems a little silly that Imperial Guard soldiers on the other side of the galaxy who might not have even known about the destruction of Cadia, or more commonly know about the destruction of Cadia but hold no cultural ties to them, can use this stratagem. Regarding Concentrated Fire specifically, I'd rather it be applied to Heavy Weapon Squads and Sentinels. Maybe it could also extend to Special Weapon Squads, to give them some more utility over Command Squads. Edited June 3, 2021 by jarms48 OldWherewolf, duz_ and Shamansky 3 Back to top Link to comment Share on other sites More sharing options...
duz_ Posted June 3, 2021 Share Posted June 3, 2021 This is circulating from the up coming CA Helps a bit with Baneblades et al? jarms48 and Ldorte 2 Back to top Link to comment Share on other sites More sharing options...
OldWherewolf Posted June 3, 2021 Share Posted June 3, 2021 I think that was on our wishlist, along with making super-heavies not so squishy. The next benefit is that it gives us 2 more CPs to spend on other things I think this FAQ and mission pack also gave us another buff, with Thin Their Ranks (now No Prisoners) not counting wounds against tanks,characters and monsters. So unless you're running an infantry spam army, having 99 guys only gives 9 VPs, and no double-dipping against our tanks. (just beware of commanders and Bullgryns with multiple wounds). So that drops the guaranteed VPs against us from 30 down to below 20, which is HUGE. Killing 3 TCs and 2 manticores is now 10 VPs for Bring It Down when you include the change from January. Link to comment Share on other sites More sharing options...
Commisar Necros Posted June 3, 2021 Share Posted June 3, 2021 So if I read that right, I could bring a Baneblade because its the same faction:Astra Militarum, but not a Knight with the same thing since it only shares faction:Imperium? That seems like a pretty cool thing all in all. Like its a relic of the army being brought onto the field, not a separate thing tagging along. The changes to secondaries helps a lot I think. I don't like having to buy yet another book, but may need to order this one. jarms48, Ldorte and duz_ 3 Back to top Link to comment Share on other sites More sharing options...
sitnam Posted June 3, 2021 Share Posted June 3, 2021 So if I read that right, I could bring a Baneblade because its the same faction:Astra Militarum, but not a Knight with the same thing since it only shares faction:Imperium? That seems like a pretty cool thing all in all. Like its a relic of the army being brought onto the field, not a separate thing tagging along. The changes to secondaries helps a lot I think. I don't like having to buy yet another book, but may need to order this one. Given that AdMech got similar rules for Mars aligned Knights, it wouldn't surprise me for Guard to get something for their tanks. I wonder if Terran aligned Knight houses get a similar rules for non-Mech forces Link to comment Share on other sites More sharing options...
Shamansky Posted June 4, 2021 Share Posted June 4, 2021 (edited) To be honest, i was tired of lists under name "Astra Militarum" where all the job was done by Knights. So i'd be happy to see real Guard Lords Of War on tables again. Edited June 4, 2021 by Shamansky Lord Raven 19 1 Back to top Link to comment Share on other sites More sharing options...
Khornestar Posted June 4, 2021 Share Posted June 4, 2021 (edited) This is circulating from the up coming CA Helps a bit with Baneblades et al? It does, but in terms of design philosophy I'm not really sure why one needs to spend the points for the unit AND additional CP just to bring them to the game. There is already a cost, in points and preventing other units being taken as a result. Superheavy units are not particularly good, as a category, so reducing the CP cost just makes it more not great IMO. Two steps forward... Edited June 7, 2021 by Juggernut Shamansky 1 Back to top Link to comment Share on other sites More sharing options...
sairence Posted June 4, 2021 Share Posted June 4, 2021 It's definitely a welcome change...I'm still hoping we'll get a similar rule as AdMech where we can just add one for no CP cost. But this is definitely better. My Marauder Destroyer might be in some of my lists again. :D Lord Raven 19, Shamansky and duz_ 3 Back to top Link to comment Share on other sites More sharing options...
jarms48 Posted June 4, 2021 Share Posted June 4, 2021 This is circulating from the up coming CA Helps a bit with Baneblades et al? Taking a single Baneblade does look much better now. Only 2 CP (with the Tank Ace) and 40 less points now. Not sure if it's still worth it. The durability is still bad and you're still BS4+. Someone will need to test it. Link to comment Share on other sites More sharing options...
sairence Posted June 4, 2021 Share Posted June 4, 2021 Yeah, I think Baneblades are still too expensive when taken with sponsons and too fragile. And without sponsons I'm not sure they have enough general firepower, weirdly enough. Link to comment Share on other sites More sharing options...
Gloomfoe Posted June 5, 2021 Share Posted June 5, 2021 I want a box set of new Catachans fighting new Orks. I want a "super" leman Russ, something between a baneblade and what we have now. I want wyrdvane pyskers to be broken and a kit for demolitions teams. And I really want a way to fall back and shoot, and/or shoot blast into engagement walter h and Shamansky 2 Back to top Link to comment Share on other sites More sharing options...
OldWherewolf Posted June 5, 2021 Share Posted June 5, 2021 One of the other things we lack is an overall army doctrine. Marines have Dev/Tac/Assault, then each flavor of marines have their own individual buffs. Now guard is pretty simple, 1 - Arty weakens them, 2 - tanks whittle then down further, 3 - infantry finish them off. I don't think we should have the same as marines, as we have a much more fixed-layer approach. So I was thinking of something like this: Indirect Arty (& mortar HWT): -1 AP on anything over 18" Direct-Fire heavy weapons: (most tanks & heavy weapons teams): -1 AP on targets between 9-24" away assault & rapid fire weapons: -1 AP on targets <= 12" away These would last the whole game. We can't put a unit in another doctrine, and we won't always be able to get the best benefit, because target priority means we have to target units not in the optimal range brackets. duz_ 1 Back to top Link to comment Share on other sites More sharing options...
jarms48 Posted June 5, 2021 Share Posted June 5, 2021 I want a box set of new Catachans fighting new Orks. I want a "super" leman Russ, something between a baneblade and what we have now. I want wyrdvane pyskers to be broken and a kit for demolitions teams. And I really want a way to fall back and shoot, and/or shoot blast into engagement We already have 2 vehicles between the Russ and Baneblade. They’re the Malcador and Macharius. walter h and Ldorte 2 Back to top Link to comment Share on other sites More sharing options...
sairence Posted June 6, 2021 Share Posted June 6, 2021 One of the other things we lack is an overall army doctrine. Marines have Dev/Tac/Assault, then each flavor of marines have their own individual buffs. Now guard is pretty simple, 1 - Arty weakens them, 2 - tanks whittle then down further, 3 - infantry finish them off. I don't think we should have the same as marines, as we have a much more fixed-layer approach. So I was thinking of something like this: Indirect Arty (& mortar HWT): -1 AP on anything over 18" Direct-Fire heavy weapons: (most tanks & heavy weapons teams): -1 AP on targets between 9-24" away assault & rapid fire weapons: -1 AP on targets <= 12" away These would last the whole game. We can't put a unit in another doctrine, and we won't always be able to get the best benefit, because target priority means we have to target units not in the optimal range brackets. That's pretty neat. Another thing I could see would be an army doctrine you pick at the start that gives a buff to one thing and a mallus to another. Say tank doctrine is a shrug for Russes but a movement penalty for infantry. duz_ 1 Back to top Link to comment Share on other sites More sharing options...
duz_ Posted June 6, 2021 Share Posted June 6, 2021 Yeh for that style Doctrine you could borrow from AdMech where they can roll each turn for various buffs Although for IG would make more sense to pick them from maybe a smaller list Link to comment Share on other sites More sharing options...
OldWherewolf Posted June 6, 2021 Share Posted June 6, 2021 In the AdMech vs fixed style, the more fixed the doctrine the more powerful it's supposed to be. I'd hesitate on a rotation or a buff/mallus style, because I think that's the job orders should provide. Link to comment Share on other sites More sharing options...
duz_ Posted June 6, 2021 Share Posted June 6, 2021 Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines Link to comment Share on other sites More sharing options...
jarms48 Posted June 7, 2021 Share Posted June 7, 2021 (edited) Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines I think Guard detachment abilities should be 3 levels. - Home world: Cadia, Catachan, Civilized World, Death World, Hive World, etc. - Regiment specialisation: Armoured, Artillery, Drop Troops, Heavy Infantry, Light Infantry, Line Infantry, etc. - Company specialisation/equipment: Cyber-enhancement, Disciplined Shooters, Relic Armour, Wilderness Survivors, etc. So for example choosing a planet like Cadia would give a player: - Access to their unique relic, characters, stratagem, and order. As well as Take Aim! and Gunners Kill on Sight! being able to re-roll all Hits. - Selecting Heavy Infantry means all Regiment infantry receive carapace armour. - Selecting cyber-enhancement gives all Regiment infantry a 6+ invul. That way even players who take named regiments could have different abilities and loadouts. We could even make the 2 latter options be detachment options, so if you take multiple detachments they all have to be Cadian, but you could make 1 of them infantry and the other one artillery. Edited June 7, 2021 by jarms48 bristlybadger, OldWherewolf and Shamansky 3 Back to top Link to comment Share on other sites More sharing options...
Inquisitor_Lensoven Posted June 7, 2021 Share Posted June 7, 2021 Perhaps something you select during list building? A Battalion / company level specialisation in contrast to the regimental doctrines I think Guard detachment abilities should be 3 levels. - Home world: Cadia, Catachan, Civilized World, Death World, Hive World, etc. - Regiment specialisation: Armoured, Artillery, Drop Troops, Heavy Infantry, Light Infantry, Line Infantry, etc. - Company specialisation/equipment: Cyber-enhancement, Disciplined Shooters, Relic Armour, Wilderness Survivors, etc. So for example choosing a planet like Cadia would give a player: - Access to their unique relic, characters, stratagem, and order. As well as Take Aim! and Gunners Kill on Sight! being able to re-roll all Hits. - Selecting Heavy Infantry means all Regiment infantry receive carapace armour. - Selecting cyber-enhancement gives all Regiment infantry a 6+ invul. That way even players who take named regiments could have different abilities and loadouts. We could even make the 2 latter options be detachment options, so if you take multiple detachments they all have to be Cadian, but you could make 1 of them infantry and the other one artillery. personally I don't think more rules is the way to go, just make the rules available a little better Link to comment Share on other sites More sharing options...
Inquisitor_Lensoven Posted June 8, 2021 Share Posted June 8, 2021 Was just watching auspex tactics' video on the castigator, and it has its own unique autocannons that put our normal ACs to shame heavy4 d3 shots. Think it's too hopeful that the exterminator gets a similar profile for its ACs? Link to comment Share on other sites More sharing options...
jarms48 Posted June 8, 2021 Share Posted June 8, 2021 (edited) Was just watching auspex tactics' video on the castigator, and it has its own unique autocannons that put our normal ACs to shame heavy4 d3 shots. Think it's too hopeful that the exterminator gets a similar profile for its ACs? I think it's battle cannon is also D6 S9 AP-3 Damage 3, can't double tap though. Our autocannon is funnily better, provided you always get grinding advance. That's 8 shots reliably, rather a minimum of 4 to a maximum of 12. Still though, all our Russ turret weapons need a buff. The biggest issue is that it’s 5 points more than a standard Russ with the battlecannon and it basically gets free sponson heavy bolters, as well as BS3+ and a 6++. Then compared to the Exterminator it’s 40 points cheaper, factoring in sponson heavy bolters, and gets that BS3+ & 6++. It also can take advantage of its full movement characteristics. Edited June 8, 2021 by jarms48 Link to comment Share on other sites More sharing options...
Gloomfoe Posted June 9, 2021 Share Posted June 9, 2021 I want core vehicles, that would make guard unique jarms48 and Khornestar 2 Back to top Link to comment Share on other sites More sharing options...
redmapa Posted June 9, 2021 Share Posted June 9, 2021 So with AdMech and SoB getting some of their troops to be 20 man squads what do you think will be the fate of Conscripts vs Infantry Squads? Personally I think Conscripts are already in an awkward position so Infantry Squads being able to be 20 man as their max is, imo, a better solution than having a weird blob that you cant do much with. Veteran squads can then return to be troops and have a niche of their own and infantry squads can be a bit better at staying on objectives. Link to comment Share on other sites More sharing options...
Gloomfoe Posted June 9, 2021 Share Posted June 9, 2021 Yeah I could see conscripts disappearing entirely this time around. Their size has already been cut in half(used to be able to take 60, now it's 30 max, or something like that) and if infantry squads go up to 20....what's the point? They are already practically the same points. And aren't all infantry raw recruits with a 13 second life expectancy anyways? Fluffwise infantry squads are already conscripts is what I'm getting at. There might be blowback from the longbeards, but...who knows, maybe infantry squads will go up to 30man blobs as a way to "meet in the middle". Then you put vets back in the troops slot, and they become the new infantry squad. And maybe a special rule like with command squads, only one per officer. Otherwise it will just be vet spam all over again. And tempestus scions...can stay as troops as well. Link to comment Share on other sites More sharing options...
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