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9th Ed. Wishlist?


Lord Robertsen

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  • 2 weeks later...

SW player returning for 9th, and I'm putting my guard back together now.

 

I'd really love to see IG Infantry squads get overwatch for free, then a 1CP strat "Covering Fire" so a 2nd IG Squad unit within 6" can join in, or 2CPs for the other IG Squads from the same  platoon.  So infantry platoons & nearby heavy weapons provide covering fire, but conscripts won't have the discipline to partake.  Let's face it, lasguns won't do much and the guard are just gonna die, but the combined arms makes overwatch a threat.

 

I like the idea of infantry platoons.  IG Squads/Conscripts/Heavy Weapon teams (HWT) can be purchased independently.  As an alternative you can get a Command Squad (Lieutenant) and 2-6 IG Squads/Conscripts as a single troops choice.  The Lt gives the squads re-rolls of 1 to wound (just like a Lt of Space Marines).  And for each 2 IG squads/conscripts you can take 1 HWT without taking up a force org slot.  The Lt can issue 1 order and have it affect all squads within 6".  If equipped with Vox-casters, the range is increased to 24". 

 

Fire Direction:  If a HWT is equipped with a vox-caster targets an enemy unit, and a 2nd unit from the same platoon that a) is closer to the targeted unit (measure from models with LOS to the targeted unit) and b) is also equipped with a vox caster, then the HWT gets +1 to hit in both shooting and overwatch, and the range of "Covering Fire" is increased to 24" and affects all units from the same platoon.  Then add in "Fire on my Position"... :rolleyes:

 

Then we have 1 additional pre-game order: "Dig In" - any IG Squad/Conscript/HWT that hasn't moved since setup (that means no pre-game moves either) can add 1 to it's cover saves.  So that 1st turn you can deploy out in the open and still get a cover save, but as soon as you move, you do what guard does best, which is die :biggrin.:

 

So instead of troops being just fodder, they now act in concert with one another.  Throw a squad onto a point, and they'll die, but it's not the squad you wiped out, it's all his friends (inspiration taken from "The Big Red One" movie about how to deal with snipers).  This also represents a platoon tactics, while increasing the  survivability and effectiveness of HWTs.  But it also means you can put HWTs in the backfield and still provide effective support.

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Great ideas playing on the training and synergy a well trained guard regiment should have would be a great way to buff IG and does allow for more than just stealing the Tau supporting fire strat
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Another idea I had, the army's warlord doesn't have an aura of re-rollable 1s. Instead, the Warlord picks a spot on the table in LOS, or within LOS of a unit with a Vox-Caster, and then the army gets re-rolls of 1 when targeting, in shooting, melee or overwatch any enemy unit within 6" of that spot. 

 

This has several effects - artillery & mortar teams are more accurate for targeting enemy artillery units, but also allows buffing units squads who are focusing on an objective marker.  I initially thought 3" was enough, but with a 40mm marker and units being 3" away from that, 6" became the marker size.

 

Guard commanders aren't supposed to be in the front lines, but they can say "Hit 'em hard on the right flank".   (inspiration from movie "Patton" - grab 'em by the nose and kick 'em in the... "posterior".)

 

I'm going to change a couple things from my last post:

  • 1 HWT or Special Weapon squad per IG squad. Allows for 1 supporting HWT to provide covering fire for each squad, or a specialist squad for priority target hunting
  • 1 commissar  can also be attached to an Infantry platoon without taking up a force org slot, but must stay within 6" of a unit from that platoon.
    • Ya, the commissar needs a little work, like re-rolling the Morale test, but reduce the modifer from casualties by half.  I'm also toying with the idea that the 2nd roll is with no modifiers, but on a 6, the morale test is failed (again!) and the commissar is removed along with any models that fail the subsequent 'fleeing' roll

 

Edit.  One of the key things I forgot to mention is the separated HWT allow for backfield screening, and/or covering units doing Deploy Scramblers or other backfield shenanigans.  I'm going to make you march across the board.  So while we'll have 'free' secondaries (like Grind them down and Bring it Down), we can really start to punish on that 3rd secondary.

Edited by Brainpsyk
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I'm not sure how the cognis auto cannon differs from a regular one, hopefully nothing stat line wise, but this is promising

 

Screenshot%2B2021-04-04%2B111945.png

 

 

Edit: checked the rules the cognis part gives bonuses to moving and shooting so hopefully us IG commanders can see the benefit of the improved stat line too!

 

At the very least the Exterminator goes from 4 to 6 shots

Edited by duz_
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Here's an alternate idea to what I have in my own google doc, instead I assume no changes to weapon profiles and we purely adjust points. 

 

What we do is split the Leman Russ into 2 datasheets:

 

Leman Russ Cruiser Tank:

All cruiser tank variants get a 12 inch move (6 inch grinding advance).

 

- Annihilator: 130 points.

- Conqueror: 145 points. 

- Exterminator: 130 points.

 

Leman Russ Battle Tank:

 

- Battle Tank: 140 points.

- Demolisher: 150 points.

- Eradicator: 130 points.

- Executioner: 135 points.

- Punisher: 150 points.

- Vanquisher: 130 points. 

 

Tank Commander: 40 points + Cost of Vehicle

- Increase to 2 orders. 

- Change Knight Commander to one free tank ace (Pask only). 

 

This is more of a FAQ to current rules, rather than a complete adjustment like I've done in my google doc, but I think it'd definitely work as a holdover until the next codex dropped.

Edited by jarms48
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I'm not sure how the cognis auto cannon differs from a regular one, hopefully nothing stat line wise, but this is promising

 

Screenshot%2B2021-04-04%2B111945.png

 

 

Edit: checked the rules the cognis part gives bonuses to moving and shooting so hopefully us IG commanders can see the benefit of the improved stat line too!

 

At the very least the Exterminator goes from 4 to 6 shots

god I'd love it if this happened.
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While ai'd appreciate that change to ACs it makes me wonder why I would take HBs over them when I have the choice. At that point the AC is straight up better in every aspect.

 

If it's specifically for the Exterminator autocannon then that shouldn't be an issue. The exterminator autocannon was once heavy 4 twin-linked. When 8th edition was released they removed the twin-linked but didn't increase the shots. Realistically, the Exterminator should have been heavy 8 (heavy 16 with grinding advance). 

 

That sounds fairly OP, so even heavy 6 would be fine. 

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Considering the increase in lethality and the increasing amount of either ignoring AP-1, damage reduction abilities and the general increase in lethalitiy I don't actually think a Heavy 8 Exterminator would be all that OP. It would definitely make the tank viable again, trading out rate of fire for S/AP/D, instead of having the worst of all worlds as it is now. Which is kinda what it should have been from the start. Even Heavy 6 would be a welcome boost, but I'd almost feel that was a bit underpowered with what's been in the other new Codexes.
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Considering the increase in lethality and the increasing amount of either ignoring AP-1, damage reduction abilities and the general increase in lethalitiy I don't actually think a Heavy 8 Exterminator would be all that OP. It would definitely make the tank viable again, trading out rate of fire for S/AP/D, instead of having the worst of all worlds as it is now. Which is kinda what it should have been from the start. Even Heavy 6 would be a welcome boost, but I'd almost feel that was a bit underpowered with what's been in the other new Codexes.

This is true, and if GW keep up this trend of making Guard non-blast tanks higher points then heavy 8 makes sense. I just assume it’d get a decent points drop, if not than I’d welcome heavy 8.

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I'm not sure how the cognis auto cannon differs from a regular one, hopefully nothing stat line wise, but this is promising

 

Screenshot%2B2021-04-04%2B111945.png

 

 

Edit: checked the rules the cognis part gives bonuses to moving and shooting so hopefully us IG commanders can see the benefit of the improved stat line too!

 

At the very least the Exterminator goes from 4 to 6 shots

Don't guarantee it, the cognis lascannons in that image are Dd3+3, regular ones aren't (I think), although if they were...

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after playing some Games now with my Guard in 9.Ed i would like to add another Point to my Wishlist.

It isn't Guard exclusive but Guard would profit the most from it.

Better Vehicale Rules.

At first i was hyped about 9.Ed Changes to Vehical, but now i can see that they changed very little if anything at all...

Vehical can still be tagged by a small cheap Unit like Grots and are completty shutdown from that.

With the -1 to hit for Heavy Weapons if you fire in Melee and Blast Weapons are not allowed to do it, the chance that you can kill this 10 Men Grot Unit is pretty small.

A triple Heavy Bolter Leman Russ can only Kill 2-3 Grots a Tank Commander 3-4 Grots.

 

So my Suggestion would be as follows: Units with the Vehical or Monster Keyword are never considert beeing in engagement Range with an Enemy Unit in the movement Phase and Shooting Phase

this would justify the tremendous price increase Vehicals got from 8.Ed to 9.Ed

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Vehical can still be tagged by a small cheap Unit like Grots and are completty shutdown from that.

With the -1 to hit for Heavy Weapons if you fire in Melee and Blast Weapons are not allowed to do it, the chance that you can kill this 10 Men Grot Unit is pretty small.

A triple Heavy Bolter Leman Russ can only Kill 2-3 Grots a Tank Commander 3-4 Grots.

 

So my Suggestion would be as follows: Units with the Vehical or Monster Keyword are never considert beeing in engagement Range with an Enemy Unit in the movement Phase and Shooting Phase

this would justify the tremendous price increase Vehicals got from 8.Ed to 9.Ed

It could be easily delt with if "Tank Shock" was still around, but for some reason it is not anymore.

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It could be easily delt with if "Tank Shock" was still around, but for some reason it is not anymore.

To be honest i would love to see a similar Ruleset introduced to Warhammer as it is in Bolt Action from Warlord Games.

I play a lot of diffrent Systems and in no other System Tanks fell as weak as they do in 40k 9.Ed

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Although tank shock was a somewhat useless mechanic in prior editions an update it to all tanks to go through hordes would definitely help them from being tarpitted as described.

Even if it was as simple as they get to move through enemies units when trying to disengage.

Maybe you even get d3 mortal wounds as a result ;)

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I'd love to have tank shock again!

My 50 cents: in order to make a tank shock you have to move at least the movement speed, every infantry/bike unit crossed takes D3 (or D6 for units of 11+ models) mortal wounds on a roll of 4+ (5+ or even 6+ for characters).

Edited by Phubar
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"Ramming speed" for vehicles. Maybe a stratagem? 2CP?

Move the vehicle 1D3" past the enemy unit the vehicle is in combat with.

Roll 1D6 attacks at S8.

If you want to bring tank shock back in any meaningful way it needs to be through MWs. And with the way strats are priced in new Codexes, any 2CP strats would usually be seriously impactful.

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Bringing back Warrior Weapons. Guardsmen should be able to go full "Storm Squad" if you want, doffing Lasguns for Laspistols and Chainswords. It shouldn't really be viable unless you're Catachan, but it would be fun.

Bringing back Rough Riders. I want to run my Rymr 1st's Bikes!

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