I think that GW needs to re-organize all of their armies a bit to really drill down into what makes the army/faction. Unfortunately I feel that things get a little samey even across armies. The defining characteristic for guard (imo) is orders & having a command structure/hierarchy. Currently our options for HQs are basically Company Commanders for orders and that's about it. I want a lot more options to better represent the command chain in-game. This allows good play from us playing guard and obvious options for our enemies to exploit creating a much more dynamic game. Currently orders are very good (almost free CP) that can be used with little to no downsides as orders can be tailored by squad for any situation, i would change that to make things more interesting
I want there to be a complete re-vamp of the command structure for a Guard army. Something like...
0-1 per army Supreme Commander
2-4 company commanders (2 per slot)
4-8 platoon commanders (4 per slot)
**I also want there to be mandatory command squads for commanders like back in 5th... maybe just the SC?
**There might have to be some "auxiliary" command structure available as well for Lord Comissars, Primaris psykers, etc
**Might be a special rule for the kill characters secondary to ensure it isn't detrimental... maybe platoon commanders don't contribute to this tally or something
I want there to be a complete re-vamp of orders as well, something sort of doctrine-esq where you can only access certain orders if other pre-requisites are met. Something like...
While the Supreme Commander is on the field, during your command phase select one "Operation", this "Operation" stays in effect until the Supreme Commander changes it in a subsequent command phase (this way if the SC is killed you stay in the operation chosen before hand). Each Operation has a set group orders within it, for example Operation: Forward unlocks move move move, etc while Operation: Hold unlocks first rank fire second rank fire, etc.
This way your overall strategy is defined at the very top and then your company/platoon commanders can give orders to assist with that overall vision. Create some relics/strats that let you ignore the current Operation or use an order form a different Operation to create extra options.
Before you start tearing apart the feasibility of what i suggested know this is just rambling thoughts I've had since 8th and I know they would need to be workshopped a bunch! I'm just trying to think of ways to create a more dynamic game for both us guard commanders and our opponents.
Other wishlist items:
Infantry platoons make a comeback
Veterans become troop options again
Baneblades become more survivable (something like T10, 5++, or 5+++) <-- any/all of these
Vanquishers improved (something like their cannon ignores inv. saves and they get new melta half range rule D6+2 dmg)
Voxs have infinite range (space marines have radios that reach the whole table so should we)
Master of Ordinance shouldn't have a minimum range for his re-roll 1 buff
Commissars actually playing a role
I'd also love to see morale be more impactful
I'd love a tweak to all psyker options to make the more volatile (again a strength for guard but also a weakness to exploit for enemies)