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New IG doctrines(n00b like)
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Old 29 Jan 2007, 22:05   #1 (permalink)
Kroot Warrior
 
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Default New IG doctrines(n00b like)

Hey I'm new to Tau online, and i like this...creation topic section, b.c i have a bunch of random ideas, one that i think would be pretty plausible, are these 3 doctrines for IG, basically for those...who don't have money for all the tanks and heavy weapon teams, and have allot of infantry, but still want more of a fighting chance.

i wrote them as they would be in the codex

special imperial guard doctrines
lasers: this regiment of Imperial guard, are quite attached to their
las weaponry, and have urged their commander to change funding to making
them more powerful at the loss of other equipment
a regiment using this doctrine, may add +1 strength to all laspistols,
lasguns, hellguns, hellpistols, now able to field multilaser heavy weapon teams at +10 points.
each unit at +1 points per model in order to use this doctrine.
this doctrine negates the use of bolt weapons and auto weapons, along with flamers, rockets and grenades.
an alternative for this doctrine they may use the Eldar Lasblaster(rang 24 str 3 AP 6 assault 2),with no addition to its strength.
regiment may not take ratlings or ogryns.

vets: this regiment of imperial guard is far superior, in training to other regiments
for they have waged war much longer than others.
giving this, at +1 points per model all imperial units may at +1 to their BS and I.
if the BS is already 4, then simply at +1 to weapon skill.
if both BS ws, and I is all at 4 then the unit may furthing increase only 1 skill of those
3 to 5, example:commissars and Heroic seniors can make BS Ws or I 5.
may not be combined with sharp shooters. or close order drill.

Mechanical: this particular regiment has been beaten and tattered but still alive,
replacing missing organs with mechanical augmentations
thanks to their tech priests giving then super human strength.
at +1 points a model , at +1 to strength
in cases of commissars and officers with str 4 already, at +1 to toughness.
if this is taken, then 1 elite choice must be a tech priest

these doctrines are very rare, and are very unlikely to find imperial regiments
like this. so they must be agreed with other players.

originally, i thought point additions would be (in order) with +2 +2 and +3 points per model. or just +20 points +30 etc....for the entire unit. i changed this b.c i compaired a individual model ending up being 14 points compaired to a scout...and...yeah scout is cheaper and much better.

is it decent? please be brutal, so i know truthfully(don't say anything about my grammar and spelling i know its bad)
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Old 01 Mar 2007, 19:51   #2 (permalink)
Shas'Vre
 
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Default Re: New IG doctrines(n00b like)

Strength 4 at +1 point/model is too good, especially if applied to Stormtroopers and Veteran Marines. Plus it contradicts the "though shalt not tinker with thy machines except to bless their spirit" doctrines of the Adeptus Mechanicus.

+1 Strength for Guard is also defeating the point of Guard...though I could see it used for Gland War veterans or Imperial Beastmen...and besides, Cybernetic Augmentation already exists.

Also, +1 point for BS and I means Guard with Close Order Drill would fight in CC w/ initative 5 (6 if the model was origianlly I4) and shoot better than a model with the Sharpshooter Doctrine for less cost. Plus the Veteran's Doctrine already exists; it says you may take more than 1 Hardened Veteran Squad.

These doctrines are unplausible for Guard as it makes them superhuman for absurdly low point costs.
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Old 02 Mar 2007, 04:49   #3 (permalink)
Shas'Ui
 
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Posts: 551
Default Re: New IG doctrines(n00b like)

heres one: Looters

at 10 pts a squad, any guard infantry unit may buy 2 selections from the following list:

- pulse rifles/carbines at +2 pts
- Necron gauss rifles at +2pts
- bolters at +1pt
- shootas at +1 pt
- Eldar/DE shuricats/splinter rifles at +1 pt
- Kroot rifles at +1pt
- choppa + slugga at +2pts
- great weapon at +0 pt
- Eldar scorpion chainsword at +1 pt

In addition to these selections these are added to the special weapon list.
heavy stubber for +5 pts.
eldar lasblaster at +3 pts.
gauss blaster at + 10 pts

in addition these weapons are added to the Heavy weapon list.
Ork Rokkit launcha at +10 pts
Ork Big shoota at + 10 pts
Eldar scatterlaser at + 25 pts
Eldar starcannon at + 20 pts
Eldar brightlance at + 25 pts
Eldar reaper launcher at + 15 pts.

sniper rifles may be upgraded to Eldar snipers at + 3 pts apiece.

in addition, ork wartruckks can be taken as a transport with the breakdown rules.

and at + 10 pts, any Sentinel can mount any single xeno heavy weapon at cost.


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Old 02 Mar 2007, 09:53   #4 (permalink)
Shas'El
 
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Default Re: New IG doctrines(n00b like)

Quote:
Originally Posted by HailTheRuss
....
in addition these weapons are added to the Heavy weapon list.
Ork Rokkit launcha at +10 pts
Ork Big shoota at + 10 pts...
I thinkn this may be a little unfluffy given that Ork tech only works becuase the Orks think it should.
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Old 02 Mar 2007, 13:10   #5 (permalink)
Shas'Ui
 
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Default Re: New IG doctrines(n00b like)

Quote:
Originally Posted by Echo
Quote:
Originally Posted by HailTheRuss
....
in addition these weapons are added to the Heavy weapon list.
Ork Rokkit launcha at +10 pts
Ork Big shoota at + 10 pts...
I thinkn this may be a little unfluffy given that Ork tech only works becuase the Orks think it should.
ya ork tech is based on faith. for example they stick wires to things because they know they need them... not because they know what they do.
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dis wunz fer yoo KJ!
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"dats were da skull iz ya git! and i'd look pretty silly 'wif iz foot on my pointy stick wouldn't i!"

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Old 02 Mar 2007, 14:25   #6 (permalink)
Shas'Vre
 
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Default Re: New IG doctrines(n00b like)

Only the REALLY complicated Ork Bitz work because they think they should. I remember in 2nd book of Astronomicon, they had rules for Ork Hunters, who learned how to use Choppas and Sluggas and Shootas. Those should be acceptable.

To be fair though, you should only be able to loot from ONE specific squad, similar to how Ork Lootas work. This way you could represent a Gue'Vesa'La army, Von Straub's Honor Guard, Genestealer Cultists (they'd have the ability to buy Rending Claws), etc.

Then you could choose 1 troops choice type from that same army to be taken as an Elite (e.g. Fire Warriors are elite, as are Genestealers).
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Old 02 Mar 2007, 15:43   #7 (permalink)
Shas'Ui
 
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Default Re: New IG doctrines(n00b like)

Quote:
Originally Posted by MagicJuggler
Only the REALLY complicated Ork Bitz work because they think they should. I remember in 2nd book of Astronomicon, they had rules for Ork Hunters, who learned how to use Choppas and Sluggas and Shootas. Those should be acceptable.
ya i remember that... so i guess sluggas, choppas, and shootas are acceptable. although you don't really need to learn to use a choppa.
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dis wunz fer yoo KJ!
"wuts so special 'bout iz 'ead boss?"
"dats were da skull iz ya git! and i'd look pretty silly 'wif iz foot on my pointy stick wouldn't i!"

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Old 02 Mar 2007, 21:22   #8 (permalink)
Shas'Ui
 
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Posts: 551
Default Re: New IG doctrines(n00b like)

yea... i didnt add those fancy Kustom force field, zzap guns and whatnot.... big shootas are just big ol' machineguns, and a rokkit launcha aint much different from a ig one!

@ jesusmann those are some really powerful additions to guard for way to cheap to be balanced. granted, i would love to have them for those points as my guard would now be wicked powerful!
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Old 04 Mar 2007, 17:56   #9 (permalink)
Shas'Vre
 
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Default Re: New IG doctrines(n00b like)

Quote:
Originally Posted by munkey
Quote:
Originally Posted by MagicJuggler
Only the REALLY complicated Ork Bitz work because they think they should. I remember in 2nd book of Astronomicon, they had rules for Ork Hunters, who learned how to use Choppas and Sluggas and Shootas. Those should be acceptable.
ya i remember that... so i guess sluggas, choppas, and shootas are acceptable. although you don't really need to learn to use a choppa.
It's not so much a matter of LEARNING how to use it but ideologically allowing yourself to use xeno-tech. Remember that the Imperium is really stringent about using anything made by the xeno for they do not properly honor the machine-spirits. Ork Hunters are an odd exception because they spend so much time fighting Orks without resupply, and the other examples I mentioned (Gue'vesa'la, Genestealer Cultists) aren't part of the Imperium. Though I COULD see Xeno-tech as a doctrine if you wanted to make, say, a Rogue Trader strike force.
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Old 11 Mar 2007, 00:36   #10 (permalink)
Shas'O
 
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Default Re: New IG doctrines(n00b like)

The Necron weaponry should be removed. According to hardline codex fluff, no Necron dead or alive has ever been captured.

Besides that, here's one of my own:

Family of faith:
This regiment has been fighting for so long that they are actually family. Trusting each other with their lives, they will not falter.
At +1 per model (all units in the army MUST take this if one squad takes this) the following rules apply:
Blood is thicker than water: all Ld scores are raised +1 to a max of 10.
Family Business: Commissars are outsiders and are to be distrusted. Independant Commissars may not be taken.

Medicae:
This squad specialises in medical treatements and each trooper can heal as effectively as a medic. In this case, medics are as skilled as surgeons. At +2/model for each squad, when a squad suffers up to 50% causalties, roll a D6 for each one. On the roll of a 4+, each man is ready for medivac, and will count as 50% VP so long as the unit is not wiped out.
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