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Old 29 Jan 2006, 18:43   #1 (permalink)
Shas'El
 
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Default new options.

ok. the current guard codex seems to be quite lacking in so far as options and wargear to make a guard world more of an individual world. yes they have doctrines, but i feel the doctrines are lacking in the in two areas, the number you can have, and the and the skills they give. i think that for about 20 points, one should be able to buy another doctrine point (bringing it up to six, or more). also we have 17 doctrines to choose from. 17 is a lot, and it is a good idea to have them as an option, but there should me a few more out there to encompass more of the hundreds of worlds that are controlled by the imperium, and even those that are not.
so i have a few ideas for war gear, specicialsed squads, doctrines, and such and I'm sure you do as well.so in the following posts, lets see some of those ideas, and hope the right people are reading these threads. (i apologise in advance if this has been done before)

war gear:
mounts- for 40 points, you can equip your HQ with mounts. they count as calvary. they also have access to hunting lances as described in the imperial guard codex.

attack hound- many commanders have their pets accompany them on the battle field, and in most cases the animals can prove usefull in defendinng their masters. while dogs are fairly popular, it could represent any animal, like a lizard or a panther, etc. they follow this profile:
pts ws bs s t w i ld sv
7 4 - 3 3 1 4 8 -
rules:
"he was a good master..."- if the officer in the squad that the attack hound is attachad to dies, the attack hound is removed from the field and counts as a casualty.

now, its your turn...
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Old 29 Jan 2006, 20:22   #2 (permalink)
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Default Re: new options.

The doctrines make guard one of the most versatile armies there are.

They're almost compeltely customisable, I really don't think that players should be able to take more than 5 doctrines, or that the guard need more.

Also there was a recent whitedwarf with some extra doctrines in it.
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Old 30 Jan 2006, 10:33   #3 (permalink)
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Default Re: new options.

it is a real pity that you cant take more than 5 doctrines, but its htere to make gameplay fair. i would love to see more doctrines for the guard, to deal with more area specific, for example light fighters would work just as good in a ruined city as they would in a jungle. even though jungle fihgters would ahve a hard time in urban warfare, and vice versa. so i think more doctrines would be great, but the guard dont really need them. same with wargear, having more options would make very fluffy armies, but i dont think the guard really needs them. here are my doctrines.

Trench Fighters:
The regiment is accustomed to fighting in battle where both sides have dug themselves into very defendable positions. these regiments often hold out in trenches for months bombarding enemy postions before carrying out charges across no-mans-land rellying on support from heavy weapons and then closing in with bayonets, rather than lasguns. For X points armies with this doctrine:
-Have fleet of foot(counts as runnig across no mans land isntead of standing and shooting like most gaurd regiments. im not sure about this one)
-only trigger a minefields on a roll of 6
-roll an extra dice when moving through difficult terrain such as barbed wire trenches and craters
-get a +1 to cover saves from trenches and craters

and

Siege regiment:
This regiment excels at battle of atrition and besieging cities, where their great numbers can wear enemies down. they relly on having more men than the enemy has amunition, and will often carry out all or nothing charges at highly defend positions. their infantry is ill equiped, rellying on numbers and bayonets to get the job done. Guard infantry squads with this doctrine:
-Cost 2 points less per guardsmen
-Reduce their armour save to 6+
-may not take heavy weapons(except for heavy weapon squads and hardened veterans)
-may not take plasma guns
-May take a heavy stubber as a special weapon or in place of a heavy weapon for 5 points each.

these two can be combined with heavy weapon platoons, hardened fighters and iron discipline to give you a krieg regiment.
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Old 30 Jan 2006, 10:45   #4 (permalink)
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Default Re: new options.

I don't agree with either of your Doctrine-concepts for that one... Trench Fighters isn't a realistic Doctrine. The Krieg Doctrines cover Trench Fighting perfectly.

Same with Siege Regiments; Krieg Doctrines cover it. If you're thinking Siege in WFB terms (eg: assaulting a fortress) then you need to look towards an Armoured Company, with lots of Basilisks, Bombards, etc. as well as a large number of Medusas, Griffons and Demolishers.
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Old 30 Jan 2006, 11:21   #5 (permalink)
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Default Re: new options.

how the in feth do kriegs doctrines cover trench fighting? you've got hardened fighters, which acounts for brutal assaults, heavy weapon platoons which accounts for massed bolter fire, die-hards and iron discipline showing their disdain to die. not one of those suggests trench fighting! heck they even ahve rough riders, when was the last time you saw a horse trooting along the trenches? the current doctrine for krieg dont cover trenchfighting, they dont even suggest it.(granted the fllet of foot bit is a bit/lot questionable)

as for the siege doctrine, once again kriegs doctrines are aweful at this. they have die-hards and hardened fighters, making your basic krieg soldier extremely expensive for something that is simply ment to run out and take some bullets. with this doctrine i was going for something along the lines of the baran siege masters. hordes of brave hard ill equiped soldiers charging out in a hail of fire. i dont see how the doctrines for krieg cover this.

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Old 30 Jan 2006, 11:24   #6 (permalink)
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Default Re: new options.

Quote:
Originally Posted by Elessar
how the in feth do kriegs doctrines cover trench fighting? you've got hardened fighters, which acounts for brutal assaults, heavy weapon platoons which accounts for massed bolter fire, die-hards and iron discipline showing their disdain to die. not one of those suggests trench fighting! heck they even ahve rough riders, when was the last time you saw a horse trooting along the trenches? the current doctrine for krieg dont cover trenchfighting, they dont even suggest it.(granted the fllet of foot bit is a bit/lot questionable)
Trench Fighting consists, from an infantryman's point of few, of a lot of standing around in muddy water, being shelled, and having to sit there waiting for someone to kill you. By the time you do attack, you're running headlong across a field, with no cover, into enemy heavy weapons. After that, you can expect some of the bloodiest hand-to-hand combat you'll ever experience... and that's assuming you're still alive.

Krieg covers Trench Warfare perfectly. They are brave, they do not break, and they are amazing in hand to hand combat. Cavalry were used in WWI. I suggest you research that area for info on Trench War... as much of the 40K Trench fighting takes place with a very WWI attitude.
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Old 30 Jan 2006, 14:00   #7 (permalink)
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Default Re: new options.

I like the doctorines system but I think the limit should remain at 5.

However I am would like to see various new options added to the avalible list.

I already proposed Xeno-Influence in a previous posting.

However terrain specialist (like jungle fighter but optemised for which ever type of terrain the Ig fight in... tundra, urban, desert etc.)

More options equals more fun, so long as they are balanced. Some abilites are better simulated by taking 1 or more of the existing options.
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Old 30 Jan 2006, 15:58   #8 (permalink)
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Default Re: new options.

Quote:
Originally Posted by Wargamer
Trench Fighting consists, from an infantryman's point of few, of a lot of standing around in muddy water, being shelled, and having to sit there waiting for someone to kill you. By the time you do attack, you're running headlong across a field, with no cover, into enemy heavy weapons. After that, you can expect some of the bloodiest hand-to-hand combat you'll ever experience... and that's assuming you're still alive.

Krieg covers Trench Warfare perfectly. They are brave, they do not break, and they are amazing in hand to hand combat. Cavalry were used in WWI. I suggest you research that area for info on Trench War... as much of the 40K Trench fighting takes place with a very WWI attitude.
the doctrines do a good job at representing the bravery and hand to hand skill of krieg, but they dont do anything to suggest trench warfare. i ahve done research, i even went to france with the sole purpose of visiting ww1 battlefields. ive got ww1 bayonets and a gas mask from my great grandfather who fought in the war. ive done quite a bit on trench warfare. and the doctrines that krieg get could easily be applied to a chavarely regiment, or an urban regiment. heck exchange heavy weapon platoons for mechanised and you could have yourself and extremely aggressive steel legion. when you look at the doctrines krieg gets there is nothing there to show they are trench fighters.
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Old 30 Jan 2006, 16:02   #9 (permalink)
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Default Re: new options.

The only thing I agree with out of all of these is MAYBE changing Jungle fighters to be

BLANK Fighters.

So you pick a type of terrain and you have the jungle fighter abilities in that terrain.

Examples would be

City Fighters
Mountain fighters
Ash Wastes/Desert fighters

However like the Xenos fighters doctrine you would HAVE TO model your guardsmen to show what type of terrain they fight in.

However even this change is dubious at best.

Jungle fighters are a very specific force, useful in jungle useless everywhere else, jungle fighters shows this perfectly, light infantry can be used to represent the rest of these abilities.
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Old 30 Jan 2006, 16:13   #10 (permalink)
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Default Re: new options.

Quote:
Originally Posted by Falstead
The only thing I agree with out of all of these is MAYBE changing Jungle fighters to be

BLANK Fighters.

So you pick a type of terrain and you have the jungle fighter abilities in that terrain.

Examples would be

City Fighters
Mountain fighters
Ash Wastes/Desert fighters
i think this should be done but with the light infantry doctrine. i really dont see why urban fighters would have a 6+ save
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