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Fixing Guard; a few houserule suggestions.
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Old 01 Feb 2008, 11:29   #1 (permalink)
Shas'Vre
 
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Default Fixing Guard; a few houserule suggestions.

Is it me or with the increasing number of new armies, Guard are becoming especially weaker? There are a lot of areas where its showing its age, such as rules either contradictory to similar-existing rules, or outright useless. With the advent of new Codexes like Orks, the average Guardsman is looking all the weaker as well.

I suggest a few fixes. Nothing dramatic; just enough to make the army feel less outdated. Of course this isn't official, so you'd need opponent permission but I don't see how this should hurt...

-Specify whether Xeno-Hunters can work against Necrons or Tau; in the latter case, I'm at a loss as to whether to represent the entire Tau faction, or if the player must choose a specific species (e.g. Kroot/Vespid).
-Make it so the Enginseer can be accompanied by up to 4 servitors which don't cost his Wargear allowance, and make him able to repair a vehicle if he starts in base contact in the Shooting Phase (how Mekboyz do it).
-The Carapace armor Doctrine bestows the benefit on any attached advisors/commanders, like Priests/Commissars/Psykers.
-Alternatively (or in addition to the above); doctrines should cost points per model rather than per squad. It's rather silly that the Heavy Weapons team would be charged the same Carapace point cost as the nearby Guard squad.
-Honorifica Imperialis recipients can take Officer wargear. It only makes sense if they have every other stat of an officer, plus it could make a fun (if not particularly point-efficient) surprise if used on a Bone'ead to give him a powerfist. :P
-Finally, I'd reduce advisor limits to 0-3 per advisor, but make it so you didn't have to assign them to the command squads before placing them where you wanted. This at least would make it easier for me to justify taking them rather than only taking them in Stormtrooper armies (where there are less platoon commands).
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Old 01 Feb 2008, 11:46   #2 (permalink)
Zen
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Default Re: Fixing Guard; a few houserule suggestions.

Let's see what they do to the IG: Codex 5th Edition.
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Old 01 Feb 2008, 15:36   #3 (permalink)
Shas'Ui
 
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Default Re: Fixing Guard; a few houserule suggestions.

When I see such topics I usually just roll my eyes and move to something else, but here I actually agree with most points. The only one I don't like is the last one; I just like it the way it is, with "advisor distribution tree" forcing you to fill the gaps before you can assign them to the squads you want. Also, limiting the number of advisors would really hurt, although as a Chaos player I'd love to see those crazy Priestesses and mad Commissars decimated.
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Old 01 Feb 2008, 16:04   #4 (permalink)
Shas'Vre
 
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Default Re: Fixing Guard; a few houserule suggestions.

The problem however with forcing them into command squads is that a clever player will just take Grenadiers and-or stormtroopers as they don't have associated command squads and thus make it easier to allocate units where you want. Meh.
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Old 01 Feb 2008, 17:27   #5 (permalink)
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Default Re: Fixing Guard; a few houserule suggestions.

Quote:
Originally Posted by MagicJuggler
-The Carapace armor Doctrine bestows the benefit on any attached advisors/commanders, like Priests/Commissars/Psykers.
This already happens. Under the definition of Guard infantry, there is a line stating "and any attached advisers" and carapace armour is given to Guard Infantry units.

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-Honorifica Imperialis recipients can take Officer wargear. It only makes sense if they have every other stat of an officer, plus it could make a fun (if not particularly point-efficient) surprise if used on a Bone'ead to give him a powerfist.
This would be nice. I for one would like to give my Standard Bearer (and Honorifica recipient) a power weapon, for fun and for fluff reasons.

Some interesting ideas, but I think the current advisers system accurately represents the Imperial Guard command structure.
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Old 02 Feb 2008, 02:37   #6 (permalink)
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Default Re: Fixing Guard; a few houserule suggestions.

That's some good ideas. I like the current Advisors method, but everything else is great.
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Old 02 Feb 2008, 13:40   #7 (permalink)
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Default Re: Fixing Guard; a few houserule suggestions.

The current advisor system is OK. Lifting the 'advisor' rule would lead to some nasty and cheap combos.
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Old 05 Feb 2008, 01:06   #8 (permalink)
Shas'Vre
 
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Default Re: Fixing Guard; a few houserule suggestions.

Maybe I'm playing too much Dawn of War? I remember in that game they made the IG command squad...weird, it was like up to 5 extra advisors alongside your commander, so you could have a unit of 2 Psykers and 3 Priests escorting your Officer for some nasty melee disruption...

That said, maybe an option to increase the squad-size of a command squad; they're perhaps the most fragile HQ short of an Inquisitor retinue out there.
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Old 05 Feb 2008, 01:17   #9 (permalink)
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Default Re: Fixing Guard; a few houserule suggestions.

Quote:
Originally Posted by MagicJuggler
Maybe I'm playing too much Dawn of War? I remember in that game they made the IG command squad...weird, it was like up to 5 extra advisors alongside your commander, so you could have a unit of 2 Psykers and 3 Priests escorting your Officer for some nasty melee disruption...

That said, maybe an option to increase the squad-size of a command squad; they're perhaps the most fragile HQ short of an Inquisitor retinue out there.
If you are thinking that, try using the Imperial Guard High Command Squad from WD 306. It's not tourny legal but it is a nice alternative, I would only take them in addition to a normal command squad for fluff reasons. I just about used them in an apoc game but the last 2 models I ordered for the squad didn't come in and I ended up using Yarrick.
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