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Thread: Squats in 4th ed.

  1. #1
    Chaplain PhrollikK's Avatar
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    Squats in 4th ed.

    Hi.
    I've a friend who's planning on building a Squat army for the current 40K rules set. I've helped him find Squat codexes on the 'net and also from my 40K 2nd ed. rules there's a wealth of information for them.

    Now, my question is: Is there any codex that you know of that is widely accepted for the squats, that has been playtested and found to be fairly OK? I know there are quite a few circulating, but which of them is better than the others?

    Thankful for any help

  2. #2
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Squats in 4th ed.

    Squat? whats a Squat?

    there was one on Limewire, but i never downloaded it, i'd check fansites and pick and mix the stuff
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  3. #3

    Re: Squats in 4th ed.

    If you can find Trenchie's, use that. It's pretty much the old Squats rules but updated for 4th ed.
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    Chapter Master Hellebore's Avatar
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    Re: Squats in 4th ed.

    Use imperial guard and doctrines.

    With the new abhuman doctrines and some carapce armour, you can create squats without too much trouble.

    Making them just another adjunct to the imperial guard would make sense, because all abhumans are part of the imperial army

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  5. #5
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Squats in 4th ed.

    but squats used Exo-Armour, basically termie armour as well as some other odd stuff
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  6. #6

    Re: Squats in 4th ed.

    "Counts as" using the Ork Codex is one of the best ideas I've seen, but it's up to you.

    Then again, I hate Squats.

    Except Grimm. Grimm can stay.

  7. #7
    Chapter Master Hellebore's Avatar
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    Re: Squats in 4th ed.

    Quote Originally Posted by Rabid Bunny 666
    but squats used Exo-Armour, basically termie armour as well as some other odd stuff
    And space marines used to carry multilasers.......in 1st ed

    Stories change and I think that the only way for the squats to have any chance of even being RE included in the fluff (ala zoats in the nid codex) is by giving them less of an impact on imperial thinking (regarding the superiority of technology).

    As they are just a mutant human they really don't need or have a different culture because they still possess the same brain functions- becoming short doesn't an alien make.

    Perhaps a bigger focus on industry and mining hence the higher technology, but dwarfs don't fit 40k very well (even though they are my favourite fantasy race).

    Combining the inquisitor books with the imperial guard will give you a plethora of exoarmour equivalents and/or units to replace other more traditional squat units.

    However I do not think that AS THEY ARE squats will ever be accepted into the 40k universe- look at the wood elves they had to totally redo them in order to make them fit 9doing a pretty good job too).

    hellebore
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    Re: Squats in 4th ed.

    Quote Originally Posted by Rabid Bunny 666
    but squats used Exo-Armour, basically termie armour as well as some other odd stuff
    Actually, most squats wore Flak Armour.
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  9. #9
    Chapter Master Rabid Bunny 666's Avatar
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    Re: Squats in 4th ed.

    well, i'm sorry i wasn't born then

    i know they wore guardesque armour, but apart from enginseers, there isn't snything remotely 3+ savey in the list
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    Quote Originally Posted by Theocracity View Post
    I don't want to get all ad hominem up in here, but I honestly don't know why so many people who complain that Ward writes for 13 year olds insist on acting like 13 year olds anyhow.

  10. #10
    Chapter Master StugMeister's Avatar
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    Re: Squats in 4th ed.

    There never was a 2nd ed codex for the Squats, although there was an army list in the Codex Imperialis book that came with the game.
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  11. #11
    Chapter Master Helicon_One's Avatar
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    Re: Squats in 4th ed.

    I'd suggest the IG list, using Bikes as Rough Riders and Attack Trikes as Sentinels, and using the DH codex to add Grey Knights (Exo armour troopers) and an Inq (Ancestor Lord). That's probably your best fit.

    Tim

  12. #12
    Chapter Master Mojaco's Avatar
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    Re: Squats in 4th ed.

    IG doctrines is indeed the one and only way to go. If you use stuff like SOB or Tau you'd be violating WYSIWYG so bad it still wouldn't be accepted. "That autgun is strength 5?". Keep the regular Imperial weapons and the likes and people can easily get over the tiny little guardsmen facing them.

    Daemonhunters was a good suggestion, but I think their special rules don't fit the squats at all.
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    Chaplain Gotreksbrother's Avatar
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    Re: Squats in 4th ed.

    Orks arethe best dex to use...

    base stats are like squats, and most have flak armour and potent weapons

    nobz have mega armour option (exo armour)

    you have bikes and trikes

    the whole list is very squat friendly...only problem is ignoring the whole fact that it is the Ork list your using!
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  14. #14
    Chapter Master Easy E's Avatar
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    Re: Squats in 4th ed.

    Quote Originally Posted by Helicon_One
    I'd suggest the IG list, using Bikes as Rough Riders and Attack Trikes as Sentinels, and using the DH codex to add Grey Knights (Exo armour troopers) and an Inq (Ancestor Lord). That's probably your best fit.

    Tim
    Agreed. Although ancestor lords were physically weak and psychically tough.

    Although I saw a convincing Salamanders space marines conversion, but all the troops were scout choices. The HQ could then use Termie armor as Exo-armor. Plus, the scouts matched the Squats improved CC abilities compared to a guardsmen.
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  15. #15
    Chapter Master Helicon_One's Avatar
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    Re: Squats in 4th ed.

    Quote Originally Posted by Easy E
    Agreed. Although ancestor lords were physically weak and psychically tough.
    That's in Rogue Trader, I assume? In 2nd Ed the Ancestor Lord had a monster of a profile. Either way, you could handwave an improved statline by saying he was casting a psychic ability on himself to improve his profile.

    Quote Originally Posted by Easy E
    Although I saw a convincing Salamanders space marines conversion, but all the troops were scout choices. The HQ could then use Termie armor as Exo-armor. Plus, the scouts matched the Squats improved CC abilities compared to a guardsmen.
    There was a rather excellent Chaos Squat army using the Thousand Sons rules on the net somewhere, too.

    Tim

  16. #16
    Chapter Master Easy E's Avatar
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    Re: Squats in 4th ed.

    Cheapest. Army. Ever. - Armored Company or Stompa Tribe
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  17. #17

    Re: Squats in 4th ed.

    Sad that there is no Slow and Purposeful Imperial Guard doctrine...
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  18. #18

    Re: Squats in 4th ed.

    That would actually be very cool and different, to have the Slow and purposeful rule for an entire army...

  19. #19

    Re: Squats in 4th ed.

    ... and it would fit for squats, too.
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  20. #20

    Re: Squats in 4th ed.

    Or, you can put them in a LatD list as, mutants. I do like the DH/IG list idea. But in my opinion, they are more compatible with a ork list than anything else. Hell, I have to dust off my squats pretty soon to make a list. Speed freaks are very appropiate for a list. Possibly throw in a weirdboy for the ancestor lord.

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