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Thread: Codex: Insurgency - Download and Playtest Thread

  1. #1

    Codex: Insurgency - Download and Playtest Thread - New Feb 1

    This is a Generic Rebel Codex with variants to allow for Redemptionist, Genestealer cult, Chaos and Tau Rebellions.

    Smooth, Characterful and balanced over a year of Play testing with about 25 different people who reported in regularly (also available on genestealer cults yahoo group)



    New May 24/2007: New Chaos Unit

    http://i3.photobucket.com/albums/y60...hov/Codex3.jpg
    Attached Files Attached Files
    Last edited by Zzarchov; 24-05-2007 at 19:16.

  2. #2

    Re: Codex: Insurgency - Download and Playtest Thread

    Hmm seems really neat, I'll give you my more in depth thoughts once I've had a longer look at it tommorrow...

    Although, one immediate thought...What's an insurgent force with molotov cocktails...?
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  3. #3

    Re: Codex: Insurgency - Download and Playtest Thread

    I figure they can be used to represent frag and or krak (especially in the case of "the angry mob")

  4. #4
    Chapter Master Helicon_One's Avatar
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    Re: Codex: Insurgency - Download and Playtest Thread

    Looks fairly decent at first glance, alot more sensible than some homebrew lists I've seen.

    If there is anything I'd recommend changing, its the options from the CSM Codex for the chaos list. I don't see the odd Chaos Marine squad showing up to support cults, they'll arrive in full force (ie, as a CSM army) or not at all.

    Tim

  5. #5

    Re: Codex: Insurgency - Download and Playtest Thread

    I agree, Thats why Chaos space marines are very hard for them to take. If you want a unit of khorne berserkers or a Daemon Prince you'll need 2 extremely valuable manpower points wasted.

    Occassionally small groups of Marines do support cults (my source is the old necromunda rulebook though, so hopefully it hasn't changed, if so let me know)

  6. #6

    Re: Codex: Insurgency - Download and Playtest Thread

    it is a very good list, represents a revolution nicely, and the rules are reasonable, nothing over the top. two things

    *could have trouble with high toughness foes and armour. i would recommend meltaguns for the reconnisance team, but it dosnt seem to be a part of the list, plus other things

    *hypnotic gaze: just make it work vs everything imo. it can get complicated if you do it this way 'is a dreadnought alive, is that guys army of nurgle dead counted? usually it would be but..' u see my point here?

    i love the angry mobs btw, nice how u portrayed them. their leader shouting 'BUNDLEE!!!' when theyre charging a unit of marines is just great.

  7. #7

    Re: Codex: Insurgency - Download and Playtest Thread

    Hmm... Me like.

    Yeah, this is one of the better home made lists I've seen. It's very characterful, and everything meshes very nicely together.

    There are a few things I'm curious about.

    First, why does a laspistol cost more than an Autopistol or Stub Pistol? They have the same stat line. I noticed the same thing with the lasgun. I know it's only one point, but I thought I'd ask anyway.

    My favorite part of this list would have to be the angry mobs. I like the rules, in that they block line of sight, and are so numerous that they can't be locked in combat. That's awesome.

    Great work overall!

  8. #8

    Re: Codex: Insurgency - Download and Playtest Thread

    Lasweaponry is immune to the "low ammo" rule at the start of the battle, which basically makes a rapid fire weapon only fire once per turn, same with pistols.

    I know ammo rules are in general a no no, but since its one roll at the start of the battle, and it really adds to the feel of desperate revolutionaries I left it in.

  9. #9

    Re: Codex: Insurgency - Download and Playtest Thread

    Oh yeah... Duh. Sorry for not seeing that... I feel like a tool.

  10. #10
    Chapter Master Easy E's Avatar
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    Re: Codex: Insurgency - Download and Playtest Thread

    Dang, stole my thunder! I wanted to build the first Cult List on this forum. Oh well. It is inspiring. I'll have to take a closer look before I comment further.
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  11. #11
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    Re: Codex: Insurgency - Download and Playtest Thread

    Overall, I'm quite impressed a decent start. A few thoughts for you

    - Lose the weapons stats and Genestealer unit entries. You may actually be breaching copyright by publishing those.

    - Redemptionists. Two things - Flamers and Eviscerators; don't leave the house without them!

    >>Cut off the head and the serpent will die: If all of the Independent characters, which take an HQ slot, are killed each unit must take an unmodified morale check or be broken and unable to regroup. Units that pass this test are treated as fearless for the rest of the battle (they consider the leaders martyrs to be emulated)

    Nice touch

    >> Self Destruct – This Upgrade may be triggered at the end of your movement phase. Remove the vehicle from play; it engulfs itself in an explosion of fire and shrapnel. Any Model or Vehicle within 1 inch takes a S8 Direct Ordinance hit with an AP of 3. Models within a D6+2 inches take a wound on a 4+ with armour saves as normal. A vehicle with this upgrade suffers +1 on the vehicle damage tables in addition to any other penalties it may have (such as being open topped) and weapons firing at it are treated as AP1.

    Interesting

    >> Riding Shotgun – The vehicle gains a single shotgun it may fire as a defensive weapon. The shotgun counts as a sponson mounted weapon and may only be fired from one side of the vehicle.

    Is this meant to be a pun?

    >> Street Tires – The technical may move an extra d6 inches in the movement phase, however, the tires are not suited for off road driving and the vehicle will become immobilized should it enter difficult terrain.

    I like this
    Profile Points/Model BS F S R
    Technical (Flatbed) 20 2 9 9 9
    Type: Fast, Open Topped
    Special: Breakdown test
    At the beginning of your turn roll a D6, on the roll of a 1 consult the following table.
    1 - She’s gonna blow! Roll again on this table next turn, if you rolled this last turn the vehicle is destroyed.
    2,3 - Stalled out! Vehicle may not move this turn.
    4,5 – Brakes are shot! Vehicle surges ahead 2D6 inches, if the vehicle is type “fast” double this result. Vehicle may not move any further this turn.
    6 – Out of control! Vehicle suffers from all the same effects as “Brakes are shot!” result, and ends the turn facing the direction rolled on a scatter die.

    I'd personally beef up the points cost a little and alter the table above. As it stands, that's a little too harsh, as stalling is punishment enough as a roll of a 1-4. A roll of 5 immobilising the vehicle, and a roll of 6 destroying it should be more than enough.

  12. #12
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    Re: Codex: Insurgency - Download and Playtest Thread

    I think you need to make everything cost a bit more, especially the angry mob. In a 500 point game, you could field 100+ models really easily. How is a marine army supposed to kill that much? And then in close combat they hit on a 5+, wound a marine on a 5+, so with 2 CCW they would on average cause 2/27 of a kill a turn, while a marine hits on a 3+, wounds on a 3+ and causes 8/9 of a kill with 2 attacks. One marine would take about 7 turns then to kill off his point value in mob members, but the mob would take about two turns to kill him. And even if they were made to be far more pittiful, it would take forever to kill them all. The only way to really kill them all is templates.

    40k armies are balanced to only fight so many models. This list simply exceeds that number too easily. I'll admit that in reality this makes sense, but it just dosen't work well in the game. The mob members, and probabbly some other stuff needs to cost more.
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  13. #13
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    Re: Codex: Insurgency - Download and Playtest Thread

    I just had another idea: Make the mob like scarabs or nuglings: 3 or 4 models per one base. Make them maybe in the range of 7-9 points a base, and the just up their wounds and attacks to 3 or 4. They will be vunerable to blasts of course. I'm not sure how you would represent weapons, but I think it kinda makes sense that they would be using just their fists or watever they could use to hit someone with. If you think about it, almost always angry mobs don't really have guns or gernades. You could keep similar rules to before in most respects besides this.

    I think this would both make these guys easier to deal with in terms of movment, and more balanced in comparison with other stuff in the game. The fact that they can get instant killed by the likes of powerfists is a nice way to represent them simply getting slaughtered by regular troops.
    The Ultimate Question:
    Who would win?
    Steven Segal, Chuck Noris, and Claud Vandam versus Jet li, Bruce Li, and Jackie Chan.

    JooMcGoo- Putting the laughter back in slaughter since 1989.

  14. #14

    Re: Codex: Insurgency - Download and Playtest Thread

    Hmmm, I'm interested in helping playtest this list and I'm currently in the process to try and create a competitive list and seeing how it does against a range of opponents next weekend.

    BTW if you already have a competitive list planned could you post it because it would my life easier and prevent me from making a injustice out your armie's potential.

    Ideas I have:

    Perhaps have the units have an impressionable morale that can increase when units around them do particularly well, afterall as an average joe wouldn't you be inspired by seeing another group of average joes just like yourself chasing off trained soldiers?

    Another idea make instead of "suicide bombers" just give them demo charges they can throw from the unit and if you still want the suicide bombers make them independant characters that can seperate from the unit to pick out what they want to be destroyed.

    Also they're could be a crew escape option on the cars when they go out of control or when their on set paths to destroy stuff.

    I'll tell more ideas when I get more time, until then good luck on the progress...
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  15. #15

    Re: Codex: Insurgency - Download and Playtest Thread

    Quote Originally Posted by JooMcGoo
    I think you need to make everything cost a bit more, especially the angry mob. In a 500 point game, you could field 100+ models really easily. How is a marine army supposed to kill that much? And then in close combat they hit on a 5+, wound a marine on a 5+, so with 2 CCW they would on average cause 2/27 of a kill a turn, while a marine hits on a 3+, wounds on a 3+ and causes 8/9 of a kill with 2 attacks. One marine would take about 7 turns then to kill off his point value in mob members, but the mob would take about two turns to kill him. And even if they were made to be far more pittiful, it would take forever to kill them all. The only way to really kill them all is templates.

    40k armies are balanced to only fight so many models. This list simply exceeds that number too easily. I'll admit that in reality this makes sense, but it just dosen't work well in the game. The mob members, and probabbly some other stuff needs to cost more.
    Well, them getting INTO close combat would be quite hard (they shamble 2d6 forward a turn). The trick I've always seen to getting them beaten right quick is their coherency rules. They are seriously crippled by template weapons (even a frag missile will kill up to 9 a shot).

    They are meant to be a unit which is difficult to disperse with plasma and lascannons.


    I am also writing a "condensed" version, hopefully suitable for WD or CJ publication in size. Although I prefer the base version shown here it is full codex sized. You are more than free to go through that and see if you prefer it more, It also gets rid of "suicide bombs" and replaces them with the more kosher "explosive charge" which works similarily..

    Condensed Version:
    http://www.savefile.com/files/4886286

  16. #16

    Re: Codex: Insurgency - Download and Playtest Thread

    Well I was just saying that they could be differing rules, for instance the demo charge is ranged attack, preserves the life of the thrower, and has the drawback of the effect of possibly scattering back into your squad.

    The suicide bombers aren't ranged, don't save the live of the explodee, but wouldn't scatter. I was mostly not concerned about the politcal effects of such unit, but more of the stupidity of blowing up in your own unit, sense the codex lacked any rules for detaching them from the squad...

    Also I had this crazy idea based of the markerlight system of the new Tau Empire codex. Perhaps have promethium and fire relation where and Prom. could be used against certain units, tanks, and terrain and douse them with gasoline and then have some units that can set fire to them... Causing more damage....

    Does idea sound promising or is just another dumb idea...?
    Proud Manager and Campaign Agent of The Warseer Heavyweight Division Champion Captain Patrick O'Malley, The "Most Unique" competitor to date.

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    We're always looking for new members and opponents to so grab your sword and fight the horde!

  17. #17

    Re: Codex: Insurgency - Download and Playtest Thread

    well, they were demo charges that only scattered half range (1d3 instead of 1d6) and took the life of the "thrower". The range representing the distance the user ran forward (6") as if assaulting.

    As for the fire idea, can you flesh it out a bit more?

  18. #18

    Re: Codex: Insurgency - Download and Playtest Thread

    I've given it a quick glance and I like the way you're going with this. There are some really nice ideas for units in there.

    The one glaring weakness from this list IMO is that it's a bit too cluttered up with relatively needles and ovelry complex special rules. Some rules that are interesting might benefit from some streamlining.

    Overall, I'd say try to smooth it down and streamline and it's a really nice and interesting list you've got there.

    I'm particularly interested in the list as I've painted up a bunch of Necromunda models to stand in as models for combat patrol games and campaigns. I've just started a campaign with a friend which features a rebellion against the Imperium by a planet that has been annexed by the Tau.
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  19. #19

    Re: Codex: Insurgency - Download and Playtest Thread

    which rules are needlessly complex? have to specify for me to fix them

  20. #20

    Re: Codex: Insurgency - Download and Playtest Thread

    I'm blown away by this Fandex. It's incredibly well done, and each unit entry represents a kind of insurgent fighting we see in asymmetric warfare.

    The only thing I don't like is the ammo truck.. Once it's on the field, it's dead weight. Making it a valuable target is realistic, but it should also have an on-field advantage besides the addition to the ammo rule. Perhaps allow units within six to eight inches to fire as if they had picked the extra ammo upgrade. I think that would make them a unique strategic element for the insurgent list.

    I may write up a generic Insurgent army later today just for the heck of it. If I do, want me to post it?

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