I have been a Guard player since 2nd Edition, and whilst I enjoy using the latest 'dex, I feel that it could use some improvements and alterations. So I present a selection of new units and options (and, later, new rules) together with some removed - yes, removed - units and characters. Please comment and critique!
Removed Units:
Manticore, Medusa, Colossus, Deathstrike
Mogul Kamir
These vehicles do not fit in a tactical, company-scale wargames enviroment like 40K: such war machines are either strategic (Deathstrike), situational to positional seige warfare (Medusa, Colossus) or limited in application (Manticore). In the case of Mogul Kamir; he's simply awful as a character and as a concept.
While the heavy artillery don't fit into the small scale engagements normally played in 40k, I do believe they need a place in the codex (ok maybe not the Deathstrike...). Mogul Kanir has got to go thought...
New Equipment:
Light Multilaser: Developed from the heavier weapons systems deployed on Sentinels and Chimeras, the Light Multilaser (or LML) is a man-portable squad support weapon that some Regiments - particularly those hailing from Hive Worlds - have ready access to.
Range S AP Type
24" 5 6 Assault 3
So, like a Diet Heavy Bolter? I think it should be either a lower fire rate or a heavy weapon.
Marksman's Rifle: The marksman's rifle, otherwise known as a long-las, is a Hellgun designed for precision long-range sniping, issued to a Regiment's best shots. It has a heavier barrel and a higher-charged powerpack with the drawback that a full powerpack can be used up in just one shot, at the highest setting.
Range S AP Type
36" X 3 Heavy 1, Pinning - Always wounds on a 4+
Why not make it have the sniper type? It'll always wound on 4+ anyway, and it is a sniper after all...
Targeter: Issued to spotters in sniper teams, these items - from magnoculars to telescopes via thermal optic units - enable the spotter to pass on accurate targeting and shot fall information to their partner, the Marksman.
While the Spotter is alive, the Marksman's BS is improved by 1 from 4 to 5.
I'll get to my thoughts on this when we come to the units.
New Units:
HQ: Rough Rider Command Group: 60pts
Troop Type WS BS S T W I A Ld Sv
Commander 4 4 3 3 3 3 9 5+
Rough Rider 3 4 3 3 1 3 1 8 5+
Rough Rider Command Groups allow Rough Rider Squads to be taken as Troops Choices, with 1-3 Squads taking up a single slot in the FOC.
Composition:
1 Commander
4 Rough Riders
Unit Type:
Cavalry
Wargear:
Flak Armour
Hunting Lance
Laspistol
Frag and krak grenades
The Commander has a Refractor Field
Special Rules:
Senior Officer (Company Commander only)
OPTIONS:
The Commander may exchange his laspistol and/or Hunting Lance for:
- Bolt Pistol: 2pts
- Power weapon: 10pts
- Plasma pistol: 10pts
- Power fist: 15pts
One Rough Rider may be upgraded to carry:
- Medi-Pack: 30pts
One other Rough Rider may be upgraded to carry:
- Company Standard: 15pts
One other Rough Rider may be upgraded to carry:
- Vox-caster: 5pts
Any remaining Rough Riders that have not been upgraded with one of the above options may replace their Hunting Lances with:
- Flamer or grenade launcher: 5pts
- Meltagun: 10pts
- Plasmagun: 15pts
The entire squad may have any of the following:
- Carapace armour: 20pts
- Melta bombs: 20pts
Was always missing commanders on horses! Maybe make them make Rough Riders counts as troops?
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NEW OPTION: Commissar Lord: May ride a horse for +10 points, becoming Unit Type: Cavalry in the process
Same as above.
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Elites: 0-3 Marksman Teams
Marksman Team: 50pts each
Each Marksman Team consists of a Marksman with Marksman's Rifle and a Spotter with Lasgun and Targeter.
Up to three Marksman Teams may be chosen as one Elites choice, but each deploys seperately and they are all seperate units.
Troop Type WS BS S T W I A Ld Sv
Marksman 3 4/5 3 3 1 3 1 8 5+
Spotter 3 3 3 3 1 3 1 7 5+
Composition:
1 Marksman
1 Spotter
Unit Type:
Infantry
Wargear:
Camo Cloaks
Lasgun (Marksman has Marksman's Rifle)
Laspistol
Defensive Grenades
Flak Armour
The Spotter has a Targeter
Special Rules:
Sniper! - The Marksman is a crack shot, able to pick out targets in the swirling mass of smoke and fire that is the battlefield of the 41st Millenium. As such, a Marksman may choose his target and allocate hits to enemy models of his choice, subject to all rules surrounding LOS and target acquisition.
I like the idea. However if the spotter dies, then I think its very likely that his friend will to! Therefore I say lower the points, and make the marksman only BS 3, making him BS 4 most of the time, or give the spotter another bonus (Makes the marksman ignore cover maybe?)
NEW OPTIONS:
Storm Trooper Squad:
The Storm Trooper Sergeant may also exchange his hot-shot laspistol and/or hot-shot lasgun for:
- Stormbolter: 10pts
Up to two Storm Troopers able to take Special Weapons may also take:
- Stormbolter: 10pts
- Light Multilaser: 12pts
Maybe also add "All Storm Troopers may replace their Hot-Shot Lasguns with Bolters for free"
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Troops:
NEW OPTIONS:
Platoon Command Squads, Infantry Squads, Special Weapon Squads, Heavy Weapon Squads and Veteran Squads may be mounted in Chimeras or Rhinos as Dedicated Transports. See pg 99 C:IG and below.
NB: If a Platoon Command Squad is mounted in a Chimera or Rhino, EVERY SQUAD IN THAT PLATOON must be mounted in a Chimera or Rhino.
I like the idea of forcing a platoon to be total mech, or not mech at all. I don't like the idea of the Guard using Rhinos.
Platoon Commanders may exchange their laspistol for:
- Lasgun: free
Infantry Squad Sergeants may exchange their pistol and/or close combat weapon for:
- Lasgun: free
- Boltgun: 2pts
- Shotgun: free
Veteran Squad Sergeants may exchange their pistol and/or close combat weapon for:
- Lasgun: free
- Shotgun:free
- Boltgun: 2pts
- Storm Bolter: 10pts
I don't know why they took the ability to arm sergeants with Lasguns away. Have it back I say! However makes sure its "replace their pistol" Otherwise you'll have a pistol and a lasgun on them.
Platoon Command Squads, Infantry Squads, Special Weapons Squads and Veteran Squads:
Models able to carry Special Weapons may also choose:
- Boltgun: 2pts
- Storm Bolter: 10pts
- Light Multilaser: 12pts
Looks good. Bolters are special weapons for Guard and I see no reason why it shouldn't be an option.
Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Veteran Squads:
Heavy Weapons Teams may also choose:
- Heavy Stubber: 5pts
Again an option that might rarely be used, but should exists anyway!
Infantry Squads:
If no Heavy Weapon is chosen, a second Guardsman may exchange his lasgun for a Special Weapon in accordance with the expanded list above.
An obvious addition in some sense (I never take heavy weapons on infantry squads). However I see this been exploited somewhat.
Conscripts:
For every 10 Conscripts in the unit, two may exchange their lasguns for a:
- Flamer or grenade launcher: 10pts
Again, your just returning a previous option (which is a good thing)
Penal Legion Squad:
The Penal Custodian may exchange his pistol and/or close combat weapon for:
- Shotgun: free
- Bolt pistol: 2pts
- Boltgun: 2pts
- Power weapon: 10pts
- Plasma pistol: 10pts
- Power fist: 15pts
The Penal Custodian may be given:
- Carapace Armour: 5pts
- Refractor Field: 10pts
Up to two Penal Legionnaires may exchange their lasguns for:
- Boltgun: 2pts
- Flamer, grenade launcher or sniper rifle: 5pts
- Meltagun: 10pts
One Penal Legionnaire may be upgraded to carry a:
- Demolition Charge: 20pts
Two Penal Legionnaires may be replaced for a Heavy Weapons Team with:
- Heavy Stubber: 5pts
- Heavy Bolter: 10pts
- Rocket Launcher: 15pts
While I like the idea of giving Penal Legionaries more options, and as much as I miss the varied squad (mmm Schaffer), I believe them having no options is a good thing, making the desperadoes rule simple and useful.
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NEW Dedicated Transport Vehicle:
RH1N0 Armoured Personnel Carrier: 40pts
Vehicle BS F S R
RH1N0 3 10 10 10
Composition:
1 Rhino
Unit Type:
Vehicle (Tank)
Wargear:
Pintle-Mounted Storm Bolter
Searchlight
Smoke Launchers
Special Rules:
Reliable (may self-repair on the roll of a 6, as C:SM version)
Transport Capacity:
10 models
Options:
Replace pintle-mounted storm bolter with:
- Pintle-mounted heavy stubber: free
Take any of the following:
- Pintle-mounted storm bolter or heavy stubber: 10pts
- Hunter-killer missile: 10pts
- Dozer blade: 10pts
- Extra armour: 15pts
- Camo netting: 20pts
The RH1N0 is the workhorse of the Imperium, and is commonly seen in Arbites and PDF units. Many Imperial Guard Regiments also have access to the 'Rhino', and in these forces it is a transport option for: Company Command Squads, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads, Special Weapons Squads and Veteran Squads.
Just... no. While fluff wise it fits, the distinctive shapes and design of Marine vehicles and Guard vehicles must be kept and the sight of the Rhino amongst Leman Russes and Guardsmen just doesn't do it for me unless their is some power armour close by...
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Fast Attack:
NEW OPTIONS:
Any Sentinel/Armoured Sentinel may replace its multi-laser with one of the following weapons:
- Heavy bolter: 5pts
- Multi-melta: 10pts
I don't see why this wasn't a option in the first place!
NEW UNIT:
Jump Pack Storm Squad: 100pts
Troop Type WS BS S T W I A Ld Sv
Vet. Sgt. 3 4 3 3 1 3 2 8 5+
Jump Trooper 3 4 3 3 1 3 1 7 5+
Composition:
1 Veteran Sergeant
9 Jump Troopers
Unit Type:
Jump Infantry
Wargear:
Flak armour
Two laspistols (Commissar has Bolt Pistols)
Frag grenades
Krak grenades
Options:
The Veteran Sergeant/Commissar may exchange one or both pistols for:
- Bolt pistol: 2pts
- Plasma pistol: 10pts
- Power sword: 10pts
- Power fist: 15pts
The Veteran Sergeant may take:
- Melta bombs: 5pts
The Squad may be joined by a Commissar: 40pts
Up to two Jump Troopers may exchange one laspistol for:
- Flamer: 5pts
- Melta: 10pts
- Plasmagun: 15pts
The entire squad may take:
- Melta bombs: 20pts
The "infantry with vehicles" style of the Guard is its place in 40k. I don't like the idea of elite jump intfantry beyond what we already have (Storm Troopers)
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More to come - what do you lot think?
