Post by El Capitan on Apr 16, 2007 15:00:13 GMT 1
Theres been enough discussion recently to actually address this problem fully, and that is, what to do with the Imperial Guard list.
About 18 months ago I put together an entire company consisting of:
Colonel command squad
A platoon
Command squad + commissar
2 Guard squads
1 heavy bolter heavy team [GPMG]
1 Leman Russ
1 Hellhound
1 Stormtrooper squad w/ Chimera
B platoon
Command squad + commissar
2 Guard squads
1 mortar heavy team
1 Leman Russ
1 Basilisk
1 sniper squad (cadians as ratlings, low WS & BS on account of they'd leg it!)
C platoon
Command squad + commissar
2 Guard squads
1 rocket launcher heavy team
2 Leman Russ
1 Griffon
Whilst this forms a depiction of a company I soon learned that it was not the way to go in games of 40k. Firstly the IG squads, as soon as they are equipped with anything give away 2 VPs and are typically not much more use than Gretchin [effectively same weapons, same BS, S, T & armour], except they are double the points. Other problems were the additional units, the snipers felt like a wasted slot compared to another Leman Russ, and the stormtroopers, well they roll out of their chimera and usually die instantly. They are essentially Guardsmen with +1 LD and boltguns.
A more productive way to play would be to take 3 heavy bolter teams (under 100 pts) and then tanks on top. This however creates an army that is no fun to play as, is awful to play against, kicks the game balance out the window and resembles nothing of what a guard army should look like.
So here are some proposed amendments for discussion;
> The 3 squad slots that make up a platoon, the first 2 should be compulsory guardsmen slots, with the 3rd being open to any other infantry choices.
> Guardsmen squads should be reduced to 80 points, allowing for some light equipment that would keep them in the 1 VP zone, (rather than the typical 'naked' squads that justify another tank) elsewhere, these points should be dispersed amongst the IG vehicles ie +10 pts for Hellhounds, Griffons & Basilisks and +15 for Leman Russ and +20 for the Demolisher.
> Upgrade Stormtroopers with carapace armour and +1 WS & BS to make them a proper veteran equivalent, with approproate points adjustments
further ideas?
I'm still annoyed that I put together a force that is more ornamental than useful for gaming.
Mikes notes [these are a compilation of working ideas based on the comments below, please ignore these and read other peoples things]
New points values - Guard squads at 80 points, [makes guardsmen 8 pts a model], force at least 2 standard squads per platoon, pos. vet sgt option [+1 WS, BS & I], counter balance increase leman russ at 115/220 points, Demolisher at 205, hellhound, griffon and Bas at 190. keep troop options points static. Stormtrooprs/Karskin at 150 points w/ carapace armour and +1 WS, BS & I.
About 18 months ago I put together an entire company consisting of:
Colonel command squad
A platoon
Command squad + commissar
2 Guard squads
1 heavy bolter heavy team [GPMG]
1 Leman Russ
1 Hellhound
1 Stormtrooper squad w/ Chimera
B platoon
Command squad + commissar
2 Guard squads
1 mortar heavy team
1 Leman Russ
1 Basilisk
1 sniper squad (cadians as ratlings, low WS & BS on account of they'd leg it!)
C platoon
Command squad + commissar
2 Guard squads
1 rocket launcher heavy team
2 Leman Russ
1 Griffon
Whilst this forms a depiction of a company I soon learned that it was not the way to go in games of 40k. Firstly the IG squads, as soon as they are equipped with anything give away 2 VPs and are typically not much more use than Gretchin [effectively same weapons, same BS, S, T & armour], except they are double the points. Other problems were the additional units, the snipers felt like a wasted slot compared to another Leman Russ, and the stormtroopers, well they roll out of their chimera and usually die instantly. They are essentially Guardsmen with +1 LD and boltguns.
A more productive way to play would be to take 3 heavy bolter teams (under 100 pts) and then tanks on top. This however creates an army that is no fun to play as, is awful to play against, kicks the game balance out the window and resembles nothing of what a guard army should look like.
So here are some proposed amendments for discussion;
> The 3 squad slots that make up a platoon, the first 2 should be compulsory guardsmen slots, with the 3rd being open to any other infantry choices.
> Guardsmen squads should be reduced to 80 points, allowing for some light equipment that would keep them in the 1 VP zone, (rather than the typical 'naked' squads that justify another tank) elsewhere, these points should be dispersed amongst the IG vehicles ie +10 pts for Hellhounds, Griffons & Basilisks and +15 for Leman Russ and +20 for the Demolisher.
> Upgrade Stormtroopers with carapace armour and +1 WS & BS to make them a proper veteran equivalent, with approproate points adjustments
further ideas?
I'm still annoyed that I put together a force that is more ornamental than useful for gaming.
Mikes notes [these are a compilation of working ideas based on the comments below, please ignore these and read other peoples things]
New points values - Guard squads at 80 points, [makes guardsmen 8 pts a model], force at least 2 standard squads per platoon, pos. vet sgt option [+1 WS, BS & I], counter balance increase leman russ at 115/220 points, Demolisher at 205, hellhound, griffon and Bas at 190. keep troop options points static. Stormtrooprs/Karskin at 150 points w/ carapace armour and +1 WS, BS & I.