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Posted: Thu Nov 24, 2011 5:05 am
The current codex is fine as is, not perfect, ******** no, the author still has a long way to go before he's good, not by a long shot, but it works as is and is one of the more solid and reliable lists out there. It allows for infantry hordes easily enough with the reworked platoon structure, it allows for easy mechanisation with almost every unit on the list having access to the Chimera and going Airborne works as well more or less with the option of taking three squadrons of three Valkyries or Vendettas each. Going (almost) all tank is also taken care of with squadrons of everything, just take two squads of Penal Legionaries and a Lord Commissar for the required 1 HQ + 2 Troops.
There are just some things that.. Don't. Make. Any. ********. Sense. Like how vox casters work when orders are given. You'd think it allows for a larger order radius but instead it allows for a re-roll. "Our squad is 6" away but thanks to this powerful radio system I can hear my CO shout pretty well." I also dislike how now the Lord Commissar is the only one to grant the Leadership rule, a great mechanic that I fondly used with the previous codex in combination with Iron Discipline. Also giving the entire range an arbitrary Initiative of 3 is ********, with the only exceptions being Marbo and Kell. All our other tough as nails melee characters? Initiative 3, meaning they get ******** into tiny little pieces before they can hit back.
The old codex, while wonderful for building your own armies, was flawed. The Doctrine system had only a few really choice options, the rest was well.. pointless, overpriced or plain useless. The only ones that really mattered were close order drill (which was free but had WYSIWYG restrictions), Iron Discpline (a steal at 5 pts) and Drop Troops (Again, free!). I also miss cheap power weapons (5 pts!), heavy weapon platoons and the sense of professionalism that the previous codex showed. Now it's all "all cannon fodder, all the time" and it's a shame. ********, Forge World is far from perfect as an alternative for specialist formations. I haven't read the two Badab Wars books yet, but so far, FW has a hard time writing good army lists without screwing up to some capacity, be it with some silly typo or twelve or botching point costs. That said, I still lug my IA 8 book around with my army, as it allows me to field the army I want to field. And no, I hate Ride of the Valkyries.
Done venting, back to work.
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Posted: Thu Nov 24, 2011 3:42 pm
Well I'm comparing to the Space Marines, who are getting codices out the a** with no apparent end in sight... There used to be a separate Catachan codex, I have it somewhere.
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Posted: Thu Nov 24, 2011 11:13 pm
I know, I also have a copy. Though it was part codex, part loose rules on how to fight in jungles and forests. My point still stands, the Imperial Guard does not need a codex for every regiment. Neither do most Space Marine chapters IMHO. They could easily be handled via an extra think codex, make it a hardback while we're at it, big and thick enough to handle all background, all units, a vanilla list and lists for all the other special snowflake chapters out there.
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Posted: Fri Nov 25, 2011 12:38 am
Marines imho really need 2 good quality dexes, loyalists and csm... I very much liked the traits system which allowed to personalize your chapter, and also had ways to re-create most famous chapters. too much of this job has been delegated onto special characters now, btw...
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Posted: Fri Nov 25, 2011 10:35 am
Lt. Brookman Done venting, back to work. When I'm down south I'm going to beat some sense into you.
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Posted: Fri Nov 25, 2011 11:56 am
Lady Blodwynn Lt. Brookman Done venting, back to work. When I'm down south I'm going to beat some sense into you. It’s dangerous to go alone! Take this!
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Posted: Sun Dec 18, 2011 2:06 pm
So I played a game versus a guy with Daemons, leaning heavily on Nurgle, and my mass las-fire fell short of doing enough damage to some high-toughness units. For you other Guard players, what's your solution to high-toughness enemy infantry, T5 and above?
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Posted: Sun Dec 18, 2011 2:41 pm
DarkElf27 So I played a game versus a guy with Daemons, leaning heavily on Nurgle, and my mass las-fire fell short of doing enough damage to some high-toughness units. For you other Guard players, what's your solution to high-toughness enemy infantry, T5 and above? Autocannons and ordnance for me, though those are standard issue in my army due to my regular stable of opponents.
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Posted: Sun Dec 18, 2011 2:44 pm
Lady Blodwynn DarkElf27 So I played a game versus a guy with Daemons, leaning heavily on Nurgle, and my mass las-fire fell short of doing enough damage to some high-toughness units. For you other Guard players, what's your solution to high-toughness enemy infantry, T5 and above? Autocannons and ordnance for me, though those are standard issue in my army due to my regular stable of opponents. I had an Autocannon team, a vanilla Russ, and a Basilisk on the table. Autocannons failed me because while they wounded better, they didn't get past the Feel No Pain rule, and my ordnance had miserable luck landing a shot on target.
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Posted: Sun Dec 18, 2011 2:48 pm
DarkElf27 Lady Blodwynn DarkElf27 So I played a game versus a guy with Daemons, leaning heavily on Nurgle, and my mass las-fire fell short of doing enough damage to some high-toughness units. For you other Guard players, what's your solution to high-toughness enemy infantry, T5 and above? Autocannons and ordnance for me, though those are standard issue in my army due to my regular stable of opponents. I had an Autocannon team, a vanilla Russ, and a Basilisk on the table. Autocannons failed me because while they wounded better, they didn't get past the Feel No Pain rule, and my ordnance had miserable luck landing a shot on target. How about swapping the vanilla Russ for an Exterminator then?
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Posted: Sun Dec 18, 2011 7:27 pm
Plasma teams are gonna be your best friends. That'll deal with both the high T and the FNP business.
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Posted: Sun Dec 18, 2011 8:28 pm
Lady Blodwynn DarkElf27 Lady Blodwynn DarkElf27 So I played a game versus a guy with Daemons, leaning heavily on Nurgle, and my mass las-fire fell short of doing enough damage to some high-toughness units. For you other Guard players, what's your solution to high-toughness enemy infantry, T5 and above? Autocannons and ordnance for me, though those are standard issue in my army due to my regular stable of opponents. I had an Autocannon team, a vanilla Russ, and a Basilisk on the table. Autocannons failed me because while they wounded better, they didn't get past the Feel No Pain rule, and my ordnance had miserable luck landing a shot on target. How about swapping the vanilla Russ for an Exterminator then? I don't have the codex handy, which one is the Exterminator again? sweatdrop Too many Russ variants nowadays... Caleidah Plasma teams are gonna be your best friends. That'll deal with both the high T and the FNP business. I have one Plasma platoon command squad w/4 guns, at this rate I might start adding those little special weapon squads with plasma and melta guns as well...
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Posted: Mon Dec 19, 2011 12:28 am
Caleidah Plasma teams are gonna be your best friends. That'll deal with both the high T and the FNP business. I wholly agree and I would be all up in plasma guns were it not for their high cost per gun, especially when you want to play it safe and lump in a medic as well. A platoon command squad with say, an officer with a plasma pistol, three plasma gunners and a medic runs in at 115 points! gonk
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Posted: Mon Dec 19, 2011 12:31 am
DarkElf27 I don't have the codex handy, which one is the Exterminator again? sweatdrop Too many Russ variants nowadays... The autocannon variant, costs 150 points and comes with Heavy 4, twin-linked autocannons. Works pretty well in combination with another one and a Punisher pattern Russ, that's the one with the Str. 5 AP - Heavy 20 Gatling Cannon, sadly one of those costs 180 points before upgrades come into the picture.
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Posted: Thu Jan 05, 2012 5:32 pm
Lady Blodwynn DarkElf27 I don't have the codex handy, which one is the Exterminator again? sweatdrop Too many Russ variants nowadays... The autocannon variant, costs 150 points and comes with Heavy 4, twin-linked autocannons. Works pretty well in combination with another one and a Punisher pattern Russ, that's the one with the Str. 5 AP - Heavy 20 Gatling Cannon, sadly one of those costs 180 points before upgrades come into the picture. I used to like Autocannons a lot more than I do now. The strength isn't high enough to usually cause instant death, and the AP isn't good enough to crack the heavy units that the strength is intended for.
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