Comments below...
--- In netepic_at_y..., <jyrki.saari_at_n...> wrote:
> Let's start. Unless I've added a comment to a section I don't have
any proposals, clarifications or additions to it. Feel free to add
your own.
>
> Special Rules: Tech Guard
>
> Tech-Guard Command Structure
> Tech-Guard forces usually accompany Imperial Titans and Knights
into battle. They follow the same rules for command and control as
the Imperial Guard. They have their own unique formations and can
only use a small number of Imperial Guard detachments.
> IG Units Employed by Tech-Guard:
> Tech-Guard may purchase any of the following Imperial Guard army
cards:
>
> * Artillery and AA; Manticores, Basilisks, Bombards,
Griffons, and Hydras.
> * Off-Table Artillery (as optional unit)
> * Vehicles; Chimeras (including all their variants),
Leman Russ tanks, Stormblade Super Heavy tanks.
> * Ordinatus vehicles
> * Dropship (as optional unit)
> * Flyers; Marauders and Thunderbolts.
> * Special units; Forward Observers, Adeptus Mechanicus,
and Astropath as optional units.
> * Infantry;
> The Tech-Guard possesses troop types similar to the Imperial
Guard such as Tactical (Defence), Assault and Heavy weapon platoons
(detachments) and Companies as well as mechanized versions of these
units. Stats are the same as the Imperial guard units of the same
types. See the Army Cards section of this chapter for unit
compositions.
>
> See the Imperial Guard listings for the details on the attached IG
units.
I think it's better to remove this (it's not properly a "special
rule"). Put the Tech-Guard Structure under the relative part of the
codex. The list of the IG units used by the Tech-Guard is not really
useful, you can se the units you have at your disposal simply reading
the Company, Support and Special cards available.
> Infantry
> The Imperial Guard features a unit designation similar to Space
Marines.
>
> Tactical
> These make up the bulk of the Imperial forces infantry and carry
lasguns.
> Models: Tactical Infantry models from the GW Imperial Guard Sprue.
>
> Move: 10 cm
> Save: None
> CAF: 0
> Weapons: Lasguns
> Range: 50 cm
> Attack Dice: 1
> To-hit: 5+
> Save mod: 0
> Notes:
Why not simply call them "Infantry"?
> Assault
> Assault troops possess jump packs and are the close combat
specialists.
> Models: Jump-packed Infantry models from the GW Imperial Guard
Sprue.
>
> Move: 15 cm
> Save: None
> CAF: +1
> Weapons: Laspistols/swords
> Range: 25 cm
> Attack Dice: 1
> To-hit: 5+
> Save mod: 0
> Notes: Jump Packs
IMHO they are slightly "out of flavor" for an IG force. Considering
that some people may actually enjoy using them, I propose to cut them
from the main codex and leave for some special IG regiment (Elysian
Drop Troops? Catachans? Cadians? We will see later...)
> Heavy Weapons
> Heavy support troops are armed with long-range weapons for
supporting the army's advance.
> Models: 1-2 Infantry models with heavy weapons and tactical
infantry models from the GW Imperial Guard Sprue.
>
> Move: 10 cm
> Save: None
> CAF: 0
> Weapons: Heavy Weapons
> Range: 75 cm
> Attack Dice: 2
> To-hit: 5+
> Save mod: 0
> Notes:
>
> <JS> I still wonder whether these should follow the normal CAF
reduction policy and have a CAF of -1?
Leave them as they are.
>
> Beastmen
> Mutated beasts that have not succumbed to the taint of Chaos still
serve the Imperium. These are mainly close combat troops.
> Models: Beastmen models from the GW Imperial Guard or Chaos Sprues.
Any 1/300 figures of normal- sized non-human figures from fantasy or
SF ranges could be substitutes.
>
> Move: 10 cm
> Save: None
> CAF: +3
> Weapons: Laspistols/swords
> Range: 25 cm
> Attack Dice: 1
> To-hit: 5+
> Save mod: 0
> Notes:
These are CHAOS. Remove from the IG army (Heresy! Heresy!).
> Ogryns
> Ogryns are extremely large humanoids that sometimes are taught to
serve the Imperium. Although mainly close combat troops they are
armed with short-ranged rapid-fire weapons.
> Models: Ogryn models from the GW Imperial Guard Sprue. A close
substitute could be slightly larger scale (8 or 10mm) infantry with
sub-machine guns.
>
> Move: 10 cm
> Save: 6+ fixed
> CAF: +6
> Weapons: Ripper Gun
> Range: 10 cm
> Attack Dice: 1
> To-hit: 4+
> Save mod: -1
> Notes:
>
The Ripper Gun is more a big machinegun than a cannon, why not give
them:
Attack Dice: 2
To-hit: 5+
Save mod: 0
=)
Received on Fri Aug 16 2002 - 13:33:14 UTC
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: Tue Oct 22 2019 - 10:59:47 UTC