>Any IG army may include a storm trooper company, but only if IG is the main
>force. Supporting IG armies may NOT include storm troopers.
>
>
>JS: My suggestion would be making ALL the Storm Trooper units below special
>cards. They are supposed to be rare, and don't really have their own
>support
>as they usually perform commando style raids when concentrated in larger
>formations. They are essentially poor man's Space Marines.
This could work as well. The reason for my rules was once seeing a note for
40K in White Dwarf about storm trooper armies.
>
>
>Storm trooper armor:
>
>All storm troopers receive a 6+ saving throw against barrage weapons.
>Ordinary direct fire weapons are not affected.
>
>
>JS: I don't think so. Even though STs have a tad better armor than your
>basic IG grunt in 40K it's not enough to warrant this.
Not really, perhaps it is too much of a bother too. Flavour really
>Specialist training:
>
>Storm trooper units do not need orders from superiors to act. Rather they
>may fight normally and may always be given orders. All storm trooper
>infantry stands may act as forward observers for off-table barrages. They
>may only call up artillery attached to their own company however.
>
>
>JS: OUCH! the Forward observer thing is IMO a definite no-no. Way too good.
>The no command distance thing is as it should be.
If they become special cards, then the oberver thing should definately go.
As I wrote the rules, they were intended as companies which could have
artillery attached. Perhaps allow a company a single artillery detachment?
>Paratroopers are airdropped with anti-grav chutes. Rather than deploying
>normally, they may drop down in any move phase. Select an aiming point for
>your paratroopers and make a scatter roll as for indirect barrages. Deploy
>your troop stands within 5 cm. of the landing point.
>Paratroopers may have advance orders (allowing them to fire) but cannot
>move
>(they expend all their movement landing). If on charge orders, they may
>move
>up to 10 cm. and may fight close combat as normal.
>AA guns may fire at the landing troops but with a -1 penalty to hit.
>Paratroopers are elites and have jump packs.
>
>
>JS: This is OK, the paratroopers would fit well as the proposed airmobile
>units.
Would work fine, and I could better envision storm troopers paradropping
than regular IG
>Commandos are elite infiltrators. They may infiltrate (making a full charge
>move before the game starts proper) and are camouflaged. Unless a commando
>unit shoots, it may not be targeted at ranges over 25 cm.
>Commandos are considered elite units.
>
>JS: I think this unit is redundant; the Stormtroopers ARE commandos to
>begin
>with, rather give the infiltration ability to the basic STs.
>
This would work too and could simplify things alot, especially if using
storm troopers as special cards
>
>Snipers are welltrained marksmen. A sniper stand may be deployed anywhere
>within 40 cm. of the players normal deployment zone. Snipers are
>exceedingly
>difficult to spot and may only be fired at if the enemy is within 25 cm.
>A sniper can attempt to target command stands on a d6 roll of 4+.
>Snipers may only move on charge orders and may only shoot on first fire
>orders. A sniper unit do not need to maintain coherency, award VP for every
>4 stands destroyed.
>Snipers are elites and cannot claim or hold an objective.
>JS: Again IMO redundant; ratlings fill this role in IG.
True. Again, this was out of the company idea
>Assault engineers are the elite engineers of the storm trooper companies.
>They serve both as conventional engineers, but also serve as shock troops
>to
>storm heavy defenses. For this purpose, they carry flamers, demolition
>charges, grenade launchers and other nastiness.
>Assault engineers may clear minefields and place / defuse demolition
>charges
>like normal engineers. Also, they get a +1 bonus to CAF when fighting units
>inside buildings, bunkers, trenches etc.
>Assault engineers cannot lay minefields however. They are certainly elite
>units.
>
>
>JS: No problems about this one.
>
They were rather inspired by german assault engineers from the two world
wars and I liked the concept, thinking it would fit fine with storm troopers
>HQ units are elite and are command units. Any storm trooper unit within 10
>cm. may add +1 to all morale checks.
>A commander may issue orders to regular IG units within 10 cm.
>
>JS: No problems on this one.
>
>
>Vehicles:
>
>Storm troopers are specialized elite and assault forces. While primarily an
>infantry force, they still have some armoured strength if the need be.
>Storm trooper companies may use leman russ tanks, vindicators, hellhounds,
>bikes, sentinels and sabres.
>All storm troopers have a morale value of 3
>JS: As I said above, I wouldn't give the STs any special support as it just
>doesn't fit their style.
Perhaps not. I could envision bikes though (for early SAS-style raids)
I would like them to be able to take chimeras as they sometimes do front
line assault operations, spearheading IG assaults.
This could perhaps be served by their infiltration though
>JS: No comments about the stats, IMO they are ok. As I mentioned above, I
>think every Stormtrooper card should be a special card to better represent
>their rarity.
>
This might work better.
Otherwise, they should be limited in the same way as ravenwing card and
others.
Perhaps allow a card similar to the chaos legions:
A special card giving you (for example) 2 storm trooper and a paratrooper
detachment as well as a commander (but not a commissar)
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Received on Mon Jun 18 2001 - 10:19:36 UTC