As Philippe asked, I send the whole mail again.
Jervis sais that Infantry would be to cheap if used in conjunction with
1) Let me rewrite the infantry detachment used in the last battle report.
3 command units,1 captain,1 Psyker,2 tactical squads, 6 support squads, 4
ratlings, 2 ogryns and 1 demolisher 297 Points
replace 4 ratlings with 2 more tactical squads (you loose infiltration)
replace 2 ogryns with 2 hellhounds (does not make a real difference in CC)
remove 3 command units including captain and psyker (saves many points)
spend 25 points on a detachment HQ
buy 7 more hellhounds with saved points
You now have 9 hellhounds, one demolisher, 4 tactical and 6 support squads
Technically this is an IG tank detachment. 295 points
You could replace the Demolisher with yet another Hellhound.
This detachment is better at close combat (even without psyker), better at
firefights and as good in long range shooting. It is even cheaper!
Of course you do not have 4 units infiltrating and the Hellhounds speed is
wasted, but still...
However you cannot buy Ogryns, Rough Riders or ratling in a tank
detachment and sentinels or support weapons would reduce the Infantry
taken, not support them, so move to my Ideas about Changing the Infantry
The problem Jervis mentioned is about using Tanks and Infantry together.
It can NOT be about using tacticat and support squads (see above example)
so it is about Rugh Riders, Ogryns and Ratling in conjunction with Tanks
namely Leman Russ, Demolisher, Griffon, Hellhound and Hydra. Nothing else
is available in the Infantry detachment.
Simple answer: Limit those Tanks. They cannot be banned altogether (it is
still the IG).
*****Here it really starts*****
Suggested changes (Armies book page 33)
1 Detachment HQ +25 points (you must choose this)
1 to 3 command squads 7 points each
Choose up to 3 squads from the following list for each command squad
chosen. However, three command squads entitle you to choose 10 squads.
(This is a common house rule anyway.)
The * at the Rough Rider squad does no longer read (*See notes below) but
(*no more than 3 per Rough Rider command squad. With 3 Command squads you
may choose 10.)
This change suits the codex pretty well.
add: Rough Rider Squad ... 10 points
(added in the last Q&A)
put an * behind the 5 tanks (Leman Russ, Demolisher, Griffon, Hellhound
add: (* Choose a maximum of one tank per captain or rough rider command
This is the important change. It puts a strict limit on tanks without
banning them altogether.
The notes about rough riders in the box below the list should be removed.
*****Here the det ends*****
Some notes: I just spoke to one friend who used this det this week (and
last weekend) several times. One problem is allowing 10 main force units.
I will discuss that later. It seems to work with large dets (only 3 tanks
limit, to many tanks is what Jervis added the 50 points for). However,
SMALL dets are not perfect yet. The additional 2 command squads
(without upgrades) are in fact one tactical squad, but allowing 3 Psykers
in a det with about 12 units (3 command, 3 tactical squads and 3 ogryns)
is not good. Perhaps a minimum limit of Main force units per command squad
should be added. (One is not sufficient, so choose at least two main force
units per command squad.)
Rough riders: It is not good to see one Rough Rider command, 2 Psykers and
a lot of other rough riders (plus one tactical squad to screen the
psykers). So perhaps you should add: Rough Rider HQs may choose only Rough
Riders as main force units (minimum 2, maximum 3).
Now we have a lot of limits in the list. I am no longer sure this is
practical. Still it is the best thing we have so far.
Allowing 10 main force units: as the 2nd and 3rd command squad are in fact
one tactical squad they can be considered the 10th main force unit in a
way. A Detachment may grow to big. Leave this to further testing.
Received on Thu Jan 01 1970 - 00:00:00 UTC
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: Tue Oct 22 2019 - 13:10:05 UTC