Finally we have the elite section of the codex. I've saved this for last as I think it's going to be the longest post. The Elite section of the codex is the most populated section in the entire codex, with 21 options, the next biggest section is HQ's with just 9. There are several options within the elites list that I think are in the wrong section, for a number of reasons. I think that a number of these issues could be easily solved by adjusting units to other sections, including the option to not take up a detachment slot.
I'll go into more details about units I think need there data sheets updated in a bit but first we'll dice in to units I think are in the wrong section. We'll start with platoon commanders. I think that these should be moved to the HQ section and grouped together in a similar way to SM lieutenants, giving to option to take multiple platoon commanders in a single slot, up to 3 would be good. Talking of commanders, I would also argue that the command squads should be removed from the elite section, or at the very least have a rule that says they don't take up a slot if you have a commander and seeing as you can't have a command squad without a commander, it basically means all the time. This would mean that you could take a proper command structure without taking up valuable elite slots. There are other changes to command squads that I'll go over later which make this option more viable.
I also think that the old advisers; Master of Ordnance, Officer of the Fleet, Astropath and Ministorum Priest, should be put back in to a similar no force org slot, but be limited to one (of each) per commander, also within this list should be Nork and Ogryn Bodyguards, following the same limitations. The last unit that I think needs its detachment slot looking at is Colour Sergeant Kell. Kell is a elite choice that can be taken in any Cadian detachment but he should be a no force org choice that can only be taken when creed has been selected. All of that might sound complicated but it isn't really, it just harks back to the command squads of old and is just a case of if you take X you can take Y.
Talking of command squad options, there are quite a few that I think need adjusting. Medic from both the standard command squad and MT command squad. Most other medic type characters heal wound automatically and some have Stratagems to help with extra healing, (I'm looking at you Mr Apothecary), our medics have a 50\50 chance of healing a single wound. We don't even have a Feel No Pain bubble. We need that 4+ removed at the very least, meaning that they will at least be healing one model a turn. A FNP bubble would be nice but I think just limiting it to the squad is a better option. These changes would make the medic a usable model again. The main problem with command squads, and this applies mostly to the standard command squad, is the availably of special weapons. The squad can take 4, making it just a better special weapons squad, with BS3 and one extra weapon. There is really little point taking special weapons squads when you can take command squads. I think that the number of weapons for command squads should be restricted, to say 2, along side the restrictions I mentioned previously. This would really turn the command squads in to command squads and not super special weapons squads.
Of the various characters there are so.e tweaks that I think need making. Mostly they are little ones, such as being able to give the Officer of the Fleet some sort of combat weapon, such as chainsword or power sword, he's an officer and what sort of officer doesn't carry a sword! The same can be said for the Master of Ordnance. In addition, why does he have a 36 inch minimum range on his ability? Either he needs some glasses for his long sightedness or he's prettified of getting hit. A 12 inch minimum range I could understand but 36 seems a little long, especially give the new, smaller board sizes. Priest are next on the block and while the base profile is ok, I still think they should give a some sort of bonus to leadership as well. The best thing to me would be to modify combat attrition test, so that you can only ever fail on a 1, regardless of unit losses. Alternatively halving the number of models that flee would work. Priests are supposed to be shipping the troops up into a frenzy, yet it doesn't really work out that way.
That last character on the list is the commissar. Now, I probably should have written something about this when I did HQ units but for some reason I didn't. The main issue with commissars is the Summary Execution rule. The rule allows you to execute a model to re-roll morale if you fail. What I think it should do is allow you to execute a model before morale is rolled to either autopass morale or roll a d3 for moral rather than the standard d6. Autopassing morale is my pick, as it's more inline with the fluff.
For the various units, darlings are in desperate need of some love. For starters they need a +1 to strength and toughness, even grots are tougher now! They also need a +1 to their armour as well. If a bare chested Catachan can get a 5+ so can a ratling in clothes! Also, for sniper specialist you'd think they'd have good sniper rifles, as it is they are the standard rubbish. An increase in ap would be a good start, although I still think it needs more. Options for rounds, similar to the SM Eliminators is another option, one I like the look of and will add some flexibility to the unit.
Another unit that seems to lack some purpose are Wyrdvane Psykers. With only rolling 1d6 rather than the standard 2d6, your really limiting the powers to smite and mental fortitude. Even with the plus' for larger squads, the highest you can ever roll is 8 but average of 6. This means most of the time your going to fail to cast even though you've been forced to spend a chunk of point maxing out the unit. Just allowing the unit to roll 2d6 would make this a proper psychic unit and a reasonable alternative to Primaris Psykers.
The next units to look at are the Ogryn units, the standard Ogryns and their Bullgryn cousins. While I think that the various stat lines for these units is fine, I think that they are both overpriced, not by much but enough that they are not points efficient. Ogryns suffer most out of the two and require a bigger points drop, even just a couple of points a model would make a significant difference to them. I also think that Orgyns need so improvement on their weapons, either in the form of an increase to ap or damage. At the moment they are very lack luster. I also think that an alternative weapon would be useful, either a form of grenade launcher, similar to Bullgryns grenadier gauntlets or flamer type weapon, maybe similar to a heavy flamer. This would give them alternative rolls within the army.
Next up are a unit that I think just needs removing from the codex. Crusaders are a strange inclusion in the guard codex, as they are not really guard units but Ministorum units and are more at home in the Sisters codex. While they are useful units, they are not guard units and should be removed.
Lastly for the elite units, we have the Veterans. Now, I think there are quite a few issues here. While the basic profile is good, I think that there are a few tweaks that are needed to make these in to true veterans. Most of these tweaks revolve around the combat potential of the unit, as they presently only have 1 attack, the same as a standard guardsman. I think that all vets should gain an additional attack (vets squads and command squads). This would mirror a number of other factions veteran options and also make these a little different to standard troops. In addition to this I think that there should be the option to build vets as combat oriented troops, with every one being armed with pistols and chain swords. This would make them into a very different unit to standard guardsman as well and really give them a unique role within the guard. Building on this, I also would like to see the option for Carapace armour, and a 4+ save, return to vets. This would take them into the same from as the Scions, but mean that you can still field a "pure" guard army. Lastly, I still don't understand why these are not a troop choice. I understand that they are the "elite" of the guard, but they still aren't really elite units. They have always been troops choices in the past and I still think they should be, that being said, I still think that they should have kept the whole platoon system that guard had as well.
In addition to all these changes, there are a couple of units that I think should be created for the elite section. Both these units tie in with the restrictions that I would like placed on the command squads. What I would like to see are two new special weapons squads, one for veterans and one for MT scions. For veterans it would follow the same lines as the standard SWS and take over from the special weapons heavy command squads. The Scion weapons squads however would have to be a bit different as a standard Scion squad can have 2 special weapons for 5 blokes, plus the Sgt can carry a pistol. A Scion special weapons squads would need to be something different to the standard squad and the altered command squad, which to my mind mean having a 5 man squad with up to 4 special weapons plus a Sgt. This means you could still field the 4 special weapons were use to with command squads but in a standard squad size. This is by no means a perfect solution and there are others, such as a squad along the lines of the current command squads, the standard special weapons squad set up or just going with something entirely new that I haven't thought of.
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