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TheDeadlyShoe
10th Aug 04, 7:54 PM
Just for kicks; I know this has no chance, yknow? :bandit:

Heroes:

The obvious ones are a "Colonel" commander unit and a Commissar tier2 commander. The Colonel should probably be about as capable as a Big Mek with the same cost range. To compensate weakness as a hero, the Colonel comes with a command retinue that can get special upgrades such as Medic (regeneration;obvious), Radioman (improved morale for the whole army?), Standard Bearer (Tier 2; vastly improves morale regeneration of nearby units.) Possible special abilities: Fire mission/air strike? A simple bombardment attack. Hold Here:

The Commissar would be a Hero with a limit of 3,i think... He'd be almost as capable as the Colonel in close combat, but attachable to units. He'd have a special ability of being able to execute a trooper in the squad he's attached to in order to gain temporary immunity to morale.

basic troop from HQ: Guardsmen squad. Of course. I figure the standard trooper cost should be 25 or so. They'd be more capable than cultists at ranged fighting and about the same in close combat, but also harder to kill. Their tier1 armory upgrades would be... well, flamer and heavy bolter. But to add some variety their tier 2 armory upgrades should be a Meltagun or Autocannon. Guard squads would have weak morale, but there'd be many, many options to beef them up available from their commanders. Guardsman sergeant ability would be Entrench. Use it while they have some time & they count as being in cover and are less susceptible to being knocked around/morale loss from same.

"Barracks" units.
Possibly you could use troops from various famous regiments here. For example, Catachans could Infiltrate and are almost as good as space marines at close combat, and can be upgraded to throw satchel charges onto tanks. Mordians could have a Volley Fire ability which badly damage enemy morale, and have superior morale regeneration themselves. Cadians would have bonuses versuses Daemons and better armor.

Fire support teams. An obvious for guard, the trick is to make it so people won't make their entire army out of these. Being very fragile would help. Possibly defaults to Heavy Bolters; can upgrade to _either_ Autocannon or Lascannon.


"Special barracks" units.

Ogryns, of course. Big, tough, ugly, and stupid. They'd probably be about as good as unupgraded Nobz.

Stormtroopers... They should be a tier 3 unit, IMHO. Or at most a tier 2 unit that can deepstrike at tier 3. They'd of course have deepstrike, better guns, better accuracy, and Plasma Guns, Flamers, and Meltaguns. But they'd lack heavy weapons.

"Other..."It would be perfect to beef up the Guard with special Imperial units. At an extreme, Guard could use a Super-Heavy Tank (Shadowsword?) as an Avatar-level unit. On the lower end, they could be able to gain an Imperial Assassin, genericized. I believe something modeled on the Callidus assassin (Has superior Infiltrate; _cannot_ be detected by commanders, but _can_ be detected by, say... a fortified LP.) that has excellent close combat abilities against a Commander would work.

Tanks!!

Now the Orks already have a Leman Russ, so for variety the advanced Guard battle tank should be the Vanquisher. That would kick ass. For those not in the know, the Vanquisher is a Leman Russ with a longer barrel that's designed for tank killing. It would not be an "artillery" unit as the Ork Leman Russ. Just say the Orks modified theirs for maximum firepower. As they say, "This tank makes the loudest boom!"

Artillery weapon should be the Manticore, definitely. I know a lot of people would say the Basilisk, but you can do something special with the Manticore- have it salvo 4 missiles at once. Devestating. These missiles should have a smaller hit radius and power than standard artillery attacks though, and of course Defiler-category accuracy.

Walker unit would obviously be the Sentinel "Scout" walker. I think it should default to having a chainsword and Multilaser, upgradable to Lascannon. It would of course be cheaper and less capable than most walkers (1 support cap?)

Chimera transport (How not?). I'm not sure if being able ot fire the 6 lasguns with a loaded unit is practical.

"Special" structures.

Siege Gun; can be constructed anywhere. Fires very slowly; super heavy artillery with superior range and damage vs buildings. Is very expensive, power-wise.

Comments? :bandit:

Firecrak
10th Aug 04, 8:25 PM
Vindicator assasin by a longshot. 1 shot kills, slow reload, anything other than seargents, champions, warlocks, terminators, FC/avatar/librarian/lord/farseer/bloodthirster dies in 1 shot. Does not destealth, unless FC is present or near an LP.

TheDeadlyShoe
10th Aug 04, 10:06 PM
Thought about that; but, I mean...there's already snipers in game, I thought a close combat assassin would be more interesting. :)

Firecrak
10th Aug 04, 10:16 PM
hmm tru. Calidus would be cool if they included the morph abilities...then you could technicly sneak into someones base, without being stealthed...and maybe "assasinate" something. Ofcourse this would leave you to be attacked, but hey :)