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found these fan written doctrines whilst looking through boot camp. Obviously they wouldnt be in use for a tourney, but would you let people use them against you? any opinions on them?
Obviously, not being official they some are broken :?
Alternate Regimental Organisations
Human Wave: This regiment has access to a large and expendable population and specialises in one tactic: swamping their opponents with weight of numbers. The normal limit of one conscript platoon per regular platoon is waived. However the first two conscript platoons purchased must each include at least 40 models.
May not be combined with: Veterans, Sharpshooters.
High Gravity World: The planet this regiment is from has a higher gravity than that of Terra and a large ogryn population. The regiment may include 0-3 ogryn squads as troops. This may be used in addition to the restricted troops ogryns, but it is not required for this doctrine to work.
Alliance: From time to time Imperial Guard forces are assisted by aliens. This may be an unscrupulous and risky use of mercenaries, or it may be under the close supervision of an Inquisitor. Most guardsmen feel uneasy about such alliances, but as long as its the xenos fighting and dying rather than them they rarely complain too much. The army may include Troops choice from either the Codex: Eldar, Codex: Orks or Codex: Tau as an Elites choice. The cost is as listed in the Codex +15 points.
May not be combined with: Priests, Xeno-Fighters (the allies taken).
Skills & Drills
Trenchers: Long experience in the field has taught this regiment the value of swiftly improvising defensive positions. Any Guard Infantry unit may be given this ability at +10(?) points. If the unit remains stationary, in their next turn they gain a +1 to their cover save, or a 6+ cover save if they are in the open.
May not be combined with: Cameleoline.
Special Equipment
Plasma Cannons: A few Imperial worlds, most famously Ryza, still retain the secrets to building and maintaining advanced plasma weapons. Anti-tank squads may take plasma cannons in place of their normal heavy weapons at +30 points per model.
May not be combined with: Warrior Weapons, Jungle Fighters
Tank Riders: The tanks in this regiment are specially outfitted with extra netting and handholds that allow infantry to hitch a ride on them. Any infantry squad may be attached to a Leman Russ tank (or any variant) and may use the tank as a transport. This increases the cost of the tank by +10 points. For transport purposes, the tank counts as open-topped. However the troops are even more exposed to fire than in a normal open topped vehicle, and whenever the tank is shot at they must take a leadership test or immediately disembark (and be pinned?).
May not be combined with: Jungle Fighters
Blind Rounds: Units in this regiment are equipped with blind grenades and blind rounds for a variety of weapons. These are essentially an advanced form of smoke that generate broad-spectrum interference to confound infra-red and similar sensors as well as regular vision. Any Guard Infantry unit can be equipped with blind grenades at +10 points. These can be used once per battle. The unit may not shoot that turn, but gains a 5+ cover save. Mortar squads can also be equipped with blind shells at +10 points. These can be used instead of firing normally. Target any unit within range, and they gain a 5+ cover save in the next turn. Vehicles count as hull down. Units protected by a blind grenades or shells do not gain the benefits of cover in close assaults.
Obviously, not being official they some are broken :?
Alternate Regimental Organisations
Human Wave: This regiment has access to a large and expendable population and specialises in one tactic: swamping their opponents with weight of numbers. The normal limit of one conscript platoon per regular platoon is waived. However the first two conscript platoons purchased must each include at least 40 models.
May not be combined with: Veterans, Sharpshooters.
High Gravity World: The planet this regiment is from has a higher gravity than that of Terra and a large ogryn population. The regiment may include 0-3 ogryn squads as troops. This may be used in addition to the restricted troops ogryns, but it is not required for this doctrine to work.
Alliance: From time to time Imperial Guard forces are assisted by aliens. This may be an unscrupulous and risky use of mercenaries, or it may be under the close supervision of an Inquisitor. Most guardsmen feel uneasy about such alliances, but as long as its the xenos fighting and dying rather than them they rarely complain too much. The army may include Troops choice from either the Codex: Eldar, Codex: Orks or Codex: Tau as an Elites choice. The cost is as listed in the Codex +15 points.
May not be combined with: Priests, Xeno-Fighters (the allies taken).
Skills & Drills
Trenchers: Long experience in the field has taught this regiment the value of swiftly improvising defensive positions. Any Guard Infantry unit may be given this ability at +10(?) points. If the unit remains stationary, in their next turn they gain a +1 to their cover save, or a 6+ cover save if they are in the open.
May not be combined with: Cameleoline.
Special Equipment
Plasma Cannons: A few Imperial worlds, most famously Ryza, still retain the secrets to building and maintaining advanced plasma weapons. Anti-tank squads may take plasma cannons in place of their normal heavy weapons at +30 points per model.
May not be combined with: Warrior Weapons, Jungle Fighters
Tank Riders: The tanks in this regiment are specially outfitted with extra netting and handholds that allow infantry to hitch a ride on them. Any infantry squad may be attached to a Leman Russ tank (or any variant) and may use the tank as a transport. This increases the cost of the tank by +10 points. For transport purposes, the tank counts as open-topped. However the troops are even more exposed to fire than in a normal open topped vehicle, and whenever the tank is shot at they must take a leadership test or immediately disembark (and be pinned?).
May not be combined with: Jungle Fighters
Blind Rounds: Units in this regiment are equipped with blind grenades and blind rounds for a variety of weapons. These are essentially an advanced form of smoke that generate broad-spectrum interference to confound infra-red and similar sensors as well as regular vision. Any Guard Infantry unit can be equipped with blind grenades at +10 points. These can be used once per battle. The unit may not shoot that turn, but gains a 5+ cover save. Mortar squads can also be equipped with blind shells at +10 points. These can be used instead of firing normally. Target any unit within range, and they gain a 5+ cover save in the next turn. Vehicles count as hull down. Units protected by a blind grenades or shells do not gain the benefits of cover in close assaults.