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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.
 

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One thing I did not like,

Xeno allies, I can unerstand sometimes the Eldar agendas coincide.
I can understand to rational beings such as the humans and tau joining forces temporarily.

But orks? orks like to kill, they even kill themselves if there are no humies around. So how in the hell can the Orks join forces with IG?
 

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Am liking the High Gravity World, ogryns are nice, as it is said that there are whole ogryn companys so to model one would be cool :)
 

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Jac "Baneblade" O'Bite
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Ok here is just my take on them

Alternate Regimental Organisations

Human Wave: That seems fair enough, although I think anybody that uses it needs to have their heads examined, I mean can you imagine paintng that amount of models.


High Gravity World: The only problem I have with this is the line "This may be used in addition to the restricted troops ogryns, but it is not required for this doctrine to work.", You should have to buy the Orgyn Restricted Troops Doctrine first, that way it is clear your army is heavily themed towards it. Just like the Abhuman doctrines which came out in one WD.


Alliance: I agree with the Elder and Tau (maybe), but Orks, no way.


Skills & Drills

Trenchers: I would say this skill is kinda useless since they already get access to Cameleoline, which is basically the same.


Special Equipment
Plasma Cannons: I can see where he's going with it, but to me it just doesn't really fit with the whole Image of the Gaurd, I also can't imagine the Tech Preists letting a whole lot of scruffy dog soldiers just walk off with such in demand weapons.


Tank Riders: Nice, I like it, seems very fair.

Blind Rounds: Seems ok, a little under priced though.


On the whole not as bad as I was expecting, you know when most people start making rules they are like Nukes in a can. But these seemed ok.
 

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Jac "Baneblade" O'Bite
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Just because the Blood Axes are willing to ally with you doesn't mean you are willing to ally with them. I can't see any Commissars being too happy about allying with them, or many Gaurdsmen for tha matter.
 

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I like tank riders the best, although I do think it should be allowed to be combined with jungle fighters. I've seen a lot of pix from the nam era where soldiers are riding on tanks, either advancing, retreating, or just cause they don't feel like walking. I remember on pic with a tank being used to retreat a bunch of wounded guys, and there's this one guy hooked up to an IV who looks exactly like tom cruise, and another guy giving the camera the thousand yard stare.
 

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You can always try to buy Ork assistance with a good supply of Teef...preferably Ork Teef (it's their currency).

It is of course inevitable that as soon as your enemy is defeated your mercenary Ork allies will turn immediately on you. So a cunning, and desperate Imperial General would pay them in teef, send them into the thick of the enemy and hope few survive to come for you.

Anyway, I like them. Especially Tank Riders and Blind Grenades.
 
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