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Post by jenburdoo on Mar 24, 2013 7:39:33 GMT -5
It just occurred to me that the jungle-fighting scenario rules from the old Catachan dex ought to work in 6th Ed and that I might be able to make the Deathworld Veteran army list work. I've been wanting to use them for the longest time. And the pdf is still on GW's website, if you know where to look. Does that make it legal...? Anyway, I'm gonna try it, starting today. Updates on the way.
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Post by Paradill on Mar 24, 2013 7:58:52 GMT -5
If you post a link to the area of the site it's on so we may all enjoy its awesomeness, then yes it's legal
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Post by BG. Foster on Mar 24, 2013 8:11:02 GMT -5
I don't need the link, I have the book!
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Post by BG. Foster on Mar 24, 2013 8:12:34 GMT -5
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Post by WestRider on Mar 24, 2013 11:41:46 GMT -5
The Jungle-fighting Rules in general should still work alright. Even with their benefits in that situation, tho, I think the Catachans are going to end up being pretty overcosted by 5-6th Ed standards.
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Post by yvain on Mar 24, 2013 12:17:48 GMT -5
How would you deal with some of the things that don't convert?
For example: It mentions under Catachan Devils that they have Hardened fighters and steadfast battle honors or Straken has unique biotics
It also says at the start it can be used as a supplement to the IG codex. Does that mean you would include units in the current guard codex?
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Post by jenburdoo on Mar 25, 2013 1:02:42 GMT -5
In the 4th Edition PDF it explains the rules for the battle honours, ie no minuses to morale and rerolling failures. It also nixes the additional units to the regular codex. As for wargear, I'm looking under equivalents in the 5th Ed codex, so the Colonel gets the same options as a Company Commander, and so on.
I'm hoping the overcosting makes opponents more willing to play against me.
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Post by jenburdoo on Apr 3, 2013 8:44:41 GMT -5
OK, here's my list:
1st Independent Company, 28th Cadian RCT
Colonel w/ four guardsmen, two meltas and a powerfist
Assault Team with six guardsmen and three meltas
Two Assault Teams with seven guardsmen and three plasma guns each
1 and 2 Platoons: Captain w/ power sword and plasma pistol Two ten-man squads with melta and heavy flamer Two ten-man squads with plasma and missile launcher Fire Support Squad w/ three heavy bolters
3 Platoon: Captain w/ power sword Two ten-man squads with melta and heavy flamer Two ten-man squads with plasma and missile launcher Fire Support Squad w/ three autocannons
4 Platoon: Captain w/ power sword and plasma pistol One ten-man squad One ten-man squad w/ GL and missile launcher Fire Support Squad w/ two autocannons
Five Deathworld Sentinels
One Patrol Squad w/ six Guardsmen and a melta
One Mortar Squad w/ six Guardsmen and three mortars
Five officers and 203 enlisted men, roughly 3100 points but very easy to cut here and there, as squads have variable sizes and officers have a choice of statblocks.
This actually fits completely in a single GW case. In larger games in normal terrain, I hope to use an Armored Company as allies, but I'm really more looking forward to trying the jungle-fighting rules -- have been buying up aquarium plants to use.
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Post by yvain on Apr 3, 2013 9:29:07 GMT -5
OK, here's my list: 1st Independent Company, 28th Catachan RCT I fixed that line for you Let us know how it turns out
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Post by jenburdoo on Apr 3, 2013 19:42:42 GMT -5
I actually do play Cadians -- who have fought and trained on deathworlds.
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