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Post by RedCuffs on Sept 21, 2014 17:56:26 GMT -5
Lots of you have already built several squads of Penal Legion that can no longer be used. what are you doing with them now? Or how have you adjusted them to be used with the new Codex?
Or ... are they retired to a box or place on a shelf?
I've got a bundle of Catachans that I was going to build as a Penal Legion. Of course we all know that they're not in the current Codex which I think is quite a shame. However I think I am still quite set on building a whole list of them. Mainly because I like the idea of them and they were going to be my 3rd INGCA Squadron.
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Post by yvain on Sept 21, 2014 18:56:08 GMT -5
Converting them into veterans or stormtroopers is an idea.
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Post by Trooper One-Nine-Seven-Four on Sept 21, 2014 19:04:02 GMT -5
Hanging onto my squad and hoping GW will bring them back in a supplement...
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Post by cheminhaler on Sept 22, 2014 14:13:56 GMT -5
In the box (maximum security box).
Technically there's no reason you can't go back and use your one edition old codex, especially if you're making an all press-ganged prisoner army led by arbitrators (veterans in carapace with shotguns). I found the unit itself to be very expensive in points; not stormtrooper expensive but at least stormies get meltaguns/ other useful stuff. Outflanking is a great abililty. Outflanking with no special weapons, just lasguns, is mediocre and quite pointless.
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Post by emptyhat on Sept 22, 2014 14:45:04 GMT -5
It is next to Fletcher's Memorial Home (which is where retired Imperial generals go). Actualy when I made my Penal Legion I made a vox and 3 plasma gunners spare. Oh and outflanking was good for Kill Team.
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Post by cheminhaler on Sept 22, 2014 15:42:32 GMT -5
If they had krak grenades or something useful.. But no! They get a flashlight and a knife. If you're lucky you roll 'psychopath knife fighters' (or something) and they turn up and kill a squad of ratlings on the remote end of the table. This is actually what happened the one and only time I used them in that 3 way IGMB get-together game.
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Post by RedCuffs on Sept 22, 2014 23:30:40 GMT -5
I had never actually played them but I didn't realise they were that crap. Would they not even be able to be effective if combined with a large artillery element to the list?
I was going to have 6 squads of them with Priests led by Straken and a Lord Commissar supported by 3-6 Bassies and 6-9 Sentinels.
Hoping that all that support could soften targets up enough for the Legionnaires to chop through.
Or would I have been disappointed?
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Post by emptyhat on Sept 23, 2014 3:40:00 GMT -5
If they had krak grenades or something useful.. But no! They get a flashlight and a knife. If you're lucky you roll 'psychopath knife fighters' (or something) and they turn up and kill a squad of ratlings on the remote end of the table. This is actually what happened the one and only time I used them in that 3 way IGMB get-together game. Like I said, it's less of an issue in Kill Team, they worked nicely when paired with Sentinels. In 5th and 6th the main tactical use for them would have been outflanking a scoring unit. Personally I think their best asset was being a low priority target. I remember one game where my sister got them into a citadel battlefield which had a refractor objective that improved the cover. By the time the rest of her army had been brought to heel there was so much damage done to my Orks that I couldn't shift them through dakka or assault and they won the game. They endured 3 turns worth of lobba fire by going to ground in that damned forcefield protected crater-fest as well as whatever else I could throw at them and they defeated two assaults from boyz units that had already been roughed up.
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Post by cheminhaler on Sept 23, 2014 16:08:31 GMT -5
Yeah but those guys weren't just penal legionnaires. They were the last surviving Toxic Desert Rat Monkeys, convicted of a crime they didn't commit, surviving as soldiers of fortune . *cue A-Team theme song* I had never actually played them but I didn't realise they were that crap. Would they not even be able to be effective if combined with a large artillery element to the list? I was going to have 6 squads of them with Priests led by Straken and a Lord Commissar supported by 3-6 Bassies and 6-9 Sentinels. Hoping that all that support could soften targets up enough for the Legionnaires to chop through. Or would I have been disappointed? I was thinking about a list like this. The first problem is the 50% of army must be on the table rule. Units which outflank are exempt but it still leaves you with not much on the table in turn 1. If your opponent kills Straken and his squad and the three basilisks before the sentinels and the legionnaires enter play (on random subsequent turns) it's game over. I'd at least take a squad of veterans to act as police style guards/ arbitrators to help survive the first turn of fire from behind solid cover. 2nd problem - which side of the board they arrive on is pretty much 50/50 3rd problem - basilisk shots hitting your outflanking legionnaires when they stray.
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Post by emptyhat on Sept 24, 2014 13:33:27 GMT -5
Is there still a 50% on the board requirement in 7th?
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Post by cheminhaler on Sept 24, 2014 14:10:19 GMT -5
No. That pulled the rug out from under my argument.
In 6th the 50% rule was just the wording in the reserves section, which stated that a player can choose up to half of their army (rounding up) to put into reserves. In 7th, however, it just says 'some' of their units, which can be very open to interpretation. Guess you still have to avoid being wiped out in turn 1.
Actually this is great news for drop pod heavy armies.
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Post by emptyhat on Sept 24, 2014 15:50:52 GMT -5
In support of reserves they show up on a 3+ so that's 2/3 chance of them arriving on turn 2. And when outflanking on a roll of 5 or 6 you pick the side so you have 2/3 chance of getting the side you want.
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Post by Comrade on Dec 15, 2014 15:39:34 GMT -5
Conscripts w/ an enforcer masquerading as a priest
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Post by Rolling Thunder on Dec 15, 2014 18:21:44 GMT -5
Being put to the same use as the cultists; building a Lost and the Damned Army, 4 editions too late and primarily for fighting asymmetric engagements.
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Post by cheminhaler on Dec 16, 2014 15:54:39 GMT -5
Cultists are back in the Chaos lists right now and you can nurglify and slaaneshify them to your hearts content. It's only mutants that didn't quite make it from the old LATD list and they can potentially be covered by the Forge World lists for Renegades. Quite frankly I bought those books years ago and was disappointed by the really bad random leadership value you then have to roll for every squad. Some squads will be Ld 10, others Ld 5.. just depends what you roll. You could have a command squad with Skaven leadership, where the corrupted chaos warlord yells out to his men to butcher the Imperials, only to find his elite command squad scurrying away, like rats.
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Post by emptyhat on Dec 17, 2014 0:06:46 GMT -5
That sounds pretty good in theory. Probably about as much fun as mob rule in practice.
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Post by cheminhaler on Dec 17, 2014 15:31:30 GMT -5
^ But imagine the headache of an MSU guard style infantry horde.. You'd have to write every squad's leadership next to them on a bit of paper or something... Or just agree that the median leadership is seven, seeing as they were priced similar to standard guard infantry, at the time.
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Post by Aeon on Dec 18, 2014 1:13:21 GMT -5
I took 3 squads of them in a game in 5th edition, along with 3 Leman Russ tanks and a command squad with the master of ordinance. I played against a Tau army and was able to knock out most of his heavy hitters from range with the tanks (this was before OPtides were a thing). When my legionnaires outflanked they ripped into his fire warriors and even managed to kill his commander with rending melee attacks. I tabled him in 4 turns
I miss those units. They were awesome
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Post by Rolling Thunder on Dec 19, 2014 17:46:36 GMT -5
Don't play nutsty GW rules and you can use whatever units you want.
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Post by Aeon on Dec 21, 2014 0:44:23 GMT -5
Alright. I'm busting out the 4th edition codex. 200 men, carapace armored, re rolling 1s to hit, deep striking all over the board and forming up into a +1 initiative wall of bayonets
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Post by Rolling Thunder on Dec 21, 2014 11:25:11 GMT -5
AW YEAH. DROP TROOP CLOSE ORDER DRILL.
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Post by cheminhaler on Dec 21, 2014 11:36:11 GMT -5
4th ed Chem-inhalers was the best doctrine; it was Stubborn for the entire army. Hopefully I'll GM a game with my old guard army and my marines over the holidays but the forum has never really seen my old chem-inhaler guard. The 'Slaught Lancers are the stuff of legend. Thirty rough riders; those marines better be accurate with the mass heavy bolter fire.
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Post by Cuthbo on Dec 22, 2014 1:48:22 GMT -5
Due ti my terrible painting speed my penal legionaries never made it past the build stage.
I loved the old Guard doctrines though, I remember a campaign we started that allowed all kinds of new rules. I was running a drop trooper army then. One of the rules gave the ability to place defensible terrain like razor wire and minefields.
One of my opponent's, (another Guard player) castled up and a corner behind concentric rings of razor wire, minefields, barricades and tank traps. My whole army arrived turn 2 in the most epic reserve rolls ever. I dropped 2000 points of Guard right into his lines. Game was over turn 3.
Our group plays with alot of house rules and we allow all kinds of units and characters from old editions. We are also building our own codex that includes all kinds of new units, characters and rules as well as our eternal campaign ruleset.
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Post by ElegaicRequiem on Dec 26, 2014 14:57:56 GMT -5
Alot detected.
I once had a penal legionnaire knife through my rhino on my suggestion that it be attempted. That was so worth it.
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Post by RedsandRoyals on Dec 26, 2014 15:45:46 GMT -5
Did that happen when you and I were playing? I feel like I remember that.
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