Friday, 15 November 2013

1st Kronus Regiment "The Liberators" vs Starship Troopers

I don't know if you've ever played THQ's Dawn of War or not, but the Imperial Guard, for reasons of play-ability, are not organised into platoons, they're just one huge mass with a HSO to lead them.



So, then, how would I put 1KR into 6ed ?

Use the Coy Cdr profile for the HSO, naturally.  He gets to plunder the wargear chest for as much bling as he can stand up in.

  • His command squad can be 0-2 of:
  • Commissar (one could be the Lord Commmissar, but you can only have one in the army)
  • Sanctioned Psyker (one could be the Primus Stove Pskyer, but you can only have one in the army)
  • Kasarkin (Hellgun or plasma or GL only for the normal points cost)
  • Ministorium Preists
  • Wargear for all at the normal points cost


Only one HQ choice, unfortunately.  This little lot is quite likely to tool up and be its own little ball of hurt (like a 'death star' but without the advantageous saving throw)

Elite:

0-3 Enginseer
01 Vindicare Operative with various personal problems he doesn't want to discuss.  "You didn't see me, right ?" a rhetorical question.
0-1 Ogryn Squad (of up to eight, one of whom may be upgraded to minister for education)

  • The Ogryn squads can be joined by:
  • 0-1 Commissar
  • 0-1 Sanctioned Psyker
  • 0-1 Ministorium Preist
  • for the usual points cost, wargear for the usual cost, don't forget the limit of 0-1 Lord Commissar or Primus Stove per army.

0-1 Kasarkin (of up to twelve) one whom may be upgraded to sergeant.

  • The Kasarkin squad can be joined by:
  • 0-1 Commissar
  • 0-1 Sanctioned Psyker
  • 0-1 Ministorium Preist
  • for the usual points cost, wargear for the usual cost, don't forget the limit of 0-1 Lord Commissar or Primus Stove per army.


Troops:
Infantry Squad Sgt + 9.  Extra bodies can be added to the squad up to the limit of fourteen at eight points per ablative wound.  0-3 of these can have a special weapon.
  • Squads can be joined by:
  • 0-1 Commissar
  • 0-1 Sanctioned Psyker
  • 0-1 Ministorium Preist
  • for the usual points cost, wargear for the usual cost, don't forget the limit of 0-1 Lord Commissar or Primus Stove per army.


Heavy Weapons Team:
Single teams only, no squads.

No limit on the number of troops choices, No option for rough riders.

Vehicles as per the codex (for simplicity).

I think that this would play quite well.  There are not many options for building this; using this template, unless you put three special weapons and an 'advisor' in each squad, even if your squads are not fourteen strong, then your troops are just gonna be kill points for the baddies.



I think the buffs here render this playable.  And the HSO, with a full scale tooled up posse, is no way weak.

Going the other way, there's the MI from Robert Heinlen's Starship Troopers:

These guys are not genetically modified U-Sol types, so they don't get a MEQ statline, but they are highly trained so their base statline should be Storm Trooper/Kasarkin.

And they are powered armour wearing jump troops.

So each has an auto GL mounted on his back/shoulder which fires every turn.  He has a either a plasma gun, melta gun, heavy stubber or (lets call it) storm bolter to fire every turn.  And a flamer (normal template) which only goes off once per turn if anyone is in range. So that's three shooting attacks every man, every go.

Dropped (deep strike only, they have no other deployment method) as a platoon of two squads of nine plus a sergeant and a HQ of a Lieutenant plus a guy with an assault cannon or laser cannon instead his normal gun.

And to adequately reflect the fluff: they are properly networked by a competent engineer so they all use their officer's leadership. They are not subject to normal unit coherency rules, effectively being an army of ICs.  Who are never going to respond to a challenge. They should probably have hit and run as well.

Easily modelled using the puppetswar dudes and weapons from your bitz box.

Obviously the idea here is that they drop in and shoot'n'scoot at others, picking off a couple of foes at a time and (hopefully) staying out of range of the rest.

6 comments:

  1. Nice! I dig the idea of recreating the Kronus 1st - would love to see that come together. Never saw those puppetswar minis before - darn you Zzzzzz, I have too many things on my "gotta get some of THOSE" list as it is! :)

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    1. S'n'illness. The only cure is more lil'men.

      They do look nice, though, don't they ?

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  2. What a cracker. Never thought about crossing media boundaries before but you've really got me thinking now. LOS and Fog of War is another one that changes the dynamic of a game, as well as buildings and base defences. Maybe you could have Techpriests trying to finish some kind of landing pad while waves of rebels come at you from the Fog, maybe using Night Fighting Rules.

    As for the Mobile Infantry, I HAVE to get those Puppetswar chaps now, Starship Troopers is my favourite book and playing them on the table is a great idea.

    Do you remember there was a 'pursuit' LOTR scenario in WD years ago, where Liv Tyler (name escapes me) has Frodo on horseback and she's being chased by Ringwraiths? In that, the models sit still on the centre of the table and the terrain moves along the board, before being recycled when it falls off the other end, representing a pursuit. Given that the MI are supposed to move at 40mph and cover large distances that might be a win.

    Really got me thinking now.

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    Replies
    1. The LOTR moving terrain (like a B&W filum where they are in a car and the sense of travelling is provided by the moving background) they pinched from their own Battlecars board game, which, for it's simplicity, had a lot of old skool Games Workshop charm and playability.

      I think perhaps the closest thing in 40K now are crisis battle suits, but you are not allowed an army of platoons of crisis battle suits outside of Apoc. But that might be a ruleset to look at.

      I suspect that allowing them Hit'n'run might be enough.

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