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Commanders?

 Post subject: Commanders?
PostPosted: Mon May 21, 2007 10:16 pm 
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I think it is definitely well worth pursuing.  One of the things that really iritates me about the new rules is the utter inflexiblity of the Imperial Guard.  I know they are meant be the Hammer of the Imperium but come on.

The individual company components is what I liked about SM/TL as well.

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 Post subject: Commanders?
PostPosted: Mon May 21, 2007 10:41 pm 
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Hmm, very interesting ideas here.  I like the more "realistic" aspect of the command structure- as house rules it would be very interesting.  

However I dont think there is currently anything wrong with the IG force org.  I already find there are more than enough small activations to make the IG a very flexible force with some decent sledgehamer formations.  The complexity aside I dont see that the IG need anywehere near this drastic a haulover- and particularly dont need bonus activations as far as ive seen.

Having said that I do get somewhat phased by the odd size of companies by modern terms- if anything I find them too small for companies and too large for platoons (well, in my head at least, i naturally think of companies being a 100 men strong and having at least 3 platoons).  In game terms I think of each IG company as being composed of 2 platoons each with 3 squads of 10 troopers.  In effect an understrength company.  Incidentally as a FF is supposed to reflect a whole game of 40k these would seem suitable sizes for a single formation of IG.

ps- in answer to you first question I would give commander to Tank and SHT coy's but not artillery as with arty I would think the commanders are implicitly involved in responding to fire requests (ie indirect fire) and far too occupied to start ordering nearby troops about as well.  Anyway- what self respecting tanker is going to take orders from a gun munkey anyway :p.





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 Post subject: Commanders?
PostPosted: Mon May 21, 2007 10:50 pm 
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Speaking as a bull-headed infantryman, we would have collectively told an arty officer who tried to tell us how to run an assault to go kiss a duck.

Infantry don't tell arty how to run their tubes.  They don't tell us how to run a firefight.

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 Post subject: Commanders?
PostPosted: Mon May 21, 2007 11:03 pm 
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@ Neil- LOL, my thoughts exactly :)  I was also imagining that having a big, solid, squash-killy tank probably gives you more authority when ordering people around too.

(Mind you, I should point out that my only experience of this is movies and plastic soldiers- never had ANY urge to go any closer to actual bullets and risk.  I do have the utmost respect to those guys that have mind you.  :))

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 Post subject: Commanders?
PostPosted: Mon May 21, 2007 11:15 pm 
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The Infantry Companies of the epic armylist are indeed very small.

They consist of:

Command HQ
1 Captain with his Command Squad (1 Commander unit)

1st Platoon
1 Lieutenant with his Command Squad(1 Infantry unit)
3 Infantry Squads (6 Infantry units)

2nd Platoon
1 Lieutenant with his Command Squad(1 Infantry unit)
2 Infantry Squads (4 Infantry units)

2 Infantry units less and this would be the absolute minimum size for an IG Infantry Company (see chart on page 89 of the E:A Rulebook).

The Infantry Companies should really be labeled Platoons.

So you would have:

1 Lieutenant with his Command Squad (1 Commander unit)
6 Infantry Squads (12 Infantry units)

Now you have a full strenghts IG Infantry Platoon.





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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 2:44 am 
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As a former Grunt Cdr, Combat Arms Maneuver Forces  cross-attach and fight combined arms.  Inf units attached to tank units, or tank units attached to Inf units all take orders from the ranking officer. And all call for fire support from the FA. As a Mech Co. Cdr, I usually had a Tank Plt attached to my Co., he took orders from me and my XO. And when my Co. was attached to a Tank Bn, I followed the Bn Cdr and XOs orders. So I think you all are making this a little too difficult. Commanders command, Leaders lead ...      I didn't tell the FA gunners how to fire their guns, I told them where to put their fire, thru the FO attached to my Plt. or Co.  I didn't tell the Tank Plt Ldr attached to my Co., how to operate their AFVs, I told him how his Plt. is intergrated into the mission ... So I'm not sure if you guys get how combined arms command works. If you want to add a little "realism" to the command rules, that's kind of the way it works ... but as always DWWFY ! :)

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 6:37 am 
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Funnily enough in my 'siege directors cut list' (which i will once I finish this current contract pretty up) the companies are re-named platoons and the comanders lietenants :)

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 6:47 am 
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(Legion 4 @ May 21 2007,21:44)
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As a former Grunt Cdr, Combat Arms Maneuver Forces ?cross-attach and fight combined arms. ?Inf units attached to tank units, or tank units attached to Inf units all take orders from the ranking officer. And all call for fire support from the FA. As a Mech Co. Cdr, I usually had a Tank Plt attached to my Co., he took orders from me and my XO. And when my Co. was attached to a Tank Bn, I followed the Bn Cdr and XOs orders. So I think you all are making this a little too difficult. Commanders command, Leaders lead ... ? ? ?I didn't tell the FA gunners how to fire their guns, I told them where to put their fire, thru the FO attached to my Plt. or Co. ?I didn't tell the Tank Plt Ldr attached to my Co., how to operate their AFVs, I told him how his Plt. is intergrated into the mission ... So I'm not sure if you guys get how combined arms command works. If you want to add a little "realism" to the command rules, that's kind of the way it works ... but as always DWWFY ! :)

I don't disagree with you, or Neal, or J0K3r.  Mr. 11B (the B stands for "bullet-catcher") doesn't tell Mr. Gun-bunny how to pull a pig-tail, who doesn't tell Mr. Treadhead what "co-axial" means, ho doesn't tell the guy wearing the camo pants and the Hawaiian shirt how to lay a grid of toe-poppers and Claymores.  (Yes, "Point Towards Enemy" means that is the wrong side to be on when it blows.)

(I'd love to see some of the non-Americans try to figure that paragraph out...)   :devil:  :D

BUT...  What you talked about, where if you have mixed mechanized companies running around and whoever is in charge is running the show, regardless of branch, is still alive in the regular IG rules and what I have proposed.  You take an infantry company and attach a Leman Russ Squadron.  You take a Tank Company and attach a Tactical Platoon.  None of that changes.

One of the main ideas behind what I proposed was to eliminate the possibility of an infantry company getting two other companies (as undersized as they may be) to do a combined assault.  Company commanders, especially in an organization as rigidly controlled as the IG, don't tell other company commanders to assault with them.  That is what the battalion, ...er, I forgot, GW is English, Regimental commander is supposed to do.

Another idea behind what I was trying to do was to bring back the concept of platoons operating independently of each other, yet still operating as a company.  (The only way to get a platoon to do anything in the current army list is if you add it to a platoonless company.)  This had to work within the boundaries of trying to change how th IG operate without inflicting a large amount of price changing.  I wanted to allow artillery companies to still be able to do huge fire missions, allow tank companies to fire en' masse, etc. because if you take that away you have dramatically altered one of the fundamental characteristics of the IG - Company sized attacks.  Yet, the attacks should stay to the company and not be a multi-company affair.  

Something that is only alluded to in what I proposed, yet would need to be addressed, is that with a Soviet-style military that does not encourage a proffessional NCO establishment, like the IG, the chain of command becomes very important.  Opposing players should have the opportunity to disrupt the chain of command by knocking out the company commanders.  

Under the current rules, if you destroy the Vanquisher in a Tank Company, what happens?  Nothing.  

If you knock out the company commander in the Artillery Company, what happens?  Not Applicable (N/A), because the commander for the Artillery Company has been abstracted out.

Hey, do I see a reason for those Salamander Command tanks from Forge World?  Or maybe I can use those excess Chimeras for something now?

<<< --- >>>

BlackLegion says: 1. Splitting a company in 3+ formations would give the IG an insanely high amount of activations. The IG is supposed to be large numbers and unwieldly. Your proposal makes them very flexible.


Yes and no.  Again.   :p

To give each company a commander you are going to have to increase the points cost of the company to reflect the added Commander Special ability.  We might also want to eliminate some or all of the price breaks that the companies get (compared to getting individual platoons) to account for the extra flexibility.  By doing this you are reducing the number of companies that are going to be present due to higher points costs, thereby reducing the number of activations.

To put some of that inflexibility back in we would have to make it so that the IG player would have to activate 3 formations every time the IG player works his troops.  I'd also like to make it so that the IG has some flexibility such that the three formations activated do not have to be from the same company.

Look below...

Steel Legion Infantry Company - 250 points

1x Infantry Command formation of 1x Imperial Guard Command unit
2x Infantry Platoon formations of 6x Infantry units each platoon
2x Support formations allowed
3x Company Upgrade formations allowed
1D3 Commissars allowed

Steel Legion Mechanised Infantry Company - 400 points

1x Mechanised Infantry Command formation of 1x Imperial Guard Command unit and 1x Chimera
2x Mechanised Infantry Platoon formations of 6x Infantry units and 3x Chimera each platoon
2x Support formations allowed
3x Company Upgrade formations allowed
1D3 Commissars allowed

Steel Legion Tank Company - 700 points

1x Command Tank formation of 1x Leman Russ or 1x Leman Russ Vanquisher (has Commander Special Ability)
3x Tank Squadron formations of 3x Leman Russ or 3x Leman Russ Demolisher each platoon
2x Support formations allowed
3x Company Upgrade formations allowed
1D3 Commissars allowed

Steel Legion Super Heavy Tank Company - 550 points

1x Command Super Heavy Tank formation of 1x Baneblade or 1x Shadowsword (has Commander Special Ability)
2x Super Heavy Tank Platoon formations of 1x Baneblade or 1x Shadowsword each platoon
2x Support formations allowed
3x Company Upgrade formations allowed
1D3 Commissars allowed

Steel Legion Artillery Company - 700 points (750?)

1 Command formation of 1x Salamander Command vehicle (with Commander Special Ability) or 1x Imperial Guard Command unit and 1x Chimera
3x Steel Legion Artillery battery formations of 3x Basilisk, 3x Bombards, or 3x Manticore
2x Support formations allowed
3x Company Upgrade formations allowed
1D3 Commissars allowed

All support formations as per normal, extra formations added to the company.

All company upgrades listed as platoons, squadrons, or batteries are added as extra formations while the others (Snipers, Ogryns, and Flak) are added onto the appropriate command formation.

BlackLegion says: 2. If you say that each company needs an as part of the comopanys activation one activation roll for each platoon/squadron/battery to counter the high activation number you archive nothing else as to decrease the firepower of the company. Because some platoons could fail to activate, while others can shoot, etc.

Each formation (platoon) would have to roll for activation on its own unless the Company Commander invokes his Commander Special Ability.  In that case only one activation roll would need to be made but the number of activations considered to be made is equal to the number of formations involved.

BlackLegion says: Really this is too fiddly.

Well, I don't know how to help you.  I would have thought that compared to the Eldar in the Swordwind Book and the Tyranids that this would not be too hard to handle.  Sorry...

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 12:56 pm 
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Hm? Well Eldar and Tyranids are eays rules wise. And the rules don't slow the game down very much.

With your proposal (while very interesting and fluff heavy) slows the game down very much because of the triple amount of activation rolling.

I thought SpaceMarines and Eldar where the high-activation army. With your proposal it's the ImperialGuard.
And upgrades would be mandatoiry for the Command formation as own troops don't give cover for the commander. Only terrain and warengines will do.
My tactic woul dbe to destroy the commanders (easily to snipe out because his formation is without upgrades 1-2 units strong) and then the IG would devolve into a high activation popcorn army.

And how would your version of Commander work? Thay a Basilisk Company fires. Would it be 3 x 3BP or 1 x 9BP?

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 3:26 pm 
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Well Blarg, I'm sure some Yanks won't understand what you said, either !  But obviously ... I did ! :D  And you reinforced my point !  Co. Cdrs, coordinate actions, like tie in flanks, FOF, link-ups, passage of Lines, etc., etc. ...  But the Bn Cdr or XO tells them what to do. However, if it comes down to it, the senior Co. Commander (or Plt. Ldr), makes the call.  If their Higher CP/HQ in not around.  So again, DWWFY all ... :D

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 3:36 pm 
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Hm? Well Eldar and Tyranids are eays rules wise. And the rules don't slow the game down very much.


Oh, really?

Eldar: Farsight, Hit & Run Tactics, Eldar Technology (Holo Fields), Eldar Technology (Lance Weapons), Eldar Technology (Webway Portals)

Never mind the two that are slated to be removed: Eldar Technology (Pulse Weapons) and Eldar Technology (Spirit Stones).

Tyranids: Unstoppable, Tyranid Swarms (almost an entire page of rules!), Spawning, Regeneration

With your proposal (while very interesting and fluff heavy) slows the game down very much because of the triple amount of activation rolling.

Triple the number of activation rolls, from 10(?) to 30(?) maybe?  Does it take that much longer to pick up a D6 and roll it?  I know that the dice get heavy after a while, but I wouldn't think it would be that big of a problem.

I thought SpaceMarines and Eldar where the high-activation army. With your proposal it's the ImperialGuard.

But if the IG player uses his commanders a lot, which I am anticipating, the number of activations goes back to closer to what the IG was like before.  Even still, there is a good chance that the number of activations will be high.  Hence the reason why we'll probably need to throw in another special rule mandating that the IG will have to activate three formations everytime he goes, with any formations that are part of combined assaults or combined fires counting towards that requirement.

My tactic woul dbe to destroy the commanders (easily to snipe out because his formation is without upgrades 1-2 units strong) and then the IG would devolve into a high activation popcorn army.

Yes, that is pretty much the tactic I strongly alluded to in my last post.  

But if you read the "Imperial Guard Command Rule" you will realise that if the command formation stays within 5cm of at least one other formation in its company then it and those formations are considered one formation for casualty allocation and blast markers.  (Any formations of the company that are within 5cm of a formation that is within 5cm of the commander count also.)  So, if you run your company just like you would under the normal rules today then there should be no change in the vulnerability of the commander.

And how would your version of Commander work? Thay a Basilisk Company fires. Would it be 3 x 3BP or 1 x 9BP?

If the player were to use the Imperial Guard Commanders special rule then 2 or more of the formations that are part of the company and has unit coherency with the command formation (or can trace unit coherency back to the command formation) could fire at the same target.  

So, take for example an Artillery Company that has 3 formations of 3x Basilisk, with a formation of 3x Manticore and a formation of 3x Bombard added on as Support Formations.  This company could fire all of the detachments seperately giving 3 attacks of 3BP and 2 attacks of 6BP.  Assuming that all of these formations could trace unit coherency back to the command formation, and that the target were within range of all of the formations, then the IG player could use my Imperial Guard Commanders rule to combine all of their attacks such that there could be 1 attack of 17BP.  The IG player could elect to fire only the 3 formations of Basilisk as a 9BP attack.

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 3:59 pm 
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Hmmmm....Ok who wants to try this out? :D

I admit, if i speak only for me, then i have no problem with more dice to rolling and making the game a bit more complicated. But i know a bunch of boys who object against any more dicerolling as is.

Hm how would you word this IG Special Rule?

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 7:14 pm 
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As aother idea- how about modifying commander so that rather than just applying in assaults it also applies to shooting? Or even applies to shooting instead of asaults.   Allows you to call in massed fire when neccesary and suits the IG way of doing things.

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 8:53 pm 
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(J0k3r @ May 22 2007,14:14)
QUOTE
As aother idea- how about modifying commander so that rather than just applying in assaults it also applies to shooting? Or even applies to shooting instead of asaults. ? Allows you to call in massed fire when neccesary and suits the IG way of doing things.

Way ahead of you.  I already posted something along those lines, but I realised that it was rather poorly worded.  I am prepping a new thread that will discuss all of this and follow any playtesting.  The special rule that would allow that has been wordsmithed.

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 Post subject: Commanders?
PostPosted: Tue May 22, 2007 10:34 pm 
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@J0k3r: Tau have this :D

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