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[Units] Conscripts

 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 6:12 pm 
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Other Regiments than just the Cadians use conscript forces, so how should they be represented?

My initial approach was to use the normal Imperial Guard Infantry stats, but to give them an Initiative value of 3+ to represent their green/inexperienced nature; would lead them to being less likely to sustain fire or assault, and would have a harder time rallying.

Others have suggested giving them they own, unique stats with no shooting attacks and only CC6+ and FF6+ to make attacks with... not sure if this style of conscript would *also* have a worse initiative than normal or not; this would lead to a very cheap infantry formation.

So, how should we represent these pukes?

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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 7:39 pm 
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Hena: Same gear, but worse shooting accuracy. Sounds like lower FF to me?

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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 8:44 pm 
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That's true, but I think that worse initiative would be a fluffier representation than worse FF.  If you've got a full unit of conscripts, they're all bunched into a single location.  They're really unwieldy in 40k, even if they are an awesome tarpit with a Commissar at the back.

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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 9:30 pm 
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How about keeping the autocannons, FF 6+ and init 3+?

Or a heavy bolter instead of autocannon?

Keep them cheap, but limited to one per normal infantry company?




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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 9:33 pm 
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I think a unique statline is absolutely necessary (even if they have identical stats to guardsmen, but I think that's a little silly) but you could go giving them a worse Initiative as well and cost them appropriately.

That said I've done a lot of messing with multiple-initiative units with the Inquisitorial lists and one kind of stupid (but nevertheless real) thing to be considered is that it is simply one more thing to remember. I've run guard armies and I don't have any issue remembering the Titans have initiative 1+, but in an army of 1+ inquisitorial troops, I'd forget that my stormtroopers are only 2+ until three activations later.

I guarantee that experienced IG generals will just forget that they're 3+.

Incidentally of course, I've already made a datafax for whiteshields here. Just in case anyone missed it! It's not massively exciting, just the FF6+ as I recall. I'll shut up now.  :shutup:


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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 9:37 pm 
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Hmmm, how about expendable? When in their own formation it wouldn't make any difference, but they'd become a neat upgrade for normal infantry companies, kinda like grots.

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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 10:06 pm 
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I'm not 100% sure that Conscripts can take Heavy Weapons (Autocannons) in 40k.

A few special weapons yes, but that's a factor in their FF attack, not their ranged attack.


OTOH, IIRC, JJ suggests a bigger infantry formation with an inititive rating of 3+ for representing conscripts in the Epic rulebook.

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 Post subject: [Units] Conscripts
PostPosted: Thu Dec 11, 2008 10:17 pm 
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I think they can (don't have the guard codex on me) but I probably checked when I wrote the datafax!


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 Post subject: [Units] Conscripts
PostPosted: Fri Dec 12, 2008 1:15 am 
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From my Armageddon Stell Legion Planetary Defence Force:

Imperial Guard Conscript (Armageddon Hive Ganger Militia)
Type Speed Armour Close Combat Firefight
Infantry 15cm none 6+ 6+
Weapon Range Firepower Notes
Lasguns (15cm) Small Arms -

Hive Militia Platoon
Units: 11 Conscript units.
Cost: 100 Points.
0-1 per Infantry Company, can't have upgrades and have an Initiative of 3+.

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 Post subject: [Units] Conscripts
PostPosted: Fri Dec 12, 2008 8:57 am 
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Give 'em grot stats without expendable. I think that hits them enough.

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 Post subject: [Units] Conscripts
PostPosted: Fri Dec 12, 2008 9:59 am 
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I would not give them expendable.  Expendable is about the view of other soldiers/warriors within the army on the expendability of the unit; this may be true to - say - the generals, but to your usual guardsmen seeing the young, old and crippled that he's meant to be defending gunned down probably isn't going to make him feel all that safe! In short i don't think it catches the fluff and doesn't seem very human (even though this is the 41st millenium!).

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 Post subject: [Units] Conscripts
PostPosted: Fri Dec 12, 2008 11:29 am 
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Yes Expendable is a big no-go.

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 Post subject: [Units] Conscripts
PostPosted: Fri Dec 12, 2008 12:15 pm 
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I've always thought that the whiteshields in Cadian armies were meant to have pretty good (indoctrinated) morale but poor fighting skills (I still remember a fluff piece back from rogue trader era about some whiteshields, pre-cadian admittedly, charging a bunch of ork dreadnoughts!).

I've found that with initiative 3 but autocannons the whiteshields arent doing much but sitting in defensive positions, which they hold just as well as veterans. This seems wrong to me, especially as I've always seen FF value as a factor of unit cohesion and tactics (hence low ork and cultist FF).

Hence count me for firefight 6+ whiteshields, but also count me for Initiative 2+ whiteshields. I want to see youth army charges!

Regarding heavy weapons, if they have them in 40k I would still say drop them to having 1 shot per 3 stands in epic. This uses the same logic as SM having 1 shot per stand despite having as many heavy weapons as IG - the number of shots is affected by the efficiency of the unit.

If they dont have access to heavy weapons in 40k then they can do without here.

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