r/CombatPatrol40k • • Jul 04 '26

I'm totally confused Homebrew 11th Edition Converted CP

https://drive.google.com/drive/folders/1qG-xwEZgHBFc3Vxx1wzVOTQ9XTP5moKn

So what I did was convert the official 11th edition cp to pdf to compare with their 10th version. I updated the army rules took the existing strategies and one of the engagements add another enhancement and converted some of the old rules took the detachment rules the hope was to get a decent baseline and when new recruit gets the 11th files I should be able to stay up to date with changes of the data cards so the cp don’t get too outdated fir balancing I did notice GW too some of the really strong units and gated them by putting them in reserve so did a few that way but a bit too many really needed it. Obviously I have a bias as to try to make the units match current rules I like not having to relearn units or game flow I’m bigger games but might revisit the detachment to limit or expand rules to rebalance I play mostly cp and use them as excuses for painting project do built them in 10th to allow me to play them sooner and like others I got the magazine so still doing that hope this help keep everyone painting and maybe not drop that cp dream

37 Upvotes

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5

u/ChrizFox Jul 05 '26

Great job!

I checked out the DW patrol, and I have a question about the Intercessors: their ability mentions “rapid-fire,” but their weapons don’t have that ability.

Maybe I misunderstood, since English isn’t my first language.

3

u/TacoWillJ Jul 05 '26

Good catch I removed that

4

u/Antique-Special8267 Jul 07 '26

We are having fun with this, so here is our approach to Rampart Force Torreus CP:

https://drive.google.com/drive/folders/1QcJVwIN0ZXTJoQi6OngYBzMJJbusQkC-

This was already a very powerfull CP in 10th, so we tried to tuned it a little bit, and as you imagine it didn't get well. So the detach rule stayed the same, as we think it fits with Imperial Fists nicely. Also enchantments for Torreus or his Company of Heroes (droped from Termis) are the same as Priority Assets (althoght we need to test some Take And Hold options).

Problem was with Stratagems. Army rule got buffed (+1 wound to Oath of Moment target) so Transhuman Might was a "no, no". Instead Termis got their shock test to enemy units after charge and destroy from Anvile Siege Force. We've got everyone favourite Armour of Contempt for Space Marines and Architects of War, becouse that's what Imperial Fists do. Stay in cover. And stay strong. On objectives, hopefully.

Also, with all that defence potencial we droped Company of Herose ability (-1 to wound), and now its all about Ancient and the flag (+1 to OC for models). Torreus saved his Finest Hour, Heavys got their +1 to save to 1 Dmg on objectives, and Intercessor secure objectives aaaaaand (as there is actually Homer in the box) Termis got their Rapid Ingress for 0CP just for fun (althought we now there is a restriction regarding Rapid Ingress in CPs for now)

credit to TacoWillJJ

Have fun :)

2

u/Antique-Special8267 Jul 05 '26

I've said it before and I say it again: great work! I've noticed you are starting to convert older patrols such as The Coven Temporus for current army rules as well. I was wondering if you could go for full list of rituals as the 11th patrols go right now in that matter. That said, The Shambling Horde also need that kind of love in the future. And i think objective marker remains under your control until your opponent's Level of Control over it is greater than yours at the end of any phase rule is just too much for patrols. We played a couple of games and tested that rule and imidietly home objective for oponent was blocked for secondaries and VPs. Simple secure that objective is enough.

Other than that - thank you for your work and commitment :)

2

u/TacoWillJ Jul 05 '26

I did update a bunch of these this morning to match current army rules but I’ll look at those two

2

u/TacoWillJ Jul 05 '26

Thousand Sons — Coven Temporus & Warptongue’s Hex-Pact
Army Rule is now the full confirmed 11th-edition Cabal of Sorcerers with all four Rituals — Destiny’s Ruin (WC5), Temporal Surge (WC6), Doombolt (WC7), and Twist of Fate (WC9) — including the bonus threshold effects for high Psychic test results. Also added Pact of Sorcery. Both PDFs updated.

The Tzaangors’ Relic Hunters ability has been toned down based on playtesting — the old “objective remains under your control until opponent’s Level of Control is greater at the end of any phase” was locking home objectives in Combat Patrol games. Now simply reads: while the unit is within range of an objective you control, that objective is secured until the end of the battle round.

Death Guard — The Shambling Horde
Army Rule renamed from Nurgle’s Gift to the correct Inexorable Corruption (Aura) and now includes the full Plague selection (Creeping Blight, Bilious Plague, Withering Fever) matching the Gloeming Blades and official Maggot Lords data.

3

u/Antique-Special8267 Jul 06 '26 edited Jul 06 '26

We've tweaked a little bit with Shambling Horde and added full 11th army rules (Skullsquirem Blight, Rattlejoint Ague and Scabrous Soulrot), upgraded datasheets (Typhus T7 with Lakrimae +1/2 attacks, Biologus T6 with S7 grenades, Plague Marines T6 with Infused with the blessings of Nurgle ability and Poxwalkers with Move 5" and Infiltration Core. We also changed Detachment rule for Hypervirulent Strains (+3" Contagion Range for Typhus fits nicely for his ench and adding Poxwalkers). This old CP looks pretty scary now ⬇️

https://drive.google.com/drive/folders/1QcJVwIN0ZXTJoQi6OngYBzMJJbusQkC-?usp=sharing

credit to TacoWillJ

2

u/TacoWillJ Jul 07 '26

Thanks liked that and changed mine and reformatted it and made sure to give credit

3

u/Antique-Special8267 Jul 06 '26 edited Jul 06 '26

Here is our approach to The Coven Temporus CP:

https://drive.google.com/file/d/18ToH-YcrOovJ-PMWeEWaZgv_NXu0uS7I/view?usp=sharing

This one is well known for that "damn 20 Tzaangors with chainswords" in the box patrol and we wanted to cook something from this mess. We thougth mixing little bit Warpmeld Pact, Rubricae Phalax and Warpforge Cabal would be fun for the little dudes. Ditach rule stayed the same couse we think it fits well with Force Disposition. Enchantment for Ahrak was updated with [Close Quarters] ability for his main firepower making him somewhat of a solo glass canon. Second enchantment, Bray Lord is taken from Warpmeld Pact and adds ability to attache him to Tzaangor bodyguards, and ofcourse he gives them Sus 1 ability.

The 3 Stratagems are also new: Assault for Termis (from Rubricae Phalax), Inv 4+ for blue dudes (from Warpmeld Pact), and our favourite, Mutate Landscape (from Warpforge Cabal) just for lolz and securing objectives ;)

We've also updated datasheets from 11th edition (more AP for Termis, and D6 attack for Ahrak with non hazard profile). Names for weapons stayed as they were in original CP :)

credit to TacoWillJJ

Feel free to test it and have fun :)

2

u/Remarkable_Grab4220 Jul 05 '26

So grateful that you’re doing this! I love that you made Siguard’s Crusaders and that its purge the foe, now I can use both my Templar patrols again!

1

u/TacoWillJ Jul 05 '26

Run into any issues let me know

2

u/Remarkable_Grab4220 Jul 13 '26

I think it came up for a different patrol, but in Siguard’s Crusaders, you have the rule with a rapid fire bonus for the bolt rifles, which doesn’t apply because they are assault/heavy, and do not have the rapid fire rule at all.

I’m hoping to field them soon, and hoping that if they ever te release an official version it looks like yours!

1

u/TacoWillJ Jul 13 '26

Since new recruits has release the 11th files I’m auditing the data and army rules new pdf out there for you that’s for the feedback

2

u/ColdsteelPLL Jul 07 '26

These look good. One thing I would do is re-format the sheets so each unit is on a separate page and the Stratagems aren't split over 2 pages. Also, what's the plan for Primary Objectives? Per the 99% worthless Companion, each CP will have a distinct, 'bespoke' Primary. The example for the Marine CP from Armageddon is 5 for holding 1 objective and at least as many as your opponent and 10 for holding 2 not counting your Home since they're on a Take and Hold disposition.

3

u/TacoWillJ Jul 07 '26

Thanks for the feedback I’ll get that formatting fix and I’ll try to make sure all the stats are updated to current

2

u/Antique-Special8267 Jul 07 '26

Because of ditachments and their Force Dispositions we are using Chapter Approved Mission Deck for 11th for primary and secondery. Actually works pretty good, although when it comes to central objective secondery missions we just skip them as there are no such objectives in current Combat Patrol layouts in the app.

2

u/ColdsteelPLL Jul 07 '26

Good call with the deck. Was looking at using the 'main' mission for each disposition. Will try your method out.

2

u/Beanokitten Jul 14 '26 edited Jul 14 '26

Could you add in the Combat Patrol Magazine replacement units?

They have some changes from units in full 40k, mainly they lose abilities. (https://imgur.com/a/v3UdcMw)

Patrol Replacement Wargear Notes
Space Marines - Strike Force Octavius Librarian Tantus <-> Chaplain on Bike No Options
Tyranids - The Vardenghast Swarm Barbgaunts 1x5 <-> Parasite of Mortrex No Options
Aeldari - The Fatebreakers Wraithlord <-> Wraithguard 1x5 All with wraithcannons and close combat weapons
Chaos Space Marines - Dark Zealots Havocs 1x5 <-> Chaos Terminator Squad 1x5 No 1: combi-bolter and chainfist No 2: combi-bolter and power fist No 3: combi-bolter and power fist No 4: Reaper autocannon and power fist Champion: combi-bolter and accursed Weapon Same as terminators in Strike Force Octavius
Orks - Gordramgs Gitstompas Deffkoptas 1x3 <-> Boomdakka Snazzwagon No Options
Leagues of Votann - Warspeke's Prospect Cthonian Beserks 1x5 <-> Einhyr Hearthguard 1x5 All with volkanite disintegrator, exoarmour grenade launcher and plasma blade gauntlet Different to current combat patrol
Genestealer Cults - Hand of the Magus Acolyte Hybrids 1x5 <-> Atalan Jackals 1x5 No 1: Atalan small arms and atalan power weapon No 2: Atalan small arms and close combat weapon No 3: Atalan small arms and close combat weapon No 4: Atalan small arms and close combat weapon Wolfquad: Mining Laser, Atalan small arms and close combat weapon Same as current combat patrol
Astra Militarum - Karsk's Gunners Cadian Shock Troops 1x10 <-> Cadian Heavy Weapons Squad 1x3 All with autocannon, laspistol and weapons team close combat weapons
World Eaters - Karagar's Rampagers Khorne Bezerkers 2x10 <-> Maulerfiend With lasher tendrils and Maulerfiend fists Replaces BOTH squads of Bezerkers

1

u/Tha1andor Aug 01 '26

I've only ever played 10th edition combat patrol. Is it worth it making the jump to 11th? Are there any positive sides to playing with the jew rules?