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Post by: shyzo
I see all the hate AM gets, and I don't understand why. At first glance, AM army seems to have lots of options to deal with any situation, has access to fearless, hordes of cheap infantry and very point-efficient tanks. Add the order system and you get an army that can be very powerful in the hands of a skillful player. What not to love?
P.S. Post written from the point of view of an Ork player.
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Post by: War Kitten
Well. Tanks are super weak this edition thanks to hull points, so that means our big scary tanks can be glanced to death fairly easily. Sure we can spam infantry, but with how much ignores cover there is now our T3 SV 5+ don't stand a chance.
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Post by: Tactical_Spam
shyzo wrote:I see all the hate AM gets, and I don't understand why. At first glance, AM army seems to have lots of options to deal with any situation, has access to fearless, hordes of cheap infantry and very point-efficient tanks. Add the order system and you get an army that can be very powerful in the hands of a skillful player. What not to love?
P.S. Post written from the point of view of an Ork player.
Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
That's comedy right there. AM tanks are quite over costed for what you get.
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Post by: Yoyoyo
A lot of popular weapons in 40k circumvent AV values, there are lots of AP4/AP5 blasts and templates that Ignore Cover, and Maelstrom objectives play to AM's biggest weakness.
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Post by: ryuken87
They aren't a terrible army but they do have big weaknesses like a lack of maneuverability.
shyzo wrote:
P.S. Post written from the point of view of an Ork player.
There you have it!
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Post by: Deadnight
Simple answer?
The name change.
Thry used to be the imperial guard.
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Post by: TheSilo
Really I think it's the vast array of ignores cover weapons that just melt away infantry and negate any cover you have around your tanks.
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Post by: oldzoggy
It is not that they are bad at all. They are just not Eldar, Space marines or Tau
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Post by: Slayer-Fan123
They're not terrible. They have an amazing deathstar with tons of Lascannons and Priests.
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Post by: GoliothOnline
When AM gets 40% reduced costs on all their Armored Vehicles, they'll be better and less trashy. Right now everything is over costed, under performing and easily dispatched for their prices.
They can still spam quite a bit of things which allows them to have an easier time with board manipulation, but it can only go so far when things like Decurion and basic Eldar exist.
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Post by: the_Armyman
shyzo wrote:
P.S. Post written from the point of view of an Ork player.
You do realize that Orks amd CSM are pretty much neck and neck when it comes to the suck race, right? I mean, when you're standing it a manure-filled ditch, everyone always seems to be a bit taller and smell a little bit better
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Post by: aka_mythos
Power creep has given most factions access to more weapons that turn what should be the IG's advantages to swiss cheese. Meanwhile most of the changes to the IG have done little to improve their ability to deal with the evolving threats and predominantly rely on us taking "more." Automatically Appended Next Post: the_Armyman wrote:shyzo wrote:
P.S. Post written from the point of view of an Ork player.
You do realize that Orks amd CSM are pretty much neck and neck when it comes to the suck race, right? I mean, when you're standing it a manure-filled ditch, everyone always seems to be a bit taller and smell a little bit better
All suffer from a lack of a cohesive visions to keep them inline with the changes to the game. Orks suffer from the same sort of problem as IG, where the statistics are just unfavorable to factions that rely on volumes of less than average models and vehicles. I think the CSM problems are more complicated. Though all suffer from a lack of necessary mobility to move their basic effectively sized units.
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Post by: Vaktathi
shyzo wrote:I see all the hate AM gets, and I don't understand why. At first glance, AM army seems to have lots of options to deal with any situation, has access to fearless, hordes of cheap infantry and very point-efficient tanks. Add the order system and you get an army that can be very powerful in the hands of a skillful player. What not to love?
P.S. Post written from the point of view of an Ork player.
There's a number of reasons why IG armies have a hard time. The infantry are cheap, but largely worthless, and even at their low cost, not delivering enough to justify their paltry investment. The tanks are better, but are hardly point efficient in 7th edition (just better than the infantry).
IG infantry options are largely garbage. Thus, the army relies on its vehicles. The rules for non-skimmer vehicles in this edition (sadly, like most editions), are pretty bad. They're basically treated like MC's...but without saves and any time "to-wound" roll exceeds the minimum required to "wound" them, they are crippled in some way or risk getting one-shotted by weapons of low enough AP. The HP system hamfisted in really was not terribly well thought out, and makes most IG vehicles very vulnerable to massed "multirole" firepower like scatterlasers and autocannons. There's also simply just more ways than ever to quickly and effectively strip HP's without having to worry about the AV, stuff like Haywire, Gauss, Grav, Destroyer, etc.
IG vehicles also largely are still costed and built around 5E effectiveness, when they aren't offering that sort of capability anymore in terms of lifespan or firepower output. A lot of IG vehicles also are just quite simply highly overcosted (even for their 5E functionality), units like Hellhounds, Sentinels, etc. 130pts for an AV12 torrent S6 flamer? really? The price increase on the Chimera was a hamfisted reaction to perceived issues in 5th just weeks before the release of 7th. The poor Hydra got absolutely raped by the " AM" codex, making it open-topped and removing its "ignores Jink" ability for no discernible reason. The whole army really is like that.
What used to make IG scary in many ways was access to huge numbers of blast templates. The problem is that these no longer have the capability they once did. A blast template can only ever put a single wound on an MC, they can't hit fliers or FMC's, and with the general increase in toughness & Instant Death resistance on units like Bikers, TWC's, Necron Wraiths, etc the utilty of such blasts has decreased dramatically. To add-on to the blast thing as well, in anti-tank roles, the utility of heavy hitting but low RoF guns has decreased there as well, as quantity of fire to strip HP's matters a lot more than being able to punch through and roll on the damage chart. To further compound the issue, the "Heavy" designation does not override the restrictions on ordnance weapons and other weapons firing, so platforms like Leman Russ tanks that rely on such weaponry are notably less capable than they were in 5E.
Then of course, we get into the infantry. The scale of the game has completely outpaced the point of infantry like those that IG have. When we've got things like Wraighknights, Stormsurges, Transcandent C'tan, and Baneblades as completely acceptable normal game units, and things like Necron Wraiths that can be kitted to require nearly a thousand lasgun shots to kill a unit or more S10 AP1 fire to kill than a Warhound Titan, the point of infantry like Guardsmen, becomes little more than board control. Even against things they can harm, they're just monstrously overcosted and undercapable. IG heavy weapons squads are probably both the least effectivee, most easily killed/broken, least mobile and most expensive (per gun) heavy weapons units in the game. Basic Guardsmen struggle to hurt just about anything even in absurdly large numbers.
Even relatively "elite" IG units, like Ogryns or Stormtroopers/Scions. they're just awful. Ogryns have to deal with absurdly poor leadership and a cost tied to them that makes them completely unable to engage anything else of similar role and cost on anything near an equal level (no...an Ogryn is not going to 1v1 a TWC or Necron Wraith, nor have the speed or resiliency of one). Scions get Deep Strike and AP3...on S3 guns that struggle to hurt *anything* with even shorter range than normal Lasguns and an otherwise basically identical statline to a Veteran that's half the cost and is an Objective Secured Troop unit.
IG Psykers likewise are rather poor, they don't get any of the nifty abilities other races psykers do and are generally restricted to rather low psy ratings, and can't make effective use of many powers the way other factions can (e.g. Iron Arm, Warp Speed, or Endurance isn't doing as much for you on an S3 T3 I3 W2 model the way it is on a T5 S5 Rune Priest on a TWC or a Daemon GUO).
EDIT: also, the army has really very little mobility. Most of the army is slow, either foot infantry or normal movement vehicles or even Heavy vehicles that can only move 6"/turn regardless, and, more to the point, has a very strong incentive not to move because the closer it gets to the enemy, the easier it is for the opponent to destroy generally (often trivially easy), while there's no corresponding increase in capability for being close for many IG units. Meanwhile, the army has almost nothing capable of Deep Striking, almost no Fast vehicles, no Skimmers, no Bikes/Jetbikes, no Jump/Jet infantry, only one Cavalry unit (that happens to be one of the most useless units in the game), leaving largely just the Valkyrie/Vendetta for "real" mobility.
TL;DR the army is built (in a mediocre fashion) to the standards of an edition long since past, suffers from the massive scope creep the game has introduced, is crippled in terms of mobility, and largely just suffers from everything being painfully expensive for what it brings.
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Post by: ultimentra
Everything in the codex is extremely weak for the points you pay and the dex's in-codex synergy is nowhere near what other codexes have when you take decurions and formations into account.
It's matter of "why take this when I can do this instead and do it better, faster, and sometimes even more cheaply?" Except we are talking about an entire codex. The IG's units with the stats and abilities they have now without changes, would need to be about 1/3 cheaper to really have a somewhat fair points cost.
We just don't get the tangible power on the board other factions do for the points paid.
+1 for everything Vaktathi said.
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Post by: oldzoggy
IG Psykers likewise are rather poor, they don't get any of the nifty abilities other races psykers do and are generally restricted to rather low psy ratings, and can't make effective use of many powers the way other factions can (e.g. Iron Arm, Warp Speed, or Endurance isn't doing as much for you on an S3 T3 I3 W2 model the way it is on a T5 S5 Rune Priest on a TWC or a Daemon GUO).
cough. there is that formation that lets you cast with 3 units of psykers on a 2+. Sure it isn't space marine bike durable but it sure has some raw power. Automatically Appended Next Post:
What used to make IG scary in many ways was access to huge numbers of blast templates. The problem is that these no longer have the capability they once did. A blast template can only ever put a single wound on an MC, they can't hit fliers or FMC's, and with the general increase in toughness & Instant Death resistance on units like Bikers,
This might explain why different players have such a different look at them. Players who use lots of monsters face an entirely different army then infantry based armies.
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Post by: Akiasura
Slayer-Fan123 wrote:They're not terrible. They have an amazing deathstar with tons of Lascannons and Priests.
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Post by: Iron_Captain
IG Tanks are nearly worthless. They are expensive and vulnerable. The infantry may be cheap, but has no punch, and gets removed from the board by bucketloads at a time thanks to all the (super)heavy firepower that can be fielded nowadays. Aside from being overcosted and very vulnerable, the IG also has no real access to firepower matching that of (some) other factions.
Vaktahti sums it up extemely well.
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Post by: HoundsofDemos
There also not great at maelstorm missions. Even if their tanks and infantry were costed corrected, they don't have a fast unit that can run around the board capping things quickly. The only fast unit they have are their flyers and flyers arn't reliable
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Post by: Matt.Kingsley
Slayer-Fan123 wrote:They're not terrible. They have an amazing deathstar with tons of Lascannons and Priests.
AM OP.
On a more serious note... in short AM suffer from having terrible tanks being their heavy hitters and terrible infantry being their core.
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Post by: Vaktathi
oldzoggy wrote: IG Psykers likewise are rather poor, they don't get any of the nifty abilities other races psykers do and are generally restricted to rather low psy ratings, and can't make effective use of many powers the way other factions can (e.g. Iron Arm, Warp Speed, or Endurance isn't doing as much for you on an S3 T3 I3 W2 model the way it is on a T5 S5 Rune Priest on a TWC or a Daemon GUO).
cough. there is that formation that lets you cast with 3 units of psykers on a 2+. Sure it isn't space marine bike durable but it sure has some raw power.
It's very new, so hasn't had a chance to get tested really. Yes, it does let you get stuff off on a 2+, but that just makes it easier to get off the few powers that are useful, it doesn't allow IG psykers to take advantage of the breadth of powers the way psykers from most other armies can.
This might explain why different players have such a different look at them. Players who use lots of monsters face an entirely different army then infantry based armies.
Aye, and unfortunately the larger metagame really favors the heavy resilient things over masses of bodies in a really stark manner.
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Post by: Makumba
oldzoggy wrote:It is not that they are bad at all. They are just not Eldar, Space marines or Tau
Or necron, or tyranids , or DA, or SW. By the time you get to being worse then DA and nids, you notice your army is realy bad.
cough. there is that formation that lets you cast with 3 units of psykers on a 2+. Sure it isn't space marine bike durable but it sure has some raw power.
First of all those psykers die from looking at them, they suffer from culexus in pods, just as bad as other psyker heavy units. They can't get anywhere near to how tough marines or eldar casters can be. And last but not least, what are they suppose to cast and on which unit? We can't build a deathstar out of them, they are too slow to keep up with vets, we don't have centurions or MC or GMC to buff with. We can cast it on squadrons of tanks, if we go first , because otherwise those are alfa striked turn 1.
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Post by: koooaei
I've had some success with IG lately. They have some decent combinations but require allies and void shields to be used to full potential.
As said above, tanks have taken a huge hit since 5-th and ig tanks are designed around the 5-th edition with just a little point drop here and there and unnecessery point increase and nerfs in other places. However, there are still a few good options in that department. And those are options with a bunch of special rules. Yep, you need special rules to be good nowadays - regular stuff doesn't cut it anymore.
- Wyverns are amazing. Cheap, decent ranged barrage, twin-linked, shred, ignore cover. Shreds infantry and even threatens bikes.
- Formation with Basilysks. And once again, special rules like ignore cover are what makes it a decent option. Will work against anything other than 2+ things. And ignore cover helps against bikes a lot.
- Leman russes are not amazing but workable and it doesn't hurt to have one or two of those. There are many different options. I like eradicators. Yep, you guessed it right - ignores cover and cheap enough. Pasknisher is still not too bad for ROF but it's very vulnerable for the points. Things that are generally considered bad: Leman Russ Battle Tanks and Demolishers. I also don't like exterminators and vanquishers but people tend to not be too harsh towards them
That's it about tanks. Flyers are not my cup of tea. Have never seen a valk/vendetta spam win even a single game in 7-th in our local club. Maelstorm hurts expensive flyers badly. It's probably not bad to have one with a small squad inside to grab a backfield point around turn 4 but it's not reliable at all.
As for infantry. It can be made good. Really good. But it requires allies. At least inquisition. Xeno with a bunch of nades, servo sculls, liber heresius, a priest or two and a blob of 40-50 guardsmen with power axes and melta bombs backed up by VSG are a must in 7-th. In reality of things you can't shoot down no matter how hard you try, melee tarpit with some punch is mandatory.
As for psychers, primaris are still fine for the points. And psycana division is the best daemon factory in the game right now when backed up by VSG or at least blos - ideally, both.
IG Decurion has brought a lot of disappointment but at the same time, it can be used with great effect...just not the way it's supposed to be used. The requirement is 1+ command formations + 0-3 core + 0-3 auxilary formations for each core. Now you could easilly take just a bunch of comsquads without any core or auxillary and still get bonuses for orders making them much more reliable. Get allied space marines with their taxi pods, put comsquads with special weapons in there and you've got a brutal alpha-strike with ignore cover/mc hunter/tl melta/plazma/flamers. to help you out against priority targets early on.
Another thing you might want to use is daemon allies. IG can't realiably deal with deathstars. Yep, you can tarpit them with guards but there's an even better option. Daemon allies with Masque. Masque shuts down deathstars pretty nicely. And -5 to WS makes them hit your guardsman on 5-s which prolongues their lives A LOT. Furthermore, when hitting on 3-s with reroll and with a bunch of power axe attacks possibly with reroll either, backed up with some random crazy stuff from inquisitor's nades, your lowly guardsmen can be a very tough obstacle in melee. Able of punching a lot of things to death. Eaven some dethstars wouldn't like to get caught by an ig blob of death.
All in all, the army can be made pretty strong but it requires a lot of shenanigans. Allies, formations, decurion comsquads, daemon summoning... IG can beat strong armies this way. But compared to top-tier armies, you need to think up different combinations and use strategy rather than just spam easy win buttons. That's why it's considered a weak army. Can't do much on it's own vs strong 7-th ed lists.
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Post by: the_scotsman
The fundamental problem with IG is they have almost nothing that's favored in this edition.
They can't take advantage of the ridiculous free rules candy that is Jink, and while they have some ignores cover they have little that things like Jinking bikers and flyers care about.
They can't abuse "The Crutch Discipline" and can't deal with it either because invisibility turns off all their blast weapons.
And, much like terminators, all the new weapons that come out go "LOOK at this cool new weapon! It kills like, A JILLION GUARDSMEN, or shreds av14 like it isn't even there! We're out of ideas! Isn't that cool?" So they tend to fall victim to mass ignores cover shred 7 pie plate weapons and the like.
And on top of that many of the worst parts of the codex GW hasn't bothered to fix. Part of the reason CWE are so good is because GW actually sat down and tried to fix the forgotten cruddy stuff like the random aspects, the special characters, etc. Not so for IG-their characters are stuff like 40 points for a relentless Heavy Bolter, and they have rough riders, whose shtick is they kill 3+ with their one use only weapons and they actually lose to a tactical squad in melee.
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Post by: RazgrizOne
Another thing you might want to use is daemon allies. IG can't realiably deal with deathstars. Yep, you can tarpit them with guards but there's an even better option. Daemon allies with Masque. Masque shuts down deathstars pretty nicely. And -5 to WS makes them hit your guardsman on 5-s which prolongues their lives A LOT. Furthermore, when hitting on 3-s with reroll and with a bunch of power axe attacks possibly with reroll either, backed up with some random crazy stuff from inquisitor's nades, your lowly guardsmen can be a very tough obstacle in melee. Able of punching a lot of things to death. Eaven some dethstars wouldn't like to get caught by an ig blob of death.
You said it yourself, with many shenanigans, IG can win, but such combinations are not everyone's cup of tea, especially because it is so violently unfluffy (except if you're playing some sort of Chaos Cult, and there are better lists than IG to do this). You might find this useful in a purely competitive environment but in a softer meta, well... When you have to use any other army's codex to play your codex, that is the moment you see IG has issues.
People pretty much said it well, especially Vakthati, we're far from the top of the pile... But everything is not black ! Koooaei said it more optimistically, and even if I would not recommend to mix IG with anything, using Imperial armies and Forgeworld units can be a good solution in friendly games (flyers, artillery platforms, rapier laser batteries...). That is true that Haywire, D weapons and grav are a threat for our armour but it does not mean it automatically invalidate its usefulness. Leman Russ are still 14/13/10 and if you're not playing in WAAC environments and use them correctly, they will do well. I insist on my point: IG maybe bad to win tournaments, but do you really care? I find this army fun to play and always being a tough match for my opponents. I think it's the best thing to have.
Some would say I'm trying to find consolation. It's not wrong but again, I don't play tournaments, I don't face Skyhammers or 9 CAD Wraithknights, I play with normal people. My faction has no autowin button and it's good like this because when you win, nobody will come to tell you how you have no merit because your codex is OP.
And don't forget IG has gain new cool tools recently: new Mont'ka formations are bringing some power and a new hope to see tweaks in the next months. These would be welcome but still, you don't really need them to have fun with IG.
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Post by: gmaleron
koooaei wrote:  That's it about tanks. Flyers are not my cup of tea. Have never seen a valk/vendetta spam win even a single game in 7- th in our local club. Mael  storm hurts expensive flyers badly. It's probably not bad to have one with a small squad inside to grab a backfield point around turn 4 but it's not reliable at all.
I can touch a little more on this subject since I play with Elysian Drop Troops as well as standard IG. It's almost impossible to win with Flyer spam unless you are taking it out of Imperial Armour Volumes #3 or #4 2nd Edition. Basically out of those books you can do a Drop Pod Assault with Valkyries, Drop Sentinels, Sentry Guns and Sky Talons which means you could run an army literally all mounted in Flyers and starting with nothing on the table. Granted they are Valkyries but they are some of the most durable Flyers in the game and can pack a pretty decent punch against infantry with Rocket Pods. Always be sure to take a lot of squads of Veterans with Melta and at least two Vendettas which will be able to come in on a 2+ if you equip your Command Squad a certain way. The biggest drawback I have found with this list is trying to fit that many flyers on the table at the same time, however it can be done with careful maneuvering. It's not a horrible list at all and actually have been able to compete with Eldar, Space Marines and certain Tau lists decently but I understand that buying that many flyers, transporting them and trying to play with them all the same time can be cumbersome and not for everybody.
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Post by: Makumba
That is true that Haywire, D weapons and grav are a threat for our armour but it does not mean it automatically invalidate its usefulness
Well considering those or a mix of those are in almost every army out there , we kind of a have problem of auto invalidation as an army. The only army that doesn't use any grav, D or haywire is tyranids, and when playing IG vs those we can't deal with the hive tyrants.
So IG works either if there is as little as possible of IG in th elist, or if the opponent doesn't take even the most basic support weapons or units. And even then am not sure If an IG army could deal with something like a meq msu or meq rush list.
Some would say I'm trying to find consolation. It's not wrong but again, I don't play tournaments, I don't face Skyhammers or 9 CAD Wraithknights, I play with normal people.
How do you deal with 2 WK, when playing IG ?
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Post by: morfydd
Orks and AM are both great army's that will allow you to win 99% of the time after you learn to use them. Neither are zero thought gun lines. Both require a great deal of pre planning ..Both require you to know your armys str and weakness.Now that said IG codex took some minor hits last go around. IG's MBT's need to be 4 HP not 3 ..( I think that is IG/AM's Largest problem atm) No other army can feild as many troops or tanks as IG can. No other army has as many Ignor cover weapons organic to it. You can play IG anyway you like and use thier codex to represent any of a hundred variants of army types.
Fun can TAC if you have a good player ..IG is not a Beginner army like Beakies/Tau/Eldar No push this button to WIN laid out for you like Eldar and Tau ...
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Post by: Iron_Captain
morfydd wrote:Orks and AM are both great army's that will allow you to win 99% of the time after you learn to use them. Neither are zero thought gun lines. Both require a great deal of pre planning ..Both require you to know your armys str and weakness.Now that said IG codex took some minor hits last go around. IG's MBT's need to be 4 HP not 3 ..( I think that is IG/ AM's Largest problem atm) No other army can feild as many troops or tanks as IG can. No other army has as many Ignor cover weapons organic to it. You can play IG anyway you like and use thier codex to represent any of a hundred variants of army types.
Fun can TAC if you have a good player .. IG is not a Beginner army like Beakies/Tau/Eldar No push this button to WIN laid out for you like Eldar and Tau ...
Oh, so the issue is not that AM is ridiculously underpowered, it is just that AM players don't know how to play? Evidently, all AM players here on Dakka and in tournaments are in need of your supreme tactical guidance. Please master, enlighten us!
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Post by: oz of the north
Makumba wrote: That is true that Haywire, D weapons and grav are a threat for our armour but it does not mean it automatically invalidate its usefulness
Well considering those or a mix of those are in almost every army out there , we kind of a have problem of auto invalidation as an army. The only army that doesn't use any grav, D or haywire is tyranids, and when playing IG vs those we can't deal with the hive tyrants.
So IG works either if there is as little as possible of IG in th elist, or if the opponent doesn't take even the most basic support weapons or units. And even then am not sure If an IG army could deal with something like a meq msu or meq rush list.
Some would say I'm trying to find consolation. It's not wrong but again, I don't play tournaments, I don't face Skyhammers or 9 CAD Wraithknights, I play with normal people.
How do you deal with 2 WK, when playing IG ?
Nids have haywire weaponry.
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Post by: deviantduck
Lack of lumbering behemoth is the first thing that stands out. Second is lack of mobility. Static gun lines can't hack it.
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Post by: Selym
Here is 10 pages of why we don't need more of these threads:
http://www.dakkadakka.com/dakkaforum/posts/list/0/669516.page
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Post by: Ironwolf45
Astra Militarum are not a bad army, they can still be competitive however the issue they are currently running into is that they are over costed for what you get for them for a lot of their units. For them to be more effective, they need to have access to cheaper units, and maybe some upgrades for certain units such as their Militarum Tempestus Scions. Other than point costs, they also like a lot of hitting power that a lot of the new armies currently have, which makes it hard for them to stand up against the most armies currently. They aren't a horrible army but they do need a lot of help to become more competitive in this edition
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Post by: jreilly89
Iron_Captain wrote:morfydd wrote:Orks and AM are both great army's that will allow you to win 99% of the time after you learn to use them. Neither are zero thought gun lines. Both require a great deal of pre planning ..Both require you to know your armys str and weakness.Now that said IG codex took some minor hits last go around. IG's MBT's need to be 4 HP not 3 ..( I think that is IG/ AM's Largest problem atm) No other army can feild as many troops or tanks as IG can. No other army has as many Ignor cover weapons organic to it. You can play IG anyway you like and use thier codex to represent any of a hundred variants of army types.
Fun can TAC if you have a good player .. IG is not a Beginner army like Beakies/Tau/Eldar No push this button to WIN laid out for you like Eldar and Tau ...
Oh, so the issue is not that AM is ridiculously underpowered, it is just that AM players don't know how to play? Evidently, all AM players here on Dakka and in tournaments are in need of your supreme tactical guidance. Please master, enlighten us!
I was just waiting for one of these to pop out. They're the best part of the day
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Post by: the_scotsman
I've beaten a double-wraithknight plus seerstar/windrider buddies Eldar list with IG.
The first one Pask and some Monster Hunter-fied Meltaguns took out after it shot a tank to death, and the second one stomped its way through my conscript line and I charged it with my full platoon with the "everything rends" psychic power from Divination on it.
Probably would have had a much tougher time vs 2 of the Wraithcannon ones (this was 1 wraithcannon 1 sword) but I think Psyker support is something that's woefully under-represented in most Guard armies.
That new artillery formation is absolutely gorgeous at smashing scatbikes though, I learned that much. Ignores Cover Twin Linked Basilisks do some serious work.
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Post by: the_Armyman
the_scotsman wrote:I've beaten a double-wraithknight plus seerstar/windrider buddies Eldar list with IG.
I once saw an albino squirrel in the wild. Therefore, albino squirrels must be fairly common, amirite?
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Post by: HoundsofDemos
When is the last time an IG army won a major tournament as the primary force. That pretty much is the main measure we have of an army being competitive.
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Post by: Vaktathi
I want to say 5E? I know there were a couple that placed well in some 6E events using artillery carriage spam backed up by allied ld/payer support, but not many.
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Post by: Selym
I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
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Post by: Yoyoyo
HoundsofDemos wrote:When is the last time an IG army won a major tournament as the primary force. That pretty much is the main measure we have of an army being competitive.
https://www.frontlinegaming.org/2015/10/30/mr-moretanks-harvester-of-souls- gt-report/
Little write-up here. You should note it wasn't ITC format.
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Post by: Vaktathi
That's also a weird mishmash of IA1 ABG, IG CAD, and white scars biker librarian conclave, though I guess it is IG primary.
Edit: also doesn't look like he had to face many of the more classic top table armies, no necrons or eldar or multi-knight armies, though did have to deal with the ba/skitarii silliness..
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Post by: HoundsofDemos
yea, that list is weird and needs what four different books to create?
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Post by: Hoyt
Selym wrote:I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
Agreed, I remember how in 5th how it was also possible to actually win games with a infantry heavy IG list.
Nowadays the main reason I think that the current codex is so woefully inadequate on it's own is because the only unit worth it's points is the Wyvern. The Guard just don't put out enough firepower point for point to deal with the kind of stuff we see on the table in 7th.
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Post by: Iron_Captain
Selym wrote:I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
5th edition best edition.
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Post by: Yoyoyo
Vaktathi wrote:That's also a weird mishmash of IA1 ABG, IG CAD, and white scars biker librarian conclave, though I guess it is IG primary.
Edit: also doesn't look like he had to face many of the more classic top table armies, no necrons or eldar or multi-knight armies, though did have to deal with the ba/skitarii silliness..
The lesson I took was that ITC format doesn't favor Guard, and that GMCs and Superheavies are a particularily sore spot to deal with. Lack of Hit and Run is problematic too (for infantry blobs).
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Post by: goblinzz
I've just completed a total rebuild of my guard army, and have been playing with it in a pretty competitive environment for the past few months. The weak points stated above are all totally solid, but I will re-iterate some of them i feel are the biggest problems:
Vehicles suck, especially those with blast weapons, the vehicle damage chart may as well not exist any more as hull point stripping weapons are so prevalent.
Guard infantry are weak, and easily shredded. There are ways of making blobs work, but I can't personally be bothered moving a 50 man squad of unreliable dudes around the table.
Character options are dull, over costed, and don't actually act as the force multipliers that they do in many other codices.
For guard you need to sacrifice shooting if you want mobility. And if you do move, you often end up incredibly close to something that will definitely kill you next turn.
A complete inability to put out as many effective shots, on a point to point basis as the other major gun line army in the game, Tau.
That said, I've been running this list for the past few months, and while it is not EVER going to win a tournament, it is fun to play, and has given a LOT of players a serious run for their money. Not that I'm saying there aren't still a LOT of rock/paper/scissors issues with this list, but I've tried to address as many as I can, by forcing my opponent to face a wall of AV12 for the first two turns, using the Skyshield as a castle for the wyverns, and remember the chimeras and wyverns can go up to 18" a turn if I choose to sacrifice their shooting for movement. It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on mot of the insanity you see at even local tournaments.
Tank Commander: Knight Commander Pask 70
Leman Russ Punisher: lascannon; sponson multi-meltas; relic plating; dozer blade; heavy stubber 183
Leman Russ Punisher: lascannon; sponson multi-meltas; dozer blade; heavy stubber 180
Leman Russ Punisher: lascannon; sponson multi-meltas; dozer blade; heavy stubber 180
Platoon Command Squad: 4× meltagun; + 1 Platoon Commander (plasma pistol) 85Chimera: heavy bolter; heavy flamer; dozer blade 70
Infantry Squad: plasma gun; Heavy Weapons Team (autocannon); + 1 Sergeant 75Chimera: heavy bolter; heavy flamer; dozer blade 70
Infantry Squad: plasma gun; Heavy Weapons Team (autocannon); + 1 Sergeant 75Chimera: heavy bolter; heavy flamer; dozer blade 70
Veteran Squad: 3× sniper rifle; Veteran Weapons Team (autocannon); Forward Sentries; + 1 Veteran Sergeant 86
Vendetta Gunship: sponson heavy bolters 190
3 Armoured Sentinels: 3× autocannon; 3× searchlight; relic plating 1411
Wyvern: heavy bolter 65
Wyvern: heavy bolter 65
Wyvern: heavy bolter 65
Skyshield Landing Pad: Ready for Takeoff 80
1850 points
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Post by: Yoyoyo
goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units.
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Post by: goblinzz
Yoyoyo wrote: goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units. Granted, and without access to formations, I am totally unable to compete. I haven't thoroughly reviewed those available in the Montka expansion, as frankly i don't have enough money, but the reviews I've gone through have indicated that they are expensive, and still not as powerful as those in other armies. In addition, the core choices in the decurion style detachment are so expensive they severely limit your ability to ( ab)use other formations.
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Post by: cabal_therapy
The BIGGEST problem of AM codex is that it's not actuall going to get FIXED any time soon.
CSM should be first in line, that obvious, and from the rumors around this isn't happening.
I mean, AM got that Mon'tka Book. That's enough by GW's means.
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Post by: lazarian
The game got more durable and faster, its not just AM that suffer for this. Chaos, Orks and Dark Eldar all have books that would plow the field in a 5th or 4th edition environment. Its just that sadly were not going to see those days again.
Vehicles needed toning down however now its case where multi wound models are in need of the same thing, baring that simply remove the armor value rules and make everything similar. AM have no speed or durability on platforms to withstand much. You can bring a large amount of units however you can now routinely face marine lists that equal you or exceed you in numbers of men and tanks thanks to 'formation lol'.
The never got around to seeing how the rules have passed by the guard, the current Cadian rules really exasperate this perception. Its sad when the best footslogging guard army is the traitor guard unending horde army from FW.
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Post by: Vaktathi
Yoyoyo wrote: goblinzz wrote:It's frustrating though, I feel like I've trimmed all the fat out, and optimised this list as far as i can, and still, there's just no way I can really take on most of the insanity you see at even local tournaments.
The game is balanced around formations now. You are getting bonuses that aren't tied to the core points value of your CAD units.
"balanced" is the word I'd use, "built around" maybe, but there's a world of difference between a Mechanicum War Convocation giving 500pts of free wargear on top of gobs of extra special rules, and a Reclusiam Command Squad or the like. Formations are just rules packages to move web bundles, but even they're not really balanced against each other in general.
lazarian wrote:The game got more durable and faster, its not just AM that suffer for this. Chaos, Orks and Dark Eldar all have books that would plow the field in a 5th or 4th edition environment. Its just that sadly were not going to see those days again.
Vehicles needed toning down however now its case where multi wound models are in need of the same thing,
It wasn't vehicles as a whole, nobody complained about Land Raiders or Leman Russ tanks in 5E, it was the 35pt Rhino where, if you couldn't kill or immobilize it, it simply didn't care and continued on doing its job. That's what needed to be fixed
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Post by: GraywarTS
The name change from Imperial Guard to " AM" did annoy me. (I have never called them AM, that’s a dumb name GW used to get a copy right)
The infantry has always had terrible saves so, I’m not sure how people are using this as a point that they got worse.
My biggest complaint (although someone will disagree) is that leeman Russ tanks are so limited now. It’s pointless to buy spontons, unless you bend to the will of the rules.
Personally i think it’s really dumb and silly that tanks have get hot rules now (Tanks that big would have proper cooling systems).
And I really hate how I can’t shoot my battle cannon with any other weapons, it’s my strong opinion that tanks should be able to move 6 and shoot it all, especially if the tank is labeled "Heavy"
It’s really discouraging to see other players in skimmers like necrons/ eldar being able to shoot it all, but my tank apparently has one guy driving and shooting?
The annoying part is that the rules are not 100% clear; it’s worded on multiple pages and counters its own rules for a heavy tank.
So yeah I’m annoyed still, i want to drive my "heavy tank" 6 shoot its cannon and shoot its spontons (i usually have Heavy bolters, i don’t get why i can’t even do snapfire?)
I have argued the rule with a guy at the store though, since the rule says a vehicle that shoots its ordinance weapon cannot shoot any other weapons after, so i asked him if i was allowed to shoot all of my spontons and then when i was done shooting those if i could shoot my battle cannon, he agreed. Still not sure if that was allowable, but he was on my side 100%.
Opinions will differ, but i say vehicles should always be able...
-to move 6" and shoot it all.
-move 12" shoot main weapon at BS, everything else snapfire
-all vehicles aside from walkers should have Spitfire
-Remove “gets hot” for tanks and walkers (Dumb rule GW, we did fine for 6 editions without this crap rule)
It would clear up a lot of problems in army’s, even necrons monoliths technically are not allowed to shoot its template blast and any other weapon, so what’s the point in the 4 side weapons that are included in the models cost? No point, GW just didn’t play test enough, or even listen to its gaming fans.
And if anyone disagrees with vehicles being able to shoot ever weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Aside from all that, I have no problems with my Imperial Guardsmen, they are very playable and versatile. Still not the best starter army though
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Post by: Selym
GraywarTS wrote:
And if anyone disagrees with vehicles being able to shoot every weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Stationary Russes.
Although, an IRL example would be (like many modern MBT's) the Challenger 2. Which has no problem whatsoever with driving at 40 mph while blowing up tanks and using a machine gun to help pick off some local infantry.
And use smoke when needed.
Possibly while blowing up a tank.
Tanks are cool.
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Post by: Ratius
For guard you need to sacrifice shooting if you want mobility. And if you do move, you often end up incredibly close to something that will definitely kill you next turn.
That for me is pretty much the glaring weakness throughout the codex. Coupled with the overall weaknesses of vehicles in 7th and a general overcosting.
I ran a very similar list to yours (an extra Vendetta in place of the 2nd and 3rd wyverns) in a 5 player double round robin tournament and it came last :(
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Post by: GraywarTS
Selym wrote: GraywarTS wrote:
And if anyone disagrees with vehicles being able to shoot every weapon in a turn, please show me a games workshop warhammer picture that doesn’t have a tank shooting every weapon in a different direction!
Stationary Russes.
Even stationary Russes cannot shoot the battle cannon, and another weapon, all because of ordinance rules. It’s one or the other.
Doesn’t make sense IMO.
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Post by: Selym
I meant images of stationary Russes, like the DoW Winter Assault box art. But yes, this gets rather silly.
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Post by: Slayer-Fan123
Russes SHOULD at the very least have a rule saying that, if they're stationary, they get to fire the other weapons with full accuracy.
Losing Lumbering Behemoth is utter nonsense.
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Post by: GraywarTS
Selym wrote:I meant images of stationary Russes, like the DoW Winter Assault box art. But yes, this gets rather silly.
Ah, ok. My bad
Slayer-Fan123 wrote:Russes SHOULD at the very least have a rule saying that, if they're stationary, they get to fire the other weapons with full accuracy.
Losing Lumbering Behemoth is utter nonsense.
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Post by: Chaospling
If the Leman Russ really had such a huge barrel firing a fitting huge size round, the entire turret would blow off when fired because of the recoil. This doesn't happen, but fluff (and Dawn of War video games) still accept the fact that a huge recoil occurs from such a cannon, so the entire tank are blown back because of the recoil and so other guns can't be fired because the crew are probably knocked around in there.
Would be great if they dared to make a smaller barrel on the next Leman Russ model... Only by then, do you have my permission to shoot the sponson weapons simultaneously with the Battle cannon.
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Post by: Herr Fairhair
Vaktathi wrote:shyzo wrote: There's a number of reasons why IG armies have a hard time. The infantry are cheap, but largely worthless, and even at their low cost, not delivering enough to justify their paltry investment. The tanks are better, but are hardly point efficient in 7th edition (just better than the infantry).
IG infantry options are largely garbage. Thus, the army relies on its vehicles. The rules for non-skimmer vehicles in this edition (sadly, like most editions), are pretty bad. They're basically treated like MC's...but without saves and any time "to-wound" roll exceeds the minimum required to "wound" them, they are crippled in some way or risk getting one-shotted by weapons of low enough AP. The HP system hamfisted in really was not terribly well thought out, and makes most IG vehicles very vulnerable to massed "multirole" firepower like scatterlasers and autocannons. There's also simply just more ways than ever to quickly and effectively strip HP's without having to worry about the AV, stuff like Haywire, Gauss, Grav, Destroyer, etc.
IG vehicles also largely are still costed and built around 5E effectiveness, when they aren't offering that sort of capability anymore in terms of lifespan or firepower output. A lot of IG vehicles also are just quite simply highly overcosted (even for their 5E functionality), units like Hellhounds, Sentinels, etc. 130pts for an AV12 torrent S6 flamer? really? The price increase on the Chimera was a hamfisted reaction to perceived issues in 5th just weeks before the release of 7th. The poor Hydra got absolutely raped by the " AM" codex, making it open-topped and removing its "ignores Jink" ability for no discernible reason. The whole army really is like that.
What used to make IG scary in many ways was access to huge numbers of blast templates. The problem is that these no longer have the capability they once did. A blast template can only ever put a single wound on an MC, they can't hit fliers or FMC's, and with the general increase in toughness & Instant Death resistance on units like Bikers, TWC's, Necron Wraiths, etc the utilty of such blasts has decreased dramatically. To add-on to the blast thing as well, in anti-tank roles, the utility of heavy hitting but low RoF guns has decreased there as well, as quantity of fire to strip HP's matters a lot more than being able to punch through and roll on the damage chart. To further compound the issue, the "Heavy" designation does not override the restrictions on ordnance weapons and other weapons firing, so platforms like Leman Russ tanks that rely on such weaponry are notably less capable than they were in 5E.
Then of course, we get into the infantry. The scale of the game has completely outpaced the point of infantry like those that IG have. When we've got things like Wraighknights, Stormsurges, Transcandent C'tan, and Baneblades as completely acceptable normal game units, and things like Necron Wraiths that can be kitted to require nearly a thousand lasgun shots to kill a unit or more S10 AP1 fire to kill than a Warhound Titan, the point of infantry like Guardsmen, becomes little more than board control. Even against things they can harm, they're just monstrously overcosted and undercapable. IG heavy weapons squads are probably both the least effectivee, most easily killed/broken, least mobile and most expensive (per gun) heavy weapons units in the game. Basic Guardsmen struggle to hurt just about anything even in absurdly large numbers.
Even relatively "elite" IG units, like Ogryns or Stormtroopers/Scions. they're just awful. Ogryns have to deal with absurdly poor leadership and a cost tied to them that makes them completely unable to engage anything else of similar role and cost on anything near an equal level (no...an Ogryn is not going to 1v1 a TWC or Necron Wraith, nor have the speed or resiliency of one). Scions get Deep Strike and AP3...on S3 guns that struggle to hurt *anything* with even shorter range than normal Lasguns and an otherwise basically identical statline to a Veteran that's half the cost and is an Objective Secured Troop unit.
IG Psykers likewise are rather poor, they don't get any of the nifty abilities other races psykers do and are generally restricted to rather low psy ratings, and can't make effective use of many powers the way other factions can (e.g. Iron Arm, Warp Speed, or Endurance isn't doing as much for you on an S3 T3 I3 W2 model the way it is on a T5 S5 Rune Priest on a TWC or a Daemon GUO).
EDIT: also, the army has really very little mobility. Most of the army is slow, either foot infantry or normal movement vehicles or even Heavy vehicles that can only move 6"/turn regardless, and, more to the point, has a very strong incentive not to move because the closer it gets to the enemy, the easier it is for the opponent to destroy generally (often trivially easy), while there's no corresponding increase in capability for being close for many IG units. Meanwhile, the army has almost nothing capable of Deep Striking, almost no Fast vehicles, no Skimmers, no Bikes/Jetbikes, no Jump/Jet infantry, only one Cavalry unit (that happens to be one of the most useless units in the game), leaving largely just the Valkyrie/Vendetta for "real" mobility.
TL;DR the army is built (in a mediocre fashion) to the standards of an edition long since past, suffers from the massive scope creep the game has introduced, is crippled in terms of mobility, and largely just suffers from everything being painfully expensive for what it brings.
Okay so I'very gathered you know alot about IG. So I have a question. You say that tanks have been nerfed, and the mobility of the IG is poor at best right now. What about the Elysian Drop Troops? I know they get Valks and Vendettas as transports, and can deep strike everything. How do they fair with out tanks, and in 7th edition over all?
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Post by: morganfreeman
@ Herr.
Elysians have trouble bringing sufficient firepower to bear, they're very much a 'small but elite' force in an army which is terrible at 'small but elite'. They very much need to capitalize on the mobility their flyers offer, because with higher points costs and so few options they do not have the durability or damage output to win slug fests.
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Post by: JohnHwangDD
On the plus side, IG can ally in Imperial Knights, and that's not so bad.
In fact, I just got a Knight Warden with all of the options. It's fast moving, durable, with Stomp and S(D) in HtH. It categorically outclasses 2 Leman Russ tanks for equivalent points. And it has the option for Skyfire or extra firepower yet again.
When the iconic vehicle of the IG is categorically inferior in this way, that says a lot about the Codex as a whole. Automatically Appended Next Post: Iron_Captain wrote: Selym wrote:I remember the days of 5E, where I could take the classic Russ tank, and my opponents wouldn't laugh at me.
I also remember tearing apart IG armies with CSM, because daemon princes back then were an actual threat.
5E was better, imo.
5th edition best edition.
Of the last 3 editions of 40k, absolutely, 5E was the best, hands down. By a huge margin. GW basically gakked the bed with 6E and doubled down with 7E.
However, 4E > 5E and 3E > 5E.
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Post by: Vaktathi
Herr Fairhair wrote:
Okay so I'very gathered you know alot about IG. So I have a question. You say that tanks have been nerfed, and the mobility of the IG is poor at best right now. What about the Elysian Drop Troops? I know they get Valks and Vendettas as transports, and can deep strike everything. How do they fair with out tanks, and in 7th edition over all?
There are a few problems with Elysians. First and foremost, the basic Valkyrie is rather expensive for what it does. It offers great mobility, but doesn't bring much killing power. The Vendetta is better, but much more expensive and with a lower transport capacity.
A big kick in the groin for them as an army is that flyers start in reserve. This causes several problems. First, it means they must have at least *something* on the table to begin with or lose turn 1 automatically, and those somethings usually aren't terribly capable and are often easily killed themselves. Second it means you're relying on the luck of the dice for when basically the entire army shows up in ways that other armies built around similar concepts (e.g. Drop Pod Marines) don't have to deal with and can get lots of stuff of their choosing onto the board with great effectiveness right where it needs to be.
The other big problem with Elysians is that, much like all other IG armies, the infantry are largely crap, which means that once they disembark, they're effectively suicide units and even if they kill their intended target on disembarkation, typically they're just immediately killed in return with very little effort on the part of the opponent, and with the cost of the flyer transports, there's very few of them, and they don't function at anything near the level of troops from similar armies (e.g. Eldar with high mobility, specialized T3 troops). They basically act a lot like Eldar...just worse
JohnHwangDD wrote:On the plus side, IG can ally in Imperial Knights, and that's not so bad.
For all relevant purposes, so can most armies in the game though, and then they're not IG, they're IK's
However, 4E > 5E and 3E > 5E.
Ehh...I liked 4E wound allocation and a couple other parts, but if you wanted to play a vehicle heavy non-skimmer army that relied on transports, it was basically not possible, and IG were, if anything, even worse than they are now. Watching an army like Eldar run up, invisible behind area terrain, dump out wherever they pleased in your deployment zone, and consolidated up without ever getting a chance to be shot at, was not fun.
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Post by: JohnHwangDD
I bowed out of that particular gakstorm at page 7, which is too bad, as I appear to have missed some epic trolling attempts by Janky. Did anybody confirm that his "tournaments" were actually 1v1 games against pre-teen kids with half the points? Automatically Appended Next Post: Vaktathi wrote: JohnHwangDD wrote:On the plus side, IG can ally in Imperial Knights, and that's not so bad.
For all relevant purposes, so can most armies in the game though, and then they're not IG, they're IK's
Sure they are, because the majority of models are IG models; however, if built properly, the overwhelming points are coming from the big boys, not the fodder.
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Post by: gmaleron
Vaktathi wrote: A big kick in the groin for them as an army is that flyers start in reserve. This causes several problems. First, it means they must have at least *something* on the table to begin with or lose turn 1 automatically, and those somethings usually aren't terribly capable and are often easily killed themselves. Second it means you're relying on the luck of the dice for when basically the entire army shows up in ways that other armies built around similar concepts (e.g. Drop Pod Marines) don't have to deal with and can get lots of stuff of their choosing onto the board with great effectiveness right where it needs to be.
The other big problem with Elysians is that, much like all other IG armies, the infantry are largely crap, which means that once they disembark, they're effectively suicide units and even if they kill their intended target on disembarkation, typically they're just immediately killed in return with very little effort on the part of the opponent, and with the cost of the flyer transports, there's very few of them, and they don't function at anything near the level of troops from similar armies (e.g. Eldar with high mobility, specialized T3 troops). They basically act a lot like Eldar...just worse
I play Elysian drop troops and you are forgetting about their Combat Drop Rule. This allows their Valkyries, Sky Talons, Drop Sentinels and Sentry Turrets to Deep Strike in Turn 1 like a Drop Pod so you never have to worry about not having models on the table for the first game turn. Also it is not as bad as you think bringing on the rest of your reserves, the Elysians have access to Officers of the Fleet and the Long Range Ground Scanner which can give you a 2+ roll to bring in your Reserves which in a lot of cases is even better than Space Marines.
You are correct in the fact that is a very highly Elite Army and Veterans are really the only way to run them as their standard Platoons do not have access to orders. A good way to think of this army is like the old school Mech Vet spam except instead of easy to kill Chimeras you have much more survivable zooming Valkyries who arguably have much better anti-infantry firepower as well. As I mentioned earlier if you equip all your veterans with either three Melta Guns or three Plasma Guns you can deploy them in a way where you could deliver a very effective strike and suffer minimal casualties in return. With my Elysian Drop Troops I have actually faced and beaten the new Eldar, Necrons and Marines in a very competitive environment that is my FLGS ( even in our friendly games we take really strong lists) and I have found it to be one of the few IG armies that can hold their own against the new top Codexes. Also the insane maneuverability of the Valkyries really helps us keep up against other fast armies, especially in games of Malestorm.
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Post by: lazarian
Another issue is cover. Paradoxically while some weapons rip through people the majority of guard weapons bounce off a universe of ravenwing and tzentch daemons. Monstrous creatures take multiple shots to drop where vehicles can still far more reliably be blown up in one shot. Combined with said creatures having saves and its not a contest.
The game has become awash with units either very effective or very durable. Guard has less of these natively in their book and must rely on allies. There is also a further subset of units asymmetrically more durable (stealthed black knights) or killy (d-scythes) or unreasonable in casual play (battle companies or decisions).
To compete some of the tools have been handed to guard but not enough.
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Post by: Commissar Benny
While the imperial guard has a vast array of units to choose from, options don't really matter when they are all bad.
* Almost everything in the codex needs a massive points reduction.
* Guardsmen....which should epitomize the backbone of the IG do nothing more than die. Their point cost is far too high for what they don't do. At present they serve only to tax the player who uses them & veterans aren't much better.
* The rules for half the units in the codex are just terrible. Units like Rough Riders/Ogryn/Stormtroopers as well as many others do not perform the role they are supposed to.
* Armor might as well be aluminum foil. Glanced to death by everything.
* Then there are absolutely absurd rules like vox casters having limited distance etc. Are they using fisher price walky talkies? Basic radio equipment today can reach halfway across the world. But in the 40k it can't reach across a football field? Right...
I thought there was a huge thread that outlined many of the issues IG have. Edit Here it is:
http://www.dakkadakka.com/dakkaforum/posts/list/651867.page
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Post by: lazarian
Other armies have frankly been handed easier and more effective shooting phases, plus more durable platforms to boot.
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Post by: Lukash_
Guard are in a bit of a weird place right now, to where they walk all over the lower 'dexes but get smashed the second any of the "7.5" codices looks in their general direction.
Overall two big things have hurt the Guard:
The proliferation of multiwound models with stacked saves and high toughness. If I fire 150 lasgun shots at a unit of Canoptek Wraiths (a full platoon in rapid fire range and under FRFSRF) I will cause four wounds. If they're being fielded in a Decurion and have RP active, that drops to two.
The terrible vehicle rules, and none of the things like Jink that other races get.
More of a flavor thing, but the current Guard 'dex is terrible in terms of customization and fluff. I get jealous every time I look at the 30k Imperial Militia and the Renegades and Heretics lists, just because you can add flavor and have your army play differently.
Not to say we're as bad off as some, but I'd appreciate an update.
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Post by: master of ordinance
OP allow me to enlighten you:
The Imperial Guard are gak. Our infantry exist purely for board control and meatshielding and out of these they struggle to do the former as they can be wiped out in their hundrds. The only way I make mine last is to bring them as Veterans with camo gear and stick them in cover which brings me to point two which is: Other OP codexes. Space Marines can bring three Vindicators to drop a 10" S10 AP1 ignores cover pieplate and other codexes have plenty of tough ignores cover stuff.
My regular opponent always rings the triple Vindicator spam crap. With it I have the choice of bundling my stuff up in cover and then getting smashed by the 10" template or spreading out and having my Infantry gunned down in the open. Fun? No.
Hell, someone described Imperial Guard Infantry as a tax and I fully agree with them. Our basic Infantry are a tax to the rest of the army.
And then we have the tanks. Overpriced but still vital. Now they are Heavy vehicles meaning that Infantry can outrun them whilst they now struggle to do anything against my opponents units. The Vanquisher is a joke and the classic LRBT might as well not exist.
Our elites are terrible being both over priced and under powered and our fast attack selections are a joke with only Sentinels being vaguely useful.
The lack of decent BS is also a problem - is a 'Veteran crew' upgrade for +1BS at 10 points too much to ask for our tanks? With the exception of our Lord Commissars there is no BS 5 in the entire list and most things are sub BS 4.
The new formations are also a mixed bunch. Some like the the Armoured Fist and that SH and the Artillery ones are okay, not stellar mind, but okay. Others like the Psyker one, the Emperors Shield and the Decurion escue one are terrible.
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Post by: UrsoerTheSquid
Another thing that really hurts the guards mobility is removing models that are closest to the attacking model. I don't mind the mechanic itself in fact it makes sense ans ensure you are placing your models carefully but when my blob moves 6 inches up the board and then the first 4-6 inches gets wiped out. the squad is essentially back where it started only to. Try it again the next turn.
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Post by: master of ordinance
Or removing the other players models. Sure I have 2X or 3X the number of models that you have but I am struggling to remove one of your MEQ's whilst you are happily murdering my bods at a rate of knots
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Post by: generalchaos34
Back in "the day" I always viewed the guards strength as being squadrons and numbers back when army slots were limited. They are still fashioned in that way, making people who play the CAD being able to get more bang for their buck. The unfortunate part of that is that there is sooooo much more than CAD nowadays and now all the armies get squadrons that it has taken away that once super special guard ability. I would like to see something akin to Fire team or the space marine rules where you can take 3 of a tank and it gets to do something extra cool to reflect this, such as 3 hellhounds getting to use a hellstorm template, or 3 LRBTs getting pinning, or basilisks get to have a 10 inch blast, or better yet, that 3rd tank comes at a big price decrease (which would go a long way for GW selling minis). I would just like to see something that rewards me for playing with A LOT OF MEN on the table. I've always been in favor of an infantry guard universal rule where they can "dig in" and if a unit does not move for a turn it gets to add +1 to their cover saves, maybe as part of a decurion. Another thing I would like to see is a big point decrease on hellhounds, because as long as Eradicators exist there is no point to take them, as well as a general point decrease for most Russes in the magnitude of 15-25 points.
Speaking of fluff, I'd like to see something more along the line of the emperor shield (in style, not rules) by making you take something like massed infantry squads that gain a bonus of some kind (maybe a leadership bonus?) if they stay within 6 inches of a Leman Russ and other things along those lines
Edit: and Taurox Primes (which I love for some reason), its such a limited unit use unit it should be BASE 60 points or at least open it up to more units to use
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Post by: TheSilo
Honestly, it's because no one on Earth has the patience to play what would be a truly competitive IG army. You could very easily field upwards of 300 infantry models in 21 different squads for 1300 points (including guardsmen, conscripts, and PCS). You could field over 500 in a regular 2000 point game. Against pretty much every army I've ever played in 7th, there would be no way that an enemy could ever secure an objective after turn 2. But dear god, who would ever want to pack and move and handle 500 models. Most enemies wouldn't have enough units to kill off that many models. You could probably do something similar with Taurox and just have tons of objective secured vehicles soaking up bullets. It could be done, but your games would take 10 hours.
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Post by: Dozer Blades
Has anyone tried Emperor's Wrath formation from the Montka campaign book ? I e heard it's hard as nails.
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Post by: Selym
TheSilo wrote:Honestly, it's because no one on Earth has the patience to play what would be a truly competitive IG army. You could very easily field upwards of 300 infantry models in 21 different squads for 1300 points (including guardsmen, conscripts, and PCS). You could field over 500 in a regular 2000 point game. Against pretty much every army I've ever played in 7th, there would be no way that an enemy could ever secure an objective after turn 2. But dear god, who would ever want to pack and move and handle 500 models. Most enemies wouldn't have enough units to kill off that many models. You could probably do something similar with Taurox and just have tons of objective secured vehicles soaking up bullets. It could be done, but your games would take 10 hours.
Find a way to temporarily secure a model to a movement tray. 500 men : 50 trays
For platoons, attach the trays together.
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Post by: Lukash_
Dozer Blades wrote:Has anyone tried Emperor's Wrath formation from the Montka campaign book ? I e heard it's hard as nails.
I've tried it with Hydras, Wyverns, and a Manticore. Ignore Cover Basilisks sound fun, but I don't have the models. While Wyverns don't get much from the formation, Ignores Cover Hydras are always nice and Ignores Cover Manticores are devastating to anything not in power armor. I'd really love to be able to issue "Bring it Down!" to the formation but eh.
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Post by: Slaphead
Do any of their Superheavies like the Shadowsword, Stormsword, Baneblade etc make much difference to them?
I only ask because I am considering getting one at some point and wasn't 100% sure if the points were better spent on something else.
This thread doesn't fill me with confidence with the Astra Militarum force I've just started putting together. At least my regular opponent will be playing mostly CSM and Dark Eldar. As soon as he gets Tau though, I am buggered!
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Post by: Lukash_
The Guard superheavies are among the most balanced (read: not overpowered) Lords of War around. In an age of 300 pt Jump Gargantuan Creatures and Overcompensation Suits, they don't really hold up.
They are fun and awesome models, though. Some are better than others. I have a Shadowsword which is pretty fun.
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Post by: Ratius
IG superheavies face the same argument highlightd above.
Damage output VS manouveability.
Most other superheavies move as quickly if not faster than them (Gargs, Heiro, Revenant, LoS etc) and once they are caught in hth its usually an ugly outcome.
If you can protect them from being caught in hth they can do better and some variants pout out terrific firepower but over a 6-7 turn game they are likely to be caught, their protection destroyed or blown up via shooting once their bubblewrap is gone :(
Really comes down to: can you put out enough pewpew before they get caught.
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Post by: Selym
Lukash_ wrote:The Guard superheavies are among the most balanced (read: not overpowered) Lords of War around. In an age of 300 pt Jump Gargantuan Creatures and Overcompensation Suits, they don't really hold up.
They are fun and awesome models, though. Some are better than others. I have a Shadowsword which is pretty fun.
Imo, the Baneblades could do with either a points drop or a firepower increase, as equivalent points in LRBT is more efficient. And LRBT's are rubbish atm.
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Post by: JohnHwangDD
Slaphead wrote:Do any of their Superheavies like the Shadowsword, Stormsword, Baneblade etc make much difference to them?
I only ask because I am considering getting one at some point and wasn't 100% sure if the points were better spent on something else.
No, they don't. But they are pretty nice models.
If you want one for looks and for funsies, go ahead and get one. If you wanted to put your dollars where the points were good, you'd play Decurion or Tau, not Guard. Automatically Appended Next Post: Lukash_ wrote:The Guard superheavies are among the most balanced (read: not overpowered) Lords of War around. In an age of 300 pt Jump Gargantuan Creatures and Overcompensation Suits, they don't really hold up.
That is a strange way of saying that the IG SuperTanks suck.
Selym wrote:Imo, the Baneblades could do with either a points drop or a firepower increase, as equivalent points in LRBT is more efficient. And LRBT's are rubbish atm.
Or they could get a re-rollable 4++ (but only 5++ if not in an IG force) against any damage. That'd move them from crap to playable, just like everything in the Necron list.
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Post by: riburn3
Without reading anything else in this thread...AM aren't "so bad". While they certainly have started to fall behind newer army lists mostly because of codex creep, it doesn't mean they are bad. Some of their new formations, like the artillery one, are downright nasty.
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Post by: TheSilo
riburn3 wrote:Without reading anything else in this thread... AM aren't "so bad". While they certainly have started to fall behind newer army lists mostly because of codex creep, it doesn't mean they are bad. Some of their new formations, like the artillery one, are downright nasty.
I don't seem to have much trouble as IG, but my gaming group isn't particularly hardcore. I usually win against everyone except Eldar or Necrons. My gripe is that it's basically pointless to take more than one elite or fast attack unit, so my army comp is kinda boring with just infantry, apcs, and heavy support. I still maintain that veterans are one of the best troop choices in the game, they're super cheap BS4 and can bring 3 plasma or meltas, that's pretty darn good.
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Post by: master of ordinance
Slaphead wrote:Do any of their Superheavies like the Shadowsword, Stormsword, Baneblade etc make much difference to them?
I only ask because I am considering getting one at some point and wasn't 100% sure if the points were better spent on something else.
This thread doesn't fill me with confidence with the Astra Militarum force I've just started putting together. At least my regular opponent will be playing mostly CSM and Dark Eldar. As soon as he gets Tau though, I am buggered!
The Guard can be nasty and if used well can make some of the stronger codex's stand up and take notice. However we suffer from being a slow/immobile gunline army that relies on large numbers of squishy infantry and tanks in an era where vehicles have been nerfed into the ground, just about every army can remove light infantry (read: Average Guardsman) in vast quantities per turn and even less shooty armies such as Marines can put more firepower (nand more effective firepower) downrange faster.
We also suffer from having some of the worst pricing in the game with many units being costed at over twice what they are actually worth (looking at you here Elite's).
That said the Guard are a fun army to play a fluffy list with and can be a good one for learning advanced tactics with (mainly because you have too to win).
As for the SH's, I usually find that the Shadowsword can be fun, if unreliable. Do not use the entry from Escalation or the Mont'Ka book, use the one from the Imperial Armour book. It is still legal by GW's own ruling and is far better than the over nerfed crap that is the GW version.
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Post by: AnomanderRake
The OP's question is a weird one. The 'Astra Militarum' Codex in a vacuum isn't particularly strong, but the Imperial Guard in general have access to more Forge World units, variant army lists, Allies, and expansion book shenanigans than pretty much everyone else. If you're going to chain yourself to building an army out of a single book the Guard aren't very good at it, but you can build incredibly good lists out of their models and small allied forces using all the toys at their disposal.
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Post by: Selym
While FW units are valid selections, it would be nice to actually have an IG army that looks like an IG army, and doesn't rely on additional expensive books. Atm, the AM codex is useless.
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Post by: HoundsofDemos
While I love forge world and welcome it into the game, if you need another book to make yours viable than you have a bad codex especially for an Army that is clearly a main army. I'm more understanding for say the ad mech, skittarri, knights, harlequins, and Inquisition books to need allies as they are mini codexes. Imperial Guard is not, they are a full army with a full range and shouldn't need a crutch to play well.
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Post by: Red__Thirst
Guard face an up-hill battle and the codex needs a LOT of revision and update across the board to make the unit choices worth their (currently very over costed) points.
And I see someone linked that thread with Jancoran spouting off at the mouth and never actually saying or proving anything useful. Good times.
Hopefully we'll see some updates soon, I love my Vostroyan Guard and really enjoy playing them despite the current lack-luster rules in this codex. I even own a full squad of Wyrdvane Psykers, fully painted, as well as a Hellhound that I haven't used in over a year because the Eradicator Leman Russ is just a better tank all around.
We'll see what we can see, I suppose. Take it easy for now.
-Red__Thirst-
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Post by: War Kitten
What makes Guard so bad is the fact that we ho real tactic that works anymore. Our infantry is laughably easy to remove (even when spammed) forcing Guard players to go to Mech Vets just to not feel like they're wasting their time with infantry. Our vehicles are all overcosted, underpowered (sometimes both), and also painfully easy to just glance to death. Guard need a lot of work. I love my Cadians, I really do, so I just pray that at some point GW will give Guard the new codex we badly need.
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Post by: labmouse42
Let's address this point. Are the IG...err AM tanks point efficient? The short answer is no.
Let's take a look at the classic LRBT with HB sponsons and a HB hull. For a long time, this was the staple of the IG army.
This clocks in at 170 points for a heavily armored, slowing moving tank that is weak to assault with weak to moderate firepower.
The Guns
The battle cannon rolls to deviate 2/3 of the time. Out of those, it's going to deviate an average of 4". This might still hit some targets, but it means grouping is hard.
A smart opponent will also space his models so you will only hit 3-4 on a good shot, and perhaps even less when deviating. Let's say that 1/3 of the time no targets are hit, 1/3 of the time 4 targets are hit, and 1/3 of the time 3 targets are hit, for a total of 7/3 hits per round of shooting. Of those 5/6 will be wounded, resulting in 35/18 (just under 2) dead enemies per turn. With cover or FNP this number drops, but let's look at best case for right now.
The HB's will hit 1/6 of the time. Against MEQ they wound 2/3 of the time, with 1/3 failed saves. This means we can expect the following results.
(Number of Shots) * (To Hit) * (To Wound) * (Failed Saves)
9 * 1/6 * 2/3 * 1/3 = .3 dead MEQ per turn.
9 * 1/6 * 5/6 = 1 GEQ per turn.
In summary, the massive firepower of the LRBT equals ~2.3 dead MEQ per turn or ~3 GEQ per turn.
I normally try to avoid using 'earn their points back' but in this case it's a good measuring stick. Given a 14 point MEQ, in just over 5 turns of firing the LRBT will earn its points back in MEQ. It will never catch up to GEQ.
Comparison
Let's compare the LRBT firepower to a ravager. At 110 points, it has 3 disintegrator cannons.
9 * 2/3 * 2/3 * 1 = 4 dead MEQ per turn.
At the same rate, the ravager will "Earn it's points back" in less than two turns.
To add the nail in this coffin, the Ravager is not exactly the 'most dakka unit in the game'. Scat bikes are even better.
The Armor
Next lets look at the toughness of the LRBT. AV 14 in the front and 13 on the sides is not bad. The biggest weakness IMHO is the AV10 rear. The LRBT fears marines stuffing krak grenades up it's ass, and that's the least of it's worries. Swooping hawks, knights, D weapons can overwhelm the LRBT.
As has been mentioned, they can also be glanced to death. This means that STR 7+ weapons can start racking up the glances on the side -- and STR 7 is not that uncommon.
'Emperor's Fist Armored Company'
This formation dramatically improves upon the LRBT. It increases the firepower by providing BS4, a significant boost.
It increases the durability by forcing your opponent to roll two dice when rolling damage effects.
This helps to make the LRBT more competitive. The increase of BS is more effective on the punisher gatling gun -- given that a 1" smaller deviation is not that great of an effect. To take a look our firepower ratio, we have this...punisher.
29 * 2/3 * 2/3 * 1/3 = 4 dead MEQ per turn, earning it's points back in 2.6 turns! While still not on the level of the ravager, it's a heck of a lot better.
These are much better numbers -- but they are still not the best unit in the game by a long shot.
Why use the LRBT?
The biggest advantage I can see about the LRBT is the fact that there are thousands upon thousands in existence. You can find them on ebay, on craigslist, or dakka swap shot for cheap. In a game where 'He who spends the most $$$ wins', you can play for cheap.
LRBTs are also cool. Fielding 6 LRBT and 5 chimeras full of vets is just cool.
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Post by: master of ordinance
You forgot that hose three HB's are all firing snap shots if the main gun fired so it is actually 0.02 dead MEQ per turn.
The FW books are not bad and certainly worth it for the SH vehicles (do not even look at Escalation) but almost everything else there is overpriced. Case point being the Leman Russ Annihilator which is a 130 point tank armed with a twin linked lascannon or the Laser Destroyer which is a 60" ranged lascannon mounted on a Leman Russ chassis for 160 points.
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Post by: labmouse42
master of ordinance wrote:You forgot that hose three HB's are all firing snap shots if the main gun fired so it is actually 0.02 dead MEQ per turn.
Tanks for the catch. It has been edited.
Just for the record, the HBs still kill ~.3 MEQ per turn, not 0.02.
It also leads more value to the variant models of LRBT that do not use the battle cannon.
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Post by: master of ordinance
labmouse42 wrote: master of ordinance wrote:You forgot that hose three HB's are all firing snap shots if the main gun fired so it is actually 0.02 dead MEQ per turn.
Tanks for the catch. It has been edited.
Just for the record, the HBs still kill ~.3 MEQ per turn, not 0.02.
It also leads more value to the variant models of LRBT that do not use the battle cannon.
My bad. Also that 0 is a ninja, it was meant to be 0.2.
I tend to find the Exterminators are the best. They are slightly cheaper than the others and have a decent amount of firepower and they can kill most vehicles with a couple of turns shooting on the flank.
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Post by: labmouse42
master of ordinance wrote:My bad. Also that 0 is a ninja, it was meant to be 0.2.
I tend to find the Exterminators are the best. They are slightly cheaper than the others and have a decent amount of firepower and they can kill most vehicles with a couple of turns shooting on the flank.
Those also look really good as well. I think the choice is definitely between them and the punisher, given the rules for ordnance weapons. This is assuming the formation granting 4 BS -- which is the only way I can see to make them viable.
The exterminator looks like this vs MEQ
4 * 8/9 * 5/6 * 1/3 = ~1 dead MEQ per turn
The punisher cannon looks like this
20 * 2/3 * 2/3 * 1/3 = ~3 dead MEQ per turn.
The exterminator has STR 7 guns, meaning it can be used vs vehicles or high toughness targets as well. They are both good, but different.
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Post by: Lukash_
Among the other fun and games that Imperial Armor brings to the Guard:
Company Command Vanquishers that when properly kitted are one of the most dangerous anti-vehicle/ MC options around.
Hydras that still ignore Jink saves.
Veteran squads with built-in Tank Hunters (drive-by, anyone?) A bit expensive but fun.
Elite slot Commissar tanks which provide LD 10 bubbles.
Slightly cheaper Manticores.
The infamous and deadly Vulture Gunship.
If most things didn't use their old prices, I would switch over completely to just the Armored Battlegroup list.
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Post by: master of ordinance
Aye, its the one thing that stops me from switching. The points listings are abysmal in these times (Eradicators at HOW many points?!?). That said the mine plough is awesome
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Post by: War Kitten
If I could actually afford FW Prices I would love to pick up the ABG, it has some very nice sounding stuff in it.
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Post by: Knockagh
Deadnight wrote:Simple answer?
The name change.
Thry used to be the imperial guard.
Whilst I'm not sure this makes them terrible on the board it definitely makes them terrible. I loathe the new name, Imperial Guard was a great name, it wasn't fancy because it's not a fancy army it's a mass of men. A.M makes them sound like they are something they are not. Can you imagine the last chancers in AM? No sir they are plain old guard.Gaunts bunch of bandits or the hundreds of other scoundrels we know and love they are dirty tough guardsmen whipped into shape and constantly harassed by political officers just to keep them facing front. They will always be guard to me and I love them dying in their droves win or loose they are humanities shield.
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Post by: Commissar Benny
AnomanderRake wrote:The OP's question is a weird one. The 'Astra Militarum' Codex in a vacuum isn't particularly strong, but the Imperial Guard in general have access to more Forge World units, variant army lists, Allies, and expansion book shenanigans than pretty much everyone else. If you're going to chain yourself to building an army out of a single book the Guard aren't very good at it, but you can build incredibly good lists out of their models and small allied forces using all the toys at their disposal.
I always hear this argument anytime anyone vocalizes frustration with the guard codex. "You should take (x) allies to shore up your weaknesses." Would it solve many of the guards problems? Yes. Absolutely. HOWEVER, if I wanted to play space marines....I would play space marines. If I wanted to play SoB...I would play SoB. I shouldn't be forced to take allies from different armies just to make the codex viable. There are plenty of standalone armies that perform just fine on their own without needing allies to fix massive issues within their codex.
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Post by: JohnHwangDD
Exactly. If the best thing about the Guard is that you can take non-Guard units that surpass the Guard at doing things the Guard should do, then the Guard are not good.
Which is precisely why I now own a Knight Titan kit as prep for my next Apoc game.
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Post by: drunken0elf
Lots of the problems Astra Militarum seems to be based around the cost in points. Bunch of stuff is overpriced.
I think it's like 55points for a bullgryn... top kek.
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Post by: master of ordinance
drunken0elf wrote:Lots of the problems Astra Militarum seems to be based around the cost in points. Bunch of stuff is overpriced.
I think it's like 55points for a bullgryn... top kek.
Ogryns are my favourite (didnt even look at Bullgryns). A minimal unit of three costs me 120 points and each extra Ogryn is another 40 points after that. A minimally effective sized unit of 5 costs me 200 points
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Post by: labmouse42
drunken0elf wrote:Lots of the problems Astra Militarum seems to be based around the cost in points. Bunch of stuff is overpriced.
I think it's like 55points for a bullgryn... top kek.
The problem is that unit costs do not properly reflect the modern meta. Sure, if your opponent is fielding bolters against you, a T5, 3 wound model for 40 points is not that bad. That's 13 points per wound. The problem is when your opponent has D weapons and tons of STR 6/7 shooting.
There are lots of examples of this. C: SM dreadnoughts still being valued at 100 points. The Eldar Avatar is another.
It's the subject of not enough play testing with their units.
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Post by: master of ordinance
Actually, the Imperial Guard codex is a very strong one and I would go as far as to say it is the strongest of the lot, able to beat even the dreaded Eldar with ease......
Provided that you play on a twenty foot square board.
If you actually start out on a twenty foot area and bring artillery then the Imperial Guard can and will smash anything else they will face up to and including a Titan. Our artillery is extremely potent and has a vast range that, when the board is big enough, allows it to squash targets before they can even return fire.
The problem, however, is that very few (almost none infact) games are played on a twenty foot square board.
Tau (that other gunline army that does it better) can deal with this because their extreme range firepower is actually almost none existent. It is their medium to short ranged firepower that really packs the punch.
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Post by: JohnHwangDD
Except, that's not true, either. The 20' board was the nonsense argument in the VDR thread for the Shadowsword being worth its points against any other Superheavy. Except for things like Drop Pods, WWPs, Infiltrators, Flyers and so forth. Plus there's cover that prevents anything except Basilisk fire.
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Post by: TheSilo
I would like to see a bit more acknowledgement of that artillery and holistic army idea. I know people like the big guns but honestly the death strike and basilisk just aren't very useful in 40k. Preliminary bombardment before the battle or spotters calling in rounds (a bit more reliably than the master of ordnance) would be cool.
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Post by: master of ordinance
JohnHwangDD wrote:Except, that's not true, either. The 20' board was the nonsense argument in the VDR thread for the Shadowsword being worth its points against any other Superheavy. Except for things like Drop Pods, WWPs, Infiltrators, Flyers and so forth. Plus there's cover that prevents anything except Basilisk fire.
I was being sarcastic. Next time I should put the tags in, it does not translate well over the internet.
That said if you can engage the enemy at our maximum range and have plentiful AA and fighter cover and have blob units to deal with enemy suicide outflank/ DS teams and the enemy does not just do a 100% drop pod/ DS/flight of the XYZ army then you will almost always win.
So provided your opponent does not bring a competitive list you will have a chance.
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Post by: JohnHwangDD
OK, thanks. I wasn't sure.
Totally true about opponent bringing a crap list, tho. IG can beat a Mutilator / Possessed / Warp Talon / Defiler CSM list, for sure!
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Post by: Akiasura
Not if ig spam LRBT and chimeras with no infantry.
Check out the mutilator thread.
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Post by: JohnHwangDD
I'm forcing the CSM to bring Mulilators, Possessed, Warp Talons *and* Defilers. Not just Mutililators and the best of the rest.
And I'm assuming IG bring their "A" game, such as it is.
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Post by: Akiasura
Yeah, the ig with an A game have no fear of mutilators. Nobody does except an all knight force
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Post by: Commissar Benny
So I had some free time & decided to watch some IG batreps on youtube. The outcomes were expected. IG lost against Eldar, Grey Knights, Space Wolves, Tyranids, Chaos Iron Warriors, & Dark Eldar. IG did not win in 1 single game I watched yesterday. Here are some of the comments from the batreps which I found entertaining:
Is there any game where the IG win...like is it possible? I started watching Batreps on three YT channels for.. two months now, and never, EVER seen a winning IG. I love the IG but they really seem to SUCK in the game.... Is it just me, as a newbie, who got this impression or the game really is unbalanced?
I honestly dont think I have ever seen an astra militarum win ever, even at the local game club.
Game was over on the first turn.
Before every guard game people say they are gonna get burned to ashes by the guard, but every single time the exact opposite happens and guard get hammered... IG lose about 80% of the games I've seen, GW seriously need to do something to them.
Very nice report, kind of feel the guard has no chance just from lists but good man sticking it out.
Literally half the battle reports were over turn 2 due to deepstrike/outflank/drop pod shenanigans. Honestly, what are IG players supposed to do against this? Rely on allies (Coteaz) every single game? Unlike Tau which makes it near impossible to get into assault due to firing overwatch at full BS & supporting fire special rule, once the IG line breaks the game is decided. Blobbing infantry around ones armor only serves to delay the inevitable. IG's only decent counter charge units are Ogryns which are the epitome of mediocrity & rough riders which are useless against anything in terminator armor or superior in melee.
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Post by: koooaei
I often win with them.
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Post by: gmaleron
As do I and this is against lots of the power armies out there such as Eldar and the new Tau thanks to running Elysian Drop Troops and a Leman Russ heavy army out of Imperial Armor Volume #1 2nd Edition. With my Elysians by running a flyer heavy army it really helps increase my survivability and generate even more Firepower then Chimeras. What also makes them better is the fact that they can come in Turn 1 thanks to the Combat Drop Special Rule and also having Deep Strike on your Veterans it enables them to get the first strike in against any target. As long as its not a Tau player spamming Sky Rays this list has alot of potential to do damage to the newer books.
With my Krieg Armored Division I heavily rely on my Armor 14 to get me through the battle, however as mentioned there are many things that can counter it, especially from the newer army books. By running it out of Imperial Armor #1 2nd Edition however it goes a long way it making a few things easier against said armies. Beast Hunter Shell Vanquishers for Riptides and Wraithknights, Leman Russ Battle Tanks equipped with Infernus Shells to give me flexibility against a wide array of targets, Infantry to screen and bubble wrap my tanks from Deep Strikers and Techpriests to fix them up. With this list I was able to grind my way to a close win over a Tau Hunter Contingent (and if you are wondering my store is Very Competitive, even most friendly games are carried out with strong lists) just this past weekend.
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Post by: Akiasura
Are the batreps in the mutilator thread normal for your meta?
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Post by: autumnlotus
There is a impguard player here who wins often. It's not because of his codex or his skill though, he is pretty awful at the game. Mostly its because he faces chaos marines and newbie space marine players and brings mostly tanks. I don't play against him, as fighting nothing but tanks is boring and he refuses to play anything differently, so I ignore him as he trashes an opponents army as the other player just moves forward and shoots blindly. That doesn't prove that the codex is good though. It just means that that part of my meta is really weak. For example he refuses to play against my mono-nurgle daemon army, saying summoning is cheese and that having a GUO and 2 daemon princes is overpowered, or how a friends Necrons just Devestates his tanks
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Post by: koooaei
Akiasura wrote:
Are the batreps in the mutilator thread normal for your meta?
That was not from my meta - it was from vassal. And i encourage you to play against me. Both against mutilators and AM. What's better than seeing stuff with your own eyez, eh? What are you willing to stake?
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Post by: Akiasura
koooaei wrote:Akiasura wrote:
Are the batreps in the mutilator thread normal for your meta?
That was not from my meta - it was from vassal. And i encourage you to play against me. Both against mutilators and AM. What's better than seeing stuff with your own eyez, eh? What are you willing to stake?
Calm down, it was just a simple question. Your bat reps from the mutilator thread were very casual, and I thought one of them was against a space marine friend who also brought a very weak list, so I thought I would ask.
If vassal worked on iPads, and I could figure it out, I'd play. It'd be more interesting than reading the forums, even if some of my turns would take forever. Sadly the college doesn't want us using pcs anymore since students are encouraged to do everything electronically.
As for stake...are you asking me to bet something? On a game where you can bring muties or AM and I can bring Eldar? That doesn't see, fair to you.
8520
Post by: Leth
What kills IG IMO is the amount of ignore cover, spammed str6+ and D weapons in the game. Combined with the lack of mobility inherent to the guard they just have a huge uphill battle trying to get to objectives.
96599
Post by: Eisenfresser
Lukash_ wrote:Among the other fun and games that Imperial Armor brings to the Guard:
Veteran squads with built-in Tank Hunters (drive-by, anyone?) A bit expensive but fun.
Just double-checked IA1v2 and didn't see what unit you are referring to. Can you let me know?
Cheers,
6772
Post by: Vaktathi
gmaleron wrote:
As do I and this is against lots of the power armies out there such as Eldar and the new Tau thanks to running Elysian Drop Troops and a Leman Russ heavy army out of Imperial Armor Volume #1 2nd Edition. With my Elysians by running a flyer heavy army it really helps increase my survivability and generate even more Firepower then Chimeras. What also makes them better is the fact that they can come in Turn 1 thanks to the Combat Drop Special Rule and also having Deep Strike on your Veterans it enables them to get the first strike in against any target. As long as its not a Tau player spamming Sky Rays this list has alot of potential to do damage to the newer books.
With my Krieg Armored Division I heavily rely on my Armor 14 to get me through the battle, however as mentioned there are many things that can counter it, especially from the newer army books. By running it out of Imperial Armor #1 2nd Edition however it goes a long way it making a few things easier against said armies. Beast Hunter Shell Vanquishers for Riptides and Wraithknights, Leman Russ Battle Tanks equipped with Infernus Shells to give me flexibility against a wide array of targets, Infantry to screen and bubble wrap my tanks from Deep Strikers and Techpriests to fix them up. With this list I was able to grind my way to a close win over a Tau Hunter Contingent (and if you are wondering my store is Very Competitive, even most friendly games are carried out with strong lists) just this past weekend.
I've got lots of love for the mechanics of the IA1 book, however the tanks are also generally vastly more expensive than their Codex counterparts, as FW has declined to do any updates (as has GW in general for just about everything), and thus the tanks largely retain their 5E costings, resulting in the vehicles being largely 20-40% more than their Codex counterparts (particularly after kit). Likewise, those Beast Hunter Vanquishers are usually the prime targets of stuff like Wraithknights, drop pod melta squads, etc and any other of a host of things that can easily pop them turn 1 and leave you without a vital capability from the get-go
40344
Post by: master of ordinance
I have the same experience with my Guard. Almost every game is over by turn two/three.
The only exception was the last one I had, a 2425 point match against my friends Iron Legion. I snook a Shadowsword into my list. Long story short the Shadowsword carried my army as my opponent took out my Engineer and Servitors with his first Master of Signal, damaged my tanks with his second and removed most of my Infantry and damaged my tanks again with his Primarchs one. And he took a lot of HP off my Shadowsword with his Landraider Terminus Ultra. That said it ended 7/8 in his favour after my Shadowsword finally got a shot off at that Landraider after the Librarian finally failed its invisibility casting check and left it vulnerable. Automatically Appended Next Post: Vaktathi wrote: gmaleron wrote:
As do I and this is against lots of the power armies out there such as Eldar and the new Tau thanks to running Elysian Drop Troops and a Leman Russ heavy army out of Imperial Armor Volume #1 2nd Edition. With my Elysians by running a flyer heavy army it really helps increase my survivability and generate even more Firepower then Chimeras. What also makes them better is the fact that they can come in Turn 1 thanks to the Combat Drop Special Rule and also having Deep Strike on your Veterans it enables them to get the first strike in against any target. As long as its not a Tau player spamming Sky Rays this list has alot of potential to do damage to the newer books.
With my Krieg Armored Division I heavily rely on my Armor 14 to get me through the battle, however as mentioned there are many things that can counter it, especially from the newer army books. By running it out of Imperial Armor #1 2nd Edition however it goes a long way it making a few things easier against said armies. Beast Hunter Shell Vanquishers for Riptides and Wraithknights, Leman Russ Battle Tanks equipped with Infernus Shells to give me flexibility against a wide array of targets, Infantry to screen and bubble wrap my tanks from Deep Strikers and Techpriests to fix them up. With this list I was able to grind my way to a close win over a Tau Hunter Contingent (and if you are wondering my store is Very Competitive, even most friendly games are carried out with strong lists) just this past weekend.
I've got lots of love for the mechanics of the IA1 book, however the tanks are also generally vastly more expensive than their Codex counterparts, as FW has declined to do any updates (as has GW in general for just about everything), and thus the tanks largely retain their 5E costings, resulting in the vehicles being largely 20-40% more than their Codex counterparts (particularly after kit). Likewise, those Beast Hunter Vanquishers are usually the prime targets of stuff like Wraithknights, drop pod melta squads, etc and any other of a host of things that can easily pop them turn 1 and leave you without a vital capability from the get-go
^This. The tanks in the IA books are even more overpriced than the IG codex variants and tend to suffer from a terminal existence failure whenever the enemy looks at them.
62835
Post by: IGtR=
The other codex's make Astra Militarum bad in addition to the bad codex that it is. In that respect it is quite fluffy. Not only is it gak when compared to the more advanced xenos but the incompetents in charge have made it impossible for all but the best general or most equipped to win!
97056
Post by: Lukash_
Eisenfresser wrote: Lukash_ wrote:Among the other fun and games that Imperial Armor brings to the Guard:
Veteran squads with built-in Tank Hunters (drive-by, anyone?) A bit expensive but fun.
Just double-checked IA1v2 and didn't see what unit you are referring to. Can you let me know?
Cheers,
They FAQ'd Armored Fist Veterans to have native Tank Hunters.
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