I know there is another topic going around but rather than have my thoughts lost in the suace I decided to post a new one with my view on what to do. There are some good thoughts in the previous one but here are mine.
Usually whenever I post that IG are possibly(Definately now, with the new ork codex coming out) the most underpowered army, the response I get is that "Any army can be overpowered if you cheese 'em enough" I have yet to be able to "Cheese" a guard army that actually WORKS all the time. If that were the case why would GW bother coming out with all these knew codices. Clearly some armies *cough *cough Chaos were made weaker-Thank the emperor- and others were made stronger as the new books come out. As an IG player and a rather successful one, although on hiatus at the moment here are my thoughts.
HQ
HSO 45; SO 35; JO 25
If accomanied by a retinue of 4-6 guardsmen at 6 points each, officers ARE NOT IC otherwise they are. If the squad is wiped out then the officer reverts so being an IC. For 5 points upgrade to veterans. All other options the same
ADVISORS rule: GONE, may be attatched to ANY unit but no more than two per squad and no more than one kind of advisor per. Command squad may have up to 4 advisors and up to two of the same type. Player may chose to make advisors independent or not. All of one type must be IC or not. EX: All commissar must be IC or not. However if Commissars are IC priests may or may not be depending on player's choice.
Commissars 25 points
Priests: 25 points WS 4
Support Squads
Sentinel squads: Same, SEE FAST ATTACK FOR NEW OPTIONS
Anti-tank: 25 points + Wpns
LC: 20 ML 15: Up to 3 additional members, 6 points each
Fire Support: 25 +wpns
HB: 10 AC: 15: Up to 3 additional members, 6 points each
Mortar Squad: 70, up to 3 additional members, 6 points each
Special wpn squads: 20 + wpns
Options all the same although up to 4 may have special wpns, no limit on demo charges, may take plasma guns at +8 points. Guardsmen Equipped with sniper rifles may operate independently. Although not IC.
ELITES
Storm Troopers: Are equipped with Hellcarbines, may infiltrate and deep strike even if mission does not normally allow them to, may take up to 4 special wpns, storm troopers benefit from doctrines. In addition may take up to 2 plasma cannons at 20 points each. However these count as special wpn slots.
Hellgun==> Hell carbine S4 AP6 Assault 4 18", if 3 or less special wpns are taken, one storm trooper may be armed with up to 2 Demo charges. All other options the same.
Ratlings: 0-2 limit 3-10 per squad, may be broken up into 3 teams each. Each squad is one elite slot.
OGRYN: 20 points WS4, BS3, T5, W3, S5(6), I4, L8 +5 Ogryn always test at base LD
Bone 'ead +10 WS5, BS3, T5, W3, S5(6), I4, L9, +5
Bone 'ead has access to armory and may take "officer only" items.
Enginseers: Same, however, servitors do NOT count towards wargear limit. (As was changed in FAQ)
TROOPS
Infantry platoon: Same options and set up as before: However squads are 50 points + options
LC: 20, ML 15, AC 15, HB 10, Plasma 8, GL 6, Melta 8, Flamer 5, these new prices apply accross the board, for storm troopers, vets, conscripts, special wpn squads, retinues etc...
Hardened Veterans: Are Now A Troops Choice, No more 0-1 limit, it is now a 0-3 limit. All options the same. May infiltrate and Deep strike if mission permits.
Veterans always test at base LD
Conscript Platoon: Same as before although option is now 20-50 members at 4 points each, no need to go in increments of ten. Although special wpns options and other options still only work in increments of ten, so 40 members for 4 special wpns, 50 for 5. Same restriction of 1 per infantry platoon
Armored fist squad: Same as current however may be taken as fast attack as well. No restrictions.
FAST ATTACK
Hellhound: 100 points
Sentinel squad: 1-3 sentinels, all stats the same except: 25 points + Options, may take MutiLsr: 10/15, HF 5/8, HB 10/15, LC 20/30, ML 15/21, AC 15/21, Assault Cannon 15/21, Thudd gun 15 (Same stats and abilities as a mortar, cannot be twin-linked) first number is standard price second is twin-linked price. In addition Sentinels may have up to two hunter-killer missiles. Vehicle Type: Walker-Fast-open topped
Rough Riders: WS4, BS3, T3(4), I3, W1, LD8, +5, RR come with Frag Grenades, Furious Charge. All other options the same.
RR Vet sgt, may have a lance as well as a pwr wpn, and other ccw, in addition may select officer only items. However he may not use the lance in conjunction with other wpn in same turn. If the first combat that RR are engaged in is against a vehicle or walker, the squad may attack with other wpns, such as melta bombs if they have been equipped with them. Still have Fleeting + <st1:place w:st="on">Calvary</st1:place>.
Armored Fist Squad: See above
<strong style="mso-bidi-font-weight: normal">HEAVY SUPPORT: [/b]
<strong style="mso-bidi-font-weight: normal">Basilisk, LR, LRD[/b] all the same.
<strong style="mso-bidi-font-weight: normal">Hvy Wpn Platoons[/b]: Same leadership structure although 20 points + wpns, and follow options in Hvy support part of HQ section
<strong style="mso-bidi-font-weight: normal">New Doctrines: keep old ones plus: [/b]
Airborne Infantry: Any unit that may deep strike may move, shoot and/or assault in the turn they arrive. Cannot be used with Drop Troops.
Carapace armor: Reduced to 15 points
WARGEAR
Power fist: 15 points
Refractor Field: 10 points
Master Crafted wpn: 10 points
Enjoy.....There may be other changes that I have thought of in the past but they escape me at the moment.