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It isn't a common kind of army these days so you could take people by surprise with this, but a fast, aggressive opponent getting turn 1 is going to give you problems if they can close the gap quickly. I suppose that many high strength pie plates that can reasonably hit more than one vehicle at a time are going to stop some transports but if you're facing a bunch of transports who use smoke launchers or jink mid table it only takes a few bad rolls and they're on you. Meanwhile faster units like beasts, bikes, jetbikes could get right into your space and suddenly dropping large blasts is likely to hit yourself as well as them.
Then again, outside of the top competitive lists every army has weaknesses and opponents that they just don't work well against. So what? Many people you face won't have those tools, and it's not much fun compromising the fluffy concept list you have in mind just in case you face a hard counter.
I'd say if you do decide to make compromises go with options that give you tactical flexibility. It's good to be able to lose a game and know you can play what you have a different way next time and stand a better chance of winning. I have no idea what that would be with IG but it would be fun to have the entire enemy army rush towards your half of the table only to have a few outflanking sentinels appear in their backfield and start shooting them from their own side of the board while holding their objectives
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