saltychipmunk wrote:but all those methods are just as good vs other races
grenades launchers? will kill guardians just as fast as ig (they have similar hp pools 100 per model) gaunts have less hp per model and are even more vulnerable
marines are vulnerable to the plasma damage type .
ig has two units that fully counter suppression in t1 cats and the arty spotters
most races only have one or a soft counter or two
arty nukes everything
No, definitely not. Other races will gain too much map control if you play defensively against them. IG on the other hand have terrible capping power (the worst in the entire game) this is because one of their units in t1, namely the sentinel cannot cap, it can only de-cap and if you play defensive them it isn't doing that. Furthermore all IG units bar catachans lose 1v1 fights, so they make terrible cappers. If you cap with catachans in t1 then your main army is going to get destroyer since catachans cost 60 power and you're not using that in main fights? Essentially you're letting them get 2 extra suppression teams vs you while you get 1 capping unit... Add to the fact that IG units suck at fighting 1v1 that they are also slow and you realise IG are terrible cappers, this is why highly defensive play works so well against them without losing map control.
IG want to try and maximise the amount of bleed they can cause to you in order to win, while teching up to t2 which is where they can use medic-bunkers/chimeras/commissar execute to ensure they never leave the field and therefore they get map presence back, also catachans in t2 can afford to go off and cap because you get new linebreakers in the form of manticores/chimeras/ogryns. If you cap aggressively vs IG you're playing into their hands because they can bleed you with sentinel play and their superior ranged damage then blob-charge your power farm and take it out with turrets/HWT play, they tech first and they win, despite having inferior map control (especially as the inquisitor as they can get the bane wolf).
Regarding AOE most other races have a counter to it - eldar get banshees who can charge in and tie up your GLs while rangers control suppression, nades control melee alongside war shout. Nids have barbed warriors and their heroes (RA can just flank and run around you in circles), orks have excellent FOTM, but nonetheless their jump units are weak and GLs are very strong against them because of that. SM obviously get OP ASM, so GL tics are pretty useless vs them. IG suck vs suppression as they lack melee units/nades/snipers/jump units and instead just get soft counters that themselves can't deal with suppression, so if you layer your suppression and position yourself correctly you can always repel an IG attack easily, the problem however is when you're pushing forward and you meet the IG who is doing the same, in that case the hero+spotters will swiftly deal with all the suppression and the ranged firepower will overwhelm you, which again, is why defensive play is key. If they can't force off the suppression the aoe obviously destroys them, and despite GM having equal health to guardians, guardians get shields and GM have more models and so they are going to lose a higher proportion of their health per AOE attack. That's what I'm getting at. We all know eldar are glass mirrors, but IG as race are hurt disproportionately compared to other races by AOE due to their massive model count.