Lately I have seen a rather annoying pattern with the imperial guard lord general that i would like input on.
The first is that a ton of lg players tend to take advantage of the fact that he acts like a squad that can reinforce on the field to get a pay to heal advantage and tie up ranged squads in melee.
This is ridiculously effective against races with a small number of opening squads or squishy infantry like eldar and space marines as despite having to pay some req to replace his retinue the lord general effectively becomes unkillable for those first 1 or 2 full engagements and forces off the other player.
should there really be a unit , commander or otherwise, that can replace models on the field for no extra investment into a transport , beacon or wargear? Why when every other squad must trudge back to base does the lord general get to fart out homies? he is not even half bad in melee at the start either.
We all know how effective reinforce on the field can be, ig especially can attest to this fact. but apart from this one odd case ig, just like every other race, .. has to actually pay for that advantage on top of the unit replace cost.
The second item i see all the damn time now is the suppression immunity / knock back immunity combo...it is positivly nutty how over used it is now... and why wouldn't it be? a huge amount of mechanics and races rely on suppression or knock back or both in some measure to make up for inferior numerical stats or a large price cost.
jump units and eldar in general are perfect examples of this fact. once you strip these races of such tools so easily it becomes extremely clear how weak and exposed these units become.
I dont play lord general, but it looks like this ability is in a single wargear or at most 2. But again why can he counter 2 critical crowd controlling mechanics at the same time?
Thoughts on the lord general (2 items)
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saltychipmunk

- Posts: 787
- Joined: Thu 01 Aug, 2013 3:22 pm
Re: Thoughts on the lord general (2 items)
To 1st item.
In the first engagement it is really broken, so impossible to ever win against LG and his 2x GM and a sentinel, I just play defensivly and wait for my suppression team.
But then just think what is LG capable of rather than pure support for his troops? His combat strength lies in his ability to tank damage, his abilities to cause damage are mediocre. And when he gets additional "homies" he doesn't really want to tank anymore, since these homies cost him power (not a whole lot but still). And when he has a lot of homies what attacks is he vulnerable to? Right, AOE attacks, something any other command is not susceptible to. You gain experience when you kill a model off of his squad. You don't gain any experience if you let CL to run away with 10 hp. These factors more or less justify his incredible ability to take a lot of damage.
But despite my words in his defence I disagreed with the change when his regular retinue members received a cost decrease (from 30 req to 25 req if I am not mistaken). I would love if it was reverted back to the previous value.
As a solution to his early dominance I can see that he must buy a specific cheap upgrade to be able to reinforce on the field.
To 2nd item.
There are 3 choices to make - make troops immune to suppression OR provide damage reduction and resistance to all sorts of knockback OR great health regeneration. He cannot make them immune to knockback and suppression at the same time. His weapon options give speed OR extended range for weapons OR increased DPS. And his 3rd slot of equipment doesn't have anything that provides immunity to any sort of control (stun, suppression, snare, knockback).
In the first engagement it is really broken, so impossible to ever win against LG and his 2x GM and a sentinel, I just play defensivly and wait for my suppression team.
But then just think what is LG capable of rather than pure support for his troops? His combat strength lies in his ability to tank damage, his abilities to cause damage are mediocre. And when he gets additional "homies" he doesn't really want to tank anymore, since these homies cost him power (not a whole lot but still). And when he has a lot of homies what attacks is he vulnerable to? Right, AOE attacks, something any other command is not susceptible to. You gain experience when you kill a model off of his squad. You don't gain any experience if you let CL to run away with 10 hp. These factors more or less justify his incredible ability to take a lot of damage.
But despite my words in his defence I disagreed with the change when his regular retinue members received a cost decrease (from 30 req to 25 req if I am not mistaken). I would love if it was reverted back to the previous value.
As a solution to his early dominance I can see that he must buy a specific cheap upgrade to be able to reinforce on the field.
To 2nd item.
There are 3 choices to make - make troops immune to suppression OR provide damage reduction and resistance to all sorts of knockback OR great health regeneration. He cannot make them immune to knockback and suppression at the same time. His weapon options give speed OR extended range for weapons OR increased DPS. And his 3rd slot of equipment doesn't have anything that provides immunity to any sort of control (stun, suppression, snare, knockback).
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