ChokoBambus wrote:I am not sure wheter the IG problems are based within the IG rooster or within other races. Elite gives out much more options for IG to counter setup teams, given how Catachans are cheaper and you got spotters.
it's actually both.
Take care long post ^^ ..... (-> OK, I cut it down a bit)
I’d also say spotters need something to transition better into T2/T3. They are dying pretty fast, especially beyond T1. I have two suggestions here (see below).
Further, T2 is a big problem for IG because everything starts being shaky. All races have easy&intuitive AV-Upgrades, but IG is a house of glascannons and overall too reliant on synergies to counter vehicles, or suppression. IG-Stuff being able to do the killing blow often needs to be retreated too early compared to other races etc.
Vehicles & suppression being a main weakness. I admit IG can be easily overpowered with buff/tweaks on those weaknesses – but for the moment they are the most unforgiving race. IG is still having their strength no question, but the glascannon-factor and the heavy dependence on synergies makes IG the most high-risk/high-reward race to play.
The Vehicle-weakness mostly comes into play IF you don’t field Melta-Storms. After Melta-Storms initial purpose (countering a vehicle) they become more and more annoying to use because of their low-range and thus cost you lots of requisition – maybe cost you the match in some matchups:
throwing cheap vehicles against IG is brutally effective just to force AV. For example against Orks/Chaos. Against Orks you’d like to stay in safe range with AK-Storms instead of Melta-Storms; and against Chaos you really don’t want to get close with them. But actually also against SM/OM/Eldar you'd prefer AK-Storms on the Long-run. I just love AK-Storms. Another point regarding AV-Options is that the Sentinel is always at the brink of death in T2 since there is generally more on the battlefield. Vanilla had this sometimes-useful “Extra-Armor” Upgrade to Sentinels which was removed in ELITE (why?). In some matchups you struggle for ability-knockbacks to win time (especially if you don’t play OP INQ with “crippling volley”/”assail”). This is the case against T3 NOBZ, seers or melee-Tyranids. I’d love to see “stomp” work against those. Considering a T2/T3 Upgrade? Back to AV: Lascannon/autocannon often have to re-setup because of their natural counters and then its over. You cant deal enough AV damage to win the encounter/or kill the vehicle…. retreat. Then often IG falls like a card-house….. unable to re-setup. Lose lots of VictoryPoints. I have several Ideas here:
-it would be interesting to see Sentinels past mid T2! Fine-tune them a bit
-Stormtroopers being even more adaptive
-INQ being nerfed, esp. assail
Talking about glascannons, Ogryns once made a good appearance concerning the glascannon-problem. They were something you could ….eh. you could put your head on. They drawn some attention since they've been a threat and allowed your forces to Setup / or resetup.... Now in ELITE they’re only clumsy clowns. Combined with bionic eye/interrogator/medpack they CAN become useful, but if you fail to raze all gen-farms with their support .... you lose against T3-Infantry / T3-Tank anyway. So, why field them at all????
There is a little reason from an ECONOMIC POV since Ogryns require A LOT of power: 90 Initial, then 25 for the bonehead and 25 power since they HEAVILY rely on supportive-wargear= 140 power in total. As said, they are clumsy and their HP is also decimated pretty fast despite they’re having SHI. Most of the time, Ogryns appear half-dead in their final destination, when they could dish out some damage. If theres something melee-ish around Ogryns can just retreat right away or go down.. As said, if you don't manage to rape the whole map with them, the opponent soon enough will have his T3 Infantry / or a T3 Tank incoming and by then you can type “gg”. The Problem with ogryns:
initial power cost since they rely on synergy + wargears to make them actually work. I’d tweak something on their power-cost, they’re not worth it currently.
Generally, some power-costs are too high along the IG-Roster, especially since everything feels like a light-Version of what it once was in vanilla.I was thinking of various Options to improve IG-Options.
This is just a collection of IDEAS to solve power-hungry IG-play and soften/equalize some imbalances on the big pictureInquisitor-crippling volley range from 30 to 35 (easier to apply) but duration from 6 to 4 seconds
-Holy Pyre duration from 30 to 20 seconds, remove detection
-Execrurators from 140/20 to 130/30
Lord Commisar-inspire courage / executions of all kind: no-retreat duration cut from 10 seconds to 6 seconds.
Artillery Spotters- entering stealthed-state if you don’t move them (as catachans) or at least they reinforce faster (from 5 seconds to 2 seconds per model)
-adding slight HP with their T2/T3 upgrade
-consider adding a grenade-launcher (per upgrade?) for the remaining two members. Aim is to make them useful, inflict some little splash damage when you can affort to reveal them
Guardsmen-Plasma-Gun from 25 to 20 power
Sentinel- additional T2 armor-upgrade for plus 100 HP (for adequate price)
- considering “extra-armor” from vanilla being re-introduced.
Banewolf-Consider making him buildable for any Commander, making it possible to react.
-Consider changing damage-type for initial appearance, then revert to current state per upgrade (other variant)
Stormtroopers-You can re-equip KITS for 125/25 (or for adequate price)
Ogryns-power cost from 90 to 60 power (tweak reinforcement-costs)
-upkeep from 12.75 to 10
- “doing weapon knockback in radius 6 every 5 seconds” tweaked from every 5 seconds to 3 seconds to see actually happen at times (other variant)
Chimera-limit chimera to 1
-power cost from 60 to 50
-Mobile base power cost from 25 to 20
-upkeep from 25.5 to 22
bunker-if possible, decrease general SIZE of it.