Re: Imperial Guard Discussion
Posted: Thu 08 Jan, 2015 11:46 am
1. Osinski is absolutely right in my opinion. even replays show that ig often breaks in/suffers lots of squad losses in tier 2 and recovers in t3 then. i think this thread is absolutely valid and ig really needs some overhauls.
2. this is not an ogryn balance thread, it's about ig as a faction and its problems, which are imo:
- ig has no jump squad. catachans and spotters are nice but often can't force setup teams off the field. especially catachans just push setup teams back so that you can't reach them in time and they just set up again. spotters are better but as many other ig units only playable with lots of support units.
- ig always needs synergy. in 1v1's ig's capping power is limited cause of the "forced" sentinel+gm play. if you don't play them together, you'll have to retreat as soon as you are attacked by almost any unit. sentinel-repair is another very bad thing for map control. this is why i think ig is much better in team games than in 1v1's but suffers from t2 on when the aoe attacks melt your blob.
- ig has horrible energy costs on t2 which are by far more than most other factions have. the argument that ig has low energy costs on t1 is just wrong. you ->CAN<- play on low energy using double sentinel for example but if your opponent wants he can easily force you to build units which cost energy and then your t1 gets very expensive.
- ig has (as only factions in this game) no anti-everything unit on t2 which does heavy melee + ranged damage and is immun against knock back and supression. in other words: they don't have a walker. this leads to following problem: as soon as you face a walker, you need av, and this means a lascannon setup team! melta storm troopers are a bad idea vs walkers, cause they die easily and their short range is a guarantee for them to end in melee combat. ogryns DON'T counter walkers, it's a waste of money and time. the only chance is a setup team.
@ torpid: i think your "ogryns + unit XY" strategy vs walkers is invalid cause unit XY cost a lot of money and so IG outplays itself by investing too much money - and often money which you don't even have. so it just doesn't work that way.
the worst case scenario for ig is a vp defended by an assault cannon dreadnought supported by a plasma devastator.
-> manticore doesn't work cause you need sight (if you don't play the CL, you are in deep shit)
-> infiltrated units usually die cause scouts detect them and the plasma dev kills them easily
-> spotters don't have enough (sight)range to shut down the PD or get killed by the dread
-> ogryns eat 1 shot of the PD, lose about 50-60% of their life and have to retreat
-> lascannon hwt's die against the dread
-> full army attack with the use of all your necessary abilities usually ist not at all cost efficient and even if you win, you outplay your economy
another weak point are ork nobs imo. when playing sm or csm i just build a plasma cannon or blastmaster and can knock back the nobs and deal significant damage to them. when playing ig i have many abilities to supress them or knock them back but none of them deals suitable damage.
possible solutions:
1.
(cause people talked about it often) add a hellhound to the ig roaster AND give it a Devil Dog Upgrade (basically a hellhound with a melta instead of a flamer, could work as the GK av-rhino)
the range/speed must not bee too much cause it couled make it op. this would be something really new and i don't know if it wouldn't be pretty bad news for one or the other faction.
2. vs nobs -> whether ig gets something like a knockback-plasma-damage-setup-team OR ogryns get a t3 (not t2!!) upgrade, which maybe makes them a bone'ead squad which has a more life, damage and makes them immun to supression when charging or something like that. another idea would be an autocannon-upgrade for the sentinel which deals very low damage to vehicles but good amount of damage vs heavy infantry and has fotm.
i know this is pretty much text and alot of changes but i think it will work with the right testing and balancing. if it is too much there would be the chance to balance it all out by changing ogryns. but in my opinion this would mean that ogryns would need whether a buff/overhaul or a price decrease. right now i build them rarely cause they are often just useless.
2. this is not an ogryn balance thread, it's about ig as a faction and its problems, which are imo:
- ig has no jump squad. catachans and spotters are nice but often can't force setup teams off the field. especially catachans just push setup teams back so that you can't reach them in time and they just set up again. spotters are better but as many other ig units only playable with lots of support units.
- ig always needs synergy. in 1v1's ig's capping power is limited cause of the "forced" sentinel+gm play. if you don't play them together, you'll have to retreat as soon as you are attacked by almost any unit. sentinel-repair is another very bad thing for map control. this is why i think ig is much better in team games than in 1v1's but suffers from t2 on when the aoe attacks melt your blob.
- ig has horrible energy costs on t2 which are by far more than most other factions have. the argument that ig has low energy costs on t1 is just wrong. you ->CAN<- play on low energy using double sentinel for example but if your opponent wants he can easily force you to build units which cost energy and then your t1 gets very expensive.
- ig has (as only factions in this game) no anti-everything unit on t2 which does heavy melee + ranged damage and is immun against knock back and supression. in other words: they don't have a walker. this leads to following problem: as soon as you face a walker, you need av, and this means a lascannon setup team! melta storm troopers are a bad idea vs walkers, cause they die easily and their short range is a guarantee for them to end in melee combat. ogryns DON'T counter walkers, it's a waste of money and time. the only chance is a setup team.
@ torpid: i think your "ogryns + unit XY" strategy vs walkers is invalid cause unit XY cost a lot of money and so IG outplays itself by investing too much money - and often money which you don't even have. so it just doesn't work that way.
the worst case scenario for ig is a vp defended by an assault cannon dreadnought supported by a plasma devastator.
-> manticore doesn't work cause you need sight (if you don't play the CL, you are in deep shit)
-> infiltrated units usually die cause scouts detect them and the plasma dev kills them easily
-> spotters don't have enough (sight)range to shut down the PD or get killed by the dread
-> ogryns eat 1 shot of the PD, lose about 50-60% of their life and have to retreat
-> lascannon hwt's die against the dread
-> full army attack with the use of all your necessary abilities usually ist not at all cost efficient and even if you win, you outplay your economy
another weak point are ork nobs imo. when playing sm or csm i just build a plasma cannon or blastmaster and can knock back the nobs and deal significant damage to them. when playing ig i have many abilities to supress them or knock them back but none of them deals suitable damage.
possible solutions:
1.
(cause people talked about it often) add a hellhound to the ig roaster AND give it a Devil Dog Upgrade (basically a hellhound with a melta instead of a flamer, could work as the GK av-rhino)
the range/speed must not bee too much cause it couled make it op. this would be something really new and i don't know if it wouldn't be pretty bad news for one or the other faction.
2. vs nobs -> whether ig gets something like a knockback-plasma-damage-setup-team OR ogryns get a t3 (not t2!!) upgrade, which maybe makes them a bone'ead squad which has a more life, damage and makes them immun to supression when charging or something like that. another idea would be an autocannon-upgrade for the sentinel which deals very low damage to vehicles but good amount of damage vs heavy infantry and has fotm.
i know this is pretty much text and alot of changes but i think it will work with the right testing and balancing. if it is too much there would be the chance to balance it all out by changing ogryns. but in my opinion this would mean that ogryns would need whether a buff/overhaul or a price decrease. right now i build them rarely cause they are often just useless.
i won't quote myself through this cause i think it's faster that way: