Imperial guard suggestion
Posted: Sat 08 Jun, 2019 11:03 am
Hi there, folks. I have some suggestions regarding IG. Being a player since vanilla DoW2 i feel that imperial guard faction really need some facelift and i'll try to explain it with my crappy English as much as i can.
Squad sizes
Currently imperial guardsmen have the biggest model count in their squads, even compared to the tiranids, orks and chaos heretics (which is not quite lore friendly). That general feeling about imperial guardsmen being expendable and cheap, meatshield infantry is a common misconception created by DoW games (Heroic speehhhs mehreens saving the day again while weak guardsmen being slaughtered). Quite the opposite, imperial guardsmen are mostly highly profficient soldiers capable to take a good fight by their own.
1. Guardsmen should not receive additional squad members with their leader upgrades.
I'm really tired of giant GM blobs. 7 guardsmen with a sergeant upgrade, 8 guardsmen with a commisar is pretty optimal model count.
2. To compensate model loss, each guardsmen model should become stronger by its own.
Currently 9 man GM squad with a sergeant having AFAIK 940 hp. Leave the same HP pool for a 7 man squad. The same goes with the commisar upgrade - 8 models should have an HP pool of 12. Besides HP, lasgun fire and melee DPS should be slightly better to compensate.This will also represent leaders boosting morale of their squads, making them fight harder.
3. Remove the doubled/tripled reinforce rate from GM squads. With such model count they will not need it anymore. Such a thing is more suitable for some sort of tiranids, which are really expendable lore-wise.
4. Make the commisar execution work as a suppresion breaker. The current execute ability have a very limited use. With the ability to break suppression the comissar will have much more sense.
5. The quantity of special weapons received should be lowered to 1 per squad instead of 3. DPS of such a special weapon should be increased by 66%.
6. Give guardsmen chaos rising animations and voiceovers. Seriously, chaos rising voices are much, much better! https://www.youtube.com/watch?v=zcA9uFiybRY
7. Possibly add the alternative leader to choose from - ministorum priest. If you choose priest instead of comissar you will receive other benefits, like fanatiscism from DoW1 or some kind of damage boost that Dire Avengers have with their warlock. AFAIK you guys have an acolyte model which is a dude with eviscerator which can come in handy in such case.
8. Replace dragon teeth roadblock models which can be built by guardsmen with proper sandbags. Make this sandbags uncrushable by sentinels. Speaking of sentinels - their crushing potential should be lowered. They're light walkers after all. Maybe they should be able to walk above cover without breaking it. Sentinels are often used to crush enemy cover right in the firefight which is not how it supposed to be used i suppose.
9. Make the large ranged squads (Termagants, guardsmen, dire avengers, shootas, heretics with grenade launchers, stormtroopers of all sorts) take cover properly, like they do in campaign. In campaign even large squads strethcing out their formation and use cover as it should be used. Its hard to explain, just load the first mission of campaign with IG and try to send guardsmen squad into cover. You will feel the difference. Currently these squads maintaining their formation no matter what wich preventing them to take cover properly.
I hope that something from this list will have some attention from the devs. Anyway, lets have some discussion about this.
Loving the elite mod by the way. You guys done an awesome job mainaining this game alive.
Squad sizes
Currently imperial guardsmen have the biggest model count in their squads, even compared to the tiranids, orks and chaos heretics (which is not quite lore friendly). That general feeling about imperial guardsmen being expendable and cheap, meatshield infantry is a common misconception created by DoW games (Heroic speehhhs mehreens saving the day again while weak guardsmen being slaughtered). Quite the opposite, imperial guardsmen are mostly highly profficient soldiers capable to take a good fight by their own.
1. Guardsmen should not receive additional squad members with their leader upgrades.
I'm really tired of giant GM blobs. 7 guardsmen with a sergeant upgrade, 8 guardsmen with a commisar is pretty optimal model count.
2. To compensate model loss, each guardsmen model should become stronger by its own.
Currently 9 man GM squad with a sergeant having AFAIK 940 hp. Leave the same HP pool for a 7 man squad. The same goes with the commisar upgrade - 8 models should have an HP pool of 12. Besides HP, lasgun fire and melee DPS should be slightly better to compensate.This will also represent leaders boosting morale of their squads, making them fight harder.
3. Remove the doubled/tripled reinforce rate from GM squads. With such model count they will not need it anymore. Such a thing is more suitable for some sort of tiranids, which are really expendable lore-wise.
4. Make the commisar execution work as a suppresion breaker. The current execute ability have a very limited use. With the ability to break suppression the comissar will have much more sense.
5. The quantity of special weapons received should be lowered to 1 per squad instead of 3. DPS of such a special weapon should be increased by 66%.
6. Give guardsmen chaos rising animations and voiceovers. Seriously, chaos rising voices are much, much better! https://www.youtube.com/watch?v=zcA9uFiybRY
7. Possibly add the alternative leader to choose from - ministorum priest. If you choose priest instead of comissar you will receive other benefits, like fanatiscism from DoW1 or some kind of damage boost that Dire Avengers have with their warlock. AFAIK you guys have an acolyte model which is a dude with eviscerator which can come in handy in such case.
8. Replace dragon teeth roadblock models which can be built by guardsmen with proper sandbags. Make this sandbags uncrushable by sentinels. Speaking of sentinels - their crushing potential should be lowered. They're light walkers after all. Maybe they should be able to walk above cover without breaking it. Sentinels are often used to crush enemy cover right in the firefight which is not how it supposed to be used i suppose.
9. Make the large ranged squads (Termagants, guardsmen, dire avengers, shootas, heretics with grenade launchers, stormtroopers of all sorts) take cover properly, like they do in campaign. In campaign even large squads strethcing out their formation and use cover as it should be used. Its hard to explain, just load the first mission of campaign with IG and try to send guardsmen squad into cover. You will feel the difference. Currently these squads maintaining their formation no matter what wich preventing them to take cover properly.
I hope that something from this list will have some attention from the devs. Anyway, lets have some discussion about this.
Loving the elite mod by the way. You guys done an awesome job mainaining this game alive.