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I had a game this weekend and during the second turn when my current guards army list shined through as to why they are indeed death world veterans, I was told that the current guards codex is so broken and cheesy and why they need an uber new codex when they are over powered.
I was a bit taken back by that as I have never had anybody tell me that. Granted my hell hound toasted 2/3rds of a unit, and the mortars were a headache to him. But in the end he won the game with 2 objectives as when my tanks got popped he over ran me with his troops in the fourth turn.
Even after the game I was told how over powered they were. Seriously, how the heck do you argue against somebody like that????? Well I know but I was trying to be nice.
Where the heck did all them guardsmen come from?
Great Wolf! Is that the howl of the 13th?
What was he using?
Your description of the game makes it sound like you lost? He over ran you? I would have asked him to be more specific. If a list or army is cheesy 9 times out of 10 it's probable just their opinion or it's only cheesy against them. That 1 time it's probable just my opinion. What is overpowered? The lasguns. are mortars too powerful, leadership 7 is too much? I would have begged him to tell me what exactly is so powerful.
If he can't even say why it's cheesy he is just a butt hurt loser.
Well, you could either inform them they're stupid, or you could take the high road and shrug and walk away. And ignore 'em. Two ideas, anyway.
"Speed is life! You go slow, you die!"
-Sgt. Unther, Mechwarrior 2: Mercenaries
HAHAHAHA... Imperial Guard... being Broken!... HAHAHAH!!
Woo, I needed that laugh. Thanks.
Ya you should have asked him exactly what was cheesy. Can you put up the army list you used?
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
If mortars are "giving you a headache" then you would probably have a stroke if you went up against DoubleLash w/ 9 Oblits, Nob Bikers, Bloodcrushers, Drop Pod Salamander spam, ect ect.
Basically, there are much nastier armies (MUCH!) than IG.
The closest thing IG gets to that level is drop pod spam, where you rain down plasma and melta guns all over the board.
And our new codex kills that build
Imperial Guard are overpowered! This one time a platoon shot at my kroot and one of them died. :c
Not one of my kroot, that is, I'm talking about the Guardsman with the plasma gun.
Yes, yes, I'm being silly. But seriously, whining about someone's army needing to be nerfed while winning against them?
fist off... tell that guy to go fak himself for saying such things... 5th ed f'ing favores assault armies so damn heavily over shooty armies that most times its just a crying shame. and unlike tau we can't mobilize around it. the bulk of numbers generally works against us as though we may field more squads, the enemy will always be able to assault multiple units which when not carefully plotted/prevented against, can ruin any IG player's day.
so for IG being overpowered, damn has that guy got it wrong. if he gets it wrong again and gives you grief, be sure that his skull catches the bone of your elbow. that'll show him overpowered.
Two words: Kill Points.
End of discussion.
One last thing, what army did he play?
There are so many 40K players that act like overgrown children, it's embarassing to be in the same room with them some times, especially when girls enter the store and look away from the 40K players
There is no such thing as overpowered, that's what points are for. Games Workshop has a very delicate and, dare I say, pretty accurate way of determining point costs. What exactly in the new codex was he complaining about?
- Tank Squadrons: Ridiculously points heavy; one squadron of barebone Russes is going to cost you somewhere around 480 points.
- Valykries/Vendettas: I love those armor values 12-10-10 and those 110-130 points I'm spending on one.
- AP3 Stormtroopers: That S3 is stellar and I can get a squad of Stormtroopers for the bargain cost of 160 points without upgrades? There's 10% of my army list.
- Astropath: I don't see a problem seeing as how most Guard armies won't be holding much in reserve anyway. Now, this ability in the hands of the Eldar would be something to complain about.
- Naval officer: Okay his ability is really harsh against deep-strike armies, but deep-strike armies have 1 huge advantage going for them: their deep-strike armies.
- Fleet Officer: Ummm...2d6 scatter when he has line of sight, 3d6 when he doesn't. Oh, and he stands tall at T3 W1 Sv 5+
- Orders: The only one that might have reason for complaint is the twin-linking weapons against vehicles and monstrous creatures, especially when given to a Lascannon team. But, lets-mathhammer it: 3 Shots, 1.5 Hits, Re-roll misses, 0.75 Hits, 1.5 + 0.75 = 2.25 hits. That averages down to 2 Lascannon hits per turn for 140 points [50 for my Company Squad, 90 for my Lascannon squad]. Wow! 2 Lascannon hits per turn for 140 points. I forgot to mention that both my Command and Heavy Weapon Squads are made of paper and, oh yeah, after you hit a tank you have to penetrate AV 13 or 14, or, in the case of monstrous creatures, a 4+ or 5+ invulnerable save.
Tell him to go lose sleep over it.
This post sounds like new-codex-spite, I am not trying to say the new codex sucks, far from it, I think the new codex is awesome, I'm simply pointing out some of the drawbacks and balancing elements your friend needs to look at
Last edited by counterwavecounter; April 7th, 2009 at 15:27. Reason: Wanted to add the P.S.
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte