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I suffered a tragic loss in 2006. Every single one of my armies, some of which I had several thousand dollars invested into, were all destroyed in a single moving accident. I quit the game almost immediately afterward and haven't played since... until now.
I went into my local game store, bought the new rulebook and all of the new codices (Necrons are STILL using the same dex??) and then started a conversation with the players to find out what the state of the game is. They all told me the same thing, IG are the most OP army in the game right now and judging by how many people in the store were playing IG, I assume they were right.
So my question is this: What makes them so OP now? I've read the new codex from front to back at least five times and I don't see anything special really except the grouping of heavies and the introduction of skimmers.
What am I missing.. is it something specific to IG or is it the codex + the latest edition of rules that makes them so good?
Quite simply, IG are able to field massive amounts of armor and firepower.
I WANNA GET STUCK IN WIT DA BOYZ
For the better part of 10yrs guard players struggled away with an inferior codex. so now we have something good to use and people start complaining, it will eventually all come to pass so live it up while its here.
mechanized infantry seems to be the strongest build in 8th , and no one does it better than guard with our amazing chimeras and ability to shoot 5 models from within them. coulped with the ability to spam special and heavy weapons for cheap and you have a very good army.
If he persists, put a metal dreadnought in a sock and hit him once with it. Keep it within reach during your next game.
Well sure... that's ALWAYS been possible with IG. I played them every weekend for almost 8 years. From what I've read in the new rulebook, you can only hold table quarters and objectives with troops choices, which still leaves us needing quite a bit of infantry. If you're just lining up and pounding each other, then tons of armor is fine, but in any objective based game it would seem there would be a fine balance to walk.
I'm just tooling around on army builder and trying to figure out where start back at square one from. lol
Well, there were of course some rule changes, particularly in vehicles as they became far more resilient than what they used to be (glancing can no longer wreck vehicles). Releases such as the baneblade, and in the last few months a few more artillery-style tanks (not sure of the names sorry, not a IG player) pushed all-mech guard to the front. With many armies now using entirely mechanised army in 5th edition, guard players went along as well and they just ended up with better options in their armies than their opponents. Vet troopers with dual meltas in a chimera has become almost the standard. Along with the benefits of the new addition, it's a relatively easy army to work with. Line up your russ' and shoot away, drive the chimy's down the flanks to go after objectives. The only major downside is that this type of list is expensive (money-wise) for players to run, so thankfully you don't see that many of them around or everyone would suffer (except for guard players of course, they kick ass).
Hope that helps!
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
Triple special weapons on vet squads, actually, plus BS 4 and being cheap makes them extremely potent when coupled with their also-cheap chimeras - a 3-melta vet squad in a chimera costs a grand total of 155 points, or roughly one marine tactical squad without transport. This, combined with very powerful (and usually cheap) options in every other force org spot except for elites makes for a potent and varied codex. This is especially true since people like to run a troop choice for every 500 points or so, and since IG's troops are the cheapest, this gives us the most points to spend on other options, like Russes, Vendettas, Hellhounds, etc.
To be honest though, the thing getting the most hate is the Vendetta, which may be a little underpriced for what it does, which is a lot.
Properly run though, all new codecies can stand up evenly against IG, and the older ones are not to be underestimated either.
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
Last edited by slobulous; February 4th, 2011 at 07:23.
I WANNA GET STUCK IN WIT DA BOYZ
I'm sorry for your loss. I know how that can be as I suffered a similar fate from a basement flood, losing the bulk of my Magic collection, all my old White Dwarfs and Codexes, and some computers.
As for the "OPness" of IG, well when they first came out, the world wasn't ready for Mech on the scale IG brings. Cheap Chimeras plus vets with 3x meltaguns + vendettas + good heavy selections meant a lot of folks who were used to sweeping aside a pile of dudes in melee no longer happened. Add to that the critial rule change between 3rd and 5th edition that YOU CAN NO LONGER CONSILIDATE INTO ANOTHER MELEE, and Guard finally had a chance to shoot between losing squads.
That all being said, the newer codexes have plenty of tools to deal with Mech. Space Wolf Long Fangs are the No-Brainer choice of the moment. Blood ANgels are good again. Storm Shield terminators (Read the FAQs) rock again. Even Vanilla Marines can Mech up themselves with Razorback Spam.
So the Power Curve has shifted, but Guard remain solid. New Marine Codexes continue to creep upward. I haven't seen Dark Eldar in action yet, so I can't comment. Orks are weak in any build. Necrons are hopeless against good builds until the end of this year when they are probbly getting a new Codex (Grey Knights are next)
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
I think the largest gripe that I've seen is the number of vehicles that IG can field. We can bring enough fire power to the table that should we go first, we can sometimes blow an opponent out of their deployment zone. To this, I respond that the average guardsman has an mediocre stat line and is exceedingly frail, and unlikely to withstand most attcks in the abscence of cover, and even then will fall to assault from just about any other infantry model in the game.
Praise the Emperor and pass the promethium!
The real reason people whine about the Guard is that 5th Edition put vehicles, especially tanks, at the forefront of the game. Tanks are simply where it's at, despite most 4th-Ed players' desire to keep using their elite foot armies. It was during this transition that the new IG codex came out. It took full advantage of the new edition and made full-tank IG armies viable for the first time. It was also flexible enough that you could field a ton of different builds. As opposed to Sisters of Battle or Tau, which are still limited to minor variations on a single competitive build. IG, by contrast, have 5-7 major builds and all sorts of minor varients on those.
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