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Imperial Guard Idea?

Discussion in 'General Discussion' started by Jolojose, Jan 23, 2015.

  1. Galen Galen Arkhona Vanguard

    AM has more stuff for healing than just larraman's cells im pretty sure that we will find a way lore wise
  2. i said they dident have Larraman cells.
    yeah they have a good 20 field surgery, if you arent too hurt, couse humans cant take nearly as much punishment as 3 out of 4 of these races.
  3. Rasczak Rasczak Subordinate

    Well that's the thing, it's a moot point. Because of this game's TTK scale, by the time a Space Marine goes down he has already taken more damage than larraman cells should be able to fix.

    If you want death/reviving to be lore-accurate, we'd need ARMA 2 TTKs. As a Guard player I wouldn't mind that (I expect lethality), but it seems a lot of SM players are from the UT/Tribes school of FPS and would scream bloody murder.

    So this "lore break" has nothing to do with the Guard. It's a result of this game's TTK scale and will be in full force whether IG is present or not.

    Since it is already present though, there is no reason to not leverage it as an additional balance mechanic.
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  4. Galen Galen Arkhona Vanguard

    Well with the weapons available to the factions even Astartes have trouble/cannot deal with the punishment...
    unless you know of marines(not mary sues/sorcerors/chapter masters and the like) that can take a lascannon/melta to the face and live.
  5. Kaazid GarySharp Well-Known Member


    Aye and my main point was that at the age of an Ork boy a Space Marine is still going through implants and hasn't reached his training stage yet, once he gets to his training stage the Ork is already a Nob and once the Marine is a full blown Marine the Ork is already a Warboss and is far superior to the marine.

    That is assuming the Ork survives to Warboss, no matter how limited a resource Space Marines are Warbosses (Orkz of the same age of a marine) are far rarer.
  6. Kaazid GarySharp Well-Known Member


    This is the definitive balancing factor, once everyone has a weapon that can kill a marine in 2 shots (not talking anti-tank weapons) then killing a guardsman in one shot is not going to be an issue, or 3 shots to a marine and 2 shots to a guardsman to give a higher TTK.

    The issue is going to be close combat and like I said units like rough riders solve that, also guerilla units that can set booby traps, grenadiers etc.
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  7. Galen Galen Arkhona Vanguard

    And that is one of the weakneses of the IG (and Tau) they are crap in mellee and they should be in EC aswell (unless you are an ogryn or something like that) tactics and team spirit should deal with this weakness.
  8. And far surperior numbers + armored squardrons
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  9. Galen Galen Arkhona Vanguard

    Well numbers is not something that we or the Devs can make sure will be superior for IG (hell even F2w isnt sure to give superior numbers to orks) but armored squadrons yes.
  10. Kaazid GarySharp Well-Known Member


    Exactly that, I'd personally make the Ogryn the IG's close combat TEQ unit, maybe it doesn't match up in the later TT editions but in 2nd edition they could rip the arms off of terminators and Bullgryns could also fill a TEQ role.

    And the rough riders are perfect close combat units, they are crap in close combat once you pin them down and force them to fight but if they can (as a unit) get a unit of marines in a full charge (or even terminators) a single shot of the hunter lance, tipped with a krak charge, is going to do some serious damage.

    Grenadiers throwing krak and frag grenades instead of close combat would be another good unit, or guerilla units that lay down land mines around their position (I'd love to see hopper mines) or have camouflage making them difficult to see or difficult to close with while they shoot at you are also very good tactical units.

    Also the IG have some unique weaponry to bring to the table in standard weapons like grenade launchers and mortars, standardized equipment like anti-grav chutes to eliminate falling damage, needleguns, I'd like to see bases stand up to a mole launcher.

    Add to that the inherent weakness can easily be off set by extra load out points allowing them to simply carry more equipment, something Orkz will also have an advantage in, you have marines in power armour and Eldar in apsect armour but Orkz in flak? Think how many loadout points Orkz will save due to poor armour and how many more grenades and more expensive weapons they will be able to equip...
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