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Imperial Guard Idea?

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

  1. Isyder Isyder Cipher

    I posted on another forum thread about implementing allies as per the TT codex.
    Imperial guard allied with space marines removes any kind of issue, also the option for traitor guard allied with CSM.
  2. Galen Galen Arkhona Vanguard

    If i remember correctly alliances in EC dont work the same way as in TT and an alliance of LSM with IG will propably drown all of the other factions imo...
  3. Isyder Isyder Cipher

    Yeah my Idea was for the Alliance's to have a set time limit.
  4. A dedicated anti-tank weapon will still knock it out in one hit unless it glances which most wouldn't. I'm going realistically with penetration values and not the stupid RNG possibilities. If an Abraham MBT from the United States Military can be one shotted by a Sabot-tipped AT shell, then a Leman Russ can be one shotted by a 120mm anti-tank gun firing SLAP or Sabot-tipped ammunition.

    The response was only covering Chimeras, Hellhounds, Sentinels, Salamanders, Griffons, Basilisks, and Leman Russes. It was a bit open-opened and I didn't mean for it to be taken as ALL Imperial Guard vehicles. Also aircraft aren't considered as being included yet until we get a dedicated response on whether or not they will even be there in the near future.
  5. Kaazid GarySharp Well-Known Member

    In my viewpoint tanks should have different damage locations (working a bit like headshots) in that each gun (turret and sponson) can be independently destroyed, tracks/locomotion can be independently destroyed and the ammunition and engine can be exploded destroying the tank. Give each location and "area" on the tank and an armour value of it's own to reduce down before damage is done. Smaller tanks have less locations, larger tanks more and higher armour ratings.

    This also allows people to repair damaged tanks, that have been immobilized or disarmed but not destroyed and gives more protection to larger tanks as their engines and ammo would be smaller hit locations compared to the rest of the tank and people would have to be more accurate to hit them.
  6. Rasczak Rasczak Subordinate

    Even if you think a Leman Russ wouldn't compare favorably to an Abrams, none of the factions in 40k have an Abrams. The Leman Russ straight up has heavier armor than any other faction's MBT, and has one of the biggest main guns to boot.

    In the context of 40k, Imperial Guard vehicles are incredibly strong and are in fact the main selling point of the faction. Just because Games Workshop has a tendency to pull numbers out of their rear without considering how they'd translate IRL doesn't mean that IG vehicles are trash within the context of the game. It just means, like most things 40k, the numbers that GW tosses around in lore are just there to sound cool and have zero functionality. ;)
    Galen likes this.
  7. Every vehicle still handles poorly against an RPG or demolition charge on its rear or turret seam. That makes them weak, it's not like they can just wade into a crowd of AT troopers and come out unscathed. No reactive armour, no ballistic cages, and they don't self repair. Also compared to other factions, the Orks can definitely field heavier pieces when all they do is keep slapping layers of scrap on top.
  8. Rasczak Rasczak Subordinate

    Have you ever even played an Imperial Guard army, or watched anyone play one? Because it's becoming increasingly apparent that you have no bloody idea what you're talking about when it comes to IG vehicles vs other 40k factions. Nothing in 40k has reactive armor, nothing in 40k has ballistic cages, and nothing in 40k self-repairs outside of a couple Daemons and 'Nid MCs.

    The Leman Russ' front armor is literally the highest armor value allowed in the game. There is no other vehicle that surpasses it. Even a Necron Monolith or a Land Raider can only equal it. Even Titans and Baneblades only manage to gain additional durability via a huge pool of internal structure points, the Leman Russ' armor is the gold standard of 40k vehicle armor.

    It's no slouch in armament either: take your pick of a long-range template that can OHK an entire squad of Space Marines, a short-range template that can OHK an entire squad of Terminators, a Plasma Cannon that doesn't overheat and has the Heavy Bolter's rate of fire, a tank-mounted GAU-8, or if you really feel the Predator's armaments are so great you can grab twin lascannons or twin autocannons.

    And this is besides the ability to put a lascannon on the hull gun, or plasma cannons/multi-meltas on the sponsons. And yes, you can equip the plasma cannon sponsons with the plasma cannon main gun.

    Just because something has a counter or can die if you play it like an idiot doesn't mean it's weak, it just means it's not game-breakingly OP. The Leman Russ is likely to be nerfed rather than showing up in its full glory of course, just like Space Marines are likely to be nerfed compared to what their fans expect.

    Meanwhile the Chimera has the same front armor as a Falcon, and if they are willing to include Forge World stuff it can equip the Predator's main gun in addition to its heavy bolter/heavy flamer hull gun. This is besides carrying 12 guys to the Rhino's 10 and having side-turrets for 6 of them.

    As far as the Orks, the Ork Battlewagon can match (but not surpass, see above) a Leman Russ in armor, but not in sheer firepower. The largest gun they can stick on it is a Battle Cannon, which is the LR's *basic* gun. And if, as I suspect is likely, Orks field Looted Predators as their MBT, those simply aren't able to hold a candle to the Russ.

    The Imperial Guard is 40k's tank faction. No matter how their vehicles do or don't measure up to what you would think a tank from 40,000 years in the future should be the fact of the matter is that no other faction in 40k has anything better, and strength is relative.
    Galen and Maschinengeist like this.
  9. Kaazid GarySharp Well-Known Member

    [cough] Demolisher cannon [cough] a cannon so big and powerful that it turns a Leman Russ battle tank into a "move or fire" piece of field artillery as firing the thing while moving would flip the tank.
    Galen likes this.
  10. Kaazid GarySharp Well-Known Member

    2nd Edtition TT rules allowed Orkz to play any IG vehicle that they wished so long as the Whaagh included a unit of Bloodaxes, they weren't looted but were traded vehicles, using Bloodaxes also allowed you to field Ogryn units including Ogryn champions to lead them.

    It's how I 1st started my IG army, I was an Ork player and suddenly realised the only thing I missed for an IG army was infantry units and personnel carriers.

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