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When I play i tend to use the maximum number of tanks I can field for point value, use cannon fodder infantry in front of them to soak up shots and spot enemies, then I keep heavy weapons teams in the back deployed to cover the advance and pick off potential threats at a distance.
i played the table top game and when my 4 squads of guard which i think was 20 each fired at all the same target quite alot more damage resulted from it unless it was a vehicle. More important than their low damage though is that the hit points are nothing they die much faster in this than they do in the table top thats whats killing their usefulness. They need to be a bigger squad so 1 swipe from an assault marine doesnt kill 5 dudes or that losing 5 isnt as big of a deal after.
Im seeing it be a winning solution to have no infantry which is just an odd look of tanks fighting alone which you wouldnt do in the table top game.
exactly so when facing an army that has no counter parts only elite units dogs from hell fast attack swoop in and kill them in the first turn or 2 and they dont get to live out their usefulness. THeres no requirement for the AI or anyone to field their counterparts that are weak enough for the guardsmen to counter. I wish the grenade had 1-2 spaces more range. I also think they are so weak they should be allowed to attack + use the grenade in the same turn.
Tyranids gaunts costs 30/35pts Armour 1 Hp20/25
Scarabs costs 30pts Armour 1 Hp10
Snotlings cots 30pts Armour1 Hp25
How much more Guardsmed should have?
How much Guardsmen should have and didnt cost the same as Space Marine?
How much Guardsmen should have and didnt cost the same as Space Marine and didnt break the game?
in the table top game, at least it was this way in the past you had 2 major choices to make for IG, Mechanized command or infantry command. Thats not reprsented in this game, theres no command squad, theres no Colonel, voxcasters, theres no special weapons for infantry they are just an afterthought thats the point im trying to make
you want me to go over cost? with how weak they are right now they should cost 20 points i think would be fair.
Points cost: a tank costs 260 points. It's equivalent to a 7 Imperial Guardsmen unit to scout, take overwatch fire, and eliminate enemies of the same cost category, giving your tanks the time to finish them off (number of attack actions). While people who use Scarabs, Snotlings, drones, and Gaunts are happy with their price, you might have issues. It's your call.
Additionally why is there no tech priest unit to repair tanks with but orks can with big mek? Id rather a tank repair unit than the pysker.
dmg 3-4 AP1 x3 acc 75 ( 90-120 x 0.75 = 78.75 avg ) ( 52.5 avg with bayonets)
They need to sacrifice grenade and 1 shot to be able to counterattack/attack in melee at all. Without it they do not create zone of control.
Termagants cost 30 with 20 HP 1 armor 5 evasion (x8)
dmg 3-5 AP1 x3 acc 80 (72 - 120 x 0.8 = 76.8 avg)
or 2-3 AP1 x4 acc 90 (64 - 96 x 0.9 = 72 avg)
also dmg 2-3 AP2 x 6 acc 75 upgrade (96 - 144 x 0.75 = 90 avg).
They also get 35% dmg buff for each adjacent gaunt unit
It's easy to notice that they provide almost same damage despite lower cost/numbers even alone. Add stacking buff and they wipe the floor with cadians.
Gretchin cost 30 with 25 HP 1 armor 10 evasion (x10)
dmg 3-4 AP1 x4 acc 90 (120 - 160 x 0.9 = 126 avg)
Easy to see that Gretchin also greatly outperform Cadians damage wise despite being more fragile (but more evasive) and cheaper.
Scarabs cost 30 with 10 HP 1 armor 15 evasion (x10)
dmg 3-4 AP2 x2 acc 90 (60 - 80 x 0.9 = 56 avg)
Damage is lower, but they have slightly better AP and compensate their fragility by additional 10 evasion and 5 move. Not to mention Reanimation protocols that work in their favor.
All units you mentioned provide some noticeable advantage in fields you omitted.
Cadians generally lack that, as result - they lack purpose. They aren't tough enough to actually soak up damage and can be as easily wiped out as Scarabs. They lack damage so can't be used as throwaway one-shot damage unit as Gretchins/Gaunts. Their faction mechanic is too complex and provide only marginable gains.
Faction mechanic is ok like hive mind for Tyranids