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Everlasting Chaos

PostPosted: Tue Aug 01, 2006 1:15 pm


Yahiko_Meogine
Guard need some serious buffing in my opinion; they just aren't srong enough really.
They benefit the least from a player with good micro and macro skill; hence they are nigh impossible to get into top 100 with.

Yeah, what they need is the vast majority of their forces being reduced to taking up only 1 unit slot each. They should be at least as numerous as the Orks. Or at the very least make their Sentinels cost 1 tank slot. Jeez, that's just sad.
PostPosted: Tue Aug 01, 2006 1:20 pm


I think they need more of a complete overhaul. Sentinals are fine in my opinion; they die fast but they do their job exceedingly well for their cost. Though it is possible that making it possible to get more guard squads earlier in the game to micro them; though I don't think it will help much in their tier 2 rut. They need to move Ogryns to tier 2 and make them less powerful; then IG will be fine I think.

Tojju


Everlasting Chaos

PostPosted: Tue Aug 01, 2006 1:22 pm


Yahiko_Meogine
I think they need more of a complete overhaul. Sentinals are fine in my opinion; they die fast but they do their job exceedingly well for their cost. Though it is possible that making it possible to get more guard squads earlier in the game to micro them; though I don't think it will help much in their tier 2 rut. They need to move Ogryns to tier 2 and make them less powerful; then IG will be fine I think.
Maybe. I still think that they should ease up on the tank costs. Imperial Guard are supposed to be all about tanks with a horde of infantry.
PostPosted: Tue Aug 01, 2006 1:25 pm


That's true. I spose' then more experienced players will have more tanks to micro hence solving that problem... I dunno'. Chimeras are good if you want a n immense number of tanks.

Tojju


Everlasting Chaos

PostPosted: Tue Aug 01, 2006 1:28 pm


Yahiko_Meogine
That's true. I spose' then more experienced players will have more tanks to micro hence solving that problem... I dunno'. Chimeras are good if you want a n immense number of tanks.
Yeah but don't they still take 2 tank slots?
PostPosted: Tue Aug 01, 2006 1:29 pm


Nope, Chimera's take 1.

Tojju


Everlasting Chaos

PostPosted: Tue Aug 01, 2006 1:33 pm


Yahiko_Meogine
Nope, Chimera's take 1.

Oh, I thought they took 2. But are they actually any good? I haven't played for a while and I thought all they really were was transports with a heavy bolter.
PostPosted: Tue Aug 01, 2006 1:37 pm


When massed they are very effective actually. Most people overlook them as a means of damage for Hellhounds but 6 Chimeras put out much much damage than 3 Hellhounds.
Also they are cheaper, can transport, build faster and actually do some decent damage to vehicles and buildings also.

Tojju


Everlasting Chaos

PostPosted: Tue Aug 01, 2006 1:44 pm


Yahiko_Meogine
When massed they are very effective actually. Most people overlook them as a means of damage for Hellhounds but 6 Chimeras put out much much damage than 3 Hellhounds.
Also they are cheaper, can transport, build faster and actually do some decent damage to vehicles and buildings also.

Hmm... I may have to look into that.
PostPosted: Tue Aug 01, 2006 1:47 pm


Hehe; yeah, if you aren't facing a load of AV it's pretty easily to use them effectively. Especially in 1 v 1.

Tojju


XxPoop_on_ToastxX

PostPosted: Tue Aug 01, 2006 1:49 pm


i personally think the guard really need to be overhauled becuase first of all almsot anything can take out a guard squad (except with those dang grenade launchers), and i think that makes it pretty hard for a guard player to survive. Also i think that their needs to be more of them beucase the guard is suposed to have hordes upon hordes of infantry kind of like orks but for the damage they do there are way too few guardsmen allowed.
PostPosted: Tue Aug 01, 2006 1:51 pm


Gotta' point there. It's more of less to hide in your base on your somewhat superior econ with bunkering until you can manage tier 3 and pull Kasrkin out of your a**.

Tojju


XxPoop_on_ToastxX

PostPosted: Tue Aug 01, 2006 4:32 pm


ya for the guard it's all about surviving till the later game were you can get the baneblade, karskins, and orgins, and the heavy tanks availible. Untill then it's just attempt to stay alive and do some damamge if possible. For me it's almsot impossible most of the time for me to do crap in the early game.
PostPosted: Tue Aug 01, 2006 4:34 pm


Actually entering the tier two IG they can become way overpower, because of the grenade launchers. They stun and disorient infantry, and while your guys are getting thrown back from afar, you cant do s**t. then once they hit tier 3, you assault using your weak gaurdsmen, and replace the dead ones with karskins, which will pretty much kick anythings a**

[Sanity_is_for_the_Weak]


XxPoop_on_ToastxX

PostPosted: Tue Aug 01, 2006 4:41 pm


still it's pretty easy all you have to do is get mass close combat units to kill grenade guardsmen or sned in a suicide squad and let supporting squads rip them apart while thier focused on the guardsmen. But when you get to tier 3 it gets hairy with karskin orgrins leman russes basalisks and the baneblade.
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