I saw a replay where an IG player took out about 300 flayed ones with 3-4 guardsmen squads. (Using the anti-inf for infantry and AV for vehicles instead of just hoping they would target the right one) Not a buff, but still adds a strength.ĥ grenade launchers on a guardsmen squad is AWESOME if you have weapon specialization and maybe a priest attached. Heavy weapons were already powerful pre-1.2, and now with the targeting bug fixed they become even better. If you're a good IG player, you should be building Infantry Commands all over the place, and a techpriest works just as well as an entire squad in a bunker, and three of them are not only useful but cheap too. They don't seem very good, but three squads of guardsmen in a bunker was already powerful before 1.2 - with the 25% damage increase they can take out armies if supported. I think the number of nerfs is distracting you from the buffs. (Hyperbole)Īssassin could kill the Tau Commander in one shot, not to mention other commanders in a few. But they nerfed the overpowered things:īasilisk could kill armies in seconds if guarded by an army.
If you look at the patch objectively, you can see that it is very balanced now. Also, Whirlwinds were moved to Tier 4 and nerfed with decreased damage and removal of the ability to fire on the move. For the Honor of the Chapter! Although on the downside, Assault Marines are now officially no longer worth it, since they take 3 unit cap instead of 2, and had no boost that would let them get beaten up in melee by Guardsmen any less than they do already to justify the increase. They brought back Predator Destructors, and Chaplains can attach to squads now. It isn't.īut I'm rather happy with some of the Space Marine changes. Brilliant, Holmes buying infiltration for one single, solitary guy.
Oh, and while we're at it, assassination infiltration is a completely separate upgrade now. So sure, let's make him less able to do his job, because that's such a brilliant idea. The assassin wasn't too good at killing commanders to begin with, because more often than not he'll decide to plink away at infantry or some building instead of the commander you want him to shoot. They made it so the assassination scope ability doesn't increase the assassin's sight radius (so the assassin will presumably need a spotter now, since they didn't say anything about it not increasing the rifle range), but more importantly they apparently completely nerfed the damage the assassin does to commanders. The unit sucked enough as it was a huge price tag for a 3rd tier glorified artillery spotter. Discuss.įor me, I've got a few issues re: nerfing the Imperial Guard.