Board Thread:Warhammer 40k General Discussion/@comment-203.134.114.240-20130721023526/@comment-8881468-20130728222504

let's do this piece by piece:

The problem that is there with the commissar: you basiccally want the player to be rewarded fpor shooting his own people. you see the odds, maybe have compassion with the guardsman, have him begging for mercy/trying to do his best, yet see him versus the odds stacked against him, and it is your duty to basiccally force the annihilation of many men (the whole unit) and the direct killing of individuals.

aka: you get rewarded for killing your own, which may makes sense in the w40k universe but is essentially a big turn off gameplaywise. you have had games like hitman or that shooter where you go and kill civillians in the airport, yet this is quite different from what you wanna achieve.

on the one hand you advocate identification with the unit, yet on the other hand you advocate mercilessly gunning them down.

not all of them are tatrget practice for the enemy, no some are lucky neough to get some shots in while their neighbours are being gunned down.

but hey, let's go through battles one by one ;)

Vs Nids: check their various biotforms vs guardsmen, always lorewise, everyhting that is above a gaunt, is better than a guardsman

vs orks depends on wether they get into melee

vs tau: sorry but imp guard does not fare too well versus them (see T'Ros), superior striking distance+ better individual armor and better weaponry

vs eldar, see tau

vs necrons, hell Space Marines have problems vs necrons, how does the guard fare ^^

engagements vs chaos:

you never have imp guard solely vs traitor guardsmen or traitor militia/pdf, aside from the fact that chaos "blessed" men tend to be able to take more of a beating than imperial men (blessing of nurgle as example), that we normally tend to have those when fightting versus a corrupted planet, aka: superior positions for the chaos troops and that no chaos incursion actally lacks warp spawned help (cultists are not the problem, the lesser demons and chaos marines are), which in pretty much all cases, is normally taken care of by space marines

as for the traitor marines being swarmed by other guards and so on.. yeah the marines have no access to vehicles, warp portals, teleporters, drop pods, allies and so on even khornate units have artillery (and not just a few pieces), please be realistic. (sidenote: deep strike anyone?)

Next thing to reality: always having the squad a sole survivor of high attrition campaigns, hardly

also consider: you have timejumps involved in games that relate to one story, however you do not have that as you play a campaign of a soldier rising through the ranks. sidenote: you would only have that if you remove the decision making potential of the player, stoiccally playing through

the question is not wether it is a "wargame" but wqhat game it actually is:

1st person shooter, tbs or rts, tactical rpg (which would not work in favour of imp guard)

next thing: for small engagements, the Imperium does not favor the Guard, but in 99% of those cases, more able troops are taken in, which removes them lorewise from that gameplay

as for computer games, well I have been playing those for the last ~ 24 years, you play through several hundred, if not more of them ;)

you wanna get into fluff, sorry then read up on it ;)