I'd advocate for a 20 point reduction to both LRBT and Demolisher Variants, but just those tanks, the rest are fine.
I'd advocate for Lumbering Behemoth coming back, because it makes the LRBT and Demolisher next to worthless without. The sponsons are what make the tank, at their current pricing. Not being able to take advantage of those is a tank that's not going to see the field.
I'd advocate for regular variants having Rear AV 11, Seige Varients Rear AV 12. I'm aware that standard marines couldn't hurt it
without krak grenades but since I'm not aware of a single Marine that
doesn't have Krak Grenades, I'm pretty ok with that. Truthfully, the idea that a battle tank would not put some kind of protection on it's exhaust port. I mean, I could weld some expanded metal on the ports in about 10 minutes...
http://www.google.ca/search?newwindow=1&biw=1440&bih=752&tbm=isch&q=expanded+metal+mesh+texture&revid=578084434&sa=X&ved=0ahUKEwjT8vn4xtrKAhXMxIMKHRgqCpUQ1QIIJAand I could similarly cover any view port or ANY EMPEROR-DAMNED PLACE A KRAK GRENADE WOULD GO. I mean, even the outer edges of the tracks could be covered up so you couldn't get in without losing an arm. It's not Star Wars, most people don't leave unprotected exhaust ports. It would lead to people tossing explosives into them!
And yes, I do believe that the rear of a Siege Russ would be as tough as the rear of a Storm Raven, Tougher than the rear end of a Flying Croissant [It's just jet engines, for the love of the Emperor] and probably as tough as the rear armour on a Knight. I'm going to go out on a limb and say that yes, the main battle tank of the Imperium should be at least as tough as that silly crab-tank the Mechanicus has. I'm not sure what that is off the top of my head.
AV 10 used to be standard. That was when movement capped out at, what? 24" a turn, unless you were specifically an Eldar Jetbike? When it was
hard to get to the rear armour? AV 11 was somewhat impressive. It's a hold over, and one that should be altered. These tanks need to be altered to be significantly more capable of resisting assault because nothing else can spear-head in the IG. Not our Vets in Chimera [Though that new formation looks tasty...] and not Rough Riders, not Ogryns, not Scions. Nothing can push an enemy unit out of cover. We need something that can gain ground. A Russ with Rear AV 12 is a good starting point, supported by Chims with side AV 12. It needs to happen, in my opinion, or some other tremendous alterations to the rest of the codex. These two AV alterations are quick, appropriate, and useful to the traditional play-style of IG.
@Wyddr: Do you need me to run the maths, or is the following thought experiment sufficient? Presume that your opponent knows that Guard have the mobility of molasses in the arctic, and decides to place all of their available objectives as close to the centre of the board as possible. Because they will be more able to deal with close-range combat than Guard are. Be it most armies's ability to outshine Guard in CC, or the remaining armies's abilities to gain access to Ignores Cover / Invisible / Shrouded units that can pretty much wreck IG through shooting / stomping. Emphasis on STOMPING. I hates me a WK and IK with near-equal passion.
For the record, I believe this argument shows the validity of the necessity of raising Guard AV's, due to the necessity of moving forwards into harms way. It would be the first of many steps to make getting up close a non-suicide mission.
In any multi-objectives scenario in which the IG player gets multiple objectives to place, I believe it is wise to spread the objectives around rather than load one side or the other. In the "loaded up" DZ scenario, assuming the opponent loads the centre with their objectives, the Guardsman needs to place objectives before knowing his deployment zone. By loading "one corner" to maximize the possibility of having multiple objectives regardless of deployment type, he runs the 50% risk that his opponent will take that DZ, and utterly screw him. Even in a good scenario, this strategy is only at optimal efficiency in games in which the Guardsman gets more objectives to place. That occurs in 1/3 missions [1/3 less, 1/3 equal, 1/3 more] in 2/6 Eternal War missions, and 0/6 Maelstrom missions, and 1/2 chance to win the right to choose table half. Despite my overall dislike of Maelstrom, it must be factored into balance issues as a legal way to play, thus 2/12 missions. 0.33 x 0.17 x 0.5= 0.03. 3% of completely randomized missions allow the IG player to load a corner [one 2'x2' corner-board section, assuming one exists with decent LOS] and win that corner to deploy in. Such rare occurrence is not a major factor. Even in the Maelstrom missions, a Guardsman that manages to place all 3 in a corner and then win that coin-toss to take it, must contend with his opponent being well capable of claiming the central objectives and then sniping any necessary objectives out of the IG's camp with a speedy ObSec unit. Or whatever they can use. Really, it's not hard to clear Guardsmen from cover these days.
Thus, it is reasonable to assume that in most cases, the Guard player will have an equal number of objectives in their deployment zone, possibly one more than their opponent's, though in ALMOST all cases, there will be more objectives located centrally than in their own DZ.
The
opponent controls the strategy the Guardsman needs to use, in order to be successful. Because if the Guardsman can't move, take, and
hold the clustered central objectives, they will lose, because their opponent will control a greater density of objectives. Presuming the spread-objectives strategy on the part of the Guardsman, they will also likely have an objective in their own DZ to further tip the balance, forcing the Guardsman to drive for the centre in order to outscore them. Linebreaker is impossible without it, really. So right there, a more mobile opponent is +1 on you, but more on that later.
In the Relic, The Scouring, every Maelstrom mission, and 2/3 of both Crusade and Big Guns Never tire, there will be more central objectives than their are "single DZ" objectives, if your opponent wants.
78% of missions, if your opponent choses to do so. Being able to move to centre, clear enemies [presumably from cover] and then hold against retaliation is the key to victory. If your army is better at that, then your opponent's is, you can force them to play the game on your terms 78% of the time. Even if you're playing pure EW missions, your opponent can force this scenario 55% of the time. If that isn't forced, how often could your opponent instead completely spread objectives to the ends of the board? Could the IG make it to the spread out objectives, much less hold them? I'm not sure of the math, but I don't need to bother, the strategy is already the PROBABLE scenario in either case, but a ballpark would put 90% of Maelstrom and 75% of EW missions, in which the IG is flat-out screwed during the objective placement phase, if they have any strategy involving significant sit'n'shoot units. Again, as a clever opponent I know that those sit'n'shoot units aren't going to press for the centre, and if they do, they forgo their shooting or expose themselves to incredible risk.
Any strategy that does not focus on the ability to gain and hold ground, is doomed to fail in a TAC scenario, in which the opponent is clever / cruel enough to centrally cluster the objectives, or, if that scenario can't be worked due to lack of objective control, spread the objectives so far and wide as to prevent the IG player from being able to reach them without completely forfeiting their offensive capabilities. We either lose to "Deathstars" in the centre, or fast MSU on the fringes. Pretty much every army does that better than we do, without any kind of conscious effort. Everyone does melee better than us, and everyone is faster than us. It's simply in the strength of every other army's builds. It's the way 7th edition's win conditions simply are.
So, no, Wyddr. It's not that easy to position objectives to that sit'n'shoot armies can play on even footing. MOST of the time, even in pure EW missions, your opponent can force you to leave your DZ if you want to
win. Considering that 1st blood almost always goes to the more mobile army [assuming sufficient LOS blocking terrain] and linebreaker is a pipe-dream for the AM, we're well on the back foot even in scenarios in which we aren't forced into the drive-for-centre strategy. Our Warlords are, I'm confident, the easiest Warlords to slay, even. So a mobile army is likely to score 1st Blood assuming a somewhat defensive initial deployment [Why not? they move fast!] are much more likely to score Linebreaker, and if they can't get StWl, they aren't trying. Too much back-foot. Too little control in the ability to secure objectives within the DZ.
Tougher rear armour would be one solution to allow us to drive the necessary firepower and toughness into that amphetamine parrot-storm. Presuming no higher AV's, how do you suggest that the Guardsman that's forced to play that game 78% of the time whether he likes it or not, succeed?
Balance must revolve around the most cruel of scenarios, and that's what I've faced. My buddies and I play to win, and I wouldn't have it any other way. I'm all ears. How do I drive to a central cluster of objectives to win the game with IG? I face Necrons, Marines, Eldar, Tau, Imperial Knights, and Dark Angels [biker heavy].
@Anyone Reading: Please take a moment and think about it. If you build an army that can drive for centre, clear it out, and then hold ground while potentially taking a run at one other objective, and it was better at it than your opponent's army, you could predictably
enforce the game to be played on your terms. A scenario that you're probably going to win. If you want a TAC strategy, that's it, if you play completely random missions. That's 7th edition. It's why WK's supported by the rest of the Eldar codex is so effective. It's why Necrons can bludgeon their way to centre through sheer toughness, with a few fast units to snake out and steal objectives. It's why Biker Marines with IK allies are so effective. It's why Tau, with Ignore Cover everywhere can counter-meta and focus fire so effectively against top builds. Thunderwolf Cav and Friends drives for centre, and then support units follow to claim where they were, then chase the next objective. Good luck rooting them out.
Playing to a predictable strategy, at the very least a
mostly predictable strategy, is what makes these builds so powerful. Russ and Chimera with higher AV help to counter them... except for the Knights, of course. It's something of a step in the right direction, anyhow. This is the definitive TAC strategy, that you can enforce 78% of the time. Centrally clustered objectives.