Is the Imperial Guard Broken?
I have to say, the more I discover digging at 6th edition concepts, the more I see ways to make extremely powerful Imperial Guard lists. Lets look at this concept...
Veterans are one of those Squads that many people have loved for the Imperial Guard. In 6th they were strong simply on the grounds that they could move quickly across the field, and deliver a massive amount of firepower into someones lines.
Now with 6th edition one rule I have overlooked is on page 91 discussing area terrain. Area terrain before gave you a 4+ cover save. Now in 6th its a 5+, however, IG can easily make this a 2+ for a few extra points.
Note the rule...... Models that go to ground in area terrain receive a +2 tot their cover save. This means that a unit with camo cloaks or Sgt Harker's stealth and will get an amazing 2+ cover save in forests, undergrowth, wrecked vehicles etc. That would not matter so much if it were not for orders, and the fact that you can order your IG back up during your shooting phase and they will then ignore the effects of having gone to ground.
Now to take advantage of this..... Creed can order 4 orders at 24" from his chimera. Dont forget to include things like a vox caster so you get re-rolls, or a commissar lord among large masses of infantry for leadership 10 rolls.
The point being, that with more terrain on the battlefield, Imperial Guard can easily start to dominate the field. Carry Aegis Defense lines so that you insure your own protection, and then huge the terrain, and you are golden. Its called 2+ cover saves across the board...........
Think Creed will win his next series of battles at the Cadian Gate?.... I do. So IG have mobility, great saves, great weaponry, fantastic flyers, the ability to mob up and do some close combat, whats not to like........