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===Cons=== *Overall flimsy infantry. What you have in numbers you do not have in resilience; your most common model statline is toughness 3 with a 5+ save. Still some of the toughest models point-for-point, but it practically forces you to buy in bulk. *DKOK lose access to FRFSRF and Take-Aim, arguably the most useful orders available to IG, and their replacements (Duty unto Death, Without Mercy) are seriously underwhelming. *Your standard infantry are slightly more expensive than vanilla IG, and can't take heavy weapons. Granted, you can still bring 100 models for only 500 pts. Amusingly the implication seems to be that the DKOK's lives are actually valued just a little bit ''more'' than a standard Guardsman. *Comparatively weak in assault. S3 with 1 attack each is not doing you any favor, even though you hit on 3+. Close combat can still work, but shooting is preferable. Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. That's before Priests, Fix Bayonets, and regimental standard shenanigans. But squads caught in melee alone will fail anyway because... *Individual units are weak without support from characters and other squads. Synergy is key. *Anti-infantry weapons will destroy your hordes in short order. *Anti-tank weapons will destroy your tanks in short order. **Now stop and think about those above three points. Together, they constitute a major challenge when understood in tandem. Enemies can reap bounteous rewards through good target selection against the IG, and it can be tricky to find ways to deny their efforts. Take a typical mixed-unit army, some infantry and some tanks. There will be times when the enemy can pull off a highly effective attack, pointing their dakka at your infantry and their blasta at your tanks. Some units may have to be sacrificed to an effective enemy - let's say a unit of Centaurs against enemy melta fire - if it means guarding a more important yet similarly vulnerable target - your Leman Russes - until you can wheel a more effective counter unit into place - disposable infantry squads. You can only anticipate so much! The standard wisdom when designing an army is to aim for a uniform defensive approach between units, to prevent easy target practice for the enemy. But the IG are very dependent on synergy, so taking an all-infantry or all tank army is also quite risky! Whether it's a mixed army that demands carefully positioning and tough sacrifices, all-infantry that runs the risk of weak output or all-tank brigades that struggle to shoot fast enough, you've always got a catch when constructing your wall of shooty death. *Playing Imperial Guard can be tedious. Whether its literally counting out ''hundreds'' of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately your turns will go by faster once you start piling up casualties. *Although your units are cheap in points, they're not that cheap in cash, ''especially'' since the Death Korps are a [[Forge_World|Forge World]] exclusive army.. *You're not GW's [[Space Marines|favorite children]], so not only are new models for your army very rare, but your infantry models are mostly outdated as fuck and are rarely in stock. Just thank the Emperor that you don't have to buy pewter models for everything like Sisters players do. (PLASTIC SISTERS COMING OUT B*TCH! YEEAAHH!) *Unless you keep everything in transports or a tank squad list (and maybe if you're playing against Orks), you're less likely to get the first turn by getting all of your units deployed first since during the roll-off the player who finished deploying first gets +1 to their roll (this is assuming you're using the new deployment method outlined in the Chapter Approved book and confirmed by GW, if you're using the old one you will rarely go first). Plan your strategy accordingly. Of course, you can get away with going tank and transport heavy better than most armies can. *A fair few Forge World options have been removed from the site, so you'll need to either kitbash, or do some lurking online for them. *You have to be a drug dealer, organ harvester and a prostitute at the same time if you want to afford an army.
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