Got the expansion, loved the expansion. Bored by the IG a bit, still like the SM’s the most. But I LOVED the
However, I just wanted to address one point.
IG troops, only mildly upgraded, can indeed wail on SMurfs if properly placed and in proper numbers.
The most important upgrade, IMHO, is the extended range for their lasguns. This allows you to utilize the Guard’s first and most important asset: massed firepower.
After that, it depends. If you plan on facing heavily armored infantry, like SMurfs, fill up on plasma guns and buy the upgrade for enhanced special weapon damage. Enough squads of guardsmen with extended range lasguns and plasma guns will smoke most non-horde enemies. For the Orks, I’d advise switching out the plasma guns for grenada launchers.
I’d also second the thought that if you liked the first game, you should probably buy this one. The campaign on this one is also somewhat short, of course… and even the possibility of a limited degree of branching really doesn’t solve that problem. Still, you get to play campaign games as the four non SM races in the game, so it’s not all bad. A bigger campaign really would’ve been neat, especially with the depth in the 40K fluff.
It would’ve been real neat to start out on the first level with a kill team on a mission of sabotaging a behind-enemy-lines target so that your first troops could land. Then fighting for a beachhead, etc…
Or, heck, playing the first Armageddon war if they were going to give us the IG to play with. Or defending a planet against a Hive Fleet. Heck, they could’ve set the expansion on Maccrage…
Which brings me to two points: Tyranids and Tau!!!
These are two races which need to be in any future expansions/games. The Tau are just about the shootiest army around, and the 'nids (should) provide a CC powerhouse that even the game’s Orks can’t quite match.
Erm. And that’s it.