As well as working on my long-term project of creating my own fandex: Squat Stronghold, my medium-term plan is to get a counts-as Imperial Guard army on the table as quickly as possible. I already have a number of models scratch-built, which you can see below, along with about thirty or forty infantry models which I have freshly painted in the last few months.
Newly-painted infantry |
The list I have come up with is as follows. I'd be really grateful for any comments you have, both from Imperial Guard players, and from Marines players who have faced off against the tanks and guns of the Imperial Army.
Scratch-built Airship (counts as Valkyrie / Vendetta) |
1 x Company Command Squad w/Creed
1 x Company Command Squad
'FREE' CHOICES
1 x Techpriest Enginseer w/2 x Servitors
ELITES
1 x Battle Psyker Squad (Overseer & 6 x Psykers)
Scratch-built Termite (counts as Chimera) |
TROOPS
1 x Infantry Platoon:
- Platoon Command w/Autocannon team
- Infantry squad
- Infantry squad
- Heavy Weapons Team (3 x Autocannon)
- Heavy Weapons Team (3 x Autocannon)
- Heavy Weapons Team (3 x Autocannon)
Converted Ramshackle Games vehicle (counts as Hydra) |
- Heavy Weapons Team (2 x Autocannon & 1 x Lascannon)
FAST ATTACK
1 x Valkyrie
HEAVY SUPPORT
Converted Ramshackle Games vehicle (counts as Colossus/Medusa) |
2 x Hydra Flak Tanks
1 x Colossus
TRANSPORTS
2 x Chimera (for Psyker Battle Squads)
The main idea behind the army is to use the Hydras and Autocannons in the Heavy Weapon Squads to take out Rhinos, leaving the large blasts from the Valkyrie, Colossi(sp.?!) and Medusa to deal with the infantry. The Psyker Battle Squads will sit back for the first turn or so, hiding in their Chimeras, until the opponent's infantry are out of their transports. Once the Marines have been extricated from their Rhinos/Razorbacks, the Battle Psykers will use their powers to reduce the Marines' leadership so that they are more likely to run away once I start killing 'em all.
That's the plan, anyway - what do you think to it?
The only thing that really stands out to me in this list is that there is only 1 troop selection, so you need another to make the list legal.
ReplyDeleteOther than that you have a ton of S7 shooting and not much higher than that, you need to be able to deal with Armour Values higher than 11. I think you need to take advantage of the higher BS in the Company Command Squads to get some Melta in there as an answer to AV12+, Particularly if you're not going to field Vendettas.
Good point regarding the need for a second Troops choice, Andy! I was, umm, just seeing who'd notice that first. Ahem.
ReplyDeleteAfter some more thought, I think swapping the Valkyrie for a Vendetta is a bit of a no-brainer. My second troops choice then would be a Veterans Squad with 3 x Meltaguns, which the Vendetta could deliver into range with it's scout move before the first turn proper.
I may also be tempted to swap the second Company Command Squad for a Lord Commissar, in order to gain his 6" leadership 10 'bubble' for the heavy weapons squads, which should help to ensure Creed's four orders per turn are successful.
Decisions, decisions!
Go go squats!
ReplyDeleteI sometimes have trouble finding good spots for so many HW squads. Be aware that some of them may wind up with poor fire lanes and/or be kind of in the open. However, remember that you only need half of them to be in cover for the unit to be, so one base out in the open is fine.
Definitely need second troops choice!