So working through some different Imperial Guard lists I tried making something to take full advantage on the FAQ changes, more specifically the deployment for Dawn of war, but while still trying to keep the army competitive in other deployments, below is what I managed to come up with for a first draft.
HQ: Company Command Squad (6#, 230 pts)
4 Company Command Squad, 80 pts = 4 * 6 (base cost 6) + Meltagun x3 30 + Colonel 'Iron Hand' Straken 121
1 Colonel 'Iron Hand' Straken, 95 pts
1 Chimera, 55 pts
Troops: Infantry Platoon (62#, 810 pts)
1 Infantry Platoon, 0 pts
4 Platoon Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
1 Platoon Commander, 6 pts
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
Troops: Infantry Platoon (62#, 810 pts)
1 Infantry Platoon, 0 pts
4 Platoon Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
1 Platoon Commander, 6 pts
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Commissar, 45 pts = (base cost 35 + Power Weapon 10)
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
9 Infantry Squad, 55 pts = 9 * 5 (base cost 5) + Meltagun x1 10
1 Sergeant, 20 pts = (base cost 5 + Melta Bombs 5 + Power Weapon 10)
1 Chimera, 55 pts
So what was I thinking? Well firstly the 1 HQ and 2 platoons means everything can be deployed right on the half way line in DOW, with Meltaguns and beginning so close I can have 13 units rolling forward with Meltaguns causing havoc if my enemy deploys anything. I also have 13 chimeras providing multi-laser and heavy flamer fire in abundance. Plenty of scoring units means in all objective game modes I have good numbers, and a massive amount of blocking units to keep my CNC obj safe while I advance on the enemies.
And a random picture for the fun of it. |
Although this list also opens up as another Blob hybrid list allowing me 2x 50 man blobs with power weapons, Melta bombs and the likes which can spread right out across midfield in Dow and advance towards the enemy deployment line, while shielding my vehicles form assaults.
This also means I can break the blobs into 30 man advancing and 20 men support if I feel like it and all the time I have Straken adding some major HTH backup for both the blobs while driving around in his own chimera alongside the PCS’s who can keep in their bunkers issuing orders and popping vehicles.
Blobbing up means I’m on 18 KP which is about right for most guard armies, but as mentioned allows me to really break down the army when it’s not needed for scoring and small units to take charges and allow me to shoot down the assaulters in the next turn.
In spearhead I may suffer slightly due to the lack of heavy support and blasts, which could also prove to be true in pitched battle if facing AV13+ vehicles as I need to then advance and remove them with Melta, but considering I have 13 units with Melta I’d like to hope I have some chance to achieve this.
The final bonus point is that if I get first turn and deploy on the mid way line side on, and the enemy reserves I could pivot and gain about an inch and a half, race forward 12 inches and turn the rear of the chimeras to face the enemy long table edge, disembark 2.99 inches and then make a run roll to try to block their reserves from entering the field (Using meltas right at the front to stop tank shocks coming on.
Mainly as mentioned this is my first musing on how to take advantage of the Guard DOW FAQ change. And from first looks it looks like it could be quite a fun list to play on all missions / deployments, but I’m curious what matchups would hurt it.
I had this discussion come up at Warpco.
ReplyDeleteAre the chimeras deployable with the troops as they are transports, I thought yes but I wasn't going to argue it so conceded, I guess you agree with me but has there been a ruling?
Very much so in my opinion, between the FAQ and the platoon rules it reads to say they are part of the platoon (Good example could be Al'Rahem's platoon, chimeras bought for it also have to outflank, they don't get the option not to, thus it must be intended). It seems to be played that way by the majority as well and ruled that way in most tourneys I've looked into just to make sure.
ReplyDeleteI think the ones saying it doesn't work are a bit sore that guard can ideally have numbers in lists like the one above deploying in DOW on the half way line and to them it doesn’t feel right.
I can see their huffing in a way, and agree it is random they allowed this change, but It shouldn't change things too much for most guard players as they usually only have 1-2 smaller mech platoons or a single blob platoon in lists... blob lists are just an exception and don't really benefit as you'd be blobbing the unit anyway.