Thursday 29 March 2012

Outflank guard, 'Eye in the sky, and feet on the ground'


So randomly I got the urge to throw together a guard army which is able to go full reserve for a different little mind project. The aim was to have nothing on the table turn 1 if I wanted and also to have various deployment options to keep the enemy guessing during their deployment phase if going first.

The first draft came out as follows:


1850 Pts - Imperial Guard Roster

HQ: Company Command Squad (6#, 110 pts)
   4 Company Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
      1 Company Commander, 26 pts
      1 Astropath, 30 pts

HQ: Company Command Squad (5#, 80 pts)
   4 Company Command Squad, 54 pts = 4 * 6 (base cost 6) + Meltagun x3 30
      1 Company Commander, 26 pts

Fast Attack: Vendetta Gunship Squadron (2#, 260 pts)
   1 Vendetta Gunship Squadron, 0 pts
      1 Vendetta, 130 pts
      1 Vendetta, 130 pts

Fast Attack: Vendetta Gunship Squadron (2#, 260 pts)
   1 Vendetta Gunship Squadron, 0 pts
      1 Vendetta, 130 pts
      1 Vendetta, 130 pts

Fast Attack: Vendetta Gunship Squadron (2#, 260 pts)
   1 Vendetta Gunship Squadron, 0 pts
      1 Vendetta, 130 pts
      1 Vendetta, 130 pts

Troops: Infantry Platoon (46#, 480 pts)
   1 Infantry Platoon, 0 pts
      4 Platoon Command Squad, 65 pts = 4 * 6 (base cost 6) + Krak Grenades 5 + Meltagun x3 30 + Captain Al'rahem 76
         1 Captain Al'rahem, 70 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)
      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)
      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)
      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)

Troops: Veteran Squad (10#, 100 pts)
   9 Veteran Squad, 93 pts = 9 * 7 (base cost 7) + Meltagun x3 30
      1 Veteran Sergeant, 7 pts

Troops: Veteran Squad (10#, 100 pts)
   9 Veteran Squad, 93 pts = 9 * 7 (base cost 7) + Meltagun x3 30
      1 Veteran Sergeant, 7 pts

Troops: Veteran Squad (10#, 100 pts)
   9 Veteran Squad, 93 pts = 9 * 7 (base cost 7) + Meltagun x3 30
      1 Veteran Sergeant, 7 pts

Troops: Veteran Squad (10#, 100 pts)
   9 Veteran Squad, 93 pts = 9 * 7 (base cost 7) + Meltagun x3 30
      1 Veteran Sergeant, 7 pts


So what do we have? Well we have 6 Vendettas which we put the veteran squads and Company command squads into, these can either fly on your normal table edge or come on outflank to cause havoc with enemy deployment. Especially if you come on 12, drop off the Meltagun vets and begin blowing up some vehicles. Although the Vendettas since they have to move on over 6 will only be firing 1 lascannon each which could prove to be a liability, although 2 TL lascannon shots is still better than a kick in the teeth, especially when it’s from the sides hopefully catching some rear or side armour.  




As well as that we have 6 squads with meltas, which I'm beginning to think might be Melta overkill and should swap 2 squads down to flamers (maybe 2 veterans down to 2 Melta and a heavy flamer or 2 flamer and a Melta or heavy flamer (Or third flamer) just to add some nice anti horde for when the vehicles are exploded and you need to begin removing the infantry who fall out.

Next we have a nice big outflanking blob with Al'Rahem leading it for some more BID action as well as 'LTW' ordering to get the guys shooting then moving forward to get into hand to hand with the occupants of the destroyed vehicles. I've kept this as the usual 40 men, power weapons and meltabombs.


Great pic I found while google searching.

The list in its first draft comes as 11KP with one of those being a 41 man blob which is tough enough to remove, and 3 more require the removal of 2 AV12 birds. Not the hardest to kill but still possible to keep alive with turbo boosting.

The command squads add more Melta with the orders (And considering I’ll be running one CCs in a Vendetta squadron with the other bird having Veterans in it, it allows for both squads getting some nice BID Melta fire to ensure some damage is done.

So what do people think, too weak or potential?

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