Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Thursday, June 7, 2018

Small battles against big bugs

  Summer just started for the kids (as we know, non-wealthy adults don't get that 'summer' thing) and it was time for another throw-down.  This time, I didn't want to waste an entire day playing, so we decided to stick to just a 1,000 point game.  That also allows me to set up a smaller table and not have to clutter the already shrinking hobby room.  I forgot how fun smaller games were for a bit there. 

  I should also note that I was going to use the Open War cards that I finally decided to pick up.  But the cards aren't made for smaller battles and battlefields, so we agreed to just do the standard "Kill and 12" mission.  After all, the only true goal is to push around our dolls and roll some dice, right?

  The battlefield was simple.  I added a couple of hills and tree bases because it makes sense that Imperial forces would try to catch the enemy before they get into the heart of the cities.  Otherwise, it was a densely-packed table with plenty of line-of-sight blockages all over the place. 

The battlefield

  I chose to play the Imperial Guard, er, I mean Astra Militarum for this one.  My Ultramarines haven't been performing great and they needed some rest, so I relieved them and brought in the big guns.  My force consisted of a Company Commander, Platoon Commander, Primaris Psyker, three Infantry Squads rocking flamers and riding in Chimeras (the heavy stubbers aren't modeled, but I took them), an autocannon Heavy Weapon Squad, a Hellhound, a stock Leman Russ, and a Basalisk.  It was meant to be a cross-section of the IG's arsenal while not being particularly spammy or cheezy. 

Sound Off!

  I was worried about the force that my son decided to take.  It didn't really seem all that powerful to me and simply lacked the numbers that could stand up to my many flamers.  He took Old One Eye, a Broodlord, two Thornback Carnifexes, 2 smaller units of Genestealers, a unit of Warriors, and a unit of Hive Guard.  There was some speed, some monstrous tough-guys, and some pretty decent shooting considering that I'm wearing nothing but flak armor. 

Chitin and Claws!

    I won the roll-off for deployment and focused my vehicles behind the buildings (especially hiding the Basalisk) and the Armored Fist units (the infantry riding in their Chimeras) on the nature side.  He deployed the Carnifexes in the city, hid his Hive Guard (I hate those things so much), and put his mobs of 'stealers on the nature side as well.  We did the roll-off for first turn and, of course, I got it by having the fewest drops. 

Deployment and Game On!

  The first turn saw the very little actually happening.  I ran the command Chimera towards the center of the line, planning on being the 'countercharge' unit and charged the Hellhound foward.  My shooting phase saw me plink down a couple of Genestealers and, using my tanks and artillery, putting some wounds onto Old One Eye.  After all, I didn't want him to get too close.  In return, the Genestealers and their Broodlord attacked the Hellhound and damaged it pretty hard, but didn't kill it.  Everything else, of the larger variety, just began their implacable advance towards me.  Using his Hive Guard and a well-timed strategem, he took out my Heavy Weapons squad and earned First Blood.  I really hate those guys. 

End Turn 1

  The second turn saw me move up with my Armored Fist section and disembark a unit or two to lay down some flame on the surviving Genestealers.  I chose not to retreat with my Hellhound, hoping he would kill it off and I would explode in his lines.  A bit more big guns focusined on Old One Eye saw me able to finish him off and earn the Slay the Warlord.  Battle Cannons are so good!  The Genestealers almost finished off the Hellhound, falling just one wound short of finishing it off. 
One more wound.  Really?
  Seeing my tactic and understanding the suicidal nature of the crew of the Hellhound, he retreated far enough way that it didn't matter.  The Tyranids continued their advance through the city and opened fire with their guns, finishing off the Hellhound and putting some damage into one of my Chimeras.    Sure enough, the Hellhound exploded and managed to take a couple of Genestealers down, but nothing near what we were hoping.  The Broodlord and remaining Warrior charged the other Chimera holding the flank and wounded it pretty well.  But by the time the smoke cleared, it looked as though the Imperial Guard had eliminated the little threats. 
 
End Turn 2 

  Turn 3 was bad for the Imperium of Man.  The remaining two Carnifexes were now in range to charge through the ruins into my tanks and the Broodlord was busy chomping his way through a transport.  The Chimera retreated so that the Infantry Squad could unleash lasgun fire into them, but this is where my son remembered his rules.  The Warrior was closer and behind a bunch of rocks and couldn't be seen, so my troops were too skittish to shoot at the monster in front of them.  The transport had retreated, so it couldn't shoot at all.  That meant that the flank was completely wasted.  Only the targeting of the Basalisk would help, only it failed to wound the Warrior.  The Psyker got out of his transport and started making his way toward the tank line to support and the two Chimeras chose to start up the middle and put some wounds on at least one of thes Carnifexes.  It didn't work.  The helpful gaze of the Emperor was definitely not on us.  Meanwhile, the Tyranids simply continued their implacable advance and peppered shooting- shooting my retreated Chimera to bits and finally charging both Carnifexes into my Leman Russ .  His Hive Guard even shot a whole squad off the table (did I mention I hate those things?).  Funny enough, my son's tactics again paid off as the first monster to charge was behind a building and unable to be seen, so I couldn't fire overwatch with my big tank.  The other simply sauntered in unworried.  It was a bad turn for me and a great one for my son's Tyranids.  

End Turn 3

  In desperation, my next turn started with the Infantry Squad moving up into a position to finish off the Warrior and Broodlord, a Chimera aiming to help, and the other Chimera dashing across the battlefield to try to stop those Hive Guard.  The Basalisk finished off the Warrior, splattering it all over his Broodlord and distracting him long enough take some fire from multiple directions.  Unfortunately, it wasn't enough to finish him off.  The Carnifexes were slowly beating the Leman Russ, but at least it was shielding the artillery from harm for the time being.  The Psyker climbed into the ruins and began the Smite-storm, at least hurting the injured monster a little more.  But the 'nids weren't done just yet.  The Broodlord charged and wiped out the squad that shot at him and the Hive Guard peppered the incoming Chimera even more, slowing it down as the tracks were shredded.  And the Carnifexes just continued to beat on the Leman Russ. 


End Turn 4

  Still the IG fought on.  The Company Commander set up to charge the Broodlord but watched as it was obliterated with multi-laser fire from the Chimera (whew!) and the Leman Russ continued to hold out.  The Tyranids were down to few models but they were all making a dent as he continued to beat on the heavy tank and spread Hive Guard ammo onto transports all over.  At this point, we had to roll to see if the game continued.  With some amount of suspense and the Guard's victory in had currently, the die stopped on a six and the game continued.  Nooooo!

End Turn 5

  The next unwanted turn was as bad as the 3rd.  The damaged Chimera couldn't get much closer, so the last Infantry squad hopped out and started beating feet to the remaining Hive Guard as the transport moved closer to support.  They were able to kill one of the last two and charged into combat with bayonets fixed, but couldn't quite finish him off.  Unfortunately, the Leman Russ finally succumbed to the massive talons of the Carnifexes and the Basalisk was now unprotected.  Even with the Psyker tossing Smite in their direction, it wasn't enough to kill one and the end was certainly near.  With the 'nids doing all the damage they could in their turn, it came to another roll.  The Imperium really needed this one as the game was tied.  But the die fell on another six and the game continued. 

End Turn 6

  The final turn saw the Guardsmen finally kill the last of the Hive Guard (moral victory!), but also saw the Carnifex killing the Basalisk.  While there was nothing left of the xenos but two Carnifexes, it was still a defeat for the Imperial Guard, er, Astra Militarum.  With the secondary objectives and kill points counted, it was a victory for the Tyranids, 9-7. 

End Game

  It was a great game.  Were it not for the random game length, the Imperium could have pulled this one out.  But the Tyranids were not to be denied their chance to cause havoc and they certainly did.  What I was most happy about was that my son is actually using tactics now.  He still missed some rules like the rerolling for the monstrous scything talons, but his use of line-of-sight blocking terrain and order of charges is really making my goal of dominating him difficult.  Stupid learning.  

  As I write this, my wife and son are playing Age of Sigmar and her Legion of Nagash is dominating Nurgle.  I don't remember the last time she lost a battle since that darn army book came out.  Maybe I need to dust off my Ironjaws and see how well she does against them...

  Until next time, Happy Gaming!

Friday, May 3, 2013

Mustering the Imperial Guard

The Imperial Guard have gone to war.  With the sudden upswing of Xenos incursions, and the Tau becoming a specific challenge of late, the Imperial Guard are mustering and deploying to bring vengeance upon the enemy!  Of course this requires some army lists, and I'm experimenting like crazy right now.  There are a couple ideas to each list, but universally I feel that I have to include a flyer of some sort.  I haven't used any of mine yet, and I have a yearning to ply the skies and rain death on the enemy.  Plus, the occasional battle for air superiority can be fun.  In addition, the lists must be made up to be able to face any comer.  That's not to say that these lists are good, but I like fun games, not necessarily competitive.  Of course winning is an option...

Here's what I've gotten so far:



Armoured Strike Force, 1995 points

For this army list, I wanted to overwhelm the enemy with the well-known "Wall of Iron" and run a ton of vehicles.  Both troop choices are mounted up, there is a fair share of main battle tank goodness, and even a very strong sense of artillery.  Better yet, everyone that can is armed with Meltaguns just for that armour-killing and instant-killing fun.  

HQ- Commissar Lord with Plasma Pistol and Power Sword (90 pts)
Troop- Platoon Command Squad with Power Fist, 2 Meltaguns, and Krak Grenades (70 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
-Infantry Squad with Meltagun and Missile Launcher (75 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
Troop- Veteran Squad with Power Sword, Plasma Pistol, and 3 Meltaguns (120 pts)
Fast Attack- Vendetta Gunship 130
Fast Attack- 2 Armoured Sentinels with Lascannons and Hunter-killer Missile Launchers (160 pts)
Fast Attack- 2 Hellhound tanks (260 pts)
Heavy Support- 2 Leman Russes with Heavy Bolter sponsons (340 pts)
Heavy Support- Manticore Rocket Launcher (160 pts)
Heavy Support- Basalisk (125 pts)




Infantry Force, 2000 points

This list, using no repeat models (did I mention that I have a TON of IG?), is designed to be a little bit more frustrating.  Not only is a gazillion models, but there's so many guns that it makes every square inch a bit of a hassle to take.  I made sure that most of this firepower was either high strength or low AP, or both!  This army list has all the plasma weaponry in my entire IG collection.  This, mixed with some Demolisher template goodness, should equal some dead Terminators.

HQ- Commissar Lord with Boltgun and Power Sword (80 pts)
Troop- Platoon Command Squad with Power Sword, Plasma Pistol, 2 Grenade Launchers, and an Autocannon (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Infantry Squad with Grenade Launcher and Missile Launcher (70 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
-Heavy Weapons Squad with 3 Autocannons (75 pts)
Troop- Platoon Command Squad with Power Sword, Plasma Gun, and Lascannon (75 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
-Infantry Squad with Plasma Gun and Lascannon (85 pts)
Troop- Veteran Squad with Power Sword, Plasma Pistol, and 3 Plasma Guns (135 pts)
Fast Attack- Valkyrie Gunship with Multiple Rocket Pods (130 pts)
Heavy Support- 2 Demolishers with Lascannons
Heavy Support- Executioner with Lascannon and Plasma Cannon sponsons (245 pts)
Heavy Support- Hydra Flak Tank (75 pts)


This army needs some more work.  The Death Korp platoon's lascannons need to be built and two of the Autocannon teams need the correct bases.  But the modeling project for this force will the converting a Hydra Flak Tank from a Hydra Platform and and unfinished Griffon Mortar tank.  I've wanted to do this conversion for years, and maybe now I can get to it...


This list also includes one of my favorite tanks in the whole Imperial Guard- the Executioner!  Packing a main gun that drops 3 Plasma-templates on you, backed up by two more Plasma Cannons and a random Lascannon, this tank pumps out some real armour-ignoring firepower.  This particular model was the display model before GW put up the Advance Orders for it, so it's been around for a bit.  Let's hope that makes the crew veteran-skilled...



Light Infantry Force, 1982 points

This list again uses no repeats (I have WAY too many Guard), and is pretty much just the rest of my infantry.  I found that I ran out of points before I could include more of my many, many tanks.  But upon reflection, I found this list has some really cool strategic elements.  I first named it the 'Special Operations Force,' but I didn't think that was wholly appropriate.  In any case, it gave me the chance to use my Storm Troopers.  I think the unit is overpointed, but I do love me some 'Glory Boys!'

HQ- Commissar Lord with Power Sword (80 pts)
Elite- 5 Ratling Snipers (50 pts)
Elite- 10 Storm Troopers with Power Sword and 2 Plasma Guns (205 pts)
--Chimera with Heavy Stubber and extra armour (80 pts)
Elite- 10 Storm Troopers with Power Sword and 2 Meltaguns (195 pts)
--Chimera with Heavy Stubber and extra armor (80 pts)
Troop- Infantry Command Squad with 2 Meltaguns and led by Captain Al'Raheem (120 pts)
--Chimera with Heavy Subber (65 pts)
-Infantry Squad with Power Weapon and Meltagun (70 pts)
--Chimera with Heavy Stubber (65 pts)
-Infantry Squad with Meltagun (60 pts)
--Chimera with Heavy Stubber (65 pts)
Troop- Infantry Command Squad with Bolt Pistol, 3 Flamers, and a Heavy Flamer (67 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
-Infantry Squad with Flamer and Mortar (60 pts)
Fast Attack- 3 Scout Sentinels with Multi-lasers (105 pts)
Heavy Support- Demolisher with Heavy Bolter sponsons and Heavy Stubber (195 pts)
Heavy Support- Vanquisher with Lascannon and Plasma Cannon sponsons (210 pts)
Fortification- Aegis Defense Line and Quad-gun (100 pts)


Funny enough, this force is more 'ready to play' than the other two.  All I have to do for this one is build the Vanquisher turret.  The Mortars are based incorrectly, but I'm sure my opponents won't care too much (especially after I point out how much of an advantage it could be for them).  But this list is just fun.  I'd also like to add that taking this force up to 2,500 points includes a Punisher (and there's my giant gatling gun!), a Vendetta gunship (so there's my flyer requirement), a Primaris Psyker to do some damage, and another squad of Scout Sentinels (Death Korps like to ride now).  Oh yeah...



And there you have it!  A couple army lists for your critique.  Let me know what y'all think about playing against these lists.  Tell me how you think they would perform in your area's 'meta.'  And, of course, Happy Gaming!


Tuesday, April 30, 2013

Adding to the motorpool

My attention has very quickly shifted over to my Imperial Guard and I've been working on it for quite a bit.  My Death Korps have seen some action and may be getting some heavy weapons (finally) as well as a new tank.  My Cadians, on the other hand, have been waiting to get some love, and I've been giving it to them for the last week.

I knew I had Chimera tanks, but I also knew that they weren't in good shape.  So I 'refurbed' them, getting them put back together and trying to make up for some of the old shorcomings.  The biggest change is that I've added Heavy Stubbers to the originals.  First three, done; next one, already done; next one, finally finished; next one, brand new...

Then I went to build my Hellhound tanks.  I had an extra Chimera box and a blister pack with all the conversion bits for the 'old version' of the Hellhound, plus an unopened 'old version,' plus an unopened 'new version.'.  Deciding to build both of the 'old versions,' I opened the box to find another Chimera almost finished!  Good lord!  So I went from having three useable transports to nine!  And to think I only wanted four to begin with...

Did I mention that I built up some Hellhounds?  I love those tanks.  I never used to have any respect for them until a gamer buddy of mine used a pair to completely wipe out all my IG infantry in a very one-sided battle.  Once my angry rant finished, I realized that Hellhounds are pretty effective weapons.  And the Tau seem to be pretty popular right now, something that rather increases the value of the flame-tank itself.

Finally, I added something I've wanted forever- the Manticore missile tank!  It has missiles, and who doesn't like that?  I have to admit that I'm rather impressed with the model; GW has really outdone themselves with the new tank kits.  I still like the FW version better, but this model is not terrible at all (in fact, it's more detailed!).  And for what it does in the game...

Now I have to decide what I want to work on next.  I can build another couple of Manticores, get my Air Force going, start making that Storm Trooper detachment, or just paint.  Decisions, decisions...  That's Imperial Guard for ya!  Oh well, it's such a terrible problem to have...

Let me know what you guys are working on out there.  And Happy Hobbying!






Sunday, April 21, 2013

That box has what guns??

After finishing my Word Bearers and sending them off to compete in Chicagoland, I decided to pull out another army and get to working on them again.  Being more than a little burnt-out on Chaos Marines, I had to make the choice of any number of other armies.

The new Tau are beast and downright intimidating, so I thought about jumping on that wagon and riding it from the beneficial side.  But my group has enough Tau players already.  I pulled out my Blood Angels, as you remember from my last battle report, but that army is supposed to be fun and instead is too easy to play.  And that's a big deal with you consider that I'm one of only two people I know that chooses to take Tactical Squads and Rhinos, rather than footslogging Assault Squads in Razorspam.  I remembered that my Dark Angels are just asking to be finished and are already Deathwing-heavy.  But we already have two Dark Angel players in my group.  Ultramarines?  Too much stuff for that; I don't even know where to begin.  Grey Knights, Daemons, and Sisters of Battle collections are all too small to keep my interest long.  Eldar are getting released in a couple of months, so I'll save those.  Which left me with Imperial Guard.

What's that?  Imperial Guard and Tau are both great armies in this new, 'shooty' edition?  Oh yeah!!!  And so I pulled them out.  First off the block was my Death Korps of Krieg (aka, Carrasquillo's Own).  I set up a 1250 point battle with a buddy and played against his tiny Black Templars, and had a blast!  The game was really close in the end, but the conclusion was easy to come to early on.  Here's what we used:

My Death Korps
HQ- Commissar Lord w/Bolter, Power Sword, and Carapace Armor
Elite- 3 Heavy Mortars
Elite- 3 Quad Mortars
Troop- Infantry Platoon Command with Power Sword and Plasma Gunner
  3x Infantry Squads with Plasma Gunners in each
Troop- Infantry Platoon Command with Power Sword, Plasma Pistol, and 2 Meltagunners
  2x Infantry Squads with Meltagunners in each, one Sergeant had a Power Sword
Heavy- Leman Russ with Lascannon, Plasma Cannon Sponsons, and Heavy Stubber
Heavy- Demolisher with Heavy Flamer, Heavy Bolter Sponsons, and Heavy Stubber

His Black Templars
HQ- Master of Sanctity with Plasma Pistol and Holy Orb of Antioch
HQ- Reclusiarch with Jump Pack, Plasma Pistol, and Holy Orb of Antioch
--- Emporer's Champion with 'Accept any Challenge' vow
Elite- 5 Terminators with Thunder-hammer and Storm Shields
Troop- 5 Marines with Plasma Cannon and Plasma Gun(?)
Troop- 5 Marines with Flamer and 2 Neophytes
Troop- 5 Marines with Meltagun(?) and a Neophyte
Fast Attack- 5 Assault Marines with Power Axe
  Normal disclaimer:  I didn't write the army list, so I could be wrong on what he has


The battle started off with Night Fight, which I duly ignored with my artillery (yeah, I broke a rule here, but neither of thought about it and it was too late by the time our resident rules-lawyer intervened) and basically killed off half his infantry.  Then his Marines and Master of Sanctity rushed right at me.  The next turn saw some more artillery and some more tank shooting, and some desperate lasgun-spray by my guys trying to stop his infantry from getting to me.  It didn't work.  Especially when the squad of Terminators showed up.  Then, a turn later, the Assault squad showed up and blew up a Russ.  And onwards the battle went...  Needless to say, the game ended with a Black Templar victory, but graciously only by a single victory point. It was a fun fight, and an expected result.  After all, aren't Space Marines supposed to defeat normal humans on the battlefield?

But, and here's the real point of this post, I found out that the build I had on my Leman Russ was poop.  Just like the lesson I learned with Lightning Claws against Terminators, it was a rule which I knew but was reinforced with PRACTICAL experience.  If you don't know how, let me share:

You see, a Leman Russ is armed with a Battle Cannon.  A Battle Cannon is a terrifying weapon for Space Marines to face.  It's got a strength high enough to 'instant kill' marines, and an AP low enough to ignore their armor.  Better, it's a blast weapon, so the average Ballistic Skill of the human gunner doesn't much matter.  And finally, it's Ordnance, so it's also powerful enough to break open heavily-armoured targets.  And then you get to add other weapons to it.

I have mine with a tank-busting Lascannon, and Terminator-killing Plasma Cannons.  But wait, I can't possibly fire that many weapons from a vehicle, right?  Yes and no.  A Leman Russ is a 'Heavy' vehicle, which means it can fire all of its weapons all the time.  However, a Battle Cannon is Ordnance, which means all other weapons may only be fired as 'snap shots' if the main cannon is used.  And here's where we get tricksy.  Plasma Cannons are 'Blast' type weapons.  Blast weapons may not shoot in 'snap fire' mode.  Which meant that every turn I planned to shoot, I had to choose which guns I wanted to fire.  It was a conundrum that I hadn't thought about.  Of course, I can blame that on the new 6th edition rules, while this tank was built during 5th...

Having learned that lesson the hard way (or at least been reminded at a very inopportune time), I pulled out the rest of my IG and started looking through the bitz to see what I might want to replace it with.  Not wanting to snap the sponson-weapons off, I looked through to see what I have for new turrets.  Here's what I've got and the breakdown of what they can do:

Vanquisher Cannon:  Very long-range, tank-busting Heavy gun with Armour-bane.  It's not 'blast' and is not meant to deal with Infantry AT ALL, so it's a bit specialized.  But I do like big guns.

Exterminator Gun:  It's a twin-linked, 4 shot Autocannon.  It's made for dropping light vehicles and wounding a goodly number of even heavy infantry.  The added benefit of it is that it can serve, reliably, as a flyer-killer in a pinch.  But this is my least favorite since the dirty Space Wolves claimed it for so long...

Eradicator Cannon:  It's a mid-range, cover-busting, tactical nuclear shell.  It's powerful enough to easily wound even Marines, and has the AP value necessary to ignore all BUT marine and Terminator armour, is a 'Large Blast' type weapon, and additionally ignores any cover.  This one is probably very useful against Tau, but requires a close approach, which isn't always wise.

Finally, the Punisher Cannon:  Who likes giant Gatling Guns?  This guy!  It's a 20-shot, Str 5 gun.  It doesn't penetrate armor at all and certainly can't kill anything more than a car, but it lays down a ton of rounds.  Did I mention I like big Gatling Guns?

And therein lies my conundrum.  I have the turret, and I certainly have the chassis, now I just have to choose a gun.  Knowing that I already have a Lascannon and Plasma Cannons on the vehicle, these are the only options available to take full advantage of the tank.  Which main gun would you choose?

Let me know your ideas and why, and that's the direction I'll go.  I'll even make a blog about it!  Not that I need a reason, it seems...  As always, Happy Gaming!




Tuesday, March 13, 2012

Why walk when you can ride?

As I frantically try to write up an IG army list, I've realized that I have a problem.  You see, IG aren't the greatest of armies.  The soldiers are nothing to be scared of, for certain.  However, a plethora of heavy weapons will make them a bit scarier.  Unfortunately, not so much that I suddenly like the infantry.

No worries, the Imperial Guard has AWESOME tanks!  The Leman Russ is feared throughout the galaxy as its big gun is as destructive as any opponent can imagine (and there's lots of options for that big gun- each of them ridiculous!) and its thick armor makes the tank a real pain to have to kill.  The IG also has great artillery tanks, between the good 'ol howitzer on tracks to the scary multiple rocket system (also on tracks).  But best of all are the transports- the reliable Chimera.

The average soldier in the Imperial Guard is an adequately equipped human conscript who lacks the wargear and training to be of any real threat to the powerful enemies of mankind.  Worse, this soldier is then stuck walking into a hail of firepower the enemy designed just to defeat the meagre defenses of that flak vest and pot-helmet issued by the IG.  Both of these problems can be solved by loading a squad into the Chimaera and rolling right at the enemy.  Not only is the soldier now safe from the deadly raking of bullets and bolts sent downrange by the enemy, but the APC has enough armor to survive small arms fire and packs enough firepower to make even renegade Space Marines take pause. 

Let me be clear here.  The armor is NOT thick enough to withstand heavy weapons or the more powerful assault weapons, nor are the vehicle-mounted guns powerful enough to kill a Space Marine easily or even scratch a heavy tank.  But a Chimera IS protected enough to keep the soldiers inside a bit safer than if they were walking and it IS armed well enough to put out a large volume of medium strength firepower.  This vehicle is so good, in fact, that a single infantry squad doubles in cost (or costs a bit more than simply double points) but triples in effectiveness.  Why is 'Mech-guard' (and the very similar 'Leafblower', for that matter) so common in the tournament scene?  THAT'S why!

Yay, Chimeras!

And therein lies my problem.  As I try to make a good list, I find that I need Chimeras to make this work.  I had packed up my IG long ago and then recently pulled out the figure case that housed my 250 or so infantry models (thank you, hobby buddy who made me interested again!).  I know how many of each kind of 'big' tank I have and even how many Sentinel walkers I have, but I had no clue how many Chimeras I owned.  Last night, I finally pulled them out again and found that I have 8 in total.  That's enough to make any IG player happy.  And then I realized something disturbing...

My Blood Angels ALL have jump packs except the two Tactical Squads and a Death Company.  But I have three Rhinos, so they can ride.  My Ultramarines Battle Company is equipped with 5 drop pods, leaving three squads to travel the battlefield- in Rhinos.  My Deathwing has three squads of deep-striking Terminator squads and three more who ride in, you guessed it, Land Raiders.  My Eldar come equipped with Wave Serpents and Falcons, my Tau roll on foot except when I pay for their Devilfish(es)...  hell, even my Word Bearers have three more Rhinos set aside for them!  It appears that I can't live without a transport for any squad I own!  Maybe it's because I grew up and live by the largest Army base in the world, mostly populated by the the US 1st Cavalry Division.  Maybe it's because this philosophy of warfare has infiltrated my thinking and now I use it in my 40k hobby.  Or maybe it's just because I've always liked tanks.

In any case, let me ask the same question every Cav soldier asks every light Infantryman- 

Why walk when you can ride?!?


Friday, March 9, 2012

Oh Cadia!


If you didn't read that title to the tune of Canada's national anthem, shame on you...

Today I write about a love of mine that had disappeared.  Fortunately for me, one of my great hobby buddies has been asking me about IG and (surprise, surprise!) re-ignited the embers of my passion for these pickles.  While he is still trying to determine the direction of his soon-to-be-started army, I already own a HUUUUUUUGE army.  In the interest of time and protecting myself from the pain of typing, I won't show them off here.  But I do take solace in the fact that I'm good when it comes to purchases for the mighty Imperial Guard...

Instead, I'd like to talk a small bit about the unsung heroes of the Imperium.  While the storyline of the game focusses on the epic battles fought by the Astartes or the gains to be had by the heretic forces of the Chaos Gods, the gaming community has gone to great lengths to making the real warriors of the galaxy a rare sight and an even more rare good opinion of being shared.  I'm not saying that the IG are undeserving of the vitriol sent their way, but I am sad to see them as the 'step-brother' of the Emperor's forces.

You see, the Imperium of Mankind holds sway over nearly a million worlds across the galaxy, spread across thousands of sectors and systems.  While the powerful Space Marines are more than a match for anything that the alien, heretic, or witch can throw at humanity, there are only a thousand Chapters of an average thousand warriors across the Imperium.  For those that aren't good at numbers- that's a million Astartes total!  So unless the Space Marines are powerful enough to guard every planet with a single warrior, the Imperium would fall were they the primary defenders of humankind.

Enter the Imperial Guard.  From each world under the Emperor's rule are drawn a million fighting men or more.  Each of these forces are given basic equipment, basic training, and then sent everywhere across the galaxy to fight in the unending wars that trouble the Imperium.  Language is different, training is different, even regimental organization is different from one world to the next.  But faith in the Emperor and the vision of a united humanity draws them all together and, with an uncountable horde to fill armies across all space, the Imperium struggles onward as it had for ten milennia. 

There are many different 'Regiments' of IG- think of them as similar to Chapters of Space Marines.  Each has their own uniforms, markings, equipment, and specialties.  I personally own Mordia, Kreig, and tons of Cadia.  It appears, by fluff, that Cadia is the 'average' style for IG across the galaxy.  Everyone is issued with a lasgun, a pot-helmet, a flak-vest, and the holy book known as the 'Uplifting Primer'.  While many Regiments discard this equipment in preference to their own, usually less advanced or effective, wargear, most use this equipment as issued.  I also prefer Cadia as I, too, have gotten to wear 'fatigues' and hold a rifle and I didn't look too different from a Cadian soldier myself.  As they say, being able to identify is one of the greatest characteristics of a fictional character and a real reader...

Let's talk about the army in game terms...  it sucks!!!  It's made up of tons of regular, barely-trained humans with standard, mass-produced equipment sent to battle the unimaginable enemies such as the ravenous Tyranids or the perfidious Eldar.  On the worst of days, they are gifted with the glory of fighting renegade Space Marines or nightmarish Daemons.  Can the lasgun kill a Space Marine?  Only if the Marine is blinded by it and subsequently falls onto a rock and recieves a lethal concussion (power armor good!!!).  Can a million Guardsmen stop an advancing Tyranid swarm?  Only if the aliens stand still for three whole days just inside weapons range and allow the IG to balance their numbers out.  Luckily, Imperial Guard armies are supported by lumbering Leman Russ tanks and extraordinary super-heavy battle tanks.  This additional firepower is a 'force-multiplier' in the strongest of terms and makes the IG army useful both in storyline AND on the tabletop. 

Anyone that believes the Imperial Guard army isn't worth playing is an idiot.  The army can be very effective (even if 'mech-guard' and the similar 'leaf-blower' are the best options right now) and provides a great amount of versatility.  Between a nearly-'armored company' to a 'veteran corps' to a
'horde list', the options are there.  Want to lead your army with a desk-warming corps of officers, or a stern-faced jagbag Commissar-Lord, or a glowing psyker?  Do it.  Want to have missles flying around instead of tanks exploding trench walls, or have walkers stomping around the battlfield shooting their weapons at every teddy-bear in sight?  Do it.  It's all there...

Let me know about your own IG armies or just shoot me your thoughts.  As always- Happy Hobbying!