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Made in gb
Fixture of Dakka







So, I've got a game tomorrow with my Imperial Guard against what I would call a fairly scary army, Plague Marines.

Specifically, an army that's along the lines of

Demon Prince
3 man suicide terminator squad
3 Plague Marine units
3, yes 3, Land Raiders.

And a quick starting pic, part of the aforementioned scary plague marine army.




As you can guess, it's the last part that's the scary part.

Now, I don't want to tailor my list... much, however I would like some tips on making it more efficient in general and I'd appreciate any tactical advice for using the list against that army.

So, my list, helpfully copied from my Excel file




Company Command Boltgun, meltab, autocannon
Chimera Heavy Bolter

Marbo


Infantry Platoon Alpha
Command Squad Meltagun, 2 flamers, bolt pistol
Infantry Squad 1 Autocannon, Grenade Launcher
Infantry Squad 2 Autocannon, Grenade Launcher
Infantry Squad 3 Meltagun
Attached Commissar bolt pistol, power sword
Infantry Squad 4 Missile Launcher, Grenade Launcher
Infantry Squad 5 flamer, powersword







Veteran Squad Beta 3x Plasmagun
Chimera Multilaser, Heavy Flamer
Veteran Squad Gamma 3x Meltagun
Chimera Multilaser, Heavy Flamer

Vendetta Gunship Heavy Bolter sponsons

Leman Russ Lascannon
Leman Russ Lascannon, Heavy bolters
Manticore Heavy Flamer







So yeah... 3 land raiders, scary stuff. I think his plan is going to be something along the lines of park his tanks on an objective, gun down my tanks, then move forward to finish me off.

I'm trying not to tailor my army too much, hence the prediliction for autocannons. However, I'm wondering about the small pieces of equipment, like my Colonels melta bomb. Would that be better being given to a sergeant, which one?

It's things like that I'm worried about.

I'm planning on combining the melta gun and flamer squad together. That should give me a potential intercept force, with a few power weapon strikes to boot. Rest of the army? Stay back and shoot I think, or take objectives depending on available targets.

What do you think about putting the platoon command squad with the melta and 2 flamers in the vendetta? Alternatively I run them along beside the 20 man squad to give orders.

This message was edited 1 time. Last update was at 2010/04/24 13:46:36


 
   
Made in gb
Fixture of Dakka







Well, just back from the game and it... didn't go well. The classic not-rolling a 6 to save my life situation.

He got the first turn, not a good start. I didn't get quite enough away from his demon princes charge range with the scouting vendetta, it got smashed turn one. Acceptable loss I thought, gave me another turns shooting at the beastie.

I had at least 2 full turns and 1 partial of shooting against it with my Heavy bolter Russ, combined autocannon squad, missile launcher and command HQ in the chimera.

Result? It lost 3 wounds. It then proceeded to munch the russ and the launcher squad before the command HQ finally downed it (one kill point). One of my only 2 kill points.

Marbo came in at just the right place and the right time with the potential to wipe out a full plague marine squad. Result? 2 dead plague marines and a dead Marbo... from his own demo charge.

Manticore did... good ish, killed a land raider (my second and final kill point).

I had 1 decent battle cannon shot the whole game, killed 3 plague marines thanks to cover. Killing 3 guys counts as decent, that's the kind of game it was.

The plasma chimera got immobilised on the first turn. Melta chimera killed on the second. This resulted in me footslogging my squad to attack a land raider, only to have the plague marine unit inside jump out and stab'em cause I misjudged an inch.

I did get a melta from the platoon squad to shoot a landraider and immobilise it... when it was already halfway across the table.

20 man squad did well-ish, slowed down a plague marine unit for 2 turns. I never rolled a single 6 to wound for that whole combat. Especially frustrating for the 6 power weapon attacks I had.

Either he couldn't afford the 3 termies or he forgot to roll for deep strike.

Overall a disaster of a game from start to finish.
   
 
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