Switch Theme:

1500 Imperial Guard for Cities of Death  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Bounding Assault Marine




Birmingham, UK

Ok, I am trying to get my Warhammer 40,000 projects sorted out (of which I have many), and decided to make the Imperial Guard my Cityfighting force. I loved the films A Bridge Too Far and Saving Private Ryan, and tried to capture the essence of Cityfighting, without going WW2.

I have got some units that are iffy in normal games, and possibly more so in CoD games. I should also state that I don;t have the CoD book, something I will try to change soon, but my strategy is peiced together with bits from the Internet.

I have been playing the Imperial Guard for quite some time now, about 6 years, so there is some (maybe not a lot, but some) method to the madness behind some of my unit choices.

So, here we go:

Doctrines
Ogryn Squads
Drop Troops
Iron Discipline
Light Infantry
Cameleoline

HQ

Command Platoon
Command Squad: Heroic Senior Officer w/ Laspistol, Power Weapon & Iron Discipline. 4 Guardsmen w/ 2 Laspistols & CCWs; 2 Flamers. Cameleoline.
102

Mortar Squad: 6 Guardsmen w/ 3 Lasguns & 3 Mortars. Cameleoline.
90

Mortar Squad: 6 Guardsmen w/ 3 Lasguns & 3 Mortars. Cameleoline.
90

Elites

Ogryn Squad: Bone 'Ead w/ Ripper Gun & Frag Grenades. 5 Ogryn w/ Ripper Guns & Frag Grenades.
160

Troops

Infantry Platoon 1
Command Squad: Junior Officer w/ Laspistol, Power Weapon, Honorifica Imperialis & Iron Discipline. 4 Guardsmen w/ 2 Laspistols & CCWs; 2 Flamers. Light Infantry & Cameleoline.
107

Infantry Squad: 10 Guardsmen w/ 8 Lasguns, Grenade Launcher & Heavy Bolter. Light Infantry & Cameleoline.
98

Infantry Squad: 10 Guardsmen w/ 8 Lasguns, Grenade Launcher & Heavy Bolter. Light Infantry & Cameleoline.
98

Infantry Squad: 10 Guardsmen w/ 8 Lasguns, Grenade Launcher & Heavy Bolter. Light Infantry & Cameleoline.
98

Infantry Platoon 2
Command Squad: Junior Officer w/ Bolter, Power Weapon & Iron Discipline. 4 Guardsmen w/ 2 Lasguns & 2 Meltaguns. Drop Troops & Cameleoline.
81

Infantry Squad: 10 Guardsmen w/ 8 Lasguns, 1 Plasma Gun & 1 Heavy Bolter. Drop Troops & Cameleoline.
90

Infantry Squad: 10 Guardsmen w/ 8 Lasguns, 1 Plasma Gun & 1 Heavy Bolter. Drop Troops & Cameleoline.
90

Remnant Squad: 6 Guardsmen w/ 5 Lasguns & 1 Plasma Gun. Drop Troops & Cameleoline.
56

Heavy Support

Leman Russ Demolisher: Turret Demolisher Cannon, Hull Lascannon & Rough Terrain Modification.
170

Leman Russ Demolisher: Turret Demolisher Cannon, Hull Lascannon & Rough Terrain Modification.
170

1500

89 Infantry 2 Vehicles

Strategems used: Plunging Fire (or is this a rule?), Infiltrate and one of: Siege Shells (or are these purchases?); Power Generators (if I am expecting a shooting match) or Medical Stations (if I am expecting to ahve to CC for an objective).

Example of deplyment, assuming LOS more blocked towards Left corner:

Command Platoon deploys in Left corner.

Ogryn deploy in centre, behind cover.

Platoon 1 Infiltrates on Right, as forward as I feel effective/necessary. Can bunker-up in a building with the Power Generator for nastiness.

Platoon 2 Deepstrikes. Have heard in CoD deepstike that scatters onto a building auto-lands on the roof - so I took 'Plunging Fire' for this reason. Combined with fire from P1, should create devastating cross-fires. And will be hard for enemy to get them if they are on the rooftops!

Demolishers seal off streets, and have Lascannons to ward-off any Vehicles the opponent sends my way. RTMs mean that I can plough into cover a little more safely. Tank Shock and Siege shells!
CHQ defends from Combat on the Left flank, PHQ on the Right, and Ogryns defend the rear/front (can move to assualt if necessary).


If the enemy gets used to my tactics, and loads up on Flamers, I will lose the Cameleoline for 2x Sentinels with Heavy Flamer and Hunter-Killer Missile. This gives me some extra firepower, and can tie up weak units packing dangerous Flamers (like Eviscerator-less SoB). IS this a good idea?

Are the Tanks any use at all, or will they be popped easily (don't Demolishers get Siege Armour for free with CoD?)

So, what do you think of the list? Can anyone clarify what category the strategems I am unsure on go in (NOT the rules, just whether, say Siege Shells, is a strategem, or a purchase etc.) please?

Any advice much appreciated, because although it looks good (to me) in theory, I haven't played a CoD game
   
Made in nz
Fresh-Faced New User




siege shells is a strategm, not a purchase. Use it in combo with prelim bombardment strategem as prelim bombardment will make buildings dangerous, and siege shells will collapse them on top of the hapless enemy. You need something to get your troops to objectives though. I note you have deep strike (which is a strategm in COD, by the way, as is infiltrate). So I would take siege shells, prelim bombardment and either deep strike or sewer rats.

IMHO sewer rats is superior because 1: There is no scatter and potential doooooooom and 2: you can sewer rat into position the Ogryns, whereas iwith deep strike you can't deep strike ogryns.

Get the COD book. That will make it clear.
   
Made in ca
Dakka Veteran




The Hammer

(scratches head)

I don't know the rules for COD, so I assume those mortar teams are to take advantage of the siege shells stratagem and nothing more. Mortars to me are a unit designed purely for either gullible noobs, or sneaky, sneaky metagamers who want to hate on Dark Eldar.

I'm not sure about those grenade launchers either - I guess they make sense for anti-cover weapons as AP is less important against men in cover, but at only two more points to get a proper squad support weapon, I'd be inclined to leave them at home for a lasgun. The heavy bolters make sense given it is city fight, but you look a little low on anti-tank - maybe get a few kamikaze units - veterans, remnants, Storm Troopers if you're one of those people in absolute love with the Kasrkin models - equipped with a melta, plasma, or three each. Your existing remnant squad actually looks okay for this role - try to get around the flank of the armoured brute and put two plasbolts in the weaker armour.

I hesitate to call your Ogryns useless because I lack experience with Cities of Death, but I would still have the feeling that Fleet and power weapons would make Rough Riders better.

When soldiers think, it's called routing. 
   
Made in nz
Fresh-Faced New User




If you get COD, you will read that siege sheells stratagm only applies to STR 10 weapons, so in IG lists it only applies to demolisher cannon. With regard to Ogryns, my last game I had ogryns and rough riders. The Ogryns could not get into position fast enough, and the rough riders killed 2 GK knights. However, Ogryns can get into position fast if you use the Sewer rats doctrine. Then they could come in useful.
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Let's see here. I haven't played IG for more than a couple months, but I think my experience level is sufficient to give my two cents.

The mortar support squads in the Command Platoon - toss them. I have always had a hard time using them, and for 90 pts to put down 3 Str. 4 blast markers that scatter 2D6" after guessing the range they are not worth it. They kill too little for their cost. I'd recommend a pair of Special Weapon Squads with a trio of Meltaguns each. They will scatter, but barring a horrible dice roll you will be able to pump 3 Melta shots per squad into enemy armor. Expect them to be one-shot units, as your opponent will kill them as soon as they pop his vehicle. That is crucial, especially in urban zones where everything operates up close and personal and where your anti-tank may not have time to react.

I'd also recommend dropping the Grenade Launchers from Platoon 1. For 2 points more you're getting a weapon that can drop a Space Marine like a 2-dollar whore.

You also might want to consider dropping the Remnant squad and use the 56 points for something else, like a Sentinel. In close quarters, I'd recommend a Heavy Flamethrower when fighting horde armies, while a Multilaser will suffice for all-around Sentinels that like to plink away at your opponent. The reason I'm hesitant to recommend slapping on an Autocannon or a Lascannon is that these things die worse than grots do against Terminators. If you do arm it with one, I'd recomment the Lascannon, so that it can threaten enemy armor and kill powerful creatures if need be. Expect only one turn of shooting out of it though, if this is the case.

So, -90x2 = -180 (mortars), +80x2=160 => 20 spare points
-56 (Remnant) +45 Sentinel w/ Multilaser => 11 spare points

31 spare points +24 (3 GLs) - 30 (3 Plasmaguns) = 25 remaining points.

I'd buy another Meltagun for PHQ 2, and a third Flamethrower for PHQ 1 and your CHQ.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
Forum Index » 40K Army Lists
Go to: