As a longtime Guardsman, I fear you're tilting at windmills with this list, but if you're intent on making it work, consider swapping Hardened Fighters with Warrior Weapons. It's 5 points more per infantry squad if I remember correctly, and you'll have to buy it for everyone, but I think it will increase combat power quite a bit more than Hardened Fighters will. 2 attacks will net you a lot more kills than WS 4, it will also give you some las shots before you charge (for what that's worth).
I also think if you're serious about winning in close combat, you'll want to bring more than just 4 10 man infantry squads. They have the highest assault power in the list per point, and will give you a lot more bodies on the table than the Last Chancers. That is probably essential if you're throwing guys into close combat.
Tactically, what I think you have to do (and you might have this in mind already) is only use your assault ability against unspectacular assault opponents. This will be necessary to win combat. With the 5th ed rules, winning is pretty important because leadership gets pretty small pretty fast when you lose. The downside of this is that then your guys are packed pretty close in, allowing for a dedicated assault squad like Assault Marines or Striking Scorpions to charge multiple units. Then you're just dead.
I'm thinking that avoiding multiple unit charges by dedicated assault troops is the key to not losing horribly with this army.
I'd be happy if I was wrong, and you could be successful with this list, but it's going to be a steep uphill struggle, I think.
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