So I finally got a chance to break out my guard for a test game of the new guard codex. I didn't make a ton of tweaks to my old army, mainly because I just don't like proxying weapons. Plus I thought it would be interesting to see what the old list would do with some new rules attatched to it, and a little bit of shifting of equipment. And I finally had someone show up with another fully painted army and wanted to take advantage of that and only fielded painted models myself.
So here's the redone mechanized list (definitely a work in progress) :
HQ
1 Company Command Squad
4 plasma guns
1 Officer of the fleet
1 Bodyguards
1 chimera w/ heavy stubber, heavy bolter, multi-laser
Troops
1 Platoon Command Squad
4 plasma guns
1 chimera w/ heavy stubber, heavy bolter, multi-laser
1 Infantry Squad
1 plasma gun
1 auto-cannon
1 chimera w/ heavy stubber, heavy bolter, multi-laser
1 Infantry Squad
1 plasma gun
1 auto-cannon
1 chimera w/ heavy stubber, heavy bolter, multi-laser
1 Platoon Command Squad
4 plasma guns
1 chimera w/ heavy stubber, heavy bolter, multi-laser
1 Infantry Squad
1 plasma gun
1 auto-cannon
1 chimera w/ heavy stubber, heavy bolter, multi-laser
1 Infantry Squad
1 plasma gun
1 auto-cannon
1 chimera w/ heavy stubber, heavy bolter, multi-laser
Fast Attack
1 Spearhead Sentinnel w/ lascannon
1 Spearhead Sentinnel w/ lascannon
1 Spearhead Sentinnel w/ lascannon
Heavy Support
1 Leman Russ Demolisher w/ hull heavy bolter, sponson multi-melta
1 Leman Russ Demolisher w/ hull heavy bolter, sponson multi-melta
1 Leman Russ Eradicator w/ hull heavy flamer
My opponent was playing an Iron Hands themed space marine list
His list was (from memory)
HQ
Master of the forge w/ conversion beamer
Librarian
Elites
Dreadnaught w/ plasma cannon
Dreadnaught w/ plasma cannon
Ironclad
Troops
Tactical Squad (missile launcher, flamer), razorback w/
tl heavy bolter
Tactical Squad (missile launcher, flamer), razorback w/
tl heavy bolter
Tactical Squad (missile launcher, flamer), razorback w/
tl heavy bolter
Fast Attack
Typhoon
Typhoon
Typhoon
Heavy Support
Dreadnaught w/ multi-melta
Dreadnaught w/ multi-melta
Ironclad
Mission: Annihilation
Deployment: Pitched Battle
Imperial Guard Deployment:
I won the role and chose to go first. I basically just made a wall o tanks. Demolishers towards the middle, command squads in the middle, sentinnels on the flanks, and normal infantry squads on the flanks.
Now thats a lot of tanks!
Iron Hands Deployment:
He deployed line abreast with his dreadnaughts with the rhino's behind them for cover. The initial thought here is that he wanted the dreadnaughts to be as close to me as possible so that they could run and get into my lines quicker. My inital thought was that he should have put them behind the rhino's for cover saves. He also deployed his army in a line but anchored the far flanks of his list with the typhoons and tactical squad halves.
Now thats a lot of dreads!
He tries for the seize the initiative but fails.
Imperial Guard Turn #1
The demolishers move up, and the sentinnels start maneuvering for shots. I then unleash a massive amount of dice. I kill 4 out of 5 marines from one of the combat squaded tactical marines, they flee and run off the table. I pepper one of the other squads down to about 2 models. I then unleash multi-lasers and heavy bolters on the razorback's and one of the typhoons that I could draw line of site to. I manage to knock out one typhoon and stun one of the razorbacks. I then unload 2 demolisher cannons, 2 multi-melta's, 3 lascannons, and 4 auto-cannons into various dreadnaughts. Between las cannon fire and demolishers I manage to take out both iron clads. All the other fire nets me a stunned multi-melta dread, and a shaken multi-melta dread.
Kill Points Imperial Guard: 4 Iron Hands: 0
It was a very demoralizing turn for the Iron Hands. Both iron clads out of the game that early really hurt, as well as the multi-melta dreads not being able to do anything for the round
Iron Hands Turn #1
Razorbacks moved at cruising speed, dreadnaughts ran, and everything popped smoke. The typhoons moved up to get shots but failed to do anything, the master of the forge's conversion beamer scattered off harmlessly into the wind. This was an impressive round of rolling, the typhoons with 4 shots missed with two and failed 2 chances on 2's to penetrate the side armor of a chimera.
Kill Points Imperial Guard: 4 Iron Hands: 0
Imperial Guard Turn #2
One demolisher moved the other stood still to unleash multi-melta fury on an advancing dreadnaught. The sentinnels shuffled around. On to the shooting phase. I unload a very impressive amount of firepower (at least I thought it was impressive) all I manage to do is rip all the guns off of both typhoons and kill the last 2 members of a combat squad and stun a razorback. My opponent finally got some decent roles on cover saves. I unleashed a lot of plasma that round, but probably the funniest thing that happened was a platoon command squad firing 4 plasma's, getting 3 one's, and killing 3 guys out of the squad. Do you have to take morale checks if you are in vehicles?
Kill Points Imperial Guard: 5 Iron Hands: 0
Iron Hands Turn #2
His two multi-melta dreads make it inside of 12 of my demolishers, one of them goes up in smoke the other is unharmed. The plasma cannon dreads take some shot's on chimera's, the master of the forge aims at one of the sentinnels and blows it sky high
Kill Points Imperial Guard: 5 Iron Hands: 2
Imperial Guard Turn #3
I move some sentinnel's and that's about it. The two plasma cannon dreads are, immobilized and stunned. The far multi-melta dreadnaught is unharmed, but is more than 18 inches away from my lines. I blow up the leading razorback, and immobilize the librarians razorback. The eradicator and some other shots take out 2 of the marines from the downed razorback. I dump an insane amount of fire power into the multi-melta dread near my lines. Something like 1 demolisher cannon, 2 multi-melta's, 5 plasma guns (at long), and 3 autocannons, none of them do anything, the last model with line of sight (one of the sentinnels) finally takes it down.
Kill Points Imperial Guard: 7 Iron Hands: 2
At this point my opponent on his turn had 1 multi-melta, 1 missile launcher, and the conversion beamer left to face off against my army, and decided to concede.
Aftermath:
We knew going in to the game that it was going to be rough for the Iron Hands. Lackluster roles the first round and failing to get the first turn really hurt. Talking about it after the game and discussing it probably his best bet would have been to start everything down in the same corner where the master of the forge was (the bottom of the pictures). That would have limited my return fire and given the dreads more of a shot at reaching my lines. Of course that would have given me more run away room. That and he needed to play some tricks with the dreads, run them in 3 packs with an iron clad in front (so the two behind can get cover), put them behind the razorbacks. I think he just wasn't used to an army that could throw out that many shots at range.
Something I haven't seen anyone talk about all that much, is the change to the fire point rules on the chimera's. It's been mentioned but man does it make a huge difference to an all mech list. The no more open top plus the ability to fire all of your special weapons and your heavy weapon out of it is amazing. Spearhead sentinnels are definitely cool with that front armor, but 2 of them are 140pts, one vendetta will give better fire power and mobility, plus be able to carry troops. The sentinnels will probably go back on the shelf once the new valkryie kits are released. I was really wanting to like the multi-melta's on the demolishers, however I noticed it made me want to sit still so I could fire both sponsons and the mail gun. I think it's a better idea to leave the sponsons at home and give them either a heavy flamer (to keep it cheap) or give them the lascannon to help him with a bit more tank punch. So dropping all 3 spearhead sentinnels and the multi-melta sponsons will give me 270 pts which is 2 vendetta's.
As much fun as it was rolling all those dice, I actually didn't like playing this list. Back under 4th edition I never gave my line squads heavy weapons, and the tank company did a sort of rolling thunder with everything in the army usually moving 6 inch's a turn, with the command squads jetting up 12 and unloading hot plasma on someone. Part of this is because of the model's I have available. I need to figure out a good conversion for steel legion vet's. And I also need to saw apart some of the model's so I can stick in some melta guns and flamers. I also would like to convert up some of the chimera's to have heavy flamers and multi-lasers. The vendetta's will also help to get some more mobile elements in the list. As far as a stand and shoot gunline tho it was amazing and it dished out a serious amount of firepower I just don't like the static play style.