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![[Post New]](/s/i/i.gif) 2009/06/19 18:10:26
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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So here is the first post of an article I am working on ( or will if it seems there is enough interest ) I will post detailed tactics on how to use each variation of the Mechanied Imperial Guard and discuss variations on the three "core vanilla" versions listed in this first post.
I would love to get as much feedback as possible so we can fine tune this and put it up as an article when its done to go along side Polonius amazing codex review.
so here we go
FM 9872-6 Imperial Guard Field Manual: Mechanized Infantry Tactics (Company)
INTRODUCTION
The purpose of this guide is to familiarize the reader with the strategy, tactics and procedures of the Mechanized Infantry Company of His Imperial Divine Majestic Emperor’s Guard. You will be exposed to the various tactical doctrines for the utilization of each unit type allocated to the force organizational deployment table as well as the best methods for employment of said units in the destruction of Xenos and Traitor threats to the Imperium of Man and the will of our Holy and Benevolent Divine Emperor himself.
The goal is to present three basic core force organizations and discus how to tailor those forces for individual threats, deal with threats outside of the design envelop and operate in the various hostile environments required in the serves of our most Holy and Benevolent Divine Emperor.
INDEX
SECTION 1 UNIT COMPOSITION
SECTION 2 REGULAR INFANTRY: MECHANIZED BASIC TACTICS
SECTION 3 SHOCK INFANTRY: MECHANIZED BASIC TACTICS
SECTION 4 ARMORED INFANTRY BASIC TACTICS
SECTION 5 TACTICS FOR XENOS THREATS
SECTION 6 TACTICS FOR RENEGADE GUARD
SECTION 7 TACTICS FOR TRAITOR MARINES
SECTION 8 TACTICS FOR RENEGADE MARINES
SECTION 9 UNUSUAL SITUATIONS
SECTION 10 FINAL SUMMARY
SECTION 1 UNT COMPOSITON
We will first discuss what comprises the various types of Mechanized Infantry Company.
In common usage there are three types of Mechanized Infantry Company.
A: Regular Infantry, Mechanized
B: Shock Assault (Veteran) Company, Mechanized
C: Armored Infantry (i.e. Armor with Mechanized Infantry Support)
REGULAR INFANTRY, MECHANIZED
This type of company consists of one or more fully mechanized infantry platoons with supporting armor, gunships and/or artillery. This is the basic template used for a Mechanized Infantry Company in the Imperial military but varies dramatically from Regiment to Regiment depending upon local conditions, availability of equipment and training preferences.
An example of such a company is listed below. (1750pts)
Company Command:
CCS + 4x Melta in Chimera w/HHF/ML/HS
Line Troops:
1st Platoon
PCS + 3x Flamer, 1x HF in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
2nd Platoon
PCS + 3x Flamer, 1x HF in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
3rd Platoon
PCS + 3x Flamer, 1x HF in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
Infantry Squad + GL,AC in Chimera w/HHF/ML/HS
Fast Attack Support:
Devil Dog with Hull MM
Devil Dog with Hull MM
Hell Hound with Hull MM
SHOCK ASSAULT (VETERAN) COMPANY, MECHANIZED
Shock Assault Companies represent the point of the imperial spear, the finest and most highly trained soldiers in the regiment supported by the regiment’s best equipment. These companies are deployed against the most hardened enemy positions and its most elite units. The goal of the Shock Assault Company it so neutralize the most dangerous units or positions of an enemy force to either break through a defensive line or blunt an enemy breakthrough of an imperial defense. To this end they are equipped with weapons and equipment best suited for the battlefield environment.
The example below is typical of Shock Assault Companies designed for use against an enemy that is expected to be heavily mechanized. In an environment that favors other types of enemies the composition of the company will vary accordingly.
Company Command:
CCS + 4x Melta in Chimera w/ HHF, ML
Line Troops:
Veteran Squad + 3x Melta in Chimera w/ HHF,ML
Veteran Squad + 3x Melta in Chimera w/ HHF,ML
Veteran Squad + 3x Plasma in Chimera w/ HHF,ML
Fast Attack Support:
Vendetta Gunship
Vendetta Gunship
Vendetta Gunship
Heavy Armored Support
Executioner Tank + Plasma Sponsons
Demolisher Tank + Plasma Sponsons
ARMORED INFANTRY COMPANY (TANK COMPANY WITH INFANTRY SUPPORT)
These units are the iron fist of the emperor. By combining two to three full armor platoons with mechanized infantry support such units are capable of crushing the most well defended enemy positions. It is critical to remember however that armored companies operate with the minimum infantry support possible and are thus highly vulnerable to enemy infantry assaults. As such, armored infantry companies require the greatest degree of command skill for effective employment.
Company Command:
CCS + 4x Melta in Chimera with HHF/ML
Line Troops:
Infantry Platoon
PCS + 3x Flamer, 1x HF in Chimera w/HHF/ML
Infantry Squad + GL,AC in Chimera w/HHF/ML
Infantry Squad + GL,AC in Chimera w/HHF/ML
Veteran Squad
Vets Squad + 1x HF, 2x FL
Fast Attack Support:
Hellhound
Heavy Armor Support
Leman Russ MBT, Hull HB
Leman Russ MBT, Hull HB
Demolisher MBT, Hull HF, Plasma Sponsons
Demolisher MBT, Hull HF, Plasma Sponsons
Vanquisher MBT, Hull LC, Tank Ace
SECTION 2: REGULAR INFANTRY : MECHANIZED BASIC TACTICS
War is, above all things, an art, employing science in all its branches as its servant, but depending first and chiefly upon the skill of the artisan. It has its own rules, but not one of them is rigid and invariable. As new implements are devised new methods result in its mechanical execution; but over and above all its mechanical appliances, it rests upon the complex factors of human nature, which cannot be reduced to formulas and rules. The proper use of these thinking and animate parts of the great machine can be divined only by the genius and instinct of the commanders. No books can teach this, and no rules define it.
Captain Francis V. Greene, 1883
Tactics is the employment of units in combat. It includes the ordered arrangement and maneuver of units in relation to each other, the terrain and the enemy to translate potential combat power into victorious battles and engagements. In order to understand the effectivnes of the Mechanized Infantry Company it is important to first define the various threats that will commonly face them. To this end the following is a list of the various category of threat that can be found on the battlefields of the Imperium.
INFANTRY:
All infantry is first defined by its Class then by it's Role.
ROLES:
Assault: Infantry units designed to close with the enemy and destroy them in close combat. Example: Ogryn
Fire Support/AT: Infantry units designed to destroy the enemy at long range specializing in anti armor. Example: AC Heavy Weapon Squads
Fire Support/Infantry: Infantry units designed to destroy the enemy at long range specializing in anti infantry. Example: Tau Fire Warriros
Generalist: Infantry units designed to be good at both assault and fire support but not as good at either as dedicated units. Example: Space Marine Tactical Squad
Class-1 Heavy Infantry ( T5/2+)
Class-2 Heavy Infantry (T4/2+)
Class-1 Power Armor (T5/3+)
Class-2 Power Armor Infantry (T4/3+)
Class-3 Power Armor Infantry (T3/3+)
Class-1 Medium Infantry (T5/4+)
Class-2 Medium Infantry (T4/4+)
Class-3 Medium Infantry (T3/4+)
Class-1 Light Infantry (T5/5+,6+,-)
Class-2 Light Infantry (T4/5+,6+,-)
Class-3 Light Infantry (T3/5+,6+,-)
Class-1 Monstrosity ( T7 or T8)
Class -2 Monstrosity (T6)
Class -3 Monstosity (T5)
Class-1a Vehicle ( AV-14 all around)
Class-1b Vehicle ( AV-14, rear 11+)
Class-1 Vehicle ( AV-14, rear 10)
Class -2 Vehicle (AV13)
Class-3 Vehicle (AV12)
Class -4 Vehicle (AV11)
Class-5 Vehicle (AV 10)
Class 6 Vehicle (AV 10 Open Top)
For the Mechanized Infantry Company the key to this is the proper use of the basic Keystone unit, the Mechanized Infantry Platoon. This unit consists of a single command squad and two to five infantry squads mounted in Chimera class Armored Infantry Fighting Vehicles.
These units are able to be equipped with multiple tactical load outs based on the expected opposition which will be discussed individually. These load outs represent the optimal combinations of weapons for employment against each type of expected threat. We will discuss these load outs for the Platoon Command unit first, then for the Squads themselves.
PLATOON COMMAND SQUAD: MECHANIZED
The platoon command squad has an incredible variety of potential load outs due to the Platoon leader’s standard high access level for equipment. It should be noted that while the equipment of the Platoon Command Squad is equal to that of the Company Command Squad, the skill level of the Platoon leaders support staff is not equivalent. This leads most commanders to favor template weapons such as flamers and heavy flamers for the command squad. We will discuss the various recomended load outs now and consider their relative effectiveness. Loadouts that are not listed are not considered cost effective and are thus not recomended.
Each Weapon Load out will be rated in it’s effectives vs the standard threat spectrum then summarized as to its best use.
Load Out 1: Full Flamer (4x FL) In Standard Chimera with HHF, ML, HSCost: Medium ( 115pts)
CLASS: Class 3 Light Infantry
ROLE: Support/Anti Infantry
Notes: This unit provides very solid mobile protection against infantry assaults. The concentrated flamer attacks are able to eliminate all but Class 1 infantry targets reliably. Heavy Infantry is very resistant to these attacks as well regardless of class and usually come in numbers too small for this unit to gain full use of its fire concentration.
Load Out 2: Full Flamer,Heavy Flamer (3x FL, HF) In Standard Chimera with HHF, ML, HSCost: Medium ( 130pts)
CLASS: Class 3 Light Infantry
ROLE: Support/Anti Infantry
Notes: This unit is superior to the standard flamer loadout in every way except cost. It does give the unit some limited utility against Class 1 infantry targets, and dramtically increases efectivness against all classes of medium infantry.
Load Out 3: Grenades Launcher (4x GL) In Standard Chimera with HHF, ML, HSCost: Medium ( 115pts)
CLASS: Class 3 Light Infantry
ROLE: Support/Anti Infantry/Light Anti Tank
Notes: This unit is somewhat effective against Light vehicles and Light infantry but with signifgantly better range than the Flamer Squads. It is much less effective in it's Anti Infantry Role but ads some transport killing ability. This loadut is only recomended in a company that lacks any serious ability to counter light vehicles.
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This message was edited 6 times. Last update was at 2009/06/22 18:49:03
Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/19 20:36:38
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Nasty Nob
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Ambitious! I like it! Just one nit-pick.... Before going into the combined-arms approach, Id like to see a bare bones analysis of the basic Mechanized Infantry Platoon or Company - no attachments.
Rather than start with a force that compensates weaknesses or reinforces strengths - just a bare bones analysis of what can be done with nothing but guardsmen and their fighting vehicles. Think of it as a Squadron Commander (Light or Heavy Cavalry) deploying with just his force.
It will force me to think of ways to use a basic org structure in unconventional ways.
Typically - mounted forces are called Calvary, straight-legs are Infantry i.e. Squadron's = Battalion's; Troop = company; platoon = platoon.
Calvary comes in 2 flavors - heavy (i.e. mounted knights or tanks) or light (secret squirrels, spooks, fast movers, scouts). One serves as the sledge hammer targeting the enemy's center of gravity - the other serves as the eyes and ears of a larger force.
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This message was edited 1 time. Last update was at 2009/06/19 20:43:29
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2009/06/19 20:38:16
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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Nice point, and easy to do, that first unit can be easily changed into a "Chimera Spam" force at 1500 pts, and the rest building on it.
Great idea, thanks.
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/19 20:54:56
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Nasty Nob
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Somewhere on this board - I wish I knew the author - there's a list of core IG units needed to combat the major Tier One units opposing the IG player. Combined with the list of enemy units YOU have identified:
1 AV12/11 Transports (Chimeras, Devilfish, Wave Serpents, Rhinos)
2 AV14/13 Long Range Support ( Predators, Hammer Heads, Land Raiders, Russ Squadrons)
2 2+ save assault units in mechanized carriers ( Battle wagon Nobz, Land raider Assault Termies )
3 Large Ultra resilient assault units ( Nob Bikers, Seer Council, Seer Council Bikers, SM Bike/Foot Command Squads)
4 Medium Torrent of Fire Units (Ork Lootas, IG Hydras, WarWalkers, Necron Warriors, DakkaNids, IG Infantry Platoons ect…)
5 Deep Strikers / Deamons
6 Fastmoving specialized assault units ( Khorne Berzerkers, Assault Marines, Eldar Harlies, Banshees, Orc Stormboyz, Nids in general ect…)
Analyzing your 3 standard template org structures against these six units and identifying ways to include versions of the IG units this other guy identified (Im sorry I dont recall your name - I think its Caffran) would be amazing.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2009/06/19 21:08:33
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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This is pretty close to what I have planned just breaking it down by enemy type. I may have to expand the Xenos Section though or it will be an exceptionally large intividual chapter.
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/19 21:22:21
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Nasty Nob
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I can imagine - that section will be big. Mathhammering unit efficiency would be good. Some one did a really nice piece on the Manticore (definitely include it if you can find it). Ultimately though - it'll be your tactical experience from all those test games Ill be interested in reading about. Crunching numbers only goes so far.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2009/06/19 21:35:27
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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Im not really the master of mathhammer, besides that would not fit with the theme of the piece being an actual Imperial Guard Field Manual. I hope I can pull it off. Thanks for the suggestions, I hope its more than just the two of us interested it it
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/19 21:43:20
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Nasty Nob
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Ahhh - good point. Im sure there are others. If you could use any help, I have time.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2009/06/19 22:17:51
Subject: Re:Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Longtime Dakkanaut
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Go for it... it sounds awesome... let me know if I can help. or just critique
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![[Post New]](/s/i/i.gif) 2009/06/19 22:20:13
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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Well two is enough for me :-)
Im doing it mostly for fun anyway and for the intellectual excercise.
As I run into issues or units im not as familliar with I will pass on requests for segments or anything else I can think of where help would be benificial.
Thanks so much for the offers, this should be fun.
Automatically Appended Next Post: OK I added the very first breakdown for the very first weapon loadout for the PCS, now that I have this as a template I can do it for everythign,
too much, not enough, suggestions for changes?
Thanks.
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This message was edited 1 time. Last update was at 2009/06/19 23:25:46
Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/20 13:42:19
Subject: Re:Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Boom! Leman Russ Commander
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Definitively too much, such an analyzis of each weapon load-out would make this a horrible article. I don't think it is necessary to point out that flamers are bad against MC's and tanks f.ex.
A suggestion for a different lay-out:
Make sure to equip your PCS for a spesific role etc etc.
3-4 flamers: Great anti-infantry, fitted for the aggressive platoon commander etc etc
3-4 melta guns: Good anti-tank and anti-MC, also has it's uses against heavy infantry, but not as fitted for counter-charge
3-4 plasma guns: Great against the heretic chaos marines and heavy infantry, but plasma weaponry is hard to aquire even for a platoon commander in such numbers, and equiping your command squads with such valuable and destructive weaponry will place your officers at risk etc.
Or, if you don't bother going through many options, just state what the 4x flamer is effective at or at least make a table or something so that it is easier to read
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![[Post New]](/s/i/i.gif) 2009/06/20 14:19:35
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Homicidal Veteran Blood Angel Assault Marine
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This sounds like a great project!
Let me know if I can/you want me to help out or provide insight or w/e, I'd be happy to.
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![[Post New]](/s/i/i.gif) 2009/06/20 16:00:04
Subject: Re:Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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Illumini wrote:Definitively too much, such an analyzis of each weapon load-out would make this a horrible article. I don't think it is necessary to point out that flamers are bad against MC's and tanks f.ex.
A suggestion for a different lay-out:
Make sure to equip your PCS for a spesific role etc etc.
3-4 flamers: Great anti-infantry, fitted for the aggressive platoon commander etc etc
3-4 melta guns: Good anti-tank and anti-MC, also has it's uses against heavy infantry, but not as fitted for counter-charge
3-4 plasma guns: Great against the heretic chaos marines and heavy infantry, but plasma weaponry is hard to aquire even for a platoon commander in such numbers, and equiping your command squads with such valuable and destructive weaponry will place your officers at risk etc.
Or, if you don't bother going through many options, just state what the 4x flamer is effective at or at least make a table or something so that it is easier to read
Yeah, I agree as well, I hated it when I read it back, Im trying to come up with a template for the unit discussion, I like what you have above, plus what was mentioned before. Once i have the template down It shoud go pretty smooth.
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/20 17:52:29
Subject: Re:Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Hurr! Ogryn Bone 'Ead!
CT
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kaiservonhugal wrote:
Somewhere on this board - I wish I knew the author - there's a list of core IG units needed to combat the major Tier One units opposing the IG player.
I think the core list was originated by Sourclams.
As for the Manticore thread, I think Liquidwulfe was the one posted that. Was a really in depth look at the manticore as an AT weapon.
I look forward to the article as I've been playing Mechanized IG. I wish I had more time to play more games so that I can get a better idea of what is working and what isn't.
So far it looks great.
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![[Post New]](/s/i/i.gif) 2009/06/22 11:01:48
Subject: Re:Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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I think that yours is a very ambitious project... Good luck kind sir!
I like the class categorisation of the enemy threats
As for the entry template, i don't know... The bare bones aproach of Illumini, while spot on is ... bare bones.
Maybe go for balance?This has the potential to be a looong article. I hope your accumulated combat experience with IG will help the rest of us!
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You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
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![[Post New]](/s/i/i.gif) 2009/06/22 18:51:38
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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New entry template, and Ive completed the recomended loadouts for the PCS. I think im getting close to the template that I can use for the rest of the army.
thougts?
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/22 22:47:09
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Hardened Veteran Guardsman
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I think it is a great start but if you want to make it usefull then keep it simple. I want help organising my IG but go a bit blurry eyed at too much math hammer. I like the style but don't let it get in the way of the content is my take.
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![[Post New]](/s/i/i.gif) 2009/06/25 21:50:31
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Regular Dakkanaut
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Other thoughts....
I think there should be commentary on weapon load out. For example I personally don't think grenade launcher auto cannon is the best set up to go a chimera...
Also, there should be a section on Creed and Al'Rahem'. They completely change the mech list and what you take.
Consider outflanking or scouting vendettas with vets for first turn landraider kills, or scouting bane wolves when you have the first turn, or out flanking demolisher squadrons... Also you should mention astro paths as you have to start in reserves sometimes.
The other huge mention should be allies. Mech IG at it's best include sisters of battle in my mind. You either mix in tons of immolators or just run SOBs in vandettas.
I also think and inquisitor with mystics synergise with leman squadron REALLY well.
Also people have been mentioning grey knights in mech transports.
There is a lot of merit to infantry squads not being the squads you put in your chimeras... A lot of people prefer vets, or alternatively units like hvy weapon squads or special weapon squads to be in your chimeras.
Remember 1/3 mission requires a stay at home scoring unit... Why mount that unit?
There is also some merit to hvy sentinals in a mech list.
Remember that Infantry are largely there to be a meat shield for lemans in combined lists. Mech lists have similar issues. You can create shield walls with chimeras, but one charge by a big unit of blood crushers can pop a couple chimeras a turn.
A hvy sentinal on the other hand will literally tie up that unit for the entire game. So they are a great addition to your ability to hold back units. If you compete at top levels at any big tourney you honestly need a deamon legions plan... (Guess what I play like 8 games against at adepticon)
Finally, if you are talking true mech spam you have to talk about Hydras and Griffin units.
For 75 pts a pop, this is your cheapest way to get AV 12 on the board, and for under 700 point you can field 9 of them that only count for 3 kill points. Totally mention worthy...
Pete
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![[Post New]](/s/i/i.gif) 2009/06/25 22:07:10
Subject: Mech Guard Tactics Article in progress, Done as an Imperial Guard Field Manual
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Rough Rider with Boomstick
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I think I bit off just too much with this, trying to do tactics for all the possible mech builds, so Im going to scrap this and revisit a tactica just for MechVet specifically and forget the theme.
Cool idea if I was unemployed ;-)
Thanks for all the feedback, I will be back with a better, more to the point tactica, probably after Ard Boyz. No reason to give up All my secrets.
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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