Thanks for posting the results and battle reports!
Now for some questions and thoughts....
sumi808 wrote:IG
Lord Commissar - good for close combat, basically a sargent with more attacks. Camo cloak ? I rolled terrible :(. Good unit but died waaaay to fast
Platoon 1 - good meat shield, thats about it
Platoon 2 - useful firepower but need more men, lots more men.
3 Demolishers - put the hurt on when I really needed them to. Suffer though against monsterous creatues, can only do 1 wound against them per turn. Very fun to play with and stuffed over my opponents infantry n dreadnaughts good. A really compeditive vehicle, but 3 might be too much. 3 LRBT with HB might work better and get more shots off parked on the table edge behind lots of meat shields.
The weakness of the list was not the demolishers but the infantry - once my opponents got into cc I was done for. I needed ogryns or something harder to counter them
Lord Commissar: Do you feel that a
CCS with a lascannon (or whatever) would've been a better choice, if only for the orders to twin-link those autocannons and for 'first rank fire!'?
Platoon 1: I experimented with meltaguns in blobs and never ever got any positive results from it. I really don't understand why some people insist on them in blobs. Why? I don;t know if my tactics are just bad but I found them next to useless. Do you feel the same way?
Platoon 2: I feel autocannons are the only real option for blob or blob-mech hybrids. Failing that lascannons. Or my most recent list I posted above that I am experimenting with recently: Both in two separate platoons.
Your comment that you "need more men" in your autocannon blob had me thinking immediately that it's a lack of a
CCS and orders that are making them less effective, and nothing to do with insufficient size. I'm not an expert or a
40k veteran or anything, but I have to strongly recommend you drop the Lord Commissar and add a
CCS and twin-link those x3 autocannons. You will probably notice a very significant increase in their killing power, especially in turn 1 and 2.
3 Demolishers: I tried running 3 Demolishers because I really liked those lists you posted. It sounded pretty bad ass! However, I found them horribly inaccurate and against mechy armies were next to useless. I'm not sure if I was just unlucky with my dice rolling, but it seems you had much more luck with getting them on target and killing things. I was just left feeling disappointed. Maybe I should try them again? Or maybe I am just a player who likes a lot of infantry? I don't know.
"The weakness of the list was not the demolishers but the infantry - once my opponents got into
cc I was done for. I needed ogryns or something harder to counter them":
No. Honestly, the Guard's biggest weakness is
CC - every army has an 'Achilles heal' and
CC is the Guard's. You have to simply play with the strengths Guard have; Attempting to try and make them something they are not - an 'assualty' army - just won't work. Ogryns are an absolute points sink and honestly i've never heard anything good about them and have never actually played a guard player who uses them. They die easily despite the 3 wounds because they suffer from the cardboard armour that every other guard unit wears. Crap initiative, crap armour kinda makes the toughness value and 3 wounds irrelevant.
Honestly as a Guard player you just have to accept you will suck ass in
CC. But there are a few options to nullify that problem; You can give your blobs power weapons, you can use Colonel Straken for counter-attack and furious charge, you can use meltavets for counter-assaulting (works well), or
PCS with flamers (works okay), or you can just go mech (if you don't mind being cheesey...and most players expect mech from Guard so...don't do that!
lol). All of these I have found help to some degree with the
CC problem. But basically, you have to just deploy sensibly - to defend against scouting units who will chew you to pieces in
CC - and use the Guards main strengths to make sure by the time any units assault you they are weakened and softened up enough for your infantry to deal with. That means using a.) the fire-power and b.) the strength in numbers to make up for the weakness in
CC. If you start funnelling points away from those two things that make Guard awesome (gunz, meatshields 'n tarpits) then you are setting yourself up for failure in my opinion....
Hopefully that makes sense!