|
Sorry, but the Guard just can't do objective runs successfully outside of ally transports.
For example, you could take the BA formation requiring 1 HQ, 1 Troop, and 1-6 FA to gain access to pods or fast Rhinos. 50 point Techmarine lets you fortify a terrain piece for a better cover save. 5 Scouts with Camo and Sniper Rifles are another 70 pts [infiltrate to an objective?]. You then take pods full of Vets to drop down on objectives. Much more reliable than hoping a Chimera doesn't bust. 5 pods lets you drop 3 first turn, say a CCS for orders and 2x Vet Squads. Another CCS + Vets in the last 2 pods? Remember that Mont'Ka lets you take a CCS as a standalone formation, and they get an extra order. So take the Mont'ka CCS in Pod 1, drop down near Pod 2 and 3, and give everyone an order on 1st turn. This base is about 865 points, but lets you put 3 Vet units wherever you want with a pair of CCS to give everyone orders, and a Scout unit to just hide somewhere and hope they don't attract attention. That base includes a generous allotment for weapon upgrades.
You can then run some infantry and Russes to cruise up the centre. An Infantry Platoon without much upgrades to speedbump for your Tanks / provide mobile cover. Probably not necessary, but you could. Say 200 points of infantry and 400 points of tanks takes you to 1465 total.
Some Sit'n'shoot infantry with the Artillery Formation, take advantage of the Techie's boosted cover save. No help vs Tau, but not everyone uses Ignores Cover. I'm not sure what you'd have left for points... but you could probably skim the arty formation at 1850, or drop the Russ block and go points heavy.
|