I've always thought that Mechanized Guard armies were just too cool looking on the tabletop, but having fought against many of them I know how uncompetative they can often be. It has been my dream for a while to come up with a list that can go toe to toe with other competative lists out there, and I'd like your thoughts on what I've come up with.
I've learned that Chimeras and Hellhounds are far more likely to survive if there is something heavier and scarier for the enemy to go after, and I can't think of anything scarier then a trio of Demolishers. I chose demolishers over the regular Russes for the improved side armor, and for the scarier gun. I want the Demolishers to advance alongside the Chimeras, not hang back. This will hopefully put my opponant in a bad spot, as he'll have to choose between hitting the demolishers and ignoring the chimeras, or hitting the chimeras and ignoring the demolishers. Either way, his flank is in for a hurting. All of the Demolishers and Chimeras are designed for a 6 inch a turn advance, so rough terrain modifications will allow them to go through bad spots without getting all bottlenecked in an attempt to avoid immobilization, a big problem I have seen in lists without rough terrain modifications. Extra Armor keeps them moving so they can stay together as a group. I put Heavy Stubbers on everything, because it's one of the best and cheapest upgrades for the Guard, and a personal favorite of mine. The Chimeras put out nine shots a turn as they advance, and the Demolishers can put out 12 once they lose their cannons or if their target is too dispersed for the template to be effective. That's a LOT of Dakka for tanks on the move.
I took Grenadiers so that I could avoid taking platoon command squads, and because their pair of special weapons is well suited to being in a transport. Hardened Veterens in Carapace Armor fulfill essentially the same role as the Grenadiers, but can carry a third special weapon.
Mechanized armies I have played against, ironically, seem to have a problem with enemy tanks, so I gave all the squads meltaguns instead of my preferred Plasma Guns. Close Order Drill was taken to bolster their
HTH combat effectiveness slightly if they are charged, which was also the reason behind the power weapons, which I normally don't take.
Originally the army was designed with three identical veterans squads, but I've made a late change by dropping one vet squad and their transport and adding a pair of hellhounds, banking on the idea that hellhounds have a much higher lifespan when demolishers are around, and because hellhounds are just brilliant tanks to have around. It also gives the army, in theory, a more rounded weapons load.
So, basically the idea is to advance in mass on one flank 6 inches a turn, thinning out the enemy line until disembarking and finishing off the flank with a short-ranged volley, then re-mounting and hitting the other flank.
Imperial Guard 1999 Points
Model Count: 45 Vehicle Count: 10
Doctrines: Grenadiers, Veterans, Carapace Armor, Close Order Drill.
Command Squad:
Junior Officer with Power Weapon and Bolt Pistol, 2 Guardsman with Meltaguns, 2 Guardsmen with Flamers. All have Carapace Armor. (98 Points)
Chimera Transport with Turret-Mounted Multi-Laser, Hull-Mounted Heavy Bolter, Pintle-Mounted Heavy Stubber, Extra Armor, and Rough-Terrain Modification. (107 Points)
Hardened Veterans Squad:
6 Veterans with Lasguns, 3 Veterans with Meltaguns, and Veteran Sergeant with Bolt Pistol and Power Weapon. All have Carapace Armor. (141 Points Total)
Chimera Transport with Turret-Mounted Multi-Laser, Hull-Mounted Heavy Bolter, Pintle-Mounted Heavy Stubber, Extra Armor, and Rough-Terrain Modification. (107 Points)
Hardened Veterans Squad:
6 Veterans with Lasguns, 3 Veterans with Meltaguns, and Veteran Sergeant with Bolt Pistol and Power Weapon. All have Carapace Armor. (141 Points Total)
Chimera Transport with Turret-Mounted Multi-Laser, Hull-Mounted Heavy Bolter, Pintle-Mounted Heavy Stubber, Extra Armor, and Rough-Terrain Modification. (107 Points)
Grenadiers Squad:
7 Grenadiers with Hellguns, 2 Grenadiers with Meltaguns, and Grenadier Veteran Sergeant with Bolt Pistol and Power Weapon (132 Points Total)
Chimera Transport with Turret-Mounted Multi-Laser, Hull-Mounted Heavy Bolter, Pintle-Mounted Heavy Stubber, Extra Armor, and Rough-Terrain Modification. (107 Points)
Grenadiers Squad:
7 Grenadiers with Hellguns, 2 Grenadiers with Meltaguns, and Grenadier Veteran Sergeant with Bolt Pistol and Power Weapon (132 Points Total)
Chimera Transport with Turret-Mounted Multi-Laser, Hull-Mounted Heavy Bolter, Pintle-Mounted Heavy Stubber, Extra Armor, and Rough-Terrain Modification. (107 Points)
Hellhound Tank:
1 Hellhound with Extra Armor, and Rough-Terrain Modification. (125 Points)
Hellhound Tank:
1 Hellhound with Extra Armor, and Rough-Terrain Modification. (125 Points)
Leman Russ Demolisher Siege Tank:
1 Leman Russ Demolisher with Hull-Mounted Heavy Bolter, Heavy Bolter Sponsons, Pintle-Mounted Heavy Stubber, Extra Armor, Rough-Terrain Modification, and Smoke Launchers. (190 Points)
Leman Russ Demolisher Siege Tank:
1 Leman Russ Demolisher with Hull-Mounted Heavy Bolter, Heavy Bolter Sponsons, Pintle-Mounted Heavy Stubber, Extra Armor, Rough-Terrain Modification, and Smoke Launchers. (190 Points)
Leman Russ Demolisher Siege Tank:
1 Leman Russ Demolisher with Hull-Mounted Heavy Bolter, Heavy Bolter Sponsons, Pintle-Mounted Heavy Stubber, Extra Armor, Rough-Terrain Modification, and Smoke Launchers. (190 Points)
Let me know what you think. I've tried to make a list that avoided many of the normal shortcomings of mechanized guard, and I really want to find a way to make it work. Above all, I want this army to be very aggressive, moving towards the enemy and anihilating it one flank at a time with medium and short ranged firepower, so try to focus any suggestions on making the army work better with that strategy in mind.
I am considering giving the army some heavy flamers for when they are up close, either on the Demolishers or on the chimeras. That might, in theory, eliminate the need for the hellhounds and allow me to swap back in the third veteran squad.
Thoughts? <!--emo&<img src='http://www.dakkadakka.com/DesktopModules/NTForums/images/emoticons/biggrin.gif'>-->

<!--endemo-->