This was the second of my back to back games with the new guard. The other one is the thread New Imperial Guard vs Mech Eldar
So I put into effect some of the idea's after my last game. Namely
1. replacing the autocannon and plasma with flamer's, mortar's and melta.
2. Dropping an infantry squad and adding psyker's.
3. Dropping the eradicator for the Executioner.
My Imperial Guard List
HQ
1 Company Command Squad, 4 melta guns, officer of the fleet, chimera w/
hb,
ml
Elites
Battle Psyker Squad, 2 additional psykers, chimera w/
hb,
ml
Troops
Platoon Command Squad, 4x flamer, chimera w/
hb,
ml
Infantry Squad, mortar, flamer, chimera w/
hb,
ml
Infantry Squad, mortar, flamer, chimera w/
hb,
ml
Veterans, 3x melta, chimera w/
hb,
ml
Fast Attack
Devil Dog w/ hull multi-melta
Devil Dog w/ hull multi-melta
Hell Hound w/ hull heavy flamer
Heavy Support
Demolisher w/ hull lascannon, sponson multi-melta's
Demolisher w/ hull lascannon, sponson multi-melta's
Executioner w/ hull heavy flamer, sponson plasma cannon's
The nid's
HQ
1 Hive Tyrant w/ wings and stuff
1 Hive Tyrant w/ 2 guard, venom cannon, and stuff
Elites
1 Screamer Killer (
cc fex)
2 Lictors
Troops
20 Hormagaunts (super gaunt)
20 gaunts
Fast Attack
3 spore mines
Heavy Support
Sniper Fex w/ t7, 2+ armor save
Sniper Fex w/ t7, 2+ armor save
3 zoanthropes, 1 w/ synapse, 2 w/ shooting attack
Missions: Objectives (only 4 this time) I tried to spread them as evenly as possible across the center of the table so that he wouldn't be able to bum rush me with all the fex's in one spot
Deployment: Dawn of War
I win the roll off and decide to let the nid's go first.
Deployment:
He deploys his winged tyrant and hormagaunts right at the 24" line. The other gaunt's will outflank. I choose to bring everything on the board on my first turn.
Nid Turn #1:
Everything else moves on the table and does some running. The hormagaunts move up a bit. The winged tyrant flies a full 12 towards my table edge. There was a large blocking piece of terrain close to my deployment zone on the right hand side. It was about 12 inch's in from the right table edge. His hope was to get a decent run role and get behind the piece of terrain and really limit the amount of stuff that could shoot at him. He roles a 1 and the tyrant is stuck out in the open. One sniper fex comes in on the right, with the screamer killer next to it. The zoanthropes deploy in a line in the center. The hive tyrant is in the center, and the other sniper fex is on the left hand side.
Objectives: Nids: 0 Guard: 0
Imperial Guard Turn #1
From right to left I deploy the veteran squad, company command squad, hellhound, platoon command squad, devil dog, demolisher, demolisher, devil dog, psykers, infantry squad, infantry squad. Still thinking about the fact that I couldn't down a single wave serpent from my last game, I dismount both the vets and the company command squad. I issue my orders for bring it down on the hive tyrant. Between the two squads I had 7 melta guns. Vets fire first get 2 hits, re-roll gives me no help, I then roll a one on the to wound roll only causing one wound with the melta guns. I then shoot all the lasguns, do 6 wounds and he fails a save. Okay 2 down 2 to go. 4
tl melta guns fire from the command squad, 3 hits, 1 wound. What the hell!

I then unload a demolisher with a cannon, and a multi-melta into it and a devil dog, and the tyrant goes down. The hellhound fires on the gaunts covering 8 of the little buggers, and I proceed to roll 6 1's, ouch, well there goes the company command squad and the vets

. I take some more pot shot's and peel a couple more gaunts off and put a wound on a zoanthrope.
Objectives: Nids: 0 Guard: 0
Nid Turn #2
The gaunts combo charge my
ccs, the vet's, and both of their chimera's, they wipe out all the infantry but fail to hurt tanks. One lictor comes in and assaults the battle psykers chimera. Nid shooting see's a devil dog and the hellhound shaken, and the chimera's with the psykers and one of the troop squads stunned.
Objectives: Nids: 0 Guard: 0
Imperial Guard Turn #2
My platoon command squad moves up 12 gets out of their chimera and roasts the hormogaunt squad for some sweet revenge (I think I had something like 27 flamer hits). An infantry squad gets out moves next to the lictor and lasguns it to death. The demolisher's and devil dog's move up. I try to take some shots at the tyrant and guard with the executioner but he's got them spaced out at the 2 inch maximum, between horrible deviation and cover saves my 5 plasma cannon's cause one wound.
Objectives: Nids: 0 Guard: 0
Nid Turn #3
He gets in his other lictor and his gaunts. The gaunts come in on the left side and the lictor goes for a piece of terrain near one of the demolishers. The gaunt's open up on the squad that had just killed the lictor, I go to ground and end up with 3 models left, the flamer, the mortar, and one guardsman. The fex's shoot at the devil dog's, ripping the turret off of one of them and immobilizing it, and immobilizing the other one.
Objectives: Nids: 0 Guard: 0
Guard Turn #3
So now the demolishers are emplaced so they don't need to move. The demolishers, devil dog and the executioner down a sniper fex and the last zoanthrope, and put another wound on the hive tyrant squad. My other infantry squad gets out and flame's, and shoots the gaunts, along with a lot of multi-laser shots and heavy bolter shots and an ordinance template from the psykers, when the dust settles there are 6 gaunts left, they fail morale and start running towards the tyrant, right by my guard squad that just shot them. I suicide run the hellhound up in front of the sniper fex.
Objectives: Nids: 0 Guard: 0
Nid Turn #4
His screamer killer wanders over and kills the hellhound. The other devildog is immobilized as well as another one of the chimera's.
Objectives: Nids: 0 Guard: 0
Imperial Guard Turn #4
I dump everything into the tyrant and friends, the tyrant is still standing at the end of the round. I try to move up one of my chimera's and it immobilizes itself.
Objectives: Nids: 0 Guard: 0
Nid Turn #5
The screamer killer moves towards the center-left objective. And the sniper fex is moving towards the center right one. Another chimera is immobilized.
Objectives: Nids: 0 Guard: 0
Imperial Guard Turn #5
The hive tyrant goes down and I block the screamer killer off with a chimera. The
pcs makes a mad dash for the center-left objective and a guard squad hold the left most objective.
Objectives: Nids: 0 Guard: 1
We go on to a turn #6
Nid Turn #6
Screamer killer blows up my chimera and the sniper fex kills a few guardsmen hoping to pin them, but it's not to be.
Objectives: Nids: 0 Guard: 1
Imperial Guard Turn #6
The demolishers pivot and finish off the screamer killer. The infantry run for the objectives.
Objectives: Nids: 0 Guard: 2
Wow the sheer amount of fire power this list put out was impressive. I remember ton's of games under 4th edition where I would spend all day shooting at the nids only for their monstrous creatures to get into my lines and start wrecking me. I need to play against the nids again in a non dawn of war scenario and see how much worse it is for me with them starting on the table. I shouldn't have gotten out of my chimera's against the flying tyrant. I should have just taken some shots at him from inside the tank and not worried about getting a turn 1 kill. At most he would have killed one tank and both of those squads would have lived.
Army performance:
Well the psykers did nothing the whole game, but they aren't going up against their target audience. The executioner was better than the eradicator, but man was I deviating shots all over the table, you definitely don't want to fire that thing anywhere near your lines, unless of course it's a russ

. The devil dogs keep giving me consistent good performance for the points, and I'm liking the fully kitted out demolisher's. I think the list has achieved a nice balance, I keep thinking that I need to replace my hull heavy bolters with heavy flamer's to give me just that little bit more anti-infantry.