My 1st Imperial Guard Battle in Years
I have played Imperial Guard off an on for years, but I have not since the 90’s. I just took out my 5th edition version vs. some Marines and it was an enlightening battle. [With a few exceptions these were the models I had to work with and I try hard to
WYSIWYG]
My List
HQ:
Company Command Platoon [Carapace Armor]
-Creed
-Kell
-Nork
-Medic
-Vox-Caster
-Astopath
-Master of Ordinance
-Officer of the Fleet
Lord Commissar [Bolt Pistol, Power Weapon]
ELITE
-Guardsman Marbo
TROOPS
Veteran Squad [Grenadiers] {Lead by Lord Commissar, and Receiver of Creeds Tactical Genius}
-Bastogne
-6x Shotguns
-2x Flamer
-1x Flamer
TROOPS
Veteran Squad [Grenadiers]
-Sergeant [Plasma Pistol]
-6x Shotguns
-2x Flamer
-1x Flamer
TROOPS
Veteran Squad [Grenadiers]
-Sergeant [Plasma Pistol]
-6x Shotguns
-2x Flamer
-1x Flamer
Infantry Platoon:
-Platoon Command Squad [Medic, Vox-Caster, Las-Cannon Team]
-Infantry Platoon [Vox-Caster, Sniper Rifle, Mortar]
-Infantry Platoon [Vox-Caster, Sniper Rifle, Mortar]
-Infantry Platoon [Vox-Caster, Sniper Rifle, Mortar]
-Infantry Platoon [Vox Caster, Plasma-Gun, Auto-Cannon]
FAST ATTACK
-Rough Rider Squadron [6x
RR and a
RR Sergeant]
HEAVY SUPPORT
-Destroyer Tank Hunter [Extra Armor, Hunter Killer Missile, Heavy Stubber]
The game ended on turn 5 with us tied by kill points, but I killed his Capitan and Command Squad.
MY evaluation
HQ:
Company Command Platoon
-Did less than I thought, I took 1 wound in the game. It just stayed in the center giving orders. This work real well, I love the Order System and Creed/Kell is a must. In his 24” bubble the only problem I had was the Stupid [There IQ not there Combat Capability, but more on that later] Rough Riders. The
MoO was great hid real well except for one turn when both him and the Destroyer Drifted into my 3rd Veteran Squad, but I killed a Marine each time. I could not tell you how the Astopath worked; I roll a 6 for Marbo an turn 2 and 1 for the veteran squad every turn.
Lord Commissar [Bolt Pistol, Power Weapon]
-Was only there for 2 Turns, but made the difference in every Close Combat I was in.
ELITE
Guardsman Marbo
-Showed up on turn 2, jumped a Dred and manage to immobilize it looking at a Blank wall for the rest of the game screaming for a Tech-Marine. This was good but the dread still hit him in Close Combat. {Marbo needs three things, Invulnerable Save, Eternal Warrior and Fell no Pain]
TROOPS
Veteran Squad [Grenadiers] {Lead by Lord Commissar, and Receiver of Creeds Tactical Genius}
-Did well for the 2 Turns they were there. There flamers killed of most of a Devastator Combat Squad and they survived another Combat Squad with a Sergeant with a Power Weapon.
TROOPS
Veteran Squad [Grenadiers]
-Found out they do like Heavy Bolter Armed Devastator Combat Squads and ran away.
TROOPS
Veteran Squad [Grenadiers]
-Did real well, they killed a librarian in
TDA with Shotgun fire, [“Thank The Space Emperor”, they were getting ready Assault him to keep him from reaching the Command Squad.] but they died later due to Bolt Gun poisoning.
Infantry Platoon:
-Totally Unimpressed. The Las Cannon hit once during the game and Glanced the Razorback with a 2 on the die. Other than that the only thing they accomplished was giving the 2nd Veteran Squad a Move, Move, Move, Order.
Infantry Platoons [Vox-Caster, Sniper Rifle, Mortar]
-They did well, but I could not hit with the Sniper rifles at all. The only reason the Mortars hit was gravity, but other than bad dice I am happy. FRF/SRF/TRF is great, this is what most of my kills.
Infantry Platoon [Vox Caster, Plasma-Gun, Auto-Cannon]
-Once more the
IG Mantra was “I Think I Can! I Think I Can! I Think I Can! No I can’t was true with the Auto-Cannon. I think the Las-Cannon hit more.
FAST ATTACK
Rough Rider Squadron
-I did not know they let Ogryn lead Rough Riders. This was the only unit that I had a Leadership Issue with. Creed goes “Move, Move, Move” and they roll a 11. then they finally get to the Marine position and Charge…both of us look at the dice with mouth open as his squad vaporizes, all but the Sergeant with the Power Fist. The next turn a second Marine Squad joins in and I loose and the Rough Riders run. Creed Orders the “Get Back Into the Fight” and they roll a 11 and give Creed the Finger and run off the board.
HEAVY SUPPORT
Destroyer Tank Hunter
-Turn-1, Kill a Venerable Dread in Cover without even blinking. Then hits the 2nd Dreadnaught an does nothing before Marbo takes it out of the fight. Then it spends the rest of the game playing secondary Ordinance Pie. On turn 4 the Marine Command Squad gets there and Fire 3 Melta-Guns at 2”…3 ONE’S, then they Assault and get one Weapon Destroyed result. It just goes forward 12” removing their cover from one of the Las-Gun Platoons and Creed who gives only 2 Orders FRF/SRF/TRF on the Infantry Platoon that volley kills all but his Capitan [I have not seen that many 1’s rolled in a long time for armor saves]
“For the Honor of Cadia!” on his
CCS. This is were the Marine Command Capitan was killed by all thing the Astopath,
MoO and
OotF.
My Conclusions
-I love Grenade Launchers; they are a good
MEQ counter on Krak mode and in mass.
-I need some Power Weapons for
MEQs.
-I need a second PCC to give me a larger Order Bubble.