IMPERIAL GUARD 2000
HQ
working on it
Platoon 1
Captain Al’Rahem
PCS, 2 melta, chimera
Infantry Squad, meltagun, chimera
Infantry Squad, meltagun, chimera
Infantry Squad, meltagun, chimera
Platoon 2
Platoon command squad, 3 flamers
Infantry squad, 1 lascannon, commissar, power weapon
Infantry Squad, missile launcher, power weapon, krak grenades
(all blobbed)
Heavy weapon squad, 3 autocannons
Heavy weapon squad, 3 autocannons
Platoon 3
Platoon command squad, lascannon
Infantry squad, commissar, power weapon
Infantry squad, missile launcher, krak, power weapon
Infantry squad, missile launcher, krak, power weapon
Priest, eviscerator
(all blobbed)
HEAVY SUPPORT
Manticore
Hydra Flak Tanks x2
2 Basilisk
So... the idea here is that I start out with two fairly threatening blobs (platoon 2 and 3) defending a manticore, 2 hydras and two autocannon heavy weapon squads, basilisks on other side of the map to force enemy to split off or face shelling as they move towards main force. This just serves as a stationary gunline at the far back table edge with the blobs acting as defense/bubble wrap. Try to knock off vehicles with autocannons, blob heavy weapons and hydra flak tanks first round, maybe knock off a few with artillery too. After that, shell anybody walking with artillery, keep tank hunting and force the enemy to come to me and engage the blobs or face high power artillery hits each round. Since I won't be coming to them, I hope I can do a fair amount of damage with this piece of the force before my lines get hit and start to crumble. One
PCS helps tank hunt with a lascannon, the other sits in wait in hopes of dropping 3 flamer templates on anything that kills one of the two blobs. Basically just a defensive
IG gunline of old.
The second piece is Platoon one with Al'Rahem. They outflank, all arriving on one side, all meched up, at some point in the game. If they show up late they can immediately split up and head for objectives, if they show up early they mess up the opponents advance and do some damage on a flank (hopefully). Even on the "wrong" side they suddenly are keeping two basilisks much safer and providing a viable, mobile threat to be dealt with. They exist first to grab objectives, second to mess up target priority and opponent plans, and third to maybe kill some things. They play the 5th edition role - mobile objective grabbers.
That's the idea, but I am worried it might be too much idea for one army. Put succinctly - will my artillery and two blobs hold up their end well enough at 2k that 4 outflanking Chimera will be able to do the job I want them to do (come on and survive)? I'm still working on the list, have maybe 120 points to spare and need an
HQ - I was thinking about adding some reserve roll manipulators in a
CCS, but I'm not sure what I would want to them to do - probably keep my Chimera from coming in until close to the end, but that seems like an iffy way to use that many points. Any comments, criticism, or ideas? I've never played
IG, just playing around with list ideas a friend of mine could use with his
IG models.