Showing posts with label ImperialGuard. Show all posts
Showing posts with label ImperialGuard. Show all posts

12.03.2008

Rumble and Grumble

This last tuesday's gaming night I pulled some tanks together and ran an Armored Company list.  Here's the list:

Command Tank: Leman Russ w/various options
Troops: 2xLeman Russ w/various options
Heavy Support: 3xDemolishers w/various options
Fast Attack: 2xHellhounds
Fast Attack: Squad of 2 Sentinels w/Autocannon
Inquisitor Lord w/3 Warrior Henchmen (1 melta, 2 plas)
1 Callidus Assassin

The plan is to pound the enemy line with the tanks, root out squads hiding in cover with the hellhounds, and outflank with the sentinels to get side or rear shots on enemy armor.  The inquisitor lord and his melta/plas followers would hang around the main body of tanks and provide targeted close range fire support to finish off what couldn't be killed by the templates, while the assassin provides a crucial first turn bunch-up of troops in addition to assaulting any targets that might present themselves.

I rolled up against my friend's Dark Angel Deathwing Army.  He was rolling with a Land Raider Crusader, Belial, 3 Terminator squads, 2 Dreadnoughts, and a Devastator Squad with plasma cannons.

We rolled Annhilation, so my lack of scoring units wasn't a factor. As the battle progressed it became a standout example of how vehicles in general, and imperial guard vehicles specifically have been affected by 5th edition. Here are some highlights:
  • Defensive Weapons - It's only defensive if its strength four or less.  This means all those heavy bolter sponsons are basically useless.  In fourth when you were forced to move you could just unload with your bolters, now you're stuck to just firing one when you move.
  • Close Combat - Vehicles that have AV10 in the rear die in close combat.  It doesn't matter if you moved twelve inches and your opponent hits on a 6.  Any MEQ unit is capable of generating a glancing hit or two, and a squad of terminators is more than capable of putting the hurt on.  Your vehicle might only get glanced, but it's almost a sure thing that you won't be shooting or moving in the next turn, and then the squad that's attacking hits automatically.
  • AV14 is king. Even with strength nine and ten weapons there's a good chance you won't destroy your target.  And unlike with Hand-to-Hand your chance to kill a stationary vehicle with shooting doesn't get better.
  • Ballistic skill does help your ordinance, but not that much.  Pulling your shot back to center when it scatters is nice, but you're still going to completely miss your target most of the time.
I still think Armored Company is viable in 5th Ed (See post on BellofLostSouls).  However, I thin they need to be treated like a gunline army.  They need some solid counter-assault units that can screen and clear dangerous units that are trying to close with them.  My nomination for this role will be Grey Knights.  Demolishers are just as good as as standard battle tank, and just the same cost, too, so I'd throw in the Seige Doctrine to get those guys as troops. Without pointing it up here's what the modified list would look like:
Command Chimera, 3 Demolishers, Inquisitor w/3 warriors and 3 acolytes with combi/plasma weapons and a Land Raider, Assassin, 2 squads of Grey Knights.  If there are any points left over they would be spent on basilisks, sentinels, and hellhounds.

I'd be curious to try this list out, since I think it could perform well against a variety opponents.

10.30.2008

Campaign Week 3

Apocalypse

The penultimate week brought Abaddon the Despoiler and a daemonhost to the outskirts of our fair city, where the brave city defenders gave their lives to delay the inevitable breach of the city walls.

More photos with a description of the battle can be found here.

10.23.2008

Campaign Week 2


Week two of the campaign sees the chaos forces gaining steam as they take control of the planet's orbital defense laser installation. On another part of the planet the combined might of the imperial guard an dark angels were barely enough to retain control of the imperial manufactorum.
Next week brings an attack on the planet's temple capitol. Everyone is teaming up to play an apocalypse game.

10.10.2007

Defense of Hive City Outskirts

After Action Report: Hive City Bhamut. Bhamut defence force. Colonel Saunders. Personal Journal
Not being told why this particular piece of rock was so important, only knowing that the High City Lords had determined that an opposing force would be attempting to move through the abandoned tenements to the northeast of town. I was given charge of a small force and ordered to stop the intruders before they were able to gain a foothold.
In the middle of the day forms took shape on the horizon. Marching implacably, they came at us. We dug in and prepared. I was quite shocked to see my foe was indeed a band of Space Marines themselves. I had heard no reports of the Adeptus Astartes operating on Bhamut. I could only assume this was some sort of renegade band, no doubt given over to the depredation of the infernal powers.

Dark Angels vs. Imperial Guard. Take and Hold.

Dark Angels: Chaplain and 5 deathwing terminators deep striking, 2 10 man tactical squads with plasma cannons. One was broken into two 5 man detachments
Imperial Guard: Senior Officer command with plasma guns and commissar. Junior Officer with two squads. 5-man storm trooper squad (grenadiers) led by a veteran sergeant. 5 man squad of ratlings and 2 Leman Russ Battle tanks with 3 heavy bolters.

Terrain: A mix of forest and destroyed buildings. The right half of the battlefield had some tall buildings on it, the left half was mostly open except for some low hills. A large rock spire dominated the center of the field. The dark angels set up with the two 5 man squads on the left and the 10 man squad on the right, poised to advance through the town. The storm troopers set up on the far right, with the ratlings infiltrating into a building just ahead of them. The rest of the guard setup to hold the left and center of the table.

Turn 1
Dark Angels: The deathwing terminators deep struck and landed right in front of the main imperial guard force. One of the 5-man squads advanced towards the center of the field while the large tactical squad started creeping through the town on the far right flank. The terminators and stationary plasman cannon decimated a squad of imperial guard, dropping eight of them and causing them to flee off the table.
Imperial Guard: Looking to get some distance in order to use their main guns, one of the Leman Russ tanks drove towards the center of the table while the other threw the gears into reverse and backed away from the menacing deathwing. The remaining guard squad and Junior Officer advanced on the terminators, while the stormtroopers on the right moved into cover within the crumbling buildings. The guard squad sprayed the terminators with lasgun fire, but failed to make a mark. Then the Russes opened up, delivering a pair of explosive battle cannon shells right into the center of the terminators, killing four of them. The junior officer charged the terminators and managed to put a wound on the chaplain before falling back. Finally, the ratlings killed one of the members of the tactical squad advancing on the right flank.

Turn 2
Dark Angels: Left tactical squad continues its advance, shooting into the building where the ratlings were hiding, but failing to pick them out amongst the cover. On the left flank, the chaplain and remaining terminator advance on the Leman Russ near the center of the table, shooting at the guard squad as they go. Combined with plasma cannon fire and fire from the still advancing tactical detachment in the center of the table the guard squad loses a few of its number, but does not flee. Finally, the chaplain and terminator assault the Russ, manage to put a chainfist into its rear armor but only inflict a crew stunned result.
Imperial Guard: The Junior Officer, being at less than half strength, can't rally and runs off the table. The command squad shoots and assaults the chaplain and terminator, killing them both. The storm troopers continue to advance to meet the large tactical squad advancing on the left. They combine their fire with the ratlings and undamaged Russ, managing to kill a few of the Emperor's Finest. The guard squad pours lasgun fire into the tactical squad in the center, killing two of the five. Finally, the storm troopers assault on the right, and manage to lose a few of their number and kill one marine, then are cut down in a sweeping assault.

Turn 3
Dark Angels: The three-man tactical squad in the center assaults and destroys the the remaining guard squad after it loses a few more members to plasman cannon fire. The tactical squad on the right takes a shot at the rear of the damaged Leman Russ, but the superheated plasma failed to penetrate.
Imperial Guard: The Command HQ assaults and massacres the three marines in the center, and consolidates back towards the center. The two Russes combine their fire and obliterate the Plasma Cannon firebase on the left. The ratlings fire on the right tactical squad but fail to have an effect.

Turn 4
Dark Angels: With only one unit left, things are looking grim. The large tactical squad fires its plasma cannon at the command squad, managing to only kill the medic.
Imperial Guard: everything in the army turned to pour fire into the remaining command squad. Between the ratlings, two Leman Russes and command squad the tactical squad was completely obliterated, although a plasma gunner did succumb to an unfortunate overheat.


Overall it was a fun battle. It was the first time my opponent and I had played with an objective. It was also our first experience with Deep Striking. I think I got lucky killing as many terminators I did on the first turn (average rolls would have killed two instead of four). Also I was extremely pleased with how my command squad handled close combat. Nine strength three power weapon attacks when charging puts a dent even in terminators. The stormtroopers could have done better, but I think that was mostly bad dice rolling on my part. Also I only scattered two out of seven ordnance blasts.

It looks like we won't be playing next week, but the week after we'll be adding another 250 points to the armies, bringing us up to a full 1000. My plan is to add a witchhunter inquisitor lord as a heavy bolter firebase and callidus assassin. Maybe a Culexus. I haven't really decided. They're all pretty great.

10.03.2007

More Imperial Guard

Played some more 40K this evening. I've tried out the same list a few times in a row now. We're up to playing 750 points. Against my Space Marine opponent this list has won twice and lost once. Tonight was one of those wins and one of those losses.

List:
Senior Officer HQ w/power sword
Ratlings(5)
Imperial guard platoon. 1 Junior Officer HQ and 2 Infantry Squads. No upgrades.
Armored Fist Squad. Chimera with Multilaser and Heavy Bolter.
2 Leman russ with Lascannon and Heavy Bolter Sponsons.

This list performs fairly well. At the 750pt level there are a lot of troops on the board (40, or 35 if you just count the ratlings as stationary sniper platforms) so we can concentrate firepower pretty well. The Leman Russ are hardy. One of the wins (and the loss) they were the last of my army left on the table. The senior officer doesn't perform so well in close combat. I find myself wishing his squad was a harder hitter. My opponent has been fielding two tactical squads(one with rhino), a devastator squad, and a terminator chaplain. His power-armored goons spread across his starting line then march inexorably across the board. It's a rare day when I'm able to stop them from reaching my infantry line. The lack of counterassault in my army is causing me lots of concern. I've been perusing various sites and I think I'm going to have to ditch my chimera for some meatier hand to hand and shooty bits.

Here's my probably army list:
Senior Officer HQ
Force Weapon
2 plasma guns
Vet. Medic
2 Bolters
Iron Discipline
Commissar w/ power weapon

9 Ratlings

Infantry Platoon
Junior Officer w/power weapon & bolter
Squad
Squad

4 Storm troopers (grenadiers)
1 Veteran Sergeant w/ power weapon & bolter
2 melta guns

2 Leman Russ w/3 heavy bolters

Doctrines: Grenadiers, Ratlings, Iron Discipline, Drop Troops(its free, so why not have the option of not deploying most of my troops at game start.)

This still means I have 35 models on the field (again not including ratlings). I've given up the chimera in return for a passel of special weapons and some close combat meatiness. I'm excited to test this army out and see how it goes.

8.02.2007

After Action Report

Dark Angels vs. Imperial Guard
500 pts.

Dark Angels
Librarian
(Alpha) Tactical Squad w/Plasma Cannon
(Beta) Tactical Squad w/Lascannon and Plasma Gun

Imperial Guard
Junior Officer w/grenade launcher, missile launcher, chimera
5 Ratlings
2 Storm Trooper Squads w/meltaguns
Leman Russ Tank


Turn 1:Dark Angels
Alpha Squad advanced into cover on the space marine's right flank, with the librarian following closeby.
Beta Squad fired it's lascannon at the missile launcher on the hill, missing.

Turn 1:Imperial Guard.
Chimera advances on the IG left flank and pops smoke. Left Storm trooper squad advances into cover. Officer squad and remaining storm troopers advance forward. Leman Russ comes from behind the hill.
The ratlings and guard open fire on Alpha Squad, killing 1 marine. The Leman Russ fires its battle cannon at Beta Squad, deviating but still catching two marines in it's deadly blast. The missile launcher on the hill misses.

Turn 2: Dark Angels
Alpha Squad and Librarian continue their advance. Beta Squad holds its position.
Alpha Squad fires into the StormTroopers on the space marine's left flank, killing two and causing them to fall back. Beta Squad fires its lascannon at the tank, but the massive front armor of the leman russ shrugs it off.

Turn 2: Imperial Guard
The fleeing storm troopers rally. The chimera advances towards Alpha Squad. The officer realizes he's quite exposed and begins moving towards cover. The remaining storm troopers advance towards Alpha Squad.
The chimera unleashes gouts of promethium, incinerating two of the marines. The Leman Russ and the rest of the guard fire into the squad, and when the smoke clears only three marines are left standing, but they make their leadership save and do not fall back. The missile launcher on the hill misses.

Turn 3: Space Marines
Alpha squad contiues its inexorable march across the battlefield. The librarian breaks ranks and moves towards the storm troopers on the space marine's right.
Alpha Squad kills the the officer's honor guard. The librarian summons power from the warp and incinerates two storm troopers in a coruscating ball of hellfire. Beta squad continues to pound lascannon fire into the Leman Russ.

Turn 3: Imperial Guard
All the damaged squad from the previous round of shooting make their command checks and the're off to the races. The chimera rolled towards the remnants of alpha squad. The rallied storm troopers move up to cover the officer, the storm troopers on the right flank move up for some shots on the librarian. Even the Leman Russ abandons the hill covering its right side and rolls forward to assist.
Between the chimera, officer, and left stormtroopers Alpha squad is reduced to a single plasma cannon. The Leman Russ opens up with its three heavy bolters, finishing off the last of alpha squad. The storm troopers and ratlings manage to inflict just a single wound on the librarian. The missile launcher on the hill misses.

Turn 4: Space Marines
The brave librarian turns his back on the pitiful guard before him, and strides across the the middle of the battlefield towards the chimera, reciting the litany of hate as he does so.
Channeling the power of the warp, the librarian vomits forth another blast of hellfire, but it's not strong enough to penetrate even the light armor of the chimera. Beta squad opens fire with some well placed shots and destroys the remainder of the storm trooper squad on the space marine right flank.

Turn 4: Imperial Guard
The chimera drives around the stagnant pool of water, the officer and remaining storm troopers advance on the hapless librarian.
The chimera, officer, and storm troopers cut the librarian down. The ratlings pick off a marine from Beta squad, but the real luck comes when the Leman Russ lands a cannon shell smack in the middle of the remains of beta squad, killing five of them. The missile launcher on the hill misses.

Turn 5: Space Marines
The brave marines hold their ground and fire at the chimera that moments before destroyed their beloved librarian. The lascannon's shot went wide, but the plama gun's ball of fiery death burned through the tracks of the chimera, stunning the crew and immobilizing it.

Turn 5: Imperial Guard
The remaining guard advance on the remnants of the once-proud space marines.
Adding their fire to that of the Leman Russ, the space marine army is reduced to a single marine with a lascannon. The missile launcher on the hill misses.

Sensing victory, the battle tank and remains of the guard advance on the lone marine, intending to cut him down and make their victory complete.


Tactical Post-mortem
Imperial Guard:
Pretty much everything went well for the guard. I was able to bring the majority of my fire to bear on individual space marine squads and drastically reduce their effectiveness in a few turns. The frustrating part was when I was trying to finish off a single damnable model. That's when the guard's low ballistic skill and underpowered weapons versus the marine's impressive armor and toughness really started to hurt me. It took as much of my army to kill a single model as it did to take out an entire squad. Also that damnable missile launcher never hit once. I don't know who was manning it but they're in desperate need of a court martial for incompetence.
Space Marines
The space marines struggled a bit. They probably should have capitalized on having the first turn by moving Beta squad towards the center of the table. This would have put the plasma gun in range, and allowed them to lay bolter fire into my squads. Instead they got hung up on putting a single lascannon into the Leman Russ every turn. Also, Alpha squad probably could have just advanced into the cover on their first turn and then just hunkered down and held their position. Getting caught out in the open where everything in the IG army could take a shot at them was disastrous.

Wednesday Commute: Bus to work, ride home from friend
Wednesday Exercise: 6 miles running