Tuesday, December 1, 2009

Mojo List #3: Imperial Guard

Ok, as I'm getting back into the swing of things at school I'm starting to free up some time for 40k and the first thing is list number three for the Army Mojo series, Imperial Guard! I remember when the codex came out not too long ago, Alex and I poured over it and looked for really cool things you can do. Here is, what I believe, would be a very effective list:

HQ
Company Command Squad - 150
+Carapace Armor, x3 Plasma Guns, Medi-Pack

Elites
Psyker Battle Squad (x10) - 180
+Chimera Transport with Extra Armor

Troops
Infantry Platoon - 230
- Platoon Command Squad (x5 Close-Combat Weapons and Las-Pistols)
- Infantry Squad 1 (Grenade Launcher, Mortar)
- Infantry Squad 2 (Grenade Launcher, Mortar)
- Infantry Squad 3 (Grenade Launcher, Mortar)

Veteran Squad - 185
+Grenadiers, x3 Melta Guns
+Chimera Transport

Veteran Squad - 185
+Grenadiers, x3 Melta Guns
+Chimera Transport

Heavy Support
Leman Russ Battle Tank Squadron (x2) - 320
+x2 Heavy Stubbers

Basilisk - 125

Basilisk - 125
Total = 1500pts

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The idea behind the list is to totally neutralize the enemy by pinning and constant morale checks. The Basilisks and Mortars pound on infantry squads to try and pin them or force them to fall back with the Psyker Battle Squad zipping around the field lowering leaderships to make the former squads' tasks easier. The Veterans have a pretty clear objective: tank-hunting and late-game objective grabbing. The Battle Tanks provide some more pie-plate support and can act as barriers to protect the considerably weaker Basilisks. The idea behind the Company Command Squad is to take full advantage of their BS of 4 by providing deadly mid-range fire-power while staying in range of the infantry squads (allowing orders to flow smoothly as well). The Medi-Pack and Carapace give the squad extra survivability as they will have a 4+ armor save plus a FNP save. Finally, the Platoon Command Squad is equipped as a defensive mechanism. In case a deadly close combat squad is closing in on the mortars, they can throw themselves into the fray to protect the troops for at least one more turn which can be invaluable.

So what do you guys think? The lack of mobility in the Infantry Platoon should be sufficiently counter-balanced by the high chance for pinning and the three Chimeras annoying the enemy's front-line. Next up is Tau!

2 comments:

Guillermo Llosa said...

I've tried a similar list, but what I do with the Platoon Command Squad is give them flamers. You hide 'em behind cover near your gunline, and when someone gets near, you jump out, flame the crap out of them, and block their assault. The CCW on a guard squad isn't gonna get much wounding done, but the flamer barrage might :)

Blaine said...

You're missing about 5 Chimeras and have around 2 too many Leman Russes. I'd switch the 2 Basilisks out for Medusas or Manticores- I like Manticores better, loose the Extra Armor and 2 Psykers off the PBS, and drop Grenadiers off of the Vets. Lastly, switch the Mortars over to Autocannons in the line squads, get them a Commissar quickly! Switch the Plasma over to Melta in the CCS.

I'd rather see:

HQ-
CCS- 135
3 Melta, Chimera

Elite
PBS- 145
8 Psykers, Chimera

Troops
Infantry Platoon- 330
PCS
4x Flamers, Chimera
Infantry Squad
Commisar, Power Weapon, Autocannon, Grenade Launcher
Infantry Squad
Autocannon, Grenade Launcher
Infantry Squad
Autocannon, Grenade Launcher

Vet Squad- 155
3 Meltaguns, Chimera

Vet Squad- 155
3 Meltaguns, Chimera

Fast Attack
Vendetta- 140
3x TL Lascannons, 2x Heavy Bolter

Vendetta- 140
3x TL Lascannons, 2x Heavy Bolter

Vendetta- 140
3x TL Lascannons, 2x Heavy Bolter

Heavy
Manticore- 160
Hull Heavy Flamer

This gives you 9 Armor 12 tanks, 6 Heavy Flamer, a lot of fire power at 36", and some S10 pie plates that go well with the PBS. No reason for them to be larger than 7 as that'll reduce just about everything to Leadership 3 or less, not that likely to pass. Also, some Stubborn guardsmen to keep your gunships from getting assaulted or melta'd is always nice eh?