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
------------------------------------------------------------------
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!







