Sunday 10 May 2009

New Imperial Guard Codex

With the new Imperial Guard book out I am itching to try out some new army lists that work well as part of a story line but are still competitive on the table. After finally getting a proper look at the book this afternoon (children take up a huge amount of time) I have noticed that there are so many cool options in it. I have decided to give the list a go to create a force that focuses on one of the main elements of the IG force; orders. For me these really epitomise how the Imperil Guard would work. The theme is going to be a basic light infantry company backed up by specialists and a small amount of armour, let’s see what I can do with it?

1500 pt Imperial Guard Orders list.

Company Command

Creed, Kell, 1 sniper and full advisors 315pts


Elites

10 Ratlings 100pts

Troops

Platoon Command, 2 flamers 40pts
Infantry Squad, flamer 55pts
Infantry Squad, flamer 55pts
Infantry Squad, Sniper Rifle 55pts

Platoon Command, 2 flamers 40pts
Infantry Squad, Grenade Launcher 55pts
Infantry Squad, Grenade Launcher 55pts
Infantry Squad, Sniper Rifle 55pts
Mortar Squad 60pts

Veterans, Harker, sentries, 3 snipers,
missile launcher 185pts

Veterans, power fist, 3 meltas 145pts

Fast Attack

Valkarie, las cannon 115pts

Heavy Support

Leman Russ, heavy bolter sponsons 170pts

Tactics

The essence of this army is orders. I have used Creed and Kell purely for their skills in giving orders and the likelyhood that the orders will be followed. The sniper rifles of the ratlings will support all teams by pinning key enemy units and slowing them down; with any luck they should kill a few too. The Mortar squad will support in this.

The infantry squads are split into 3 types, flamer squads for taking close objectives. Grenade launcher squads will work as tactical teams and sniper squads will support from a distance. The two platoon command squads will linger behind the infantry squads and add the weight of their flamers to any units that they can and give orders when appropriate.

The real objective takers are the veterans. The first squad with hark in it will work as a infiltrating firebase that should be able to deal with most enemies at a distance. The second squad will enter play in the valkarie; these are designed to be an armour killing.

Finally, you can’t have an IG army without a Leman Russ. This will be tasked with destroying enemy armour and /or large units and drawing a large amount of fire.

This army seems to me to be very balanced and while not particularly effective in any one phase should be challenging to play with and against. I’ll give it a go and see how it gets on.


GrimJaw

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