[Epic] 2000pt 'ideal' IG Army

From: Sean Smith <seans_at_...>
Date: Thu, 12 Mar 1998 00:40:06 +1300 (BST)

Combined 2000 Point Imperial Guard & Titan Army

Supreme Commander

Imperial Guard Colonel with Primas Psyker (in a chrimera)64
2 Rough Rider Squads 20

Imperial Titan Legion Detachment

Adeptus Mechanicus Ordinatus 200
        Armed with - Plasma Annihilator

Imperial Titan Legion Detachment

Adeptus Mechanicus Ordinatus 200
        Armed with - Sonic Disrupter

Imperial Guard Infantry Detachment

1 Detachment HQs (with captains) 57
3 Imperial Guard Squads (with 3 commissars) 60
9 Support Weapons 117
 
Imperial Guard Infantry Detachment

1 Detachment HQs (with captains) 57
3 Imperial Guard Squads (with 3 commissars) 60
9 Support Weapons 117

Imperial Guard Infantry Detachment

1 Detachment HQs (with captains) 57
3 Imperial Guard Squads (with 3 commissars) 60
3 Hellhounds 36

Imperial Guard Tank Detachment

Detachment HQ (hellhound flame tank) 37
7 Hellhound Flame Tanks 84

Imperial Guard Artillery Detachment

Detachment HQ (siege artillery unit) 79
2 Siege Artillery Units 108
6 Heavy Artillery Units 205
4 Hydra Flak Tanks 112

Imperial Guard Rough Rider Squad

Detachment HQ (with captain & primaris psyker
in a chrimera) 61
9 Rough Rider Squad 90

Imperial Navy Interceptor Squadron

Detachment HQ 25
3 Thunderbolts 90

Total 1996

Army Tactics:

This army prefers open ground which will enable it to use its
fire power to maximum affect to reduce the enemy's strength
dramatically before getting into close combat. Generally the
three infantry detachments will form a line, with the Rough
Rider and hellhound detachments in reserve. I have found
it best to keep the WEs near the infantry detachments so
they can provide support in close combat.

The infantry detachments should normally be in column, with
the commissars in the front, normal IG next and support
weapons last. This way any hit of 4+ affects a commissars,
who have a 50% chance of surviving. If the enemy attacks
you from your front you will have combat value of 6. However
if the enemy manages to lap round the flanks of the
infantry detacchments your average combat value will
drop to 1 or 2.

Strengths and weaknesses:

The army has excellent direct and indirect fire power.
It also has reasonable close combat ability, especially
with WE support. Its main weaknesses are mobility and
vulnerability to air attack. The armies
superiorty in artillery should allow the infantry
detachments to march on turn 1 normally. The sonic
disrupter and artillery will reduce the movement
of enemy detachments. The Roughriders and hellhounds
can be used advance quickly and take objectives, especially
if you are lucky enough to win intaitive in the movement
phase of turn 1 and march these detachments. However,
these detachments shouldn't be expected held ground for
more than 1 turn. Don't forget to select bunkers
as objectives, if possible, the deathray is great
at taking them out. If you expect enemy drop troops
hold back the infantry detachment with hellhounds, to
protect your artillery.



  


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Sean Smith
Seans_at_...
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Received on Thu Jan 01 1970 - 00:00:00 UTC

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