Re: [Epic] 2000pt 'ideal' IG Army

From: Sean Smith <seans_at_...>
Date: Thu, 12 Mar 1998 08:35:20 +1300 (BST)

On Thu 12 Mar, Turgul wrote:
>
>
> On Thu, 12 Mar 1998, Sean Smith wrote:
> > Combined 2000 Point Imperial Guard & Titan Army
>
> > Imperial Guard Rough Rider Squad
> > Detachment HQ (with captain & primaris psyker in a chrimera) 61
> > 9 Rough Rider Squad 90
> > ---
> > Sean Smith
> > Seans_at_...
>
> Sean,
> you may want to recheck the book on this one. Under the E40K
> rules, you need to have three command stands to get 9 squads. Are you
> playing with house rules that do away with that?
>
> Mike Stim (delurking)
>
>

AH! Thats what comes of designing an army at 12.00 at night.
The corrected army list is below.

> 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
> 5 Hellhound Flame Tanks 60
>
> Imperial Guard Artillery Detachment
> Detachment HQ (siege artillery unit) 79
> 2 Siege Artillery Units 108
> 6 Heavy Artillery Units 246
> 3 Hydra Flak Tanks 84
>
> Imperial Guard Rough Rider Squad
> Detachments HQ (with captain & a primaris psyker
> in a chrimera) 61
> Detachments HQ (captain on a horse) 41
> 6 Rough Rider Squad 60
>
> 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 detachments 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.
>
>


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

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 13:10:28 UTC