[Epic] Imperial Guard Motor Rifle Support units

From: J. Michael Looney <mlooney_at_...>
Date: Wed, 16 Apr 1997 21:29:58 -0500

The Imperial Guard Motor Rifle Regiment Support units

In today's rant^H^H^H^Hpost we will be looking at the support unit of
the Motor Rifle Regiment.

I will be posting the whole of the regiment tomorrow, nicely laid out
and all so today's post is just the support units. I am not doing the
Tank Battalion today, or the HQ section as both of those need a little
thought as to how to do them correctly, both with regards to the "real"
TO&E and with regards to what does or does not work (or for that matter
is legal) in E40K.

Regimental Anti Tank Company
HQ Section
None.
(In real life this is an admin unit If you really want it is a total of
2 officers, 5 men and 2 trucks)

3 Platoons "Detachment" each
HQ Section
Imperial Guard Command Stand 32pts
Psyker 10pts
Chimera 14pts
Troop Units
3 Imperial Guard Heavy Weapon Squads 42pts
3 Chimera 42pts
Support Units
2 Support Weapon Battery 52pts (each 2 units,
total of 4 units)
Total cost per platoon 192pts.
Total cost whole company 576pts.


Notes: Each Chimera has one infantry unit and one support weapon unit
mounted in it. This unit is normally "passed out" in single platoons
to the 3 battalions of the regiment, however some times it is "held" as
the commanders mobile "fire brigade" to stop armored breakthroughs. If
you are going to split it up, each platoon is a detachment, other wise
this is a legal detachment taken as a whole.

<rant>
I have noticed a MAJOR problem in the Imperial Guard's vehicles
options. There is no SPATG/SPATGM (Self Propelled Anti Tank Gun/Guided
Missile). Every army after 1941 has had at least one of these, and in
some case several options for it. The unit above while close in sprit,
is no where near correct. The BRDM with ATGM, which is what this unit
is made up of, is a lightly armored vehicle, so using a SM force list
and using Land Raiders is not quite right here. After I finish the
whole division I will go through and generate what I think are the
missing vehicles. That I know of this will be trucks, armored cars,
SAM systems, ATGM systems, & infantry mortars, however for the now I
will restrict my unit choices and TO&E layouts to "By the book" legal
detachments.
</rant>

Regimental Anti Aircraft Battery
HQ Section "Detachment"
Command Squad 32pts
Psyker 10pts
Chimera 14pts
Troop unit
2 Imperial Guard Squads 28pts
2 Chimera 28pts
Total cost HQ 112pts

2 Platoons "detachments" each
2 Command squads 64pts
Psyker 10pts
Chimera 14pts
Troop Units
4 Imperial Guard Heavy Weapon Squads 56pts
2 Chimera 28pts
Support units
4 Hydra Flak Tank 112pts
Total cost 284pts
Battery total cost 680pts.

(Real Life note: The "real" unit has 4 gun systems & 4 missile
systems. Due to the near total lack of missile air defense units in
Epic, I just made it 8 gun systems.)

Notes: This unit has the very real cheesy feel if not used
correctly. This unit, in real life is in fact split up to cover the
whole of the regiment. To reflect this you could just assign one Hydra
Flak Tank to a company command detachment, to a total of 8 per
regiment. Please bear in mind that there are 9 infantry, 3 tank, and 1
recon companies in the regiment, plus 3 artillery batteries that will
need some support, plus the anti-tank unit. Not to mention the
commander, staff and communication troops, all of whom would like some
protection from the USAF. This is why the USSR's armed forces had so
damn many SA-7 (which are on my "Doesn't exist in Epic" list, BTW). For
what it is worth the USSR had the best flak/grunt ratio of any army.
This means that if you have more than 1 flak unit per 2 companies on the
board you may be, well, doing the dairy thing....

Artillery Battalion.
HQ & Support Battery
2 Command squads 64pts
Psyker 10pts
Troop Units
6 Imperial Guard Squads 84pts
Total Cost 158pts
(Note, in real life these are not infantry but ammo humpers and the
like. Using this Battery as any thing other than close support for your
guns is wrong.)

3 Firing batteries "detachment" each
HQ Section 25pts
6 Heavy Artillery units 246pts
Total cost 271 pts
Total cost of the battalion 971pts.

Notes: This is pretty straight forward. For you old epic players this
is 2 IG Artillery "companies", but laid out like a real military unit
would be. This unit is, in the real thing, self propelled 122mm guns,
so "heavy" is the correct artillery type vs. siege artillery.

Regimental Engineer Company. "Detachment"
HQ Section
1 Command Squad 32pts
Psyker 10pts
Chimera 14pts
Troop Units
3 Imperial Guard Squads 42pts
3 Chimera 42pts
Support Units
3 Hellhound Flame Tanks 36pts
Total Points 176pts

<rant>
There are No Combat Engineer options in the game!!! There are the
leftovers of having sappers around, (Mine fields, Razor wire, booby
traps, trenches, bunkers etc) but no way of getting them there or
getting rid of them. I will be doing Engineer rules also it looks
like....
</rant>

Regimental Recon Company.
<Please See Notes>
Long Range Recon Platoon "Detachment"
Command Section 25pts
Troop Units
3 Space Marine Bike Squads 60pts
Total cost 85

Light Tank Platoon "Detachment"
Command Section 25pts
3 Predator Tanks 81pts
Total Cost: 106pts

2 Motorized Recon Platoons "detachments"
HQ section 25pts
Troop units
3 Space Marine Scout Squads 48pts
Support units
3 Razorbacks 45pts
Note: The Razorbacks act as mounts for the scout units
Total cost 118pts
Company cost: 427pts

Notes: Why is this Space Marine Unit not a IG unit?
Well, it has the gun armed version of the BRDM (of which the Razorback
comes closest but is NOT a perfect match up), motor bikes and recon
troops in it. The only way to get any where near this and stay "legal"
is to make it a space marine company. This version is also a little
stronger than the real thing, but not by enough to give problems but by
enough to be a usable company in an E40K game.


Next Up, The Regimental Tank Battalion, The Regimental Command Company
and the whole regiment, in usable rantless form.
Received on Thu Apr 17 1997 - 02:29:58 UTC

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