Monday, January 19, 2009

2000 Pts Imperial Guard Heavy Infantry

Doctrines-
Carapace Armour
Grenadiers
Chem-inhaler
Sharp-shooters
Close Order Drill (applies to all infantry)

HQ
Command Platoon
-Command Squad (5)
--Heroic Senior Officer; Master Crafted Power Weapon, Bolt Pistol, Refractor Field, Frag Grenades
--Standard Bearer; Regimental Standard, Bolt Pistol and CCW
--Medic; Medi-pack, Bolt pistol and CCW
--Vox-operator; Master-Vox; Las Pistol and CCW
--Melta-gun, Chem-inhalers, Carapace Armour, Sharpshooters

-Anti-tank Support Squad (6); 3 x Lascannon, Sharp-shooters, Carapace Armour, Chem-inhalers

Troops
Storm Trooper Squad (10):
-Veteran Sergeant; Master Crafted Power Weapon, Plasma Pistol
-Melta-Gun x 2, Vox

Storm Trooper Squad (10)
-Veteran Sergeant; Master Crafted Power Weapon, Bolt Pistol
-Grenade Launcher, Flamer, Vox

Storm Trooper Squad (10)
-Veteran Sergeant; Master Crafted Power Weapon, Plasma Pistol
-Plasma-Gun x 2, Vox

Infantry Platoon
-Command Squad (5)
--Junior Officer; Master Crafted Power Weapon, Refractor Field, Bolt Pistol
--Medic; Medi-pack, Bolter
--Vox, Heavy Bolter, Chem-inhalers, Carapace Armour, Sharpshooters

-Infantry Squad (10)
--Veteran Sergeant; Bolter
--Auto-cannon, Grenade-Launcher, Vox, Carapace Armour, Chem Inhalers, Sharpshooters

-Infantry Squad (10)
--Veteran Sergeant; Bolter
---Auto-cannon, Grenade-Launcher, Vox, Carapace Armour, Chem Inhalers, Sharpshooters

-Infantry Squad (10)
--Veteran Sergeant; Bolter
--Lascannon, Plasma Gun, Vox, Carapace Armour, Chem Inhalers, Sharpshooters

-Infantry Squad (10)
--Veteran Sergeant; Bolter
--Missile Launcher, Grenade Launcher, Vox, Carapace Armour, Chem Inhalers, Sharpshooters

-Infantry Squad (10)
--Veteran Sergeant; Bolter
--Lascannon, Grenade Launcher, Vox, Carapace Armour, Chem Inhalers, Sharpshooters

-Remnants Squad (9)
--Veteran Sergeant; Bolt Pistol and CCW
--Flamer, Vox, Carapace Armour, Chem Inhalers

Heavy-Support
Basilisk; Indirect-fire, Smoke Launchers

Basilisk; Indirect-Fire, Smoke Launchers

Pts:2000 Scoring units: 10 KPs: 15, 11(3,2,1 system)

So what we have here is a 2000 pt Guard Heavy Infantry List. There are a total of 9 heavy weapons, 5 of which are las-cannons to deal with any armour. There are also a few melta-weapons dispersed throughout the list.

The army shouldn't suffer from assaults, as the voxes and chem-inhalers help units not fall back, keeping enemy assault units tied up for at least another turn. As well Carapace armour dramatically increases chances to survive (16%). Meanwhile, you have too many squads to be engaged, so you can walk up and capture objectives.

The concept is to let the infantry platoon sit back and shoot, along with the anti-tank squad and basilisk battery, while the Command Squad, Stormtroopers and Remnant squad advance. The Remnant squad is nice, because it gets you one more scoring unit in the same Kill Points as the Infantry Platoon under the 'Ard Boyz rules. As well, they can be throw aways. In this case, they are an additional assault force. Low performance, yes, but it is about tying units up while the rest does the work, not about winning the combat.

Make sure to set the basilisks up behind some cover. They are there to do your AoE damage. Keep at least 1 infantry squad near each to protect them. They can dive on the grenade and assault anyone getting to close to you and buy the basilisk at least one more turn of shooting.

The close order drill is also really nice. It is a free doctrine, so on the turn you assault, you form into it to get +1 I and +1 Ld. And if your enemy has no AoE weapons, you can set them up so that he has to assault a COD formation. It further increases your chances of surviving and has no cost. That is a winner.