Thursday, 18 August 2011

1750 Imperial Guard Fortress Assault - Attacking Lists

Following on from the Fortress Assault scenario, I thought out a couple of Imperial Guard lists for attacking.

The first list:


1750 Pts - Imperial Guard
Attacker Bonus; Wave Assault



Company Command
- Col. Straken
- Melta Gun x 2
- Bodyguard x 1
- Medi-Pack

First Platoon
Command
- Flamer x 2
Squad
- Melta Gun; PW
- Commissar; PW
Squad
- Melta Gun; PW
Squad
- Melta Gun; PW
Squad
- Autocannon; Flamer
Squad
- Autocannon; Flamer

Second Platoon
Command
- Melta Gun x 2
Squad
- Flamer; PW
- Commissar; PW
Squad
- Flamer; PW
Squad
- Flamer; PW

Storm Troopers x 5
- Melta Gun x 2
- Deep Strike

Ordnance Battery
Colossus; HF x 2

Ordnance Battery
Medusa; HF; Bastion Breacher Shells x 2

Manticore Rocket Launcher; HF

Pretty simple concept; advance with two 30-man combined squads. Artillery supporting the advance with two squads with autocannons left to babysit them. The Storm Troopers are there to disrupt/suicide priority targets.
Straken is expensive, but with so many power weapon attacks in the combined infantry squads his aura is well worth the cost - his command squad also makes a pretty mean counter-assault unit.


Next up; something with a bit more mobility:


1750 Pts - Imperial Guard
Attacker Bonus; Siege Experts


Company Command
- Astropath
- Plasma Gun
- Melta Bombs
- Vox

Ministorum Priest; Eviscerator

Infantry Platoon
Command
- Grenade Launchers x 4
Squad
- Vox; PW; Commissar; PW
Squad
- PW
Squad
- PW
Squad
- PW

Veteran Squad
- Demolitions
- Melta Guns x 3
- Shotguns 

Veteran Squad
- Demolitions
- Melta Guns x 3
- Shotguns

Valkyrie Assault Carrier
- Multiple Rocket Pods
- Heavy Bolters

Valkyrie Assault Carrier
- Multiple Rocket Pods
- Heavy Bolters

Storm Troopers x 5
- Melta Gun x 2

Guardsman Marbo

Manticore Rocket Launcher; HF

Manticore Rocket Launcher; HF

Leman Russ Demolisher; HF; PC

This is a good candidate for Siege Experts; night fighting for turn 1 and possibly 2 give the Manticore's protection from long-range anti-tank, whilst making their first salvos less accurate this is compensated for by the additional Artillery Support from the attack bonus. The powerblob also benefits as all they'll be doing is running for the first turn or two anyway and the Demolisher is close-range, too.

Priest goes in with the huge blob that advance, soaking up fire whilst the big guns open up the bunkers (hopefully). With all those power weapons it would be nice to have Straken/Creed but will just have to make do. There's plenty of shooting to get rid of heavy infantry without having to rely on S3 power weapons.

Lots of points tied up off the table for the first turn (700 ish) so the Astropath is pretty vital.

The Manticore and Demolisher don't have any protection, so hopefully will have done their damage before anything long range or outflanking/deep-striking gets them!





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