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Slaying the imperial guard


Rottimus

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Hello,

 

I need some help.

 

I have a 2000 ish point game coming up soon against a decent imperial guard player.

 

He runs a hefty amount of chimeras with lots of specialised squads full of plasmas and meltas. They'll be some storm troopers etc and a rought rider squad for sure, 2 bassy's

 

So far i've got a 5 mounted tactical squads (with a smattering of lascannons and meltas) along with 2 dakka preds, a vindi and a full assault squad with a jump pack chappy. (the list can actually be found under the army list section)

 

My question is the following:

 

I've rounded out the list with 3 ass can dreads but i'm doubting their usefulness.

 

So..if I take those out i have 345 points to play around with. What do you recommend?

 

I have the following in my army pool:

10 man sternguard with 5 meltas (no pod unfortunately)

Land raider (standard config)

6 terminators with asscan Or H flamer

2 more vindicators

1 dakka pred

1 4 ml dev squad

3 dreads of course

 

 

I know there's not much to choose from but what do people think. Thanks in advance for helping out!

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If he does not see your list in advance keep the ascan preds in and change your HQ to Kahn. Everything can now enter from the sides...

 

If he has plenty of meltas and plasmas, you certainly want to stand back for a moment or two, to wreck his vehicles.

 

I'd add the pred....the 2 vindies...if swapping out the dreads.

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I don't like the Dakka Predators against his army. The S5 Heavy Bolters isn't enough to hurt the front armor of either the Chimera or Basilisk. Any chance you can change those out to be Combi-Predators with AC/LCs?

 

For the Dreads, can you turn them into Rifleman? That would be a big bonus to your list. If not, what about Hellfire with Assault Cannon/Missiles? Not the perfect range combo but both are flexible weapons against the big stuff and little stuff.

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I like the Dreads just because of how many you can get in (and the flexibility they give) in that point range.

 

Really wish you had a pod, or three. Dropping those noughts on him (or Sternguard with a ton of combimeltas) would put the hurt on him.

 

The LR isn't a terrible option. Having a scoring unit inside one and just sitting back and firing the las's instead of driving it up the board could work well. It also leaves you with regained points plus the leftovers here which you could spend on another Vindi or something similar.

 

It also serves to distract him from your other armor. 1 Vindi rolling around the board isn't that much of a threat to him, but with the LR on the board, you've potentially given him target priority issues.

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If I were you, I'd throw in the 2 extra vindicators and give the dakka preds lascannon sponsons. More AV13 never hurts, and lascannons stand a good chance of actually doing something to AV12, which is a majority of what is in his list. Besides, with 3 vindicators to silence instead of 1, you get a much higher chance that they survive and that you get some shots off of the demolisher cannons.
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If I were you, I'd throw in the 2 extra vindicators and give the dakka preds lascannon sponsons. More AV13 never hurts, and lascannons stand a good chance of actually doing something to AV12, which is a majority of what is in his list. Besides, with 3 vindicators to silence instead of 1, you get a much higher chance that they survive and that you get some shots off of the demolisher cannons.

 

He has how many heavy support choices? The answer is not five.

 

Don't forget to bring stuff to crush the chewy bits inside the chimeras. Popping them open is a good start, but they're not what scores. Tactical squads actually deal with standard guardsmen and vets really well, and you have five. Make them get out of their boxes before you get out of yours. Stormies are actually chumps from my experiences, same cost as a marine and they loose in combat and in firefights if both sides have cover. Deep striking them is basically a death sentence if you're packing any blasts. Rough Riders only work once and they're not that tough; shoot them or charge them, do NOT let them charge you. Bassies aren't the kings they used to be and are vulnerable to outflanking or fast units. I've used CCW scouts with Meltabombs to deal with them before; not reliable, but cheap.

 

Asscan dread are great if you drop them where their range isn't an issue. I've done it to a guard player and they cause mass panic. Riflemen would be useful for dropping transports and his artillery, and have a decent ROF to chew up infantry when they're done. Dread CCW are overkill against guard, as are most special CCW.

 

With that many vehicles you can screen the assault squad with just two rhinos and have others to do their own thing. That tactic has worked on Thousand Sons for me, it should work on guard just fine. If you really want to scare him, put two flamers in that squad. It essentially makes Assault marines a fast, short-ranged firefight squad that does its own mopup.

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