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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Monday 30 August 2010

Post Battle Evaluation

Close. So damnably close.

Still. Always next time.

As games go though, that was definitly in my upper levels of awesome. You really can't beat two fully painted (though some of Rorys models werent based. I pointed this out) going at each other. Never going back. Its a great incentive to have, when you gotta paint it to play it. I laboured on my Storm Troopers, and if I heard right, Rory worked on loads more (though dark blue marines, you know, just saying...).

So why did I lose? What could I do next time? One way of looking at it is to look through each units performance and keep it or ditch it for the next game.

So on with the budget report.

Command HQ
My command section really didnt do much. But then that was my fault. Why? Because it was designed to sit back and give orders, the new order rules. I forgot them for half the game. I forgot them when I deployed.

There is really only three ways you can go with the command section:
  1. Lead from the front. This is pretty much going for a mid to CQC ranged squad fitted out with plasma, melta, flamer weapons and really shooting at stuff close up until the enevitable combat. Obviously some extra shiny in the shape of a Commisar, Primaris Psyker, priest with eviserator etc will help some, but remember your playing on the weakness of the IG here. Beware of well, everything. 'Cus its harder than you.
  2. Lead from the back. This is more and more growing to be a popular option among the armies I see. Sitting your Command HQ at the back next to the armies infantry heavy weapons like the Lascannon batteries, perfect for issuing orders like "my target" or "Bring it down." The downside is that most enemy armies will be more manuverable than you and a quick Land Speeder or just about every Eldar unit can quickly nip around and ruin your day. Consider maxing out the units long ranged firepower, using cover, carapace armour, Nork Dead Dog or some body guards and possible a Hydra to scare off any assassin speeder units.
  3. Lead from the tank. The Chimera offers many things. An inbuilt fridge. A warm cushy seat, and of coarse the ability to issue orders from its hull edges. A chimera mounted HQ is risky business. It can get just about everywhere its needed, but at the cost of being a very big target. Carapace armour is good here too to help survive the nearly enevitable explosive fun.
All in all, I dont think Ill be changing the fundantals of the squad. The COmand section can be seen as the starting block for the whole army, it being the decider on how the rest of the IG act. In truth, this can go both ways. In other words, if your army is always charging forwards, get Colonel Iron Hand Stracken for strong CQC HQ with great up close and personal orders and leadership bonuses including 12" Furious assualt. Very surprising to the enemy. Though if you prefer the basic IG sentiment, ie stand and shoot some, have your command HQ sitting their with the big guns, giving them orders and bonuses all around until everything infront of you is dust.

Infantry Platoons
The core of the IG army gets some stick. A guardsmen is (now) 5pts. He has dismal stats, though much better than the pointless Conscript, a weapon which alone can do nothing but make very lucky and embarasing strikes. The inclusion of heavy weapons and special weapons turn this motly crew of meatbags into a heavy weapon unit with many lives. So be it.

Of coarse, at only 5 pts a man, these squads suddenly make friends. 500pts will get you 100 Guardsmen. Armed with frag grenades and access to everything from krak grenades to Lascannons. 500pts. For this you get twenty spacemarines. Suddenly IG seem like a mathmatical thing where IG = Space Marines Squared. My point being, with the IG dont do anything by halves.

In this game my Infantry were largely just fodder. Their heavy weapons were a threat to vehicles but only if the rest of the units firepower was sacrificed. Against Space Marine units, it just added to the fusilade of hopeful shots trying to make them fail their armour save. All in all. More is MORE! Like I said. Flood the board. Guardsmen are cheap. They can still carry the special weapons and for the price of a Space Marine Tactical squad (lets say 200pts) you can get either 40 plain IG, or 30 with the trimmings. Plasma guns anyone?

What am I thinking? More troopers.


Storm Troopers
The SAS wannabies got unlucky. Their weapons are a GodSend for Bolt Catching Imperial Guard players who cant seem to beat that Armour save of 3+. Why? Hot shots. AP3 Lasguns. Fired at point blank with plasma shots from the Serg's pistol and the two potential special weapons, thats one decimated and expensive tactical squad. Still that said, they are NOT cheap. However they make for excellent assasins and are really good for eliminating that annoying GOD unit of Space Marines that kills everything it touches. Deep Strike and shoot using the special rules for much fun.

Lesson here? They got unlucky. Use em again, bring their buddies if possible.


Ratling Snipers

What? I had Ratlings in my army? I didnt even notice.

FIRED.

NEXT!!


Demolisher Battle Tank
Ahh the Demolisher. The ultimate in room clearance. Sadly also the Ultimate in attracting fire. If this babies alone, expect it gone by turn two. You really need to use cover with this puppy, or better yet, have more of them to spread out the pain. Its a vehicle, and as such it will get unlucky and killed in the most painful way possible, taking almost 200pts with it and its Space Marine squiging ordenance.

Remember people: More IS MORE!


Basalisks
Basalisks have no place on a small board. They are artillary. As such they dont have any right being close to the enemy. Sadly, with their old problem with armour and their indirect fire upgrade being compulsery, you will now always have a 30pts downfall as you try and fail to hit Indirectly. Most enemy armies will take three steps forward and get within the minimum distance.

Unless your using good terrain and you have the advantage of numbers, think Leman Russ. Their just 30pts more and they are alround, better bang for buck. Even if they are ugly things.
Verdict? Seek alternatives for Ordenance needs.
For Now.

Rough Riders
REMEMBER THE GRENADES. REMEMBER THE GRENADES.

Cavalry, traveling 6" in the movement phase, D6 in the shooting with 12" as a charge is a quick combat. They will nearly always get the charge. Then add a one turn power weapon hit at strentgh and initiative 5 and ask yourself why you arnt already buying Warhammer Fantasy units to convert 30 of them. At ten points a pop these, kids, are the future of ANTI Space Marine counter striking.
However, it must be said. Once your opponent gets wind of how hard they are, expect them to die in droves under drilled bolt fire. 5+ armour save aint gonna cut it. Get em in quick and hard. Like their lances, they usually dont survive very long, but if they earn their points back (which isnt hard if you aim them right), its worth every point.
Just remember that they come with frag and krak grenades.


Final Word.
One of the great things of games like this, the good game, isthat you can get a rational feedback on what worked and what didnt. Essentially its like finetuning an engine. At the moment mine is just ready to rev up, even if it is making a horrible noise. All it needs is a little fine tuning and it will be running over Space Marines sooner than you think.
The danger comes when suddenly something else peaks your interest. Oh, that army didnt work, maybe I should sell it and collect chaos.

NO

Stick to it. Keep trying new things and stick with that which works. Its half the fun. Especially when it works and then your enemy has to rethink his strategy.

Now, I have a Valkery in my bits box to finally put together and some spare Chimeras to convert.

On with the War!!

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