Oct 28, 2012

Army Lists: Balanced Regiment v1.0

184th Cadian Regiment

Army List

HQ

Company Command Squad (vox, Autocannon)

Troops

Infantry Platoon 1
Platoon command squad (4x flamers)
Infantry squad (Autocannon, Commissar)
Infantry squad (Autocannon, Grenade Launcher, Vox caster)
Infantry squad (Autocannon, Grenade Launcher)
Infantry Platoon 2
Platoon command squad (4x flamers)
Infantry squad (Lascannon, Commissar)
Infantry squad (Lascannon, Grenade Launcher, Vox caster)
Infantry squad (Lascannon, Grenade Launcher)
Infantry Platoon 3
Platoon command squad (3x Grenade launchers, Vox caster)
Infantry squad (Flamer, Heavy Bolter, Krak Grenades, Power Axe, Meltabomb, Commissar with Power Axe)
Infantry squad (Flamer, Heavy Bolter, Krak Grenades, Power Axe, Meltabomb, Vox caster)
Infantry squad (Flamer, Heavy Bolter, Krak Grenades, Power Axe, Meltabomb)

Fast Attack

Vendetta (Heavy Bolters)
Vendetta (Heavy Bolters)
Vendetta (Heavy Bolters)

Heavy Support

Leman Russ Battle Tank
Leman Russ Demolisher
Colossus

Fortifications

Aegis Defense line (Quad gun)

2000 points

Strategy

Platoon 1 and Platoon 2 should guard the home objectives, aided by the company command squad and its orders. The commissars should ensure that the line will hold against all odds: anyway, if the game is not Kill Point (as usual) the gunline platoons would be arranged as 10+20 to get an extra buffer from the enemy assault units that will probably storm the aegis line. If the enemy is VERY assault-based, the infantry squad shouln't be combined and instead deployed in spaced layers wherever possible: Imperial Guard strategy 101 - trade bodies with time.

Platoon 3 will head to midfield and has a primary anti-horde and speedbump duty. Of course if it can grab and hold an objective it's all good, but I shouldn't put too much faith in these men. With a proper use of movement and FRFSRF these 30 guardsmen should put a dent on any light infantry. Yes, i have heavy bolters in the unit, it's not a typo: they're not autocannons because this platoon should be focused into gunning down infantry. And, with the general decrease in transports and the increase in infantry, i guess they'll be a nice addition to the list.

The Air Force. Probably the biggest addition in 6th edition so far: Imperial Guard has probably the best flier ever (ps: the recruitment office of the imperial navy is over there) so I deployed three of them to ensure air superiority. I just have to remember that they're not invulnerable to other fliers, but AV12 is a nice steel frame to rely on. And their 3x TL lascannons will absolutely put a dent on every vehicle and 2+ save units out there. Also, a good spray of heavy bolter fire is good for when no good vehicles are in sight. Two of them carry the flamer PCS, they should drop nearby enemy light infantry holding backfield objectives and burn them away. They won't hold the newly opened objective, but will force the enemy to reroute SOMETHING from the main assault (at least i hope)

The mechanized forces, apart from the classic Leman Russ Battle Tank and its brother the Demolisher, see the addition of the Colossus. It's main duty is to murder backfield marines (hello long fangs!) and backfield objective holders. Just remember that it scatters A LOT (so far i had an incredible bad luck, and during a test game the only its shells they accomplished was to splatter MY OWN deepstriken stormtrooper)

Flaws

As usual, mobility is issue number 1. I don't have proper methods to reliable harm enemy objectives, not to speak about claim them. Ideally, I'd have to blast every vehicle in the first 2 or 3 turns, then start running and fire my lasguns like there was no tomorrow while running for my life...