Age of Imperialis | Bald and Screaming

Age of Imperialis

by Danny InternetsAugust 23rd, 2009 - 8:56 pm

ig11For the first time in my 40k history I find myself in the curious position of not only having interest in a newly (re-)released army, but also having the disposable income to buy a ticket to ride the bandwagon. $300 and several Bartertown trades later, I can now admit that I’ve gone and built a mechanized Imperial Guard army.

Why did I choose IG? Obviously it’s not for the models. The old school WW1 army men theme is fun, but not particularly interesting. Mostly it has to do with fielding lots of tanks and artillery. But that’s not the only reason.

When the IG book was released there was lots of rabble about how overpowered the army is, which is typical for any codex release, and then there were the contrarians who point out that everyone overestimates the potential of new armies which inevitably end up being balanced. I usually find myself arguing in defense of the latter, however I firmly believe that the IG codex is hard. Not just hard, not even just rock hard, but fucking titanium hard. This is one army that I don’t think is going to sink to the level of mediocrity. And it takes the mech metagame to a whole new level by scaling twice as well as any other army thanks to the copious vehicle squadron options.

My first attempt at the army was as follows:

HQ
175 – Company Command Squad (Astropath, meltagun x4, Chimera w/ HF)

TROOPS
155 – 10 Veterans (meltagun x3, Chimera w/ HF)
155 – 10 Veterans (meltagun x3, Chimera w/ HF)
135 – 10 Veterans (grenade launcher x2, Chimera w/ HF)
70 – 5 Inquisitorial Storm Troopers (meltagun x2)
70 – 5 Inquisitorial Storm Troopers (meltagun x2)

FAST ATTACK
130 – Vendetta Gunship
130 – Vendetta Gunship
130 – Vendetta Gunship

HEAVY SUPPORT
160 – Manticore
140 – Colossus
300 – 2 Leman Russ Battle Tanks

Total: 1750

From the very start I knew that the core of my army would be Veterans in Chimeras. The first draft had 4 units, but I nixed one in favor of IST after stealing borrowing the idea from Edwin’s list posted on Yes the Truth Hurts. The potential to use the Vendetta 24″ scout move to get an alpha strike against Land Raiders with IST meltaguns is just too good to pass up. Also, the obvious alternative was to use Hellhounds/Devil Dogs, however this would result in an army far too similar to my LS-heavy Vulkan marines and for the sake of diversity I chose to pass.

Unfortunately, my experience with IG so far has not conformed to my expectations. However, in my defense, I’ve only been able to get a scant handful of games in since assembling the list a month and a half ago. I have no qualms about retreating from a position in the face of contrary evidence and reasoning, but it’s not time to throw in the towel just yet. I’ve confidently been able to attribute each and every poor outcome to either mistakes in strategy or list building, both of which are correctable.

facepalmA brief run-down of my games thus far:

Game 1: IG versus Kris’s Salamanders

I expected this one to be a fairly even match because Kris is a very savvy player and he has an optimized list which can hold its own against IG, but it turned out that I was my own worst enemy. We randomly decided on Capture and Control with Spearhead deployment.

I won the initial roll-off and, given that it was an objective mission, opted to take second turn out of habit. This was a mistake that was subsequently compounded by electing to deploy my entire army on the board, rather than hold in reserve and take advantage of my Astropath.

The game opened with Kris using his pair of dakka predators to go 4/4 with penetrating hits from their autocannons on my Valkyries, crippling my return firepower. We managed to pummel each other until I was left with a just couple of IST’s to contest my own objective. Fortunately, I had also killed most of Kris’s Troops, so I barely managed to eek out a draw.

Lesson learned: Take first turn.

Game 2: IG versus Charlie’s Nob Bikers

Charlie’s Ork army has traditionally given my Salamanders a lot of trouble because of my reliance of Drop Pods, however I was able to turn the metatable on him this time around with my mech IG list. As predicted, my army completely stomped his Orks even with the unfavorable Dawn of War deployment.

The game was more or less over before it began. Charlie deployed his two Nob units and a Warboss while I held everything off the board, and he used his first turn to turbo-boost toward my board edge in order to limit the amount of shooting I’d be able to do before facing multi-charges. I brought in everything on the first turn and repeatedly tank shocked one Nob unit with Chimeras until it finally failed its Ld test. The other unit was subjected to two battlecannons, a Manticore, 9 twin-linked lascannons, and 10 meltaguns.

With Charlie’s core completely dismantled on the first turn, he threw in the towel.

Lesson learned: Mech IG > Orks.

Game 3: IG versus Bob’s Ultramarines

This match taught me more about the dynamics of my army’s tactics as opposed to general strategy (despite some truly abysmal rolling). For reference, it was an Annihilation mission with Pitched Battle deployment.

Bob’s army is led by Cassius and relies heavily on Tactical Squads in Rhinos (and one in a Drop Pod). It also features a melta Dread in a second Drop Pod and some bikes. I think Bob reads this so perhaps he can chime in with the exact list.

In any event, I again relied on habits developed by years of playing Space Marines and was overly aggressive with my infantry. Instead of listening to my own advice and staying put in my transports I got out on several occasions to maximize firepower and extend my melta range. In each and every case this turned out to be a mistake, and Bob was smart to charge even lone tactical marines into full units of Veterans, each time winning, breaking, and killing my units in the sweeping advance. Without any counter-attack option, I was at his mercy. I ended up losing by about three points.

Lesson learned: Stay in the damn tanks.

Also: Not having counter-attack is bad.

Following my match with Bob I decided to alter my list, albeit slightly.

The decision was made to trade my Astropath for a Master of the Fleet since I generally want to be taking first turn. If I will the roll-off I’ll go first, and my opponents will likely give me the first turn in objective-based missions if they win. I imagine many enemies will attempt to mitigate the damage received by my opening volley by holding their units in reserve, the act of which is severely punished by my MotF.

By applying a -1 modifier to reserve rolls, the Master increases the likelihood of enemy reserves arriving piecemeal, which I should have no problem dealing with in most situations (see a forthcoming battle report against James’s Crimson Fists for an example). While I think the Astropath is excellent (in larger games I would take both), the MotF fits my build better.

Game 4: IG versus Matt’s Chaos (dual lash)

Full battle report in the works. Stay tuned.

Game 5: IG versus Fareed’s Space Marines (Crimson Fists)

Fareed plays a a Drop Pod army that wasn’t really optimized for tournament play until more recently. There are still some tweaks to be made, but this list was much stronger than its previous incarnation. It features Kantor leading 2 full  Sternguard units loaded with meltas and combi-meltas, 3 Tactical Squads, and an Ironclad in pods. For some mobile firepower it also includes 3 Attack Bikes with (MM x2, HB x1).

The mission was Seize Ground with Pitched Battle deployment. I won the roll-off and gave Fareed first turn while keeping my army in reserve in order to avoid losing half of my vehicles to meltaguns on the first turn (both Sternguard units were to be separated into combat squads). My reserve rolls without the Astropath were poor, however I’m not sure it was a bad strategy. 12 point-blank meltaguns would have been bad news on turn 1.

I managed to kill almost all of Fareed’s army, however he managed to hide a tac squad behind a large terrain feature and squat on an objective. I managed to secure my own, and a third was contested by a handful of surviving marines and my Imperial Storm Troopers who had just been shot out of their airplane. Result: Tie game.

I made some mistakes, but in general I was forced to play cautiously because my lack of any assault troops to mop up units and intimidate basic infantry from throwing grenades at my tanks and charging headlong into my puny guys.

Lesson learned: Even Imperial Guard needs assault units.

Next up: battle report for my game against Matt’s dual lash Chaos army, giving my IG some close combat punchiness, and laying the smackdown on James and his Crimson Fists.

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20 Comments

  1. August 23rd, 2009 at 9:21 pm
    Black MattNo Gravatar says:

    Danny,
    For not putting a lot of emphasis on painting, you do a good job. I would definetly say better than average and at our club that means something. Are you done with the whole thing? Will we get an entire army feature on this blog?
    BM


  2. August 23rd, 2009 at 9:24 pm
    Danny InternetsNo Gravatar says:

    Thanks, Matt–coming from someone with your skills that means a lot.
    I’m not even close to done and have haven’t even started any detail work. I just wanted to post a progress picture. This army is going to take a long, long time unfortunately.


  3. August 23rd, 2009 at 11:10 pm
    Raptor1313No Gravatar says:

    I’ve found guard to be a pretty nasty army.

    They can do the mech-spam very well, and can get their capabilities all over the place. I absolutely dread Vendettas, for their mobility, alpha-strike, and actually having enough twin-linked lascannons to do some damage.

    If Guard get first turn, Guard can do some serious damage even without the alpha-strike thing.

    On the other hand, Master of the Fleet ALSO cuts down the number of turns you get to shoot the other guy. I can see it backfiring if they keep claiming or fast contesting units alive because of it.

    I would think about the Master of the Fleet for his ability to hold Vendettas in reserve. The enemy WILL light them up on turn one if he gets it, as they are just that dangerous.

    The Manticore…is just plain nasty. The sheer threat it projects is worth the 160 point price tag, even if it does get gimped by bad scatter/dice rolls.

    How have you found the LRBTs and the Colossus? I’ve dealt with LRBTs enough to find them versatile, but not necessarily that good at nuking the enemy in cover or heavier armor.


  4. August 24th, 2009 at 12:20 am
    Age of Imperialis | Bald and Screaming | Bald live today says:

    [...] exclusive having welfare in a new (re-)released army, but also having the. See the example post: Age of Imperialis | Bald and Screaming Posted in Uncategorized | Tags: 40k-history, curious, Dreams, find-myself, first, ghost, [...]


  5. August 24th, 2009 at 10:55 am
    TheKingElessarNo Gravatar says:

    Guard struggle with CC though. They could really do with Beastmen in the Kroot role. lol
    P.S. – Sorry, forgot to tell you great post!


  6. August 24th, 2009 at 3:19 pm
    GiantKillerNo Gravatar says:

    I agree completely that guard armies need some sort of “counter charge” or “go in after ‘em” unit. While it is a huge points sink, I’ve found that straken with a fully tooled-up command squad (2 bodyguards, medic, carapace armor) does the job fairly well, and is highly resilient to small-arms fire.

    -GK


  7. August 24th, 2009 at 6:11 pm
    ChumbalayaNo Gravatar says:

    Man, I love my mech guard too.

    I don’t use Vendettas (I would if my rich relatives would hurry up and buy it :P), instead I’ve got Hellhounds and Demolishers with PBS for blasty goodness.

    I like your list, though I’m curious how the Russes perform. I haven’t put much stock in the battle cannon or squadrons, how have they worked for you?


  8. August 24th, 2009 at 10:38 pm
    Danny InternetsNo Gravatar says:

    @Raptor:
    You make good points about the nuances of reserve manipulation, however the way I see it is that I want to go first most of the time. When I do, my opponent is forced to either deploy and try to weather the storm, or go into reserve, where he’ll come in piecemeal. If he chooses the latter it’s OK if he gets some shots off on my Vendettas–they’ll have moved flat out to gain the cover bonus anyway. The advantage gained by leveraging my whole army against a portion of his outweighs the disadvantage of losing first shot (most of the time).

    As for the LRBT’s and Colossus, they’ve actually worked out quite well. The army is based on the traditional IG concept of pop the transports with long range AT and then pound the guys who fall out with ordnance. Vendettas are great at popping transports, but they aren’t AP 1 so they don’t always get the explosion result; most people are smart enough to deploy the unit behind the wreck so they can’t get shot, and that’s what the Colossus (and the Manticore) is for.

    @Elessar:
    A wonderful segue into the next step in the evolution of my IG list. I was trying to figure out the main weakness of my list, which turns out to be lack of counter-attack. It coincided perfectly with the best article I’ve read yet on Yes the Truth Hurts.

    (PS – sorry, looks like my spam filter grabbed one of your comments again. Just approved it)

    @Chumbalaya
    The Russes have been the backbone of my anti-infantry and perform well every game. People tend to throw everything they’ve got at the Vendettas, so they generally end the battle unscathed. The only real problem with the unit is difficult terrain tests, since any failure means the vehicle is destroyed. I do, however, like the battle cannons firing together. It makes torrenting special weapons and IC’s much easier.


  9. August 25th, 2009 at 3:27 pm
    Black MattNo Gravatar says:

    Hey Danny what do you think about orks and tyranids winning the tourney at bolscon? Surprised?


  10. August 26th, 2009 at 4:06 pm
    BrentNo Gravatar says:

    Always informative, though you don’t post enough!

    Surprisingly, I’ve not really faced IG in the new Codex yet. What I hope to see in your future articles is a breakdown of what an opponent of IG should do when facing the army. I know that is very general… I guess, as an Eldar player, should I engage or play avoidance games? That kind of thing.

    Thanks in advance – Brent


  11. August 27th, 2009 at 1:23 am
    StelekNo Gravatar says:

    Cough. Edwin got that idea from me. ;)

    If you play IG, in my opinion you want one of two things:

    A CC unit. Or, A CC unit.

    Specifically, Grey Knights in the LOL Ride or the bubblewrap unit–Commissar, 2-3 Infantry squads, Sarges with power weapons. Both do wonders for Guard.


  12. August 27th, 2009 at 6:09 am
    Danny InternetsNo Gravatar says:

    Yeah, I’ve taken to using a 5-strong unit of GKTs in a Chimera and it has really changed everything. Even when whittled down to a single Brother Captain he was able to rampage through a huge mob of combat squadded Sternguard and tactical marines.

    How do you feel about Straken?


  13. August 27th, 2009 at 10:46 am
    StelekNo Gravatar says:

    I think Straken is a badass.

    I use him as follows:

    2xBodygards, Carapace, Medic, Vox, Officer, Astropath, triple meltaguns.

    Bodyguards are serious bs. If you haven’t discovered the joy, you should. lol

    I personally like having Straken, the bubblewrap, and a GKT unit. Scares the crap out of everybody, because you really can not just run in and CC Guard with those 3 units standing around. :)


  14. August 27th, 2009 at 10:27 pm
    KrisNo Gravatar says:

    In your list, what do you take out to put in the GKT/Chimera? I suppose you could drop the IST and the Colossus to probably get enough points, but I am curious. Of course, it’s a lot easier to do at 2000 than at 1750.


  15. August 28th, 2009 at 6:29 pm
    Danny InternetsNo Gravatar says:

    Kris:

    I actually took out the Manticore and one unit of IST for them. I think the Manticore is definitely a superior choice overall, however the preponderance of MEQs in this area makes me favor more AP3 firepower.

    Also, I’ve downgraded the Colossus to a Basilisk. A lot of people hate on the Basilisk because of the other options out there, but I really like the flexibility of being able to fire indirectly or directly in addition to it being AP3 and also capable of cracking vehicles. And it’s cheap at only 125 points.


  16. August 29th, 2009 at 10:43 pm
    islyfeNo Gravatar says:

    Nice color scheme, its a nice break from the usual grey tanks


  17. September 17th, 2009 at 7:20 am
    ChaosgerbilNo Gravatar says:

    Before I saw them in action, from my armchair I thought the new guard would be overpowered. Having just taken them to a tournament I now think they have a pretty balanced list. I regretted not taking my crazy mutated rough riders for some CC defense in most games, as my shooting was just not strong enough to halt advances. Ultimately I got a record of 1-1-3, pretty damn even. My blog has more details on the tournament if you are interested.


  18. September 22nd, 2009 at 10:01 pm
    StelekNo Gravatar says:

    Wtb Danny posts. =|


  19. September 26th, 2009 at 10:20 am
    Danny InternetsNo Gravatar says:

    Yay, finally got internet hooked up in my new place, so I can actually access my website. Posts incoming over the next week.


  20. [...] Here is a good list brought to by Danny Internets blog. [...]


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