Tuesday, May 1, 2012

List Evolution: Imperial Guard Tank Company: Part 2

 Having just blogged about my existing projects, I was inspired to revisit my Tank Company and move it forward. From a painting viewpoint it's a relatively easy project. I intend to mainly paint the models with sprays and washes, and won't be too worried about the details.

However I'm theming the army on WWII Russians, so I have acquired some tank rider models to attach to the Russes - probably using magnets. I also intend to replace all the Cadian heads with Russian heads from West Wind Miniatures. Its going to take me a while to get around to ordering those, but meanwhile I can move forward with painting the tanks.

What I'm really happy about is the new list I have come up with. It's always been my goal to squeeze 6 Leman Russ into a 1500 point list. My earlier versions were hampered by trying to include Pask and mechanise the troop selections, reducing me to only 5 Russes which was dissatisfying.


Recently I read a blog post where the writer praised his IG army for not including any AV 12. Just guardsmen and Russes. I liked the idea of denying my opponent an efficient target for his missile spam, so pulled out the old Guard codex and had a go. This is what I've come up with.

Russes and Blobs (1500)
Company Command Squad - standard, officer of the fleet, grenade launchers (100)
Infantry Platoon (200)    Platoon Command - grenade launcher
    2 x 10 Guardsmen - meltagun, lascannon
Infantry Platoon (200)
    Platoon Command - grenade launcher
    2 x 10 Guardsmen - melta gun, lascannon
Leman Russ Squadron (315)
    Battle Tank - heavy flamer
    Battle Tank - lascannon1
Leman Russ Squadron (315)
    Battle Tank - heavy flamer
    Battle Tank - lascannon
Leman Russ Squadron (370)
    Punisher - heavy bolter, heavy bolter sponsons
    Battle Tank - heavy bolter, heavy bolter sponsons

So first of all, YAY! 6 Russes in 1500, with the necessary scoring support and some more anti-tank in there too. Secondly I have ALL the models for this. They are assembled right now (ok, the weapons teams are blue-tacked) and sitting in my IG box ready to throw on the table. Notice how tight I am for points - I'd love to add a few additional special weapons to those command squads.

I've been forced to drop Pask, which is a pity, but I really like the feel of the minimal infantry platoons packed with lascannons. The standard should see them holding their ground from shooting casualties, an they should flee from assault - letting me let loose on the assaulter with battle cannons. The officer of the fleet is there to help cover the weak mobility of this list - outflankers and deep strikers can quickly threaten the tank battle line, when I really want the enemy to match forwards across the table into withering fire.

One alternative would be to add a couple of power swords to one of the blobs, downgrading them to auto-cannons to pay for it. But for now I'll see how I go with the list as is.

Give me another 250 points however, and I can really start covering my weaknesses :)

Russes and Blobs (1745)
Company Command Squad - standard, officer of the fleet, lascannon (115)
Infantry Platoon (325)    Platoon Command - 3 flamers
    10 Guardsmen - meltagun, auto-cannon, power sword, commissar

    2 x 10 Guardsmen - meltagun, auto-cannon, power sword

Infantry Platoon (210)    Platoon Command - 3 grenade launcher
    2 x 10 Guardsmen - melta gun, lascannon
Leman Russ Squadron (315)    Battle Tank - heavy flamer
    Battle Tank - lascannon1
Leman Russ Squadron (315)
    Battle Tank - heavy flamer
    Battle Tank - lascannon
Leman Russ Squadron (465)
    Punisher - Commander Pask, heavy bolter, heavy bolter sponsons, heavy stubber, dozer blade
    Battle Tank - heavy bolter, heavy bolter sponsons

So I've returned to Pask, who is awesome in a Punisher. He makes it a great anti-tank vehicle and makes the heavy stubber a good buy. I've given him a dozer blade to protect my investment, especially as he may want to move forward.

I've upgraded one of the blobs substantially, with an extra squad, power swords and a commissar. As they may want to move (like charging Tau!) I've downgraded the lascannons in this squad to auto-cannons, which saves a few points. With the remaining points I upgraded the armament of the various command squads.

There is one thing I'm unsure of. Is it worth scrimping on points in order to upgrade the Commissar to a Lord Commissar? With a camo cloak he gives the whole blob Stealth which is cheesy but damn good! Still it's a stupid rule and I'm loathe to use it. I'll give the above a go and see what happens...

2 comments:

  1. The Lord Commissar is an HQ choice, and is handy if you want nearby squads to stay put. (They can use his unmodified Ld 10 if they are within 6")

    Also, I need to return your IG Tank Crew. If possible, could you please send a PM via the BB forums of a time, date and meeting place.

    Aki

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  2. I like the banner because it works great against shooting, but doesn't really help for losses in close combat. With a 20 man blob squad I want them to run from cc losses, not hang around so that I can't shoot the assaulter.

    In a 30 man squad with power weapons the the commissar starts to look good :)

    I bought 100 russian heads from West Wind tonight! Can't wait for them to rock up and I can finally kick off the painting assembly line...

    I'll msg you on BB forums now mate.

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