Okay so... A buddy of mine, and I had written this list a couple years back, during 5th ed. We had every intent on making this army (for him) but then he lost his job and things went sideways for a bit there.
But! Now things are going back in-line, and he can once again afford both Food and Mini's!
So, back onto the block is this: "Prison World" Imperial Guard.
The idea is that this world is a prison world, but long abandoned by the Imperium. What weapons they have were once designed to keep the prisoners in (or, in the case of the Hydras, to keep people from breaking the prisoners out). Everything will be slapped together.
Al'Rahem Squad will be the former Warden- Command squads former guards etc.
And the prisoners have been left out because: lets face it, if Tau or Tyranids or orks show up, you want the people with low moral fiber to help.
HQ: (1/2)
Company Command Squad
x4 Grenade Launchers
Company Commander, Astropath
+ Chimera
Fast Attack: (3/3)
Scout Sentinel Squadron
x2 Scout Sentinels w/ Autocannons
Vendetta Gunship Squadron
x2 Vendetta
Hellhound Squadron
x2 Devil Dogs w/ Multi-Melta
Heavy Support: (3/3)
Leman Russ Squadron
x2 Leman Russ Battle Tanks w/ Lascannon
Hydra Flak Rank Battery
x2 Hydra Flak Tanks
Ordnance Battery
Medusa w/ Bastion Breacher Shells
Elite: (1/3)
Guardsman Marbo
Troops: (5/6)
x2 Veteran Squads
(each) x3 Melta Guns
x2 Infantry Platoon (identical)
* Platoon Command Squads
x4 Grenade Launchers
Platoon Commander
+ Chimera
* x3 Infantry Squads (Combat Squad)
(each) Grenade Launcher
x1 Commissar
Infantry Platoon
Platoon Command Squad
x4 Laspistol/CCW
Captain Al'Rahem
x2 Infantry Squad
w/ Grenade Launcher & Missile Launcher
Okay so here is the tactics:
Outflank with the Vendettas (which are holding the Veterans), Scout Sententials, and the platoon that must. Also Marbo- less not forget Marbo.
Get the two blobbed platoons flanking the three command chimeras. The tanks can protect the order-giving astropathing cargo within - and still offer up some more grenade shots.
Get the artillery pieces to safe places on the board so they can do their things - and use the Devil Dogs and Leman Russ as they are meant to do.
So- the platoons move up slow and steady, and shoot down anything in their way. The chimeras helping in that regard too.
Now, I know I should avoid close-combat, but with Rashid he seems at least somewhat competent at it - so I geared his command squad to be CC as well (dual weapons, FNP).
His infantry are not blobbed, and they would be the target of his "Like the Wind" - allowing the heavy weapons to be fired, and still they can move. So this keeps mobility up to par with the blobs.
Last Minute Add-on!
Oh! And I'd have 0 issue adding in a good Fortification to represent the prison it's self... just lemmie know how you'd wedge it in. (i'm leaning towards bastion, my buddy is thinking the Fortress).
Okay, there it is.
As always, comments and questions welcome.
Thank you.
- Hammerman