This is part 2 discussing an Imperial Guard Hybrid list. It is a list that comprises of 14 vehicles, and nearly 100 footsoldiers. By far it is my favorite to play on the gaming table after these last couple years of playing in 5th edition.

This post is about a set of email Questions and Answers that took place over a couple weeks.

Of course as a policy here on this blog, names are not used unless I am specifically granted permission to use them.



If you are playing catch up, here are some links to the first part of the question and answers, along with a link to the list being discussed.
Imperial Guard Hybrid List
Part 1 Question and Answers

Now to Part 2
The Email:
Thank you for explaining everything in such detail. It really helps me understand such a Hybrid list even more.

I took a quick look at the rules for Commisar Lord - especially the Aura of Discipline and then realised, in a way, why Kell was not in the list (apart from the fact that he is quite costly). And the great thing too is that the Commisar Lord does not have to be attached the the blob, just have to be within 6 inches. Am I analysing that correctly?

One more thing, since Creed can also give the For Cadia! order, I have read elsewhere that some give all the sergeants power weapon so that they can assault more effectively. What are your thoughts on that? Looking at your list, it generally discourages or prevents units from coming too close to assault range. But would deep-striking units once a while be too close for comfort?

The Response:
Kell is not in the list, because he is not needed and is extremely expensive. If the commissar lord is attached to the squad remember that they will be getting a 2+ cover save when they go to ground, and a leadership test of 10 to get back up into the fight. And yes, a Commissar radiates 6" the leadership of 10. So if you do decide for some reason to split the squad, make sure he is within 6" of at least one model in the other squad.

Power weapons are nice, but the cost gets large quickly. This is not meant to be an assault unit. If you are planning on using making it an assault unit, then yes, power weapons are a must.

The best upgrade you can do for this unit as it stands is give it a commissar upgrade in at least one of the infantry squads. This makes sure that squad commissar cannot be picked out in close combat. Basically it gives you a backup if you do get assaulted.

Don't worry about deepstriking units. Only Vanguards with decent of angels should concern you (they can accurately assault the round they deepstrike). Any other unit deepstriking into your firing range is pretty much dead. Also notice that I have a Master of the Fleet in the Company Command Squad to help spread out any reserve style lists. If things are rough with deepstrikers or scout moving units, taking the platoon command out front to buffer and screen some of this unit is a great idea that I have used many times. That's why I keep it so cheap.
 
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