Kirb your enthusiasm!

WEBSITE HOSTED AT: www.3plusplus.net

"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him


Thursday, April 21, 2011

Armies in 5th: Imperial Guard Part 1: AV12 + Chimeras


Before I embark upon an Imperial Guard review an Armies in 5th series is necessary! Imperial Guard are obviously a very shooting focused army with most of their Force Organisation slots having a lot of ability to get effective ranged firepower. This isn't what Imperial Guard are all about however and they can make very aggressive armies based around AV12 and the all important Chimera. Even backfield shooting armies are likely to have several of these transports in their list for added firepower, protection and mobility which is important to be able to grab and contest objectives whilst the range firepower pummels the opponent. Let's look at this more closely.

For the most part, all of the tanks available to Imperial Guard have AV12 or higher on their front armor and due to their cheapness (55 points for a Chimera), you can easily field 10+ tanks in a given army. Add in the squadrons in heavy support and fast attack and that can easily reach 20 which is an insane amount of armor to deal with. The downside of this of course is their weak side armor. Whilst many of the tanks (Vendettas/Valks, Russes, etc.) have similar side armor to their front, the Chimera which is what often adds mobility and durability to an Imperial Guard armor has side armor 10. This compensates for their front AV12, two heavy weapons and ability to fire five weapons out of the top hatch but doesn't detract from an Imperial player's ability to make a literal wall of AV12 in midfield for relatively cheap.

This helps increase an Imperial army's durability as their basic guy is T3/5+ and therefore pretty easy to kill. A bog standard explosion for example is going to take 3-5 Guardsmen/Veterans with it and that's not a great ratio. Having a ton of tanks in midfield which the infantry inside can fire from however, well you're presenting a double threat to your opponent. First you have the ability of the tank to protect the infantry inside whilst also having two heavy weapons itself and allowing the infantry to fire out of the top hatch. You then have the infantry inside themselves so even if you suppress the Chimeras, they can hop out and slag any nearby units if it is necessary. This is all heightened by the ability for multiple Chimeras to cover their side armor and present a very large AV12 frontage. Even with an army not based around this concept but rather ranged firepower, there could still be five to six of these tanks in midfield holding infantry units which are very capable of making life miserable for tanks and gives the Imperial army a hold on midfield.

This hold isn't as strong as many Marine armies because they lack the durability of T4/3+ models but the increases number of models and more durable tanks in the front arc gives the Imperial army a significant advantage here. If they are able to maintain several Chimeras in midfield without getting flanked (i.e. side shots), the Imperial army can use that wall of AV12 to anchor the rest of their moves and present a much more significant threat bubble to their opponent. If that AV12 wall disappears (out flanked or simply powered through) or there isn't an AV12 wall to begin with, opponent's have a lot more options in how they approach an Imperial army. Whilst the firepower they face downfield is more than likely more significant, there is less need for an opposing army to avoid midfield and more advantages to refuse flanking the Imperial player (before the AV12 could simply rotate to present the AV12 facing and make it harder to flank them).

Conclusion

An AV12 wall isn't a necessity of an effective Imperial Guard list of course but even five midfield based Chimeras can support the ranged firepower of an Imperial Guard army very well. Take that into the 10+ range and opponent's have a lot to chew on in midfield, sometimes to an extent where they can't overcome it. With that in mind this really cannot be done without the Chimera due to it's ability to also take infantry units into midfield which can shoot from the top-hatch and provide double the targets to your opponent. Add in the two heavy weapons the Chimera handles which can be customised to provide duality to whatever unit they are transporting (usually the multilaser + heavy flamer combination is best for some S6 firepower and an anti-infantry template up close) and the wall in midfield can be very aggressive or defensive depending upon the opposing army.

In the end, having the added mobility to an Imperial Guard army is necessary, whether or not you aim to move those aspects of your army into midfield and present an AV12 wall to your opponent is inconsequential as 5th edition cannot be won without mobility (unless you table your opponent every game). Whilst there are other ways to move the Imperial army out of their deployment zone the Chimera is cheap, durable, adds firepower and is effective at what it does and it becomes very hard to overlook for many Imperial Guard armies.

Comments (32)

Loading... Logging you in...
  • Logged in as
Biggest weakness of IG is their lack of mobility. Whether its from shitty sit in backfield lists or inability to move and take vehicle losses without exposing side armour, if you can capitalise on it, you'll win. Grey knights are very good at this, by the way.

Shooting IG off the table feels good man.
4 replies · active 728 weeks ago
*nod*; something a lot players don't realise I think which will be covered in this series ^^.
Chimera walls don't really work due to their susceptibility to multi-assaults by units with hammers, klaws, or power fists. There's also the issue of single wrecks blocking the movement of your other Chimeras. What I find works better is a widely dispersed checkerboard pattern.

I play aggressive guard, so I don't see mobility as an issue. But flanking firepower is my bane.
Well, as a SW and BA player, if I moved as aggressively with guard as I do with them I'd give my opponent a lot of side shots. It's not a direct limit to mobility, but if you want to go into your opponent's table half, you're risking, usually giving, side shots.

That's what I meant. :3
This is true and the word wall isn't always representing an actual wall. A fan shape with some more foward than others I often find prevents the most AV12 but there are little fire lanes that AV10 can also be accessed so you need to point those away from static ranged units like fangs.

Pretty sure Biscuit had this happen to him at Feast of Blades since he couldn't kill anything. Hit a static IG tankline and tanks go boom! Might do a vassal picture on deploying Chimeras in midfield unless you have a battlereport picture with this in mind?
i had real trouble with this list until i realised i could easily flank it. i usually see the chimeras deployed in a big block in the middle: easy to have fast stuff get around the side, and my large mobs of orks just generally overlap around the edges. if the IG player tries to stop this he exposes his side armour to my lootas (but theyre generally in dakkafights with valkyries). snikrot with a max-size mob of kommandos makes an utter mess of it, have the mob coem in spread in a line and get as many of the kommandos in contact with as many chimeras as possible, using the waaagh! if necessary: the chimeras likely havent moved so thats roughly eleventy billion attacks to the rear armour of the chimera wall. of course this wont fuly destroy any because of the kommando's strength 4, but im looking to knock guns off and immobilise them while the powerklaws catch up.
9 replies · active 728 weeks ago
also dont forget you can tape a heavy stubber onto the chimera for a few more points. its three more shots after all, and it can be fired while moving, unlike the other guns on the chimera
Stubbers are a poor value for the points. It's better to stay as cheap as possible and take more units. The workhorse of the IG for clearing hordes is the heavy flamer, not the heavy bolter or stubber.
Depends on which Russ you're bolting it onto and what the rest of its load-out is.

IMHO, the pintle-mounted stubber is a better value than the sponson heavy bolter. Personally, given the limited fire-arcs from sponson weapons, I'd rather have the pintle-mounted stubber than sponson heavy bolters on any tank that will not be a dedicated infantry-hunter... why pay twice the price for the sponsons, if you'll only get to fire from one of them much of the time?
Theyre talking about chimeras.
Yeah; had a brain-fart there... had been talking Russ variants IRL all afternoon.
Completely disagree; you're getting a 36" S4 defensive gun for 10 points. For backline Chimeras that just lay down support fire and take care of outflankers, they're hugely useful. Think along the lines of:
1x Chimera w/ ML/HB/HS
1x Vets w/ 3x plasma, 1x AC

If you've got a backline to defend, that's a unit that can reach out pretty far and do some damage to anything short of a heavy tank while also making outflankers think twice about coming after you.
An IG player can pretty much shut Orks (and any other assault army) down by putting walking bubble-wrap in front of his tanks. Either multiple platoon squads or Vets in carapace armor. You charge me, kill the wrap, and 2-3 Chimeras then jump on your squad. You die. :)

Snikrot should be mandatory in an Ork list.
luckily none of the IG players at my local store have twigged onto bubble wrap yet ;)
but i notice you say "2-3 Chimeras jump on your squad."
Im not going to be charging with just one squad ;)
Often, you will. As the other part of blocking properly is getting a fast-moving Hellhound up into your junk to break up your advance so that you hit me piecemeal. Unless you've got jump troops or a fast moving rock like thunderwolves, it's pretty easy for me to dictate your movement this way.
Parking a Leman Russ MBT at one or both the ends of the "wall," which seems so simple to me, is something that gets overlooked by a lot of IG players... I have no idea why that is. Same thing for advancing to the midfield in echelon. Both make it a lot harder to line up a side armor shot.
11 replies · active 728 weeks ago
That does work. Hellhounds do it better though. Russes are a bit too slow to keep up when your Chimeras are scooting 12" with smoke up to take the midfield.
Demolishers are even better for this role. (:
Whoops- here comes a transport full of Meltas!
Leman Russ = Toast

Actually, it's the Leman Russ that should be bubblewrapped, to keep Meltas from getting within 'double-dice' range.
Man, does it hurt my feelings when something expensive (200 plus points) gets shot by a lousy little Troopie with a special weapon...
If anything will make me cry out, "Awww....maaaaan!" in a gamestore, it's when that happens...

Edit- Damn...did it again! I forgot to put in the "Nice Article, Kirby! Looking foward to the rest!"
Good thing there's a working edit function here...
It's almost like SinSynn is sucking up to me now... lol

Agree re-melta which is why Hellhound variants are a good suggestion by Sandy. AV12 side helps them quite a lot and can move and shoot reliably as well.
Well I feel like maybe I should say something positive when something good gets posted....
Don't worry, Kirbs, I'll be sure to riff when something wack appears.
Fear not, lil' pinky guy. Heh.

Let's see- The DE Codex review got wrapped up, followed by a post announcing 'less quantity, more quality,' and now you jump right into the IG stuff.
Since I try not to be directly insulting (I prefer subtle jabs), I won't say yer 'sucking up'...maybe I'll just say 'the squeeky wheel gets the most grease,' huh? (see what I did there?)

Regardless, you've posted some great stuff lately, and you deserve some credit.
I even clicked the lil' 'Pink' box...
Jeez, be mean to a fella when he's trying to extend the ol' olive branch, why dont'cha? :P
"Jeez, be mean to a fella when he's trying to extend the ol' olive branch, why dont'cha? :P"

Isn't that the Internet way haha?

Fair enough. I like positive comments it just seemed like you were going out of the way to pat me on the head *goes cross-eyed.*
They have to survive long enough to get those meltas into range... if you advanced in an echelon formation, then anything with a side-shot on the Russ is in line of fire from the Russ (`natch) and at least one the Chimeras (if not the whole line). Very few things in this game like to be within the line of fire from a Russ.

Not too mention, in a standard C:IG list you should have plenty of infantry to spare some on "bubble wrapping" the Russ... and in a Armoured Battlegroup or Armoured Company, you trade "bubble wrapping" for an effect I like to call "OMG target priority WTF."
Bubble-wrapping aggressive midfield units is alot more difficult than backfield artillery. It's obviously doable with the infantry inside the Chimeras but they often have better uses and aren't as efficient as dedicated bubble-wrap units.
Difficult, but not impossible... I'd see them as a expendible unit anyway. They keep the Russ moving, the Russ keeps the Chimeras moving, and the Chimeras keep the scoring squads inside alive as long as possible. Whatever poor schmucks are assigned to "bubble wrap detail" only need to keep the Russ mobile until the Chimera are on target.

Think of those initial grunts as ablative armour... their Commissar does. ^_^
A bare-bones Russ is just 150 pts. A bare-bones Demolisher is 165. That's the only way I run them. :)

The problem with using Russes to cap the end of the line is that their best placement usually isn't there. Vanilla Russes should be in your deployment zone moving laterally to get coverless shots off. While your Demolisher should be in the middle, on your side of any difficult or LOS blocking terrain. To control the midfield.
Which is why neither of those models are the one to send out to chaperone the objective grabbing squads. That's the Exterminator's job... as I said one's list much match one's tactics and vice-versa. I run an Armored Battlegroup (or a "straight" Codex that is essentially the same thing) and I would never run a Demolisher in it at all and wouldn't dare leave my standard Russes in my deployment zone.

I've got next to no infantry presence in the list, only a few Chimera, and enough tanks that I can have a dedicated chaperone, specifially the Commissar's Exterminator (TL AC, hull and sponson HB, and a pintle S B) who brings lots of BS4 dakka, a Ld 10 bubble, and high AV. I couldn't do this if I only had three or four tanks to work with.
That's true if you plan on moving the Chimeras that fast... obviously, one needs to match their list to their tactics and vice versa. With my Armoured Battlegroup I put a Hellhound to one flank, three Chimeras in the middle, and the Commissar's LR Exterminator to the other flank. The Hellhound moves 12", the Chimeras move 11/9/7", and the LR moves 6".

They take the looong way around, coming at midfield objectives from an angle. Usually, the more straight-on-in, damn-the-torpedoes activity from the other five LR variants in the army (not counting the Destroyer sniping from the backfield) is enough to distract the enemy Anti-Tank for a turn or three.

If the terrain on the table is especially poor - little to no LOS blocking - then the Russes will just form a big box around the Chimeras and I'll just move forward 8" at a time.
Great article; as a relatively new Guard player, I've really been looking forward to your IG "Armies in 5th".

Archy made a great point, that I feel a lot of people fail to capitalize on: how thin armor 10 is, and how long that Chimera's juicy flank really is. It's *so* easy to exploit, yet a lot of my opponents seem content to bang on my front armor 12, and madly rush forward into range of assault, and my Meltaguns.

Or maybe it's just my opponents aren't the most savvy in the world.... :)
2 replies · active 728 weeks ago
When I get my laptop back, I might do a bit on the whole 10 side thing guard have going on, we will see.
That's sort of an "unsung strength" of the Rhino chassis; compared to the other commonly encounted APCs and IFVs (i.e., Chimera, Wave Serpent, Raider, Devilfish) the Rhino has a remarkably small footprint. Its thinner in width than all of them, save the Raider; and, its shorter in length than all of them. All this means the angles of attack are more acute, rear armor is much harder to see, and its that much easier to get "hull down."
And it swims!!!

Post a new comment

Comments by

Follow us on Facebook!

Related Posts Plugin for WordPress, Blogger...