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Thursday, July 28, 2011

Imperial Guard Codex Review: Part 10: Fast Attack Part 2

Dakka

The next instalment of Imperial Guard Fast Attack. Once again, not it's not just Vendettas and yes there are other viable choices. Last post we saw the applied usage of Scout Sentinels as disruption with Armored Sentinels having some merit as a tarpit, albeit an expensive one. The Vendetta is still of course near the pinnacle of raw efficiency but they due to this don't last long and thus there are other options with which we can utilise our Fast Attack slot. We've only got two real units left, Rough Riders and the three variants of the Hellhound Flame tank. Let's take a gander.

Rough Riders

Seriously, horses still see use in the 41st millennium? Meh well tickle me pink I'd demand a jetbike to be honest. Rough Riders have one real use, a cheap counter-assault unit. They aren't super cheap at 10 points a model (55 for base + Sergeant), particularly for a Guardsmen statline, but they are cavalry and thus have an excellent threat range and come with hunting lances + frag grenades. This means, the first time they charge they will make mince meat of most things thanks to S5/I5 power weapons. This only happens the first time they charge though so can be grossly over utilised against a piddly few guys left and will otherwise be pretty useless from that point onwards.


You can replace some of their hunting lances with the usual special weapons but they really have no point. Same with the Sergeant upgrades. If you want a unit with special weapons, they are much better and more efficient choices whilst if you are taking the unit, you want it to be as cheap as possible to help clear units from in front of your firing lines ASAP. They can have some offensive use against other backfield armies but likely being the only unit of their kind, are unlikely to make it to the otherside of the board.

If you want these guys take a small squad as a counter-assault unit and potentially stick it in reserve so your opponent cannot shoot them (and they could forget...but don't count on it).

Hellhound Squadron

Perhaps another often overlooked choice in the Imperial Guard arsenal. With side AV12, this is one of the few vehicles Imperial Guard has that is just as strong on the side as it is the front. This is great to bookend Chimeras with as suddenly that AV12 wall has a side facing of AV12 as well. This greatly reduces the damage said wall can take as minimal AV10 is exposed. Sounds good! There are then three variants, each arrives in cost and armament but they are all fast so can stick with Chimeras to ensure AV12 all round and fire their main weapon.

Hellhound - The original BBQ tank. The Hellhound is the height of anti-infantry and cover busting, able to throw a S6 AP4 template up to 12" away and angle it any which way as long as the pointy end is closer to the gun barrel than the fat end. This is great as it allows you to get maximum infantry coverage beneath the template without having to resort to tank shocks. AP4 and being a template means it will bust most infantry up to Marines out of cover fairly easily (i.e. on a 2+). It does pale against 3+ or better units however and whilst a bunch of free hits on a recently dismebarked unit is nice, it's not as nice as slaughtering whole squads of infantry in cover.

This comes down to how much anti-infantry you have in your army and where it's located. Can you break units with potential 2+ cover saves reliably? If so you probably don't need the Hellhound but if not, and remembering Imperial Guard aren't really strong enough in combat to just assault said units in cover and attrition them away, the Hellhound is an excellent choice.

Devil Dog - 10 points cheaper than the Hellhound, the Devil Dog brings something few armies outside of Space Marines have - fast 24" melta. The only downside is it's a blast so less likely to hit (40-45% on a Rhino chassis). Even just missing greatly reduces the effectiveness of the meltacannon though S4+2D6 armor pen can still break AV14. What the Devil Dogs do however is provide that S8/AP1 firepower on a mobile platform. This gives an effective range of 36" (24" for melta range) and can really help out the Vendettas in terms of ranged firepower that's better than S7. Their blast ability also means they are pretty decent against infantry and no Paladin/Terminator squad likes to see these blasts land on them with regularity.

Banewolf - A punchier version of the Hellhound, the Banewolf takes the same principle (template tank) but acts like a normal template weapon (so pointy end goes up against the edge of the barrel), wounds everything on 2s and has AP3. This is great for clearing out large squads of anything that's not a Terminator but is obviously more efficient against Marines than your run of the mill Guardsmen. The problem here of course is the short-ranged and high threat profile of the tank make it hard to ever drop AP3 templates on lots of Marines cowering in cover. If you're looking for something to bust Marines reliably however or want to put extra target priority pressure on your opponent, the Banewolf is your tank.

I think all three variants are decent tanks but when looking at the majority of Imperial Guard lists, the Devil Dog would be the best fit. Anti-infantry comes naturally to Imperial Guard. When most tanks can have a Heavy Flamer and you pack 20+ S6 shots, large GEQ squads go down quickly and small Marine squads drop consistently. If you feel you need to be able to drop larger MEQ squads, the Banewolf will obviously help here but as said before, it will likely get shot early and an immobilisation result makes it very useless.

Each of these tanks can take either a heavy bolter, heavy flamer or Multi-melta (at +15 points) on their hull. I'd tend to take a heavy flamer on the Devil Dog for duality and highly consider the MM for the other two tanks. Whilst expensive for a BS3 it once again provides you with mobile 24" melta weapons and gives the tanks duality themselves. Giving the Devil Dog an MM isn't a bad idea as well as you still have the blast nature of the meltacannon giving you some anti-infantry and have a solid melta shot to shoot at tanks.

These guys can be taken in squadrons and I would recommend it. It allows you to maximise that AV12 wall (and if you take two squadrons you can bookend Chimera walls) on the sides and keeps the tanks moving as stunned results get ignored. Whilst their survivability drops with immobilisations = wrecked, you can fob hits off onto one tank (unless they come in multiples) to ensure one tank can always fire. This is also a good way to hide a Banewolf and ensure it gets to use its AP3 template later in the game as the vehicles can be mixed. Smoke Launchers at 5points a model are also a good buy but not necessary when you consider you should be running them in squadrons.

Conclusion

All in all I think there are three really good choices in Fast Attack for Imperial Guard. Hellhound variants, Vendettas and Scout Sentinels. Rough Riders have minor use as a counter-assault unit but are pretty eh overall. Too often players jump for the pure efficiency of the Vendetta without considering how fragile and high on opponent's target priority lists they are. Whilst not taking them feels like you're losing something, taking less than three can get you the best of both worlds. Super-efficient anti-tank firepower at range and some of the other excellent options available in the Fast Attack slot. Of course, the less Vendettas you take the more susceptible to damage the others are but there is always the option of squadrons (and the associated opportunity cost of overkill). I think taking two Vendettas and one other Fast Attack is a good mix but taking two squads of Hellhound tanks is also a solid choice for a more midfield oriented list.

Comments (23)

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Rough Riders are really hurt by their current entry giving them only a pistol and their special lance; if they had a pistol and close-combat weapon, they'd be a great deal more useful in those turns after they use (and lose) their power-weapon lances. Rough Riders would still primarily be a counter-assault unit (or a fast flanker), but it would increase their efficiency a great deal.
The Lieutenant's avatar

The Lieutenant · 719 weeks ago

You know, it's funny. The same day I find out I've lost 2 of my Vendettas in the last month (I don't know. I just...I don't know how it happened. They're just not there any more), I see a pair of articles on 3++ on Guard Fast Attack.

Been considering dropping my Vendys lately anyway, essentially due to rifle/psyflyman dreads. All the love in the 'verse don't keep those birds flying with that much flak in the air. Also, I was intending to take them to NOVA, and Valk chassis are an absolute bitch to transport.

Thanks to a couple of good articles from Kirby, I'll likely use those 390 to upgrade my 2 Medusa's to Demolishers (making 3 in the list) and taking two Devil Dogs and two Scout Sentinals with autocannons. Got big hopes for these chappies. :)

Thanks Kirby, for a couple of great articles, and a good series generally.
2 replies · active less than 1 minute ago
<3 Firefly reference.
2 in 1 sentence. he deserves more!
One advantage of the Hellhound over generic heavy flamers is that it's S6. With Dark Eldar on the rise in terms of a playable army and their propensity for FNP, having something that's double toughness to deny FNP (and, conveniently, cover) definitely has its advantages.
willydstyle's avatar

willydstyle · 719 weeks ago

Having used Devil Dogs in pretty much every list I've ran over the last year, my advice is to *never* take the hull MM. The heavy flamer adds duality, and if you want two melta shots out of the tank, you have to move 6" or less, which makes the tank more vulnerable to assault, and less flexible in the movement phase. When I ran them with hull MM they were a "meh" unit. Since I've dropped them, they've become 30 points cheaper (for the squadron of two) and are a better unit.

You also don't mention the *best* use for the Hellhound Squadron, which is fast tank shocks. Sure, you don't get the 24" tank shock of DOOOOOM that the Eldar get, but 18" tank shocks have won games for me, or 12" tank shocks while still being able to fire a gun.
12" tank shocks while firing a weapon still is where it's at. Its a favored tactic of my Blood Angels list.
WestRider's avatar

WestRider · 719 weeks ago

Note also that the Banewolf's Chem Cannon is a Defensive Weapon, which to my mind makes the Hull Heavy Flamer often a really good pick. When you're up against non-3+Sv Units in good Cover, being able to move up 12" and drop 2 Templates can be really nice. Still useful occasionally against 3+Sv Units if they're largely homogenous, or if you're not going to be doing enough Hits to let them play WA games.

Random MathHammer fun for the DevilDog: The center of the Blast will land on a Rhino about 48% of the time, and on a Land Raider about 61% of the time. I actually got out the Models and a Ruler and Protractor and worked it out one day when I had too much time on my hands.

The HellHound is the one I've got the most experience with, since I somehow ended up with 5 of them. Even though it can look underwhelming on paper, it can really rack up the Hits, and since it pretty reliably turns those into Wounds, even Power Armour has reason to fear it. The extra range to reach out and touch someone and the ability to rotate the Template really help add to the usefulness, too.
4 replies · active 719 weeks ago
Thank you for the math ^^. I'm assuming that is placing the blast in a corner rather than in the centre?
That's with center placement, actually. I've not yet gotten bored enough to work out how that changes with placement.
anonymouse's avatar

anonymouse · 719 weeks ago

I dunno... I've got three Hellhounds, too, and I've never really had a whole lot of success with them against marines. Then again, the last army I used them against was FNP BA, so that might be coloring my perceptions. I agree that they can rack up a shocking amount of hits.
BA do shrug it off better than others, but you can still do a fair amount of damage. The best I got was on a BA Assault Squad that Deep Struck next to a HellHound and whiffed with their Meltas, letting me rack up something like 19 Hits between the Heavy Flamer and the Inferno Cannon. Even with FNP, I got kinda lucky and dropped five of them, including a Melta.

That's actually another benefit to, well, pretty much any massive torrent Unit: Even if there's a relatively small chance of them failing, every time you get to force Saves on their special dudes, you've put in one more chance for something to go wrong for your Opponent.
Elias Macale's avatar

Elias Macale · 719 weeks ago

I've always been fond of the Devil Dog personally, in spite of the internet, so this article makes me happy to know that my uninformed opinion isn't completely asinine. I think the Vendetta lost a lot of it's attractiveness for me when I found out it could only fire 1 lascannon when coming out of reserves, so I've been looking at the hellhound variants more.
Grand Master Raziel's avatar

Grand Master Raziel · 719 weeks ago

One thing about the Hellhound and its variants: It looks wicked easy to magnetize the tips of those turret guns to the gun barrel. The gun ends appear to be the only thing differentiating the variants from each other. So, if you buy one, why decide which one it has to be? Four magnets mean it can be any one you want!

Not hard to magnetize the hull weapon, either. I do that on my Chimeras, too.
1 reply · active less than 1 minute ago
In freindly games, or even more competive but-not-strict-wysiwyg matches, it generally isn't too hard to get your opponent to agree to let you count a Hellhound as a Devil Dog. The latest kits are incredibly easy to swap weapon on (even without magnets) but this doesn't work so well on older models (Hellhounds never had variants before the current codex).
I have always wanted to try out some Rough Riders but the models are just horrible. I've strongly considered conversions for IG on cold ones or some kind of bike but I've always been too lazy. Anybody got a good conversion they wanna share?
2 replies · active less than 1 minute ago
i used Dark Elf cold ones (with various emblems chopped off), Marauder Horsemen legs (with torsos chopped off) and Cadian and Catachan bodies. for the lances i used the marauder horsemen spears with the ends extended and replaced to make them look more 40k. each trooper also has a lasoistol/autopistol/stub gun, and a shield strapped to his back. i made them look reasonably feral, as it fits the fluff, but they still look very 40k. the marauder horsemen heads are just amazing as well. its actually quite an easy set of conversions, but is extremely expensive. three boxed sets for one 5 man unit... (and i built 15)
My friend uses Fantasy Bretonnians, and they came out looking pretty pimp. He's got them decked out to look like a parade/full dress unit that's been called upon to help out on the battlefield. If only they could take Storm Shields, then he could use those bits, too... *laugh*
Hellhound variants are criminally underused.
Does not The Banewolf's chemichal cannon have AP 2? The chemichal cannon is great, but when I make IG lists I leave the Banewolf at home fore one main reason range! How I get the Banewolf in range? Knowing what the banewolf can do, the oponent will consider it a high priority target if he isn't running a mech list
2 replies · active 607 weeks ago
AP3, not AP2.

If you have enough other hulls to tuck it away, it can be a good deterrent to people trying to get close to you, but it has its issues.

The Devil Dog is a pretty reasonable tank and the only place you'll really get a Multimelta.
Easy to get in range.

Deploy at the edge of your deployment. All normal deployment types start 24" from the opponent's deployment zone. Scout move 12" to the halfway mark. That should put the Banewolf 12" from the enemy, assuming they deployed at the edge of their deployment zone. One turn 1, move 12" forward and fire (a fast vehicle, so can template after 12" of movement). Congrats, you've just gotten into range turn 1 with the banewolf.

No experience with the Bane Wolf, but I do have experience with the BA Baal with Flamestorm Cannon - same range, speed and both have the scout rule. Key difference is in armor (Baal is AV13/11/10) and weapon (S6 instead of poisoned). Getting into range is usually do-able. Does depend on opponent's deployment.

It is noteworthy that a pair of Bane Wolves is a reliable method to destroy enemy artillery and gun emplacements, as both typically have T7, 2 wounds and 3+ armor. The Flamestorm cannon on the Baal proved unreliable due to needing 5s to wound.
One odd thing you forgot in your review of Hellhounds. All Hellhounds variant may replace their hull-mounted HB for a MM. This gives in my opinion an interesting duality that makes Hellhounds great usefulness if you failed to de-mech the oponent when the time to fire the Hellhounds comes. a MM in a fast platform is nothing to sneeze at

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