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Countdown to Counter Offensive 2: Imperial Guard (General List)
Rob Van Pelt-Cathcart, a long-time Imperial Guard player, is bringing his massive army to Counter Offensive 2. 

3rd Phalynxian Battle Group, 88th Armored Infantry Division, Adam Company: 
1997 points  by Rob Van Pelt-Cathcart 
RobMy army is not designed to be very powerful or optimized, but more of balance between being fluffy and playable. The 88th Armored Infantry Division could be described as a Storm Trooper division or a division of well equipped, elite soldiers. So the theme to my army is a Storm Trooper IG army. This is a general list meant to be competitive and be able to fight any opponent in any mission. 

Doctrines: 
Special Weapon Squads
Storm Troopers 
Regimental Organization: Drop Troopers 
Regimental Organization: Grenadiers
Special Equipment: Carapace 

  • Command Platoon
    • Command Squad w/ lascannon; lasguns (x2); plasma gun (x1); vox caster; carapace armor
    • Junior Officer w/ storm bolter, Honorifica Imperialis 
    • Chimera w/ multi-laser; hull-mounted heavy bolter, searchlight, smoke launchers, extra armor, improved comms, pintle-mounted heavy stubber
    • Anti-Tank Squad w/ lascannon (x3); lasguns; carapace armor; Drop Trooper
    • Fire Support Squad w/ autocannon (x3); lasguns; carapace armor; Drop Trooper
  • Commissar w/ laspistol; power fist
  • Hardened Veterans w/ lascannon; lasguns (x1); shotguns (x4); meltagun (x1); plasma guns (x2); vox caster; carapace armor; Drop Trooper. Veteran Sergeant w/ bolt pistol; power fist; surveyor
  • Storm Troopers w/ Infiltrate; hellguns (x7); plasma gun (x2); frag grenades; krak grenades; vox caster. Veteran Sergeant w/ Infiltrate; power weapon; storm bolter; frag grenades; krak grenades; surveyor 
  • Grenadiers w/ hellguns (x7); flamer (x2); frag grenades; krak grenades; vox caster. Veteran Sergeant w/ power weapon; storm bolter; frag grenades; krak grenades
  • Chimera w/ multi-laser; hull-mounted heavy bolter, searchlight, smoke launchers, extra armor, pintle-mounted heavy stubber
  • Grenadiers w/ hellguns (x7); meltagun (x2); frag grenades; krak grenades; vox caster. Veteran Sergeant w/ power weapon; storm bolter; frag grenades; krak grenades
  • Chimera w/ multi-laser; hull-mounted heavy bolter, searchlight, smoke launchers, extra armor, pintle-mounted heavy stubber
  • Grenadiers w/ hellguns (x7); grenade launcher (x2); frag grenades; krak grenades; vox caster. Veteran Sergeant w/ power weapon; storm bolter; frag grenades; krak grenades; melta bombs 
  • Chimera w/ multi-laser; hull-mounted heavy bolter, searchlight, smoke launchers, extra armor, pintle-mounted heavy stubber 
  • Leman Russ Battle Tank w/ battle cannon; hull-mounted heavy bolter; heavy bolter sponsons, smoke launchers, extra armor, pintle-mounted heavy stubber
  • Leman Russ Demolisher w/ Demolisher cannon; hull-mounted heavy bolter; heavy bolter sponsons, searchlight, smoke launchers, extra amour, pintle-mounted heavy stubber
I take the following doctrines: Grenadiers, Storm Troopers, Drop Troops, Carapace, and Special Weapon Teams. The reasons for Grenadiers and Storm Troopers are obvious, as this creates the basis for the Storm Trooper army. The carapace makes the entire non-Grenadier and non-Storm trooper units uniform with the better armor protection. Special Weapons Teams were thrown in just to give me some more troop type variety and some interesting unit options since I will not be using conventional infantry platoons to follow the theme. Drop Troops is really just a “free” option to give my army some tactical flexibility if I want it, but I rarely use it.

Command Squad
Above: Part of the Command Platoon for Rob's army

The HQ platoon is a mandatory choice and I always take the same Command Squad in every game, no matter the points. Nominally, the officer is the rank of Captain, as I have modeled this army after the United States Army and a captain is typically a company commander. Because his job is to command, I don’t trick him out for close combat. His squad will sit in the back and pick off targets with the lascannon and plasma and he will boost morale through his command radius and comlink. The reason for the Honorifica is to save 5 points. As will be shown in a moment, it is important to keep this unit in the back so it can provide anti-tank firepower, as that is lacking in this army, unlike a conventional IG army. 

I have added a Commissar whom I dub a major in the army, and he acts as a special advisor to the captain. I trick him out for close combat simply because he is a “hidden” power fist and he should be a hardened fighter with experience. Attached to this platoon is a Fire Support Squad with autocannons to provide some firepower against lighter vehicles and infantry. I have also thrown in an Anti-Tank Squad with lascannons to provide some punch against heavy tanks. Lastly, the Command Squad is thrown into a Chimera for some heavy-weapon support and mobility, if needed.

Heavy Weapons
Above: Heavy weapon squads with lascanoons and autocannons

The Troops form the core of the army, and I generally take all three squads of Grenadiers in Chimeras in every game. Each squad has a different weapon load out, but both weapons in a squad are the same for redundancy and effectiveness. It would probably be more efficient to give all three squads pairs of plasma guns, but that could get boring, so I find it fun to get up close with the flamers and meltas or to find the most useful way to employ the grenade launchers, which is sometimes tricky. 

Green PlatoonThe squads are all given Chimeras for mobility and to provide the army with a solid amount of anti-infantry firepower. Each squad has a Vet Sergeant with a storm bolter and power weapon. The storm bolters provide some nice support fire while moving and the power weapons are more of a cheap “just-in-case.”

 The Elites, more or less, support the Troops with the core of the army. The Storm Troopers are equipped just like the Grenadiers. I gave these guys some plasma guns because they go nicely with the Infiltrate ability to get in range from Turn 1 and provide some harassment. The Hardened Vets are infiltrated if possible along with the Storm Troopers to provide some harassment and good positioning. To take advantage of their better Ballistic Skill, I gave them a lascannon to snipe at enemy tanks from cover. The Vet Sergeant has a power fist because it is “hidden,” and the rest of the squad has shotguns because it seemed like a cool idea and I had a whole load of extra grenade launchers that made good auto shotguns after the ammo drum was removed.

The army is finished off with a couple of tanks in Heavy Support. These would be assigned to support the 88th from the 201st Armored Battalion. These are quite vital to the war effort, as they provide a real threat to the enemy, since my army doesn’t bristle with heavy weapons in the squads like a conventional IG army. The tanks are equipped with an eye towards being well-rounded. Obviously, the main cannons are their primary weapons, but with 4th Edition and smart opponents spreading out, these are much less effective against infantry anymore. I have given them each three heavy bolters and a stubber so they can still present a credible threat to infantry when moving and when the infantry are spread thin.

Tanks
Demolisher (left) and Leman Russ (right) tanks provide much-needed heavy weaponry

Like I mentioned, this army has several weak points to a conventional IG army such as a lack of squad-based heavy weapons and numbers of troops on the field. But there are a couple of points that make it a little better in my opinion, such as everybody having 4+ armor (which annoys opponents to no end) and a lot of BS 4 troops. 

The main tactic will either be a fighting withdrawal or a flank ‘n’ fire maneuver, depending on terrain. The flank ‘n’ fire will concentrate the vehicles up one flank, hitting the edges of the enemy. This is best in open terrain with an enemy spread across the table and slow moving. The infantry stay buttoned up and the whole army does laps around the table, leading the enemy along. The squads on foot will generally take up good firing positions and blaze away in sacrifice. The fighting withdrawal is pretty much the same but is used when I have a fast enemy and dense terrain. The army does not necessarily travel up a flank, but does keep moving while hitting the lead enemy elements. Infantry is dumped off as needed to interdict the enemy and slow them down.

(How did this army do at Counter Offensive 2? Find out here)

Countdown to Counter Offensive 2
Introduction <> Space Marines <> Orks <> Imperial Guard <> Necrons
Tyranids <> Witch Hunters <> Dark Eldar


Related Pages
Rob's Airborne IG List
Rob's Armored Company IG List 
Counter Offensive
Counter Offensive 2
Master-Crafted 40K: Rob gives advice on deployment
 

© Copyright Rob Van Pelt-Cathcart, July 2005. Used with permission
 

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Fighting Tigers:
Codex <> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle