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Going in for a local club tournament soon, and it's going to be playing against Tau, Orks, IG, Tyranids and Eldar. trying to pick a single force that can handle 2 shooty and 3 up close assault armies is proving a nightmare.
So was thinking of going Grenadier - mechanised heavy. This won't work too well versus the Tau, OK against the IG, hopefully well against Eldar and v well against the Orks and Nids (I know my mate uses a swarm heavy group, with few MC's). I think my best chance is to aim for big victories over the assualt armies, and worry less about the shooty ones.
My basic plan was a Grenadier based Armoured Cavalry unit.
Assault squad : 1 CC orientated command squad, in Chimera
Mobile infantry : 2 Grenadier squads in Chimera's (20 men)
Counter punch : 1 unit of Rough Riders, and in emergency the Sentinel (8 men)
2 Demolishers, lascannon, plasma sponsons
1 Sentinel with autocannon
and that comes to 1500pts ! :-(
Sentinel and Chimera's all have autocannons to take out skimmers etc at a distance. Chimera's are a bit tooled up with pintle stubbers, autocannons and extra armour. I know everyone advises keeping the command squad out of sight, but there's just too few models to make this an idea : everyone is going to have to get stuck in. I've read Diggum's post, and it's v good, though I did make some minor changes (e.g 2 demolishers, no LR ).
The battle plan is sit back for 2-3 rounds, using the autocannons and Basilisk to kill the biggest threats, hopefully waste any infiltrators (expecting lots) and then advance for rounds 3-6.
Doctrines were : Iron Discipline, Grenadiers, Carapace Armour, Rough Riders.
The carapace armour is for consistency, it only goes on the command squad and RR's. Looking more for generalised advice than specific unit configuration of melta v plasma etc. My lack of lascannons worries me already, but as there are no SM's or Necron's, I think it'll be OK. Sheer size is another worry - it's a small force.
OK your first problem is this, you are worried about what to take tyo handle him, stop it and start letting him worry about that, then start planning what you need to make marmalade out of anyone.
First question is foot slogging or vehicles, and you appear to have taken than, you have decided to use vehicles.
Your HS is sorted, you already got the tanks, fine, personnaly I would prefer straight Leman Russ but OK
as for the rest, the sentinal is nice, beyond that, all your squads are to be chimera mounted, dont designate anything for assault, it looks like all your squads are grendiers which is a bit of a shame, guardsmen would save you points and add heavy weapons, but never mind, fit in as much fire power as you can, deploy out the vehicles, dont take the rough riders, unles you are short of points, sit still and shoot like mad.
Everything you have been told is a lie!
Annihilate everything with ordonance and heavy bolters. you know its right.
You know the armies you will be facing.. so where are your heavy bolters? Against these low save type armies I would have thought they'd be your best bet.. high volume of shots, and in many cases not offering the opponents a save is generally a good thing. Honestly I think you should probably have one infantry platoon to act as a strong point in your army's deployment. Having 4 squads or so armed with something like HB, GL set ups could be good. You would have a lot of AP4 fire mowing down troops while your mounted grenadiers could move to handle sections where you are having problems.
Another thing to consider is in your choice of demolisher vs Tau and Eldar (and yeah, Orks and Nids too). Firstly, all those armies dont have a lot of 2+ save units, so the extra strength and AP of the demolisher cannon probably wont be utilised too much. Secondly, and more importantly, you have 2 very expensive close range tanks... that will have to fight against (I assume) rail guns and bright lances. I fear that by the time your demolishers get close enough to do any damage, there may not be too much left of them.. 2 Normal Russes with a 3 Heavy Bolter lay out will probably do more damage against these type of armies than your demolishers will.
Lastly I'd drop the 'CC oriented' cmd squad in chimera. No doubt its expensive points wise, and it will still probably be no good vs your ork and nid opponents. A standard HQ squad and a Hvy Bolter support squad will probably be of far greater utility.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
I’ve thought a lot about this, and appreciate the comments. Below is my reasoning for this selection
There’s a current vogue for infiltrators in the group at the moment, so I'm expecting lots of troops to be within shooting range and assault range very quickly. Each chimera will be tooled up with autocannon for transports, SF buggies and the like, heavy bolter and pintle stubber for infantry - in effect, these are the Fire Support squads. Yep, they're vulnerable, but I think less so to inflitrators firing in the opening turn than a FS or regular infantry squad, and they're mobile (those Burst cannons have really made a mess of my infantry lines on the opening turn before).
I've had a couple of games with T5 SF bosses + retinues rampaging through both fire support HQ squads, full 25 man platoons etc. The only thing that stopped these monsters was the end of the game. My opponents are good, and will use terrain, flank's, and sacrifice other vehicles etc to block LOS to these guys, so getting the volume of fire needed just hasn't been possible. So, the demolisher's are there more for instakill T5 broodlords and war bosses at short range. Their role is to deal with infantry and transports at short - medium range, as I can use the lascannons and sponson plasma cannons against Tau, IG and Eldar transports, walkers and suits. And tooled up SF bosses I'm a lot less worried about my IG opponents own regular LR's firing at range. I don't expect either to survive that long (esp against the Tau), so want to get the most I can in the 2-3 turns they're still functioning. The bassie and a 5 man DS stormie suicide squad will be going for suits and artillery at long range. If the RR's survive, they can go hunting in the last couple of turns as well as one or two will have melta guns.
The CC cmd squad is still up for debate - I've got a couple of games before finalising this, but they, plus the rough riders,are the only two counter punch units I actually have - the grenadiers need to stay out of CC. I know the Nids, Orks and Eldar will get at least one unit into cc, and to date my fire support HQ and cmd squads so far have just been mushed, even when throwing a full squad and them in at these types of units. The squad looks like HSO with Power fist + trademark item, 1 flamer, 1 melta, 1 master vox (weak point I know) and 1 with ccw and pistol). He has the only power fist in the army. As the only two non grenadier units are them and the RR's, I'm going to invest in carapace, for fluff, consistency, and a little more longevity. This way they might last a little longer, or hit harder when the cc units get to me. Again, the chimera acts as the FS squad. Also, units will gain xp, so there is an advantage to keeping at least 1 model alive to the end of the game
Unfortunately, my next 2 pre campaign games are vs Dark Angels and SOB, so don't know how an army that wasn't designed around cracking AP 3 will do. Might need to do some tweaking for those I think.
Does this at least sound rational ?
Sorry - just re read my original post, and realised there was a lot of repetition. I hang my head in shame !