Tuesday, 5 May 2009

First battle with new IG codex






I played Shaun on our usual Sunday game. We both used the new IG Codex. It was clear that an IG army has a quite different feel now. It is much more dangerous. I used a platoon, two veteran squads, a command squad with commissar and primaris psycher, two squadrons of mixed Leman Russ tanks and a basic Valkyrie. I am in the process of building a new army to ake advantage of the new rules (many still unpainted). Shaun used a 4th edition army.

I used mobility to turn Shaun's left flank and roll up his line. Shaun had his usual appalling luck with dice but, even so, the new army outperformed the old one. The Valkyrie caused havoc. Exterminators are vicious anti-infantry machines. The Vanquisher is a useful tank hunter. Shaun's armoured Sentinels with lascannons turned out to be series bits of kit.

The real stars were the tooled up command squads. They get units stuck in and they are lethal combat squads. Command squads are so, so important.

5 comments:

  1. Interesting post, how did you find the new orders? Did they have much of an effect for either of you?

    CC

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  2. I'm afraid to tool up my command squads with the new codex. Their orders make them targets to begin with, but extra gear and points seems like it makes them an even bigger target.

    Oh and the six Leman Russ do look nice on the table...

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  3. Dear Col

    The new orders had a big effect. I used them, Shaun did not, and it gave me a big advantage. You can only give orders over a limited distance (6" or 12") so that governs how you play. The Guard roll forward on mass.

    John

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  4. Dear Rabidchild,
    Give them a medic and carapace armour and they are hard!
    John

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  5. Really interesting battle report john! Thanks a lot;)

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