Thursday, April 21, 2011

Imperial Guard Platoons

So, one of the things that often confuses people, is the massively complex unit, known as an Imperial Guard Platoon. Each platoon is an army within an army. There is one HQ that's mandatory, the Lieutenant or "platoon commander" as well as two troops, in the form of guardsmen squads. You can take more troops. You can add some heavy support in the form of heavy weapons squads. Or you can add some special weapons with special weapons teams. Oh and conscripts, while mostly avoided, are also found here. Now the key thing here. This is all ONE troops choice from the force organization chart.... ONE TROOP CHOICE can be over 100 men. Easily. So. that said. We have the potential to field the largest armies, and put down the most hurtin in one turn. No other army can say that 100 plus infantry is a single troops choice. Now on the other hand, the platoon isn't too awful effective, but here are some tips.

Take a commissar, and if you do, put him in a combined squad, so his effects travel further.

I like to take 3 squads per platoon. And I'll combine two of the squads, and give them the said commissar from above.

I find equipping a platoon with all the same kit works best. To have a platoon of all rockets and plasma guns, or all heavy bolters and grenade launchers. My lieutenants retinue will follow this as well, with the addition of a standard bearer. Or if you don't like standards, a vox caster or another special weapon will do.

Typically I don't give my lieutenants much special kit. A bolt pistol, or a plasmapistol is enough. any more than that, you're just not gunna get your points worth.

Remember, the point of a platoon, is to hold objectives, and to put it gently, die. If they aint dyin, then they aren't doin their job. Its a grunt's life.

Cover is, as always with imperial guard, if not even more so here, vital to success. Nothin in the entire game is more necessary. It takes your measly 5+ armor save (nonexistent against bolters, or most weapons for that matter) to a whomping 4+ cover save. So what's the big deal? it increases you chance of surviving against bolters, from a 44% casualty rate, to a 22% casualty rate. And that makes your guardsmen worth their weight in gold. and between the incoming order, or just plain ol' goin to ground, you can increase that how you wish.

Typically, I try not to equip my squads with lascannons. On the basis of the fact that they will never have anything to shoot at. That and one lascannon will more than likely fail to blow up a vehicle anyway. So heavy weapons squads are pretty much the way to go. They all have the same range, and are all just as good as the other guys in the heavy weapon squad. so 3 lascannons, 3 autocannons, 3 mortars, 3 heavy bolters, that's how ya do it.

Lastly, remember that platoons compliment themselves rather nicely. Between the numbers advantage, and the similarity in function, they will most likely get the job done better together than each unit within acting on its own.

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