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Imperial Guard advance force options?
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Old 14 Feb 2008, 07:12   #1 (permalink)
Cal
Shas'Ui
 
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Default Imperial Guard advance force options?

Evening all.

As some of you might recall, I want to make a mobile Guard army but I still haven't been able to decide exactly how to build it (rethinking the mech decision). So I decided to slowly work up to the decision and think things through properly.

So basically, I want to know what units would be acceptable in mobile or advance themed army, that would specialise in scouting, raiding and other jobs that require precision forces?

I don't have much idea about speed and noise of vehicles but I'd assume that the following units would all work theme wise:
Veterans
Storm Troopers
Chimeras
Hellhounds
Rough Riders
Sentinels
As well as the Mechanised, Grenadiers, Drop Troops and Light Infantry doctrines.
Standard Infantry could be all right in Mech, DT or LI doctrines...

I'd appreciate any information or thoughts on what could or couldn't be used. For example, I don't think a Basilisk would be present (bit of a shame...) and I think I read in a short story that the Leman Russ is rather slow, although having a bit of punch in the force for unexpected problems or breaching defences could be handy...

Thanks for any help you can provide! I hope that by working out what is possible, I may get an idea of what I really want to do, or narrow down my options further.
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Old 14 Feb 2008, 12:54   #2 (permalink)
Shas'La
 
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Default Re: Imperial Guard advance force options?

Leman Russ Exterminator and Conqueror patterns are fluff-wise considered faster than standard Russes.
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Old 14 Feb 2008, 23:38   #3 (permalink)
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Default Re: Imperial Guard advance force options?

Quote:
Originally Posted by Max Smirnov
Leman Russ Exterminator and Conqueror patterns are fluff-wise considered faster than standard Russes.
How fast can the Leman Russ and its variations go? Am I to assume that the standard Leman Russ and Demolisher are slow, lumbering machines that are incapable of rapid response but some variations are a lot more mobile?
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Quote:
Originally Posted by Comissar Gaunt to an unknown Fortis Binary trooper
"Hold Fast!"
"They're killing us!"
"So kill them back!"
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Old 14 Feb 2008, 23:50   #4 (permalink)
Shas'El
 
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Default Re: Imperial Guard advance force options?

The Leman Russ can go a ridiculous 35kph max, 21kph off road. The Demolisher goes a bit slower, whilst the Exterminator and the Conquerer both go a bit faster. The tank weighs 60 tons, whilst, in comparison, the Abrams travels around 67km on road and around 48km off road. It weighs 67 tons. Doesn't really make that much sense.

Of course, it could just depend on the make of the Russ. A Russ that uses a plasma reactor for an engine would probably much more efficient than a wood burning one.
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But seriously, a Guardsman, I'm willing to bet, could a) outshoot me, b) give me the beating of my life, and c) shove more squad-based tactics down my throat than I'd ever care to digest. Guard are hard, hard men. Whether or not GW's inconsistent, Marine-worshipping fluff keeps with that, mkay?

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Old 15 Feb 2008, 00:12   #5 (permalink)
Shas'O
 
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Default Re: Imperial Guard advance force options?

The Russ has a high center of gravity, small tread area, and a ridiculous number of weapons... they're not much like the mobile tanks of today, more a rolling fortress.

Best choice, bar none, would be the Salamander Scout, supported by light infantry, Rough Riders, and the like.
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Old 15 Feb 2008, 00:56   #6 (permalink)
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Default Re: Imperial Guard advance force options?

Thanks for the information!
Salamanders have rules in Armoured Companies and Forgeworld books don't they? Meaning opponents permission would be needed, but would still be quite fluffy for friendly games.

How fast do the Chimera and Hellhound go? I'm particularly interested to know whether the Hellhound is mobile or not, as I do like the tank but haven't heard any information about its speed and such.
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Quote:
Originally Posted by Comissar Gaunt to an unknown Fortis Binary trooper
"Hold Fast!"
"They're killing us!"
"So kill them back!"
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Old 15 Feb 2008, 01:51   #7 (permalink)
Shas'O
 
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Default Re: Imperial Guard advance force options?

The Chimera can roll along at 70 km/h (55 offroad); the Hellhound has the large Promethium tank and slightly heavier armour, so I'd assume it would be slightly slower.

The Salamander Scout can blaze along at highway speeds on a roadway and still make 70 km/h offroad.
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Old 15 Feb 2008, 01:55   #8 (permalink)
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Default Re: Imperial Guard advance force options?

Ok thanks. Are Chimeras, Hellhounds, Sentinels or Salamanders particularly noisy vehicles (say if they were trying to avoid detection)?
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Cal

Quote:
Originally Posted by Comissar Gaunt to an unknown Fortis Binary trooper
"Hold Fast!"
"They're killing us!"
"So kill them back!"
Cal is offline   Reply With Quote
Old 15 Feb 2008, 02:47   #9 (permalink)
Shas'O
 
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Default Re: Imperial Guard advance force options?

Well, they'd all make some degree of noise but I can imagine the tracked vehicles running fairly quietly as long as they were going slow... the Salamander has souped up engines, though, and would probably make a racket regardless.

There's a bit in Honour Guard, where a Destroyer Tank Hunter (Russ chassis) rolls off the road and parks itself behind cover without the Ghosts (masters of stealth, standing likely less than 50 feet away) hearing a thing. You can draw some conclusions from that.
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Old 15 Feb 2008, 03:40   #10 (permalink)
Cal
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Default Re: Imperial Guard advance force options?

OK, thanks. I guess speed is more important than stealth in a lot of scouting missions anyway.
I know Sentinels are used as scouts, is that just because of their versatility (I think that's the word), or are they able to move pretty fast?

Are there any rules for using the Salamander alongside a normal Guard army? (I'm guessing there are in IA - as a fast attack? As if I need more FA options...)
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Quote:
Originally Posted by Comissar Gaunt to an unknown Fortis Binary trooper
"Hold Fast!"
"They're killing us!"
"So kill them back!"
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