We played a ‘monster’ 6K Imperial Guard Vs 6K Space Marines on Sunday with two players per side,
8’ x 6’ table
Standard rules + 2008 FAQ
‘Simultaneous’ multiplayer rules (so both players activate together on one side giving a potential 4x activations).
Imperial Guard 700 Leman Russ + Hydra
550 HQ Company + Hydra
350 Infantry company + support platoon
350 Infantry company + support platoon
200 BaneBlade
200 BaneBlade
200 Shadow Sword
150 Rough Riders
150 Rough Riders
150 Hydra Battery
850 Warlord Titan (BTS)
550 Regimental HQ + Hydra
350 Infantry Company +Fire Support
350 Infantry Company +Fire Support
350 Stormtrooprs +Valkyries
200 Deathstrike Battery
150 Hydra Battery
100 Sentinels
100 Sentinels
Space Marines200 Space Cruiser (containing Landing craft)
350 Landing Craft (containing Termies and Devs)
400 Terminators + Chaplain
325 Devastators + Razorbacks + Commander
400 Tacticals + Hunter + Razorback
350 Devastators + Hunter + Razorback
500 Warhound pair
200 Land Speeders
150 Thunderbolts
500 Warhound pair
200 Thunderhawk
400 Terminators + Chaplain
450 Terminators + Supreme Commander
550 Devastators + 4x Land Raiders
250 Bikes + Chaplain
200 Land Speeders
DeploymentThe IG side had an extensive city on their edge with a road running through the mid point straight across to the Marines edge. There were some hills across the centre of the table and scattered woods on either side and on the Marines side.
We basically played the opponent across the table for most of the game, and the IG set out their infantry companies in light defences on the hill line, defended by the two sentinel squadrons and with the Rough riders to the rear of Tom’s.
The Marines deployed their entire army in the spearhead except for the Spaceship and contents, lead by the Warhound pairs.
1st turnThe Marine scouts marched wide on the right-hand flank past the IG hill-line, while successive formations pounded the sentinels and then two companies into submission, pushing forwards along the road through the central gap in the hills, but hanging back slightly in the right-hand side and keeping out of OW range on the left-hand side.
End of turnThe IG formations on the right-hand side remained broken and retired back into the outlying city, while one IG company remained in place on the Left-hand side with some Rough riders and sentinels in support.
2nd TurnThe imperial guard strategy was to out-activate the marines delaying bringing on their main armoured formations. The Marine strategy at this point was to delay the advance while clearing up the left-hand hills, hoping to entice the IG vanguard forward slightly on the right hand flank to provide something to shoot at.
After the scouts had penetrated further harassing the lurking routers, the IG brought out their Deathstrikes driving up the road to the city outskirts where they drew a bead on one pair of Warhounds – and one missile failed to fire while the other cause 3x damage. Then the manticores wheeled forwards to drop rockets on the lead Tactical formation with some fall-out hitting the adjacent one, only stripping the upgrade vehicles!!  (The battle halted at that point while MoK went a little crazy

).
When play resumed, one of the warhound pairs failed to activate, while the other broke the lurking sentinels. However they had strayed a little too far forwards, and were broken by long-range fire from the Shadowsword and a Baneblade that emerged from the left-hand side of the city. Now the marine effort concentrated on the remaining company finally breaking them off the hill line and finally clearing the way for a general advance, while the IG called on their flanking Stormtroopers to murder the advanced scouts. Being gentlemen, this order was declined (and neither IG SC was in communication to re-issue the order)!
After more dancing by MoK, the Marine spacecraft arrived overhead bombing the empty acres between the two armies, and the Landing Craft disembarked its troops in an orderly fashion near the scouts (turning the dance into a celebratory jig

). An IG Hydra battery peeked around the Right-hand end of the city and was despatched by terminator fire. At this point both HQ companies arrived behind and beyond the right-hand city edge, while the Warlord, Leman Russ company and final Baneblade doubled out of the city along the road.
End of Turn,
The infantry companies all remained broken, the Warhounds recovered their composure in the rear and all other Marine forces removed BMs.
At this point the marines have advanced elements by the right-hand end of the city, linked to the bulk of the army in the centre of the table with some delayed elements on or to the rear of the left-hand hills. The IG have three strong formations on the right hand side of the city with a variety of armoured formations on the central edge of the city spearheaded by the Warlord.