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  1. #1
    Mighty Member Jonathan's Avatar
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    Default Imperial Guard(WH40K) versus Scrin(C&C3)

    Scenario: A rather isolated imperial world is hit with a tiberium meteorite in order to terraform it to the Scrin's liking. Much like in the C&C Earth scenario, a sleeping Scrin force waits hidden in an asteroid field for the right time to harvest the tiberium and wipe out the natives.
    Due to some warp anomaly of some sort, the tiberium expands across the planet quicker than normal leaving 50 percent of the planet blue zones, 40 percent yellow zones and 5 percent red zones(with the other 5 percent still unaffected) within a matter of months, by which time a large force of the Astra Militarum(or Imperial Guard if you prefer) have arrived to maintain order. Due to their efforts however, an explosion is set off large enough to attract the Scrin. A few months later the Scrin force arrives(as the planet has nor orbital defenses or ships at the time) and begin harvesting tiberium and engaging in full scale war with the Imperial Guard. Space Marines have been notified, but no one knows how long it will take them to arrive.

    In this particular battle, a large force of the scrin will attempt to wipe out a major industrial city on the world that is being defended by a large Imperial Guard force.

    The Imperial Guard is a Cadian regiment.

    Scrin Order of Battle
    Command: Mastermind x1
    Tech Support: Assimilator x10
    Main Infantry: Buzzer Swarm x100, Disintegrator x500
    Heavy Infantry: Shock Trooper x120
    Recon: Ravager x90
    Medium Vehicle: Gun Walker x50
    CQC Vehicle: Corrupter x20
    Anti-Air Vehicle: Seeker x20
    Main Armor: Devourer Tank x30
    Heavy Armor: Annihilator Tripod x10
    Artillery: Devastator Warship x3
    Main Air Support: Stormrider x10
    Heavy Air Support: Planetary Assault Carrier x2
    Anti-Infantry Defense: Buzzer Hive x10
    Anti-Vehicle Defense: Photon Cannon x5
    Anti-Air Defense: Plasma Missile Battery x5
    Heavy Defense: Storm Column x3
    Mega Unit: Eradicator Hexapod x1, Mothership x1
    Superweapon: Rift Generator x1

    Note: The Scrin units are all fully upgraded and the defenses are at a small base set up in case their forces need to fall back. They have enough reactors to support their structures, but just barely.

    Imperial Guard Order of Battle
    Commander: General x1, Commissar x1, Priest x1, Psyker x1
    Tech Support: Techpriest Enginseer x5
    Main Infantry: Guardsmen x1200(divided into 30 platoons; each platoon has a command squad with a lieutenant with a powerfist and plasma pistol, two guardsmen with lasguns, and a commissar with powersword and laspistol. Each platoon also has three heavy weapon teams including one heavy stubber team, one missile launcher team, and one mortar team. Each platoon also has three guardsmen squads, each consisting of one sergeant with a chainsword and bolt pistol, seven guardsmen with lasguns, one guardsmen with a grenade launcher, and one guardsmen with a meltagun).
    Heavy Infantry: Ogryns x50, Kasrkin x50
    Recon: Sentinel x50(each with a multilaser)
    Medium Vehicle: Chimera x50
    CQC Vehicle: Hellhound x20
    Anti-Air Vehicle: Hydra Flak Tank x20
    Main Armor: Leman Russ Battle Tank x30
    Heavy Armor: Baneblade x10
    Artillery: Basilisk x6, Wyvern x2, Manticore x2
    Main Air Support: Valkyrie x10
    Heavy Air Support: Marauder Bomber x5
    -note that IG air assets may not leave the atmosphere.
    Anti-Infantry Defense: Heavy Bolter Team x5, Autocannon Team x5
    Anti-Vehicle Defense: Missile Launcher Team x10
    Anti-Air Defense: Missile Launcher Team with flak missiles x10
    Heavy Defense: Lascannon Team x3
    Mega Unit: Warhound Titan x1
    Superweapon: Deathstrike Missile Launcher x1

  2. #2
    Extraordinary Member Pendaran's Avatar
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    Default

    That seems kinda small for an Imperial guard force really.

  3. #3
    Mighty Member Jonathan's Avatar
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    Quote Originally Posted by Pendaran View Post
    That seems kinda small for an Imperial guard force really.
    Well yeah, the idea is that it is one small battle taking place in a larger war between the two factions.

  4. #4
    Dweller in the West Primetime Harder's Avatar
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    Quote Originally Posted by Jonathan View Post
    Well yeah, the idea is that it is one small battle taking place in a larger war between the two factions.
    Perhaps, but the core tenet of the IG's strategy is "keep throwing bodies at it."
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  5. #5
    Mighty Member Jonathan's Avatar
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    Heres a quick unit analysis that will hopefully get more in depth discussion going.

    Command: The Imperial Guard has the more sophisticated command set up, though the Mastermind's mind control and ability to open up portals will be a very useful asset.

    Tech Support: While fewer in numbers, the Enginseers should be capable of doing more.

    Main Infantry: Tricky one here. Remember that a buzzer swarm is equal to an infantry squad, not just an individual infantryman and squads in even the non-expanded C&C 3 could be as large as the nine man Nod Militant squad. Anyways, buzzers will be very deadly to guardsmen, especially with their ability to clear garrisoned buildings. Lasguns wont be much good against the buzzer swarms, nor will meltaguns, but the grenade launchers give the guardsmen a fighting chance.
    Meanwhile, disintegrators aren't much in the fire support department compared to the varied weapon teams and meltagun users of the guard platoons. Nonetheless, leman russes will have to be wary of tank shocking the living mines that are the disintegrators.

    Heavy Infantry: Shock Troopers are about as large and strong and such as the ogryns and heavier armed than either them or the kasrkins, plus they can teleport.

    Recon: Probably about equal speed between these two, but the sentinels, while outnumbered, have more firepower and armor.

    Medium Vehicle: The chimera have the advantage of being able to transport troops inside that can shoot from them. Gun Walkers and all Scrin ground vehicles can have buzzer swarms attached to attack from them and be carried by them, but the swarms are not protected inside the vehicle and no other infantry unit can be carried; however, the portals of the mastermind and teleporting of the shock troopers will help to balance this. Also, the chimera's multilaser should be about equal to the gun walkers weapon; overall it seems clear that the chimera is the superior vehicle here.

    CQC Vehicle: Both are pretty much the same except that the hellhound cant heal friendly units like the corrupter can. However, both are effective short range anti-infantry and anti-garrison vehicles.

    Anti-Air Vehicle: Both are good at anti air, but unlike the Hydras the Seekers are also reasonably good against armored vehicles and can serve as an effective light tank.

    Main Armor: The devourer tanks have a powerful main weapon that can be supercharged when in tiberium fields and has a shield increasing its already strong protection; meanwhile the Russ has a powerful main gun and three heavy bolters(two sponson and one hull) to back it up. The Russ also generally seems to have long range for a basic tank. The devourer is also more mobile being a hover tank and thus able to more easily avoid obstructions and cross water. All in all the devourer is probably superior, but its close.

    Heavy Armor: The tripods are shielded and large and tough and have three powerful lasers, though they can only focus two on any one target(but this can be countered by operating in pairs). Meanwhile the baneblade is huge and has a wide array of powerful weapons, the main one of which is long ranged. The shields make it tough, but this one probably goes to the baneblades out of sheer firepower.

    Artillery: The Guard has a lot of varied and powerful artillery units, but the devastators' are large and tough and shielded airships that are very good at the long range bombardment role as well. However, they are vulnerable to anti-air defenses that are in range and will have to be wary of Hydras.

    Main Air Support: The stormriders should be able to easily outmaneuver and dogfight the Valkyries and the Valkyries transport capability is countered again by the mastermind portaling units and the shock troopers being able to teleport. However, the Valkyries can be more heavily armed to fulfill a CAS role.

    Heavy Air Support: The marauder bombers are heavily armed and tough, but the PACs are larger and tougher and shielded and their many fighter drones make up the firepower and give them more attack range. The can also use their lightning to heal friendly units.

    Defenses: The heavy bolter and autocannon teams should be more powerful than the buzzer hives and can fulfill anti-armor role to an extent too. However, the missile launchers are outmatched by the photon and plasma missile turrets and the storm column's should be able to outdo lascannons, especially being effective against both air and ground.

    Mega Unit: The warhound and eradicator are both very close in most areas, though I'm tempted to give firepower to the warhound. The mothership has more firepower than either but it is limited to a strike from overhead directly to below, and it is also slow to the point of making it hard to use.

    Superweapaons: The rift generator seems more powerful than the deathstrike.

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