I've been looking over the guardsmen, and looking at the special weapons guardsmen, and if I'm correct, you have 3 gunners at 5pts each and each of them can take a grenade launcher at 2pts each, plus an infantry gunner 5pts, equip him with a grenade launcher, 2pts. So that's 4 grenade launchers and you don't get the negs to long range with grenade weapons, have a comms guy in the back to support and now your hitting on a 3+, but if they are obscured then it's 4+. Maybe give the order Take Aim or Bring it Down. And if the enemy targets your comms guy or the grenade launcher dude, then 1cp use Get Down, making sure he is in cover as well, most likely long range so that's -3 to hit him.
Then maybe add some scions to go toward and take the fight to them, not sure about the scions, I've never used them, and by a few of the reports they aren't that good and it's a pity they can't take grenade launcher either.
I'm going to use my renegade imperial guard as just imperial guard to try it out, see how it works. Most likely a colossal failure but with 4 grenade launchers going every turn something you hope is going to going to give on the enemies side.
I'm just looking at what the imperial guard are all about, lots of troops and a ton of firepower to throw at the enemy. So it's going to be a massive win or the biggest fail, either way I don't think an opponent will be expecting 4 grenade launchers....hehehehehehe
Edited by Orpheus108, 08 August 2018 - 05:50 AM.