Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Two New IG Armies In One...

With the release of the newest edition Codex: Imperial Guard, many hobbyists will be considering how best to begin such a Warhammer 40,000 army. As it happens, GW has provided an ideal framework through a recent Datasheet for Apocalypse: following its guidelines in constructing a starter 40K IG army will conveniently provide a player with an assembled force useable in two different kinds of play, simply by adding the Datasheet's centerpiece Superheavy tank. Let's walk through the process.

The Datasheet in question is the 'Shadowsword Domination Force,' published in White Dwarf (US issue 351). One of the first 'combined arms' Datasheets GW has released for Apocalypse play, the Domination Force assembles a 'Tank Fleet' around a single centerpiece Superheavy model, in this case the wonderful new Shadowsword Titan-killer variant from GW's recent all-plastic modular Superheavy tank release. The Shadowsword itself would be key, for Apocalypse play: these enormous games are magnitudes more fun for participants who bring Superheavies as parts of their forces--and the special rules of this Datasheet address keeping that Shadowsword alive (and thus more fun to have along) as long as possible.

The 'Fleet' the Datasheet provides guidelines for building around the Shadowsword, however, is entirely composed of traditional Imperial Guard elements straight out of the new Codex; following these guidelines through the prism of the 40K Force Organization chart will give the army builder not only an entire, coherent Apocalypse force to bring to the table but--absent the signature Superheavy--a very nice starter 40K army, as well.

The first thing the Datasheet requires (in fact, the *only* requirement other than the Superheavy--everything else is optional) is a minimum of three and a maximum of six Leman Russ Battle Tanks. These act as 'escorts' to the Shadowsword in Apocalypse games; in a 40K Imperial Guard army, they constitute Heavy Support choices, and come in a multitude of variants (seven, largely distinguished by the configuration of their main gun). A standard 40K Force Org allows up to three Heavy Support choices, easily accommodating the three-Russ- minimum the Datasheet requires--but the new Guard Codex allows such tanks to be purchased in Squadrons of up to three, each Squadron taking only one Heavy Support slot, so the Datasheet maximum of six Russes is equally feasible, as well.

The next 'Fleet' option in the Domination Force is the addition of 0-2 Hydra Flak Tanks, to protect the land task force from aerial harassment. Whether to include any Hydras in the starter 40K army needs to be considered from the outset, because they are Heavy Support choices in Codex: Imperial Guard, as well: to select even one, a player will have to devote one of his three available HS slots to it (although both could be taken with that one Force Org slot if any are, as they are available as Batteries), meaning at least one set of Russes will have to be fielded as a Squadron, as well, to get the Apocalypse minimum three on the 40K battlefield. There are advantages and disadvantages to fielding vehicles in Squadrons; for beginning IG players, it is probably most straightforward to avoid placing such 'big ticket' points-intensive models as Leman Russes in Squadrons if at all possible.

The rest of the Domination Force's components form the 'fleet's' pickets--light perimeter assets designed to scout the task force's path ahead and prevent penetration by an enemy to it's essential core. Conveniently, these forces are chosen from desirable elements of a 40K Imperial Guard army.

Every standard 40K mission requires forces composed with a minimum of two Troops slots from the Force Org chart. The Domination Force Apocalypse Datasheet calls for 0-4 Infantry Squads; in IGdex parlance, those are Troops choices. The easiest way to represent the former via the latter is to choose Veteran Squads: each Squad of a Veteran Sergeant and 9 Veteran Guardsmen is bought individually, so selecting two properly composes your 40K army with the two required minimum Troops choices, and you may select as many as two more and remain consistent with the structure maximums imposed by your Apocalypse Datasheet. Moreover, each Veteran Squad is allowed to equip with a Chimera Armoured Transport--another requirement the Datasheet imposes (in order that the infantry can keep moving with the 'fleet').

The heart of almost every Imperial Guard army since the days of the first V2 IGdex has been the Infantry Platoon...and you *can* stay within the structure imposed by the Datasheet and build from a Platoon to meet the two Troops choice requirement of a standard 40K army--but it reduces your options considerably: a Platoon consists at minimum of a Platoon Command Squad and two Infantry Squads, constituting a single Troops choice. In the new Codex each of the three can be given a Chimera, so such a minimum sized Platoon could be constructed leaving a Veteran Squad to be chosen as the second Troops choice (and fourth and final Datasheet Infantry Squad). The advantage of such a construction is the Command Squad, with its junior officer's access to Orders and wargear; the disadvantage is that the two regular Infantry Squads are inferior to the Veterans, that you aren't getting access to some of the best things a Platoon offers an IG player--the optional Heavy and Special Weapons Squads--because they cannot get Chimerae, and that you use up all four of your Datasheet 'Armoured Fist' allowances just meeting the Troops requirements: choosing Veteran Squads instead would allow up to two of those slots to go to such interesting Infantry Squads from the new Codex with Chimera access as Storm Troopers, Psyker Battle Squads and Ogryn Squads. As Company Command Squads are classified as Infantry Squads, the 40K-Mandatory HQ Force Org requirement could even be filled (but see following).

The remaining picket option for the Domination Force is 0-3 Sentinel Squadrons. The '0' means none are mandatory--but any 'fleet' commander who ventured out without at least one of (and likely as many as possible of) these fast, mobile, versatile and hard-hitting Imperial Guard walkers to scout his path and protect his flanks would deserve whatever ill befell him. Sentinels are Fast Attack choices in the 40K Force Org, come in Squadrons of 1-3 per slot, and are available in both Scout and Armoured varieties (the Armoured variant increases Front Armour from AV10 to AV12, adds the Extra Armour upgrade at the expense of the Move Through Cover and Scouts special rules, and adds the Plasma cannon as a primary weapon upgrade). Filling all three Fast Attack slots with full Squadrons of Sentinels is very tempting (especially for Apocalypse play, where the Datasheet's 'Piquets' special rule allows the fielding player to sacrifice the cheaper Walkers for Russes or Hydras--or Structure Points on the mighty Shadowsword itself!).

Unless the player opts to make a Company Command Squad one of his four Chimera-borne Armoured Fists, however, he still has the question of the 40K mandatory HQ Force Org slot to address. In the Apocalypse Formation, the Shadowsword is the command platform of the entire 'fleet,' it's commander the ranking officer of his Domination Force. The Superheavy cannot see the field in a standard 40K game-- but that does not mean said commander must be absent. Imagine the 40K version of this army is the assembled land force, enroute to pick up its designated Superheavy charge: it would not be unreasonable to picture the Shadowsword's command crew alongside them for the journey--in fact, I can picture an excellent themed tournament army being constructed around such a notion, with the battles of each tournament round representing hostile encounters along the convoy's journey, and perhaps with the Shadowsword itself present as the centerpiece of the army's display base--and that leap to provide a single additional element to the 40K version of the army over-and-above the Datasheet's minimum/maximums opens up a variety of juicy extra modeling and gameplay options.

The Shadowsword's command crew could be constructed with the Company Command Squad options in the new IGdex, as above, and given a Chimera of their own, perhaps uniquely decorated as would befit such a 'captain's skiff' (to carry the Domination Force's naval analogy further). This would not preclude the already-referenced Chimera- mounted Company Command Squad, if the player wanted a command structure for his escorting force from their own chain-of-command (and the Force Org Chart allows two). If the player just wanted to add the 'fleet admiral' himself (assuming his crew awaits his imperious arrival at the Shadowsword), he could use the Lord Commissar IGdex entry as a template to fashion a 'counts as.' Or a player looking to make his Superheavy commander and crew play more uniquely might consider building such an heroic figure and his retinue from either of the existing Inquisition Codices. He could even give such an officer a Rhino instead of a Chimera, which the Alien and Daemonhunter army lists allow, if he wanted the Shadowsword proxy to really stand out. Most interestingly, however--if the player showed some restraint in maxing out on those Fast Attack Sentinels, above--would be the option of having the command crew born aloft for the journey above their landbound battle convoy in a Valkyrie Assault Carrier: not only would this add mobility and punch to the 40K force and give the new Imperial Guard hobbyist access to the niftiest new model in the IG army in his starter force--but Valkyries come in Squadrons, too...and what high- ranking 'land admiral' would go anywhere without a couple of squads of highly trained, well-equipped bodyguard squads (Storm Trooper Elites)?

And even though these flyers would exist outside the parameters of the Datasheet for Apocalypse games--the great thing about Apocalypse is that, beyond a chosen Datasheet or Formation's specifics, there *are* no Force Org requirements: a player can add such top cover without issue!

Given the various options outlined above, then, this is one straightforward sample build of a Warhammer 40K army which, with the addition of a Shadowsword kit, would become immediately playable as a Shadowsword Domination Force in Apocalypse events, games and multiplayer megabattles:

HQ1: Shadowsword Command Crew - 110Points: Company Command Squad (Company Commander w/ Power Weapon, Veteran w/ Medi-pack, Veteran w/ Domination Force (Regimental) Standard, Veteran w/ Vox-caster, Veteran w/ Lasgun).

TROOP1: Armoured Fist Squad Starboard - 145 Points: Veteran Squad (Vet Sgt, Veteran w/ Vox-caster, Veteran w/ Plasma gun, 7 Veterans w/ Lasguns; Chimera Transport).

TROOP2: Armoured Fist Squad Port - 145 Points: Veteran Squad (Vet Sgt, Veteran w/ Vox-caster, Veteran w/ Plasma Gun, 7 Veterans w/ Lasguns; Chimera Transport).

TROOP3: Armoured Fist Reaction Squad - 200 Points: Veteran Squad (Vet Sgt w/ Power Fist, Veteran w/ Vox-caster, Veteran w/ Grenade launcher, Veteran w/ Flamer, Veteran w/ Heavy flamer, 5 Veterans w/ Lasguns, Grenadiers; Chimera Transport).

FAST ATTACK1: Sentinel Pickets - 138 Points: Scout Sentinel Squadron (3 Sentinels w/ Missile launchers, Searchlights).

FAST ATTACK2: Command Crew Shuttle - 125 Points: Valkyrie Assault Carrier (Lascannon, Sponson Heavy bolters).

HEAVY SUPPORT1: Leman Russ Vanquisher - 245 Points (Knight Commander Pask, Hull Lascannon, Sponson Multi-meltas).

HEAVY SUPPORT2: Leman Russ Battle Tank - 170 Points (Sponson Heavy bolters).

HEAVY SUPPORT3: Leman Russ Battle Tank - 170 Points (Sponson Heavy bolters).

At 1448 Points, you may add vehicle options such a Extra Armour or alter weapons kit-out as suits, to reach a standard 1500 Point 40K army.

With the 'Knight Commander Pask' tank commander template character aboard, the Vanquisher is considered the Command tank; it, along with the Valkyrie and the Sentinels are optimized for anti-vehicle/anti-monster duty, with the two standard Leman Russes and the three Chimerae maximized for anti-personnel. The Sentinels' Missile launchers can back up anti-personnel if the opponent is of the horde variety, and the tanks' battle cannons provide additional (if imprecise) anti-armour capability should that need arise.

This force is light on 'boots on the ground' and significant hand-to-hand combat ability; if I were expanding it to 1750 or 1850 Points (or more), I would add a Commissar Lord with a Power fist to the Armoured Fist Squad tooled up for Reaction, and some Regimental Advisors to the Command Crew in their Valkyrie--particularly the two allowed Enginseers, one of which would immediately join the Lord Commissar in the Reaction force (one mechanic for the Superheavy, one for the escorts)--and probably a second Scout Sentinel Squadron; a fourth Veteran Squad Troops choice probably makes more sense than a Chimera full of Ogryn for the last Chimera picket, too...though the latter sure sounds like more fun.

I would start this army with the plastic Battle Force box of choice (either Cadian or Catachan) and one Squad box: that will provide all 35 Guardsmen needed, plus the first Sentinel, for under US$120. An Apocalypse three-tank Leman Russ Squadron box would add the essential mandatory 'fleet' tanks at a discount from buying them individually; the Chimerae, additional Sentinels and Valkyrie will need to be added a box at a time, unless relevant future Apocalypse or Squadron combination releases appear. What vehicle-heavy forces add to outlay, however, they tend to subtract in assembly and painting time; this is a compact, seven vehicle/three walker/35 infantry IG army that should be easy to use (you know what it does well and what it cannot do), especially for the starting IG commander--plus it is easy to transport, fun to start, assemble, paint, finish and play--

And, with the addition of that centerpiece Shadowsword Superheavy tank, beautifully themed...and best of all, ready to bring the might of the Imperium to the enormous amount of fun that is Apocalypse wargaming. Twice the Imperial Guard fun for the investment, by careful planning from the outset.

Good luck, 'land admiral.'

Starting An IG Army

"Everyone seems to play either Space Marines or aliens of some sort in 40K, and I understand the appeal, I started in the hobby with Space Marines, too. But I want to play the Imperial Guard. Unfortunately, the IG codex is a little more complicated to put together a starting army from...at least, it seems so to me. Any guidance, for a beginner commissar?"

Though I began as a Space Marine player just like you, and many hobbyists--they really are the icons of the forty-first millennium, so I think we can be forgiven that :)--I too find the gothic soldiery of the Imperial Guard appealing, and have fielded a small force. In my case I've used them exclusively with my Daemonhunters, as inducted Guard. Frankly, that is actually the path I recommend to players new to the IG: assembling a force is much more straightforward than the IGdex's Platoon structure, and while there are some limitations to what you can use, the core forces are available. Take a look at either Codex: Daemonhunters or Codex: Witch Hunters; you will find their 'choose a leader (HQ) and fill out your Force Organization Chart with individual units' methodology very similar to what you've used as a Space Marines player (and the various options for Inquisitors, Imperial Assassins and Operatives over and above the Guard options are extremely colourful, besides).

If, however, you are less an adventurist than a militarist; if you prefer reading Dan Abnett's Gaunt's Ghosts novels to his Eisenhorn or Ravenor series; if you want to start from scratch building a pure Imperial Guard army, codex-legal--it isn't difficult so much as it is simply different. And that difference is both fun, and a big part of what gives the Imperial Guard its essential nature. Far be it from me to dissuade you from such a pursuit; rather, I present the thoughts of one of the hobby's premier Imperial Guard commanders, Mike Major, to actively encourage it! Currently of Winnipeg, Canada and one of the two primary driving forces (along with Christian Augst) of the best event series in the 40K hobby, the Astronomi-Cons (http://www.Astronomi-con.com ), Mike is also a highly successful competitive player, including a Chicago Grand Tournament championship. His Colonel Arcturan Senekal is one of the best known figures in the sub-hobby of '40K fan fiction'--probably *the* best known IG personality. This is what Mike had to say, about assembling a starter army from the current Imperial Guard codex (the bracketed interpolations are mine, for clarity); having your Codex: Imperial Guard handy to reference the many things he refers to is recommended:

"I'd recommend [filling the requisite 1 HQ and 2 Troops choices with] a Command HQ unit, a 25 man Platoon and an Armoured Fist Squad. This keeps the cost and points down while you learn the army. There are a lot of routes to go with the HQ unit, but I think one of the best for a starter player is an officer with a power fist and possibly a commissar with him also with a 'fist. This gives you some solid countercharge punch at a relatively small point and monetary cost. Going heroic senior officer is best for this and I'd add both a trademark item to the officer and/or a standard. Best special weapons for this team would be a couple of flamers or a melta and a flamer. I'd stay away from the vox at first.

The first Troops choice is your Platoon, which consists of a Platoon Command unit and two or more Platoon squads. Platoon Command can either be similarly equipped [to the HQ Command unit] or set up for shooting. I prefer the latter myself as a one Wound Independent Character with a 'fist all too often doesn't ever get to swing. If you go the HtH [hand-to-hand combat-oriented] route, a PF [power fist] is still better than a PW [power weapon] as the LT [lieutenant, or junior officer commanding the Platoon Command unit] is probably still going to be swinging last anyway. May as well hit hard. If you go HtH for the Platoon Command, consider a second commissar with 'fist for them, too.

Platoon tacs [squads] are your shooting support. Give the squads a heavy weapon of some kind. In a small platoon I'd go with either a LC [lascannon] and a HB [heavy bolter] or 2 ML [missile launchers]. Basically you need flexibility. You can always swap out for another LC later as the army grows - or another HB or AC [autocannon] if you've gone heavy AT [anti-tank] in your Platoon Command.

AF [Armoured Fist] squads are fun, maneuverable but fragile. I like them with flamers or grenade launchers and generally give them a heavy [weapon] and a veteran sergeant to keep them flexible and in the fight. The basic weapons load out on the Chimera [their APC, or armoured personnel carrier; the vehicle the squad rides in] is a good one. Give it a heavy stubber or pintlemounted storm bolter and a smoke launcher. Searchlights are good too."

Follow Mike's instructions and you will have an HQ designed to heroically mix it up in fist fighting with the vastly stronger/faster/mightier superbeings, aliens and monsters of the 40K universe--achieving legendary status every time these underdogs win against the odds--and two Troops choices designed to provide a withering firebase, one of them mounted in a nice, inexpensive armoured vehicle to get around on the table top and snatch objectives with. I would reconsider giving the Armoured Fist squad a heavy weapon precisely because my style is to move, that is how I would use this unit--and if they are moving, they aren't shooting--and would definitely endorse the missile launchers as heavy weapons of choice for the Platoon squads: they are flexible, able to fire either anti-tank or anti-personnel, and template weapons in general have gotten better in the newest edition of the game. I am also fonder of power weapons than Mike, as I just hate to hit last. But that is one of the joys of the Imperial Guard--there are so many elements of it, you really can customize it to be the army you want it to be (or, if you follow my first recommendation, *armies*--as a Daemon- or Witch Hunter army plays very differently than straight Guard, with relatively few changes in models).

And when you've built the basic starter Imperial Guard force Mike outlines above--it is time to reward yourself, by making the next addition something special. With Guard, that can be an elite unit, such as storm troopers or Ogryn...but for most players drawn to the Imperial Guard, what it likeliest means is, it is time to add a tank. Not an APC...though the Chimera is a good looking and underrated specimen of one...but a full-on, battlefield-dominating, thunder-belching and fire-spitting monster. For Guardsmen, that means a Leman Russ Battle Tank. There are a great number of variants--not just those available at retail from GW, like the very impressive Demolisher, but the multitude cast in resin from subsidy specialty caster Forge World ( http://www.forgeworld.co.uk )--but your best first choice is the standard Leman Russ, complete with battle cannon primary armament (see above comment about the effectiveness of template weapons in the new edition of the game). Build a Leman Russ, to back up your heroes, firebase and APC. When you've done that, you will be not only an Imperial Guard player, a special enough breed in the Warhammer 40,000 community, but an official and duly sworn member of the treadhead society, as well.

That's when the fun really begins.

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