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.'