28mm Ancient and Medieval Historicals: A Brief Overview

Since a recent question on the Adeptus North Texas mailing list, several hobbyists have written me privately inquiring further about the current state of Historical miniatures wargaming in our favorite 'GW' scale. I figured I would attempt a quick overview to try to address these questions, and any other unexpressed interest that may be out there. You may have a potential opponent--or interested retailer--convenient to you, awaiting only mutual discovery!

First, I should qualify that my comments will be limited to Ancient and Medieval Wargaming. There are thriving Historicals of every era out there, from ECW (English Civil War) to Napoleonics to the Vietnam War, and WWII and ACW (American Civil War) are probably the *most* currently popular Historical eras being wargamed...but AnM (Ancient and Medieval) most closely resembles GW's Fantasy skirmishes--and I am an Ancient and Medieval history major (albeit now some two decades removed); that's where my interest lies, so that is where I am best able to point you right.

Anyone interested in the state of the hobby should start with the Society of Ancients ( http://www.soa.org.uk ), whose quarterly magazine, the Slingshot, is a near-perfect alchemy of enthusiast history, wargaming figure/rules reviews, latest historical book reviews, and battle reenactments/scenarios/reports that combine both history and wargaming.

Beyond the SoA, rulesets are the next thing one should explore. Rather than recommend any, I encourage interested hobbyists to get games in with the various systems; there are a great many, and there is no better way to figure out which rules play the way you like than to actually game with them. Moreover, it would do me little good to write about the relative virtues and vices of Armati vs DBMM vs Tactica, et al, if no one local to you plays any of those. I will briefly mention three systems:

•Field of Glory is the most readily available current ruleset commercially, as it is supported by famed military publisher Osprey and available through any retailer which stocks their books. The rules and supplements for specific eras are gorgeously-presented graphically; the game mechanics feel (to me) very--perhaps *too*--traditional. Same-old/same-old syndrome. Your mileage may vary.

•Ancient and Medieval Wargaming is a book format ruleset by Neil Thomas; although it abstracts rather than simulates as a guiding principle, which runs contrary to my traditional preferences, the abstractions are placed, in his book, in the context of specific battles of historical consequence from the Ancient and Medieval world, which serves to thoroughly ground the entire work with satisfying substance.

•Warhammer Ancient Battles (and Warmaster Ancients) are, as the names suggest, adaptations of our familiar GW rulesets for historical armies. In many ways, these might seem the ideal AnM rules, because they are reasonably available commercially, professionally presented, and familiar--and in some cases they *are* nearly ideal (though be warned the basis of the system is 6th--versus 7th--edition WHFB). I am biased against WAB somewhat because (in my view) it critically botches the key army of the Ancient World in simulation, the Roman Legions (though Adrian Goldsworthy's alternative rules in the most recent Slingshot look to have corrected many of the particular issues I have)...but if you play Warhammer Fantasy Battles (and any army *other* than Rome), you probably ought to give WAB consideration.

That business addressed, comes the fun part--the toy soldiers.

There are other scales (Warmaster, in fact, is 10mm, like it's fantasy counterpart) with 15mm, 20mm and 25mm the most popular--but hobbyists having at Historicals from a GW orientation are likely to prefer 28mm--or 'heroic'--scale, as the perfect compromise between figures of sufficient size to capture detail and artistry and still be small enough to simulate battle with on a tabletop.

In 28mm, there are more than a few small manufacturers who cast in metals--Crusader, 1st Corps, Gorgon, Gripping Beast, et al--but the undisputed leader is Wargames Foundry, also known as Foundry Miniatures or simply The Foundry ( http://www.wargamesfoundry.com ): they have been at it long time, their lines are extensive (and their sculpts often gorgeous) and they are located, conveniently, right near Nottingham, UK, the toy soldier capital of the world. Their proximity to GW means many of that giant's SF and/or Fantasy figure sculptors will work for Foundry when they wish to indulge an historical whim.

Building an army completely from pewter is no small investment, even with Foundry's army bundles and occasional sales...but even if a hobbyist prefers to begin with a foundation of plastic models from manufacturers such as those listed following, rare is the era that will not see it's forces improved in quality and variety by inclusion of models from metal-casters such as Foundry.

And--as of just recently--modelers *can* do 28mm Ancient and Medievals in plastic. This is an enormous development toward potentially broadening the hobby. Just as GW has staked it's future on the reduced cost, increased flexibility and ease of work which comes with modeling in multipart hard plastic, at least two major companies have staked themselves to the same potential, with Historicals.

Wargames Factory ( http//www.wargamesfactory.com ) is the newest such company, and has generated considerable interest chiefly because of the extremely low retail prices their multipart plastic model sets boast. There have been, in turn, criticisms of the comparative softness of their molding plastics (and how same accepts adhesives) and especially of their sculpts, which appear to vary wildly not only in quality but in dimension (check out the veritable giant helming one of their Celtic chariots for a good example); more than one source has suggested these problems reflect the company's policy of casting directly from computer-modeled images, rather than traditional artists-master sculpts--which is a part of how they are able to offer such prices, to return to the original point. If Wargames Factory can trend further toward the scale model and away from the toy figure as they mature their processes, while keeping their retail prices attractive, their impact could be significant.

Meantime, the field leader, the company that brought the concept of 'mass market plastics' to Historicals wargaming, is Warlord Games ( http://www.warlordgames.co.uk ), also Nottingham-based, also with deep GW ties (White Dwarf's best editor ever, Paul Sawyer, is one of Warlord's founders). They have an extensive line of pewter sculpts of exceptional quality, some fine resin pieces, as well...but have made their name with multipart hard plastic Historical regiment boxes very like what a hobbyist would expect from a 40K, WHFB or LotR box. Like Foundry, they also offer discounted army bundles--in many cases keyed to building armies to specific rulesets--but because they can create the foundations for these armies from their multipart plastics, building an entire army isn't so daunting a fiscal investment: I've an Imperial Roman army from Warlord more than twice the size of my Post-Roman Briton (Arthurian) army from Foundry and Gripping Beast, PLUS a nice battery of Roman war machines...all at less cost.

Will Roman Legions and Germanic Barbarians clashing in the Teutoberg Forest replace Space Marines and Orks (or High Elves and Orcs) on many tabletops? Unlikely--but then, one needn't necessarily 'replace' the other, so much as complement it. Hobbies are for relaxing, for fun; if you think you might find Historicals fun, the sources listed should get you started.

+++

Despatch: Blastscapes

The online community has reacted with startling harshness to Games Workshop's new Planetstrike!-specific hobby terrain offering, the Blastscape--so I hustled out to grab a bag for myself after the online furor. The pieces in the Blastscape bag are designed to specifically replicate on-table several of the Planetstrike! 'special effects' Attacking armies can unleash upon Defenders in games of Planetstrike!. With it in hand (and having recently painted several sets of the similar Moonscape Craters for various retailers), I can make the following definitive assessments:

1) The Terrain pieces in the Blastscape bag ARE NOT comparable to those shown in the White Dwarf battle report introducing Planetstrike!, the advertising section of the same issue, on GW's website or, in fact, on the back of the Blastscape retail bag, either in substance or detail; those painted pieces appear to be resin, whereas the Blastscape pieces offered at retail are unpainted vacuformed plastic.

2) The vacuformed Blastscapes DO have a damage-inclined area--the high point of one piece strains the bag's ability to protect it in shipping because it is such a prominence, and if it gets crumpled it--like all vacuformed plastic--will deform, stress and break. This is the prominence in one of the earliest online reviews which reportedly punctured; I can confirm mine is broken, too...but should also note that it is only that peak of that one piece that has demonstrated damage in the bag I purchased, or any others I have examined.

3) Those criticisms being acknowledged as valid--I find the quality of the five vacuformed Blastscape pieces is quite good *given the medium*, easily on par with the Moonscape Craters bag (which have seen fine service in MegaBattles and tournaments at several local retailers, now, without any ill effect). If the pre-release pictures used on the website and in the Dwarf (and, probably worst, on the Blastscape packaging itself) did not exist and had not raised false expectations, I do not believe there would be many complaints about these pieces' tabletop utility at all; and

4) The set of five retails for less than twenty bucks US. That is what vacuforming allows. These pieces rendered in more detail in resin would cost at least that APIECE, I estimate. Done in vacuform, a player can easily cover even very large tables with these terrain effects.

The Blastscape bag provides: a terrain piece with multiple close craters, representing a crash or perhaps a multiround solid-shell barrage; a piece with multiple asteroids impacted; the much-talked- about orbital strike seared-lance- of-molten- earth piece (which *is* very cool and should be a great deal of fun to paint); a terrain piece with multiple bits of craft wreckage; and the problem piece, a huge piece of impacted wreckage (which has driven up a high wedge of earth, the topmost point of which is suffering the damage in packaging).

I understand the complaints; GW--intentionally or not, and since I suspect the painted pieces used in the battle report, online and on the packaging are the resin masters for the actual vacuformed Blastscape pieces, I am willing to give them benefit of the doubt on intent here--pulled a bait-and-switch with the Planetstrike! Blastscape terrain, advertising a level of precision and detail in the painted resin sculpts the actual vacuformed plastic retail offering could never match. Given I would not have spent a hundred bucks or more on resin Planetstrike! effect terrain pieces, however, regardless of quality--nor I suspect would many hobbyists--and given the inexpensive vacuformed pieces offer customizing/converting possibilities working with solid resin would not...from my position the Blastscape is a hobby product of outstanding value and utility. If GW would like to make it up to us by offering resin castings of those terrain piece masters at a significant discount--as a gesture of good faith--on the other hand....

+++

Imperial Bastion Planetstrike! Terrain Kit: This is a nifty little thirty-buck model: the floors are modular, so combining kits can render very tall towers (great for Titan-cover in Apocalypse) and nice low shielded bunkers and entrenchment strongpoints (especially when combined with the new Aegis Defensive Walls) as well as the standard Bastion (which, it must be said, is the most common way this kit is likely to be configured, and is perfect for standard games of 40K and Planetstrike!, and pretty applicable for Cityfight and Apocalypse games as well).

Each kit includes considerable parts for customization and personalization, as has become GWs norm: of particular interest are the complete quad gun and lascannon turrets and the communications array, useful little subassemblies which will find their way onto lots of other terrain pieces, I suspect.

GW offers a 'Chaos Bastion' which includes Chaos sprues, and 'orkified' versions using all the bitz from the recent Trukk, Battlewagon and especially Stompa kits will be easy to convert, so the kit has plenty of application.

With a number of floor modules added my Bastion is about to become the basis for a control tower overwatching my in-progress airfield table; I suspect the variations on the basic Bastion will be endless, for terrain-oriented hobbyists. I am looking forward to battling for control of some of them on local tables soon!

+++

Best Books on War

May 25 is Memorial Day in the US. To honour the sacrifice of those with the courage to have served--and with express gratitude--herewith Military History magazine's list of Best Books on War, in the sincere hope that through study comes understanding.

  • THE ILIAD (Homer)
  • THE HISTORY OF THE PELOPONNESIAN WAR (Thucydides)
  • ON WAR (Clausewitz)
  • WAR AND PEACE (Tolstoy)
  • RED BADGE OF COURAGE (Crane)
  • PERSONAL MEMOIRS (Grant)
  • FACE OF BATTLE (Keegan)
  • WITH THE OLD BREED (Sledge)
  • BATTLE CRY OF FREEDOM (McPherson)
  • WE WERE SOLDIERS ONCE...AND YOUNG (Moore with Galloway)
  • ALL QUIET ON THE WESTERN FRONT (Remarque)
  • FROM HERE TO ETERNITY (Jones)
  • CAINE MUTINY (Wouk)
  • CIVIL WAR: A NARRATIVE (Foote)
  • FORGOTTEN SOLDIER (Sajer)
  • ONCE AN EAGLE (Myrer)
  • GOODBYE, DARKNESS (Manchester)
  • EISENHOWER'S LIEUTENANTS (Weigley)
  • WORLD AT ARMS (Weinberg)
  • PATTON (D'Este)

As MH chose not to distinguish between fiction and nonfiction, I would add Slaughterhouse-Five (Vonnegut), Citizen Soldier (Ambrose), Art ofWar (Sun-Tzu), War and Remembrance (Wouk) and--to round arbitrarily to 25--any history of choice by Walter Lord (my personal military choices would be either Incredible Victory--about the Battle of Midway--or A Time To Stand--about The Alamo; Lord's research may by now be dated but his prose and, especially, sense of the dramatic moment of each chosen story brings history to life).

Mirror, Mirror...

There are good Star Trek movies and bad Star Trek movies.* And there are Star Trek movies the faithful--*we* faithful--like, and that we hate. Relative success or failure can depend upon many things...but it begins with 'Is it Star Trek?'

Star Trek *isn't* Star Wars. It isn't like any other franchise-- science fiction or otherwise--and creators violate it's core tenets at their peril. These can be trivial (expansive, symphonic scoring *is* Star Trek, insipid, folk-rock song ballads are not) or they can be moral/ethical/philosophic (placing others above self *is* Star Trek, personal quests--especially for God but also for family, or revenge, or selfish gain--are not), but whenever creators of big-screen motion pictures or small-screen series have defied them, the result has usually been rejected (and, to the justification of the faithful, has usually been as bad as it has been disliked). And--continuity matters. That has always been a part of the Star Trek legacy. Those behind the final series incarnation, 'Enterprise,' nearly killed the franchise, they broke so many conventions (see 'ridiculous song' above)--but their cardinal sin was rebelling against what they described as slavish continuity restraints so violently that what they created-- whatever it's other merits--wasn't Star Trek.

It is into precisely such peril that creator JJ Abrams steps, in his feature film attempt to reboot the franchise: how do you make something exciting and fresh and new which relies so at its heart upon all that has gone before?

'Star Trek' accomplishes the dual goal of being good *and* good Star Trek by--as all good Trek feature films before it did--being Star Trek first. There is not a frame of film, not a moment of dialogue, not a chord of music which disrespects what has gone before...and when it indulges it's past most directly, the moment is moving to the brink of tears.

Quibbles are as numerous as tribbles, and enough of these there may be that some faithful will not like the movie; the shape of this Enterprise (likeable in angles emphasizing its 'Star Trek: The Motion Picture' esque saucer, awkward when its 'Next Generation' hull and almost ugly when its assymetric, lightbulblike nacelles dominate) is polarizing, whether some of the cast evoke their originals nearly to caricature while others fall hopelessly short of their predecessors' charisma is already a heated debate...as is whether the degree to which the film cribs from the series' most successful, 'The Wrath of Khan' (for my purposes--if you are going to emulate something, pick something good).

By the time the last Star Trek film whimpered from theaters, however ('Nemesis,' which had its sentimental adieus but was neither very good nor very Trek) the franchise was at best an irrelevancy, and bordering on becoming a cultural punch line. 'Star Trek' is good enough on its mainstream merits to moot that, to reinvigorate a hopeful, optimistic, bold and smart storytelling vehicle again (at a time when we could all use that kind of bouyancy)--and to set an example in so doing that respecting someone else's sandbox when you come play in it does nothing to diminish the beauty of the sand castle you may create there.

May this Trek universe go on to Peace and Long Life.

*--The 'Good' Star Trek movies, for the record (the specific order is mine, but the consensus is pretty broad):

Star Trek II: The Wrath of Khan
Star Trek III: The Search for Spock
Star Trek IV: The Voyage Home
Star Trek (8): First Contact
Star Trek VI: The Undiscovered Country

Many would elevate The Voyage Home above The Search for Spock (the one anomalous 'odd-numbered Trek movie' which inarguably defies the 'odd ones suck' curse); certainly, it is the most popularly-accessible and mainstream of the series, but STIII's operatic sensibility has its adherents as well and II, III and IV work best as a trilogy in sequence anyway.

Star Trek (7): Generations also has proponents and is probably the best of the 'not so good' Star Trek movies--but while its dramatic successes are profound and elevate it for those of us who really like it, its failures are enormous and difficult to work past, for those who do not.

Star Trek (9): Insurrection has a nicely-nuanced mature romantic subplot undone by ridiculous villains and a general sense of inconsequence, and Star Trek (10): Nemesis feels uncanonical and indulgent. The less said about Star Trek V: The Final Frontier, the better; probably, in light of the evidence of the latter two, 'Enterprise's' ridiculous song and various citable instances from every iteration of each series, any vocalizing in a Star Trek incarnation should be prohibited.

Star Trek: The Motion Picture cannot be discussed objectively here. As noted, there is good and bad Trek and Trek which is loved and hated, and they needn't be the same; so it is that I am emotionally inextricably hung up with this film. It brought my beloved 'classic Trek' back from the dead, in glorious 70mm widescreen with the most soaring Jerry Goldsmith-composed music and the most aesthetically beautiful starship ever designed. It may be slow, even uncinematic, and cerebral to a fault. But I can quote every line of dialogue from memory and will stop-down for it every time I run across it on late- night TV and when the Admiral orders Sulu to take her out I will get a lump in my throat till the day I die. Because it *is* Star Trek.

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.'