The Astra Militarum – Revisiting the Imperial Guard (24th Valhallans – Odin’s Earthshakers)

Well, the new Imperial Guard Codex is out, and its a  bit of a mix.  I’ve only flicked through it, but it seems to contain less fluff than other 6th Ed codices, even compared to the previous Guard codex itself.  There are some more interesting combos and changes to existing units, but some weird points increases, nerfs and units dropped too.  The penal legion has been a favourite of us grognards for decades!

I’ll do a run  through on my thoughts on the codex once I’ve had a chance to have a bit of a think.  Still, it’s enough to get me looking through my Imperial Guard Forces, looking at what sort of forces I could put together.  I have predominantly 3 types of Guard models – Vehicles, Cadians and Valhallans, with a smattering of odd stuff and a small strike force of Karskrin Stormtroopers.

Lets start with the coolest army of the Imperial Guard … the Valhallans (pun intended).

Valhallans – 854pts painted – 24th Valhallans “Odin’s Earthshakers”

Although not a huge army, I do have a slew of Valhallans in a range of slightly different colours (which actually can work quite well to differentiate veteran squads for me!).  I have about 850pts of Valhallan infantry, give or take an upgrade or two! That may not sound like much, but remember that this doesn’t include any vehicles, stormtroopers, ratlings, engineers, psykers, commissars or the like – this is just pure painted Valhallan infantry – #playitpainted

Grenades and tweaks could push this up a bit!  I’d field these with the Guard vehicles I have as a combined arms force too, which would push it up the rest of the way.

HQ

Company Command Squad with carapace armour, Commander with Bolt Pistol and Power Sword, 1 Veteran with Lasgun, 3 Veterans with Flamers – 99pts

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TROOPS

Veterans – grenadiers, sergeant with bolt pistol, 3 flamers – 91pts

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Veterans – grenadiers, sergeant with bolt pistol, flamer, grenade launcher, meltagun – 96pts

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Infantry Platoon – 568pts

Platoon Command Squad – Commander with Plasma Pistol, 4 lasguns – 45pts

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Infantry Squad – Sergeant with Bolt Pistol, Meltagun – 61pts

Infantry Squad – Sergeant with Bolt Pistol, Meltagun – 61pts

Infantry Squad – Sergeant with Bolt Pistol, Flamer – 56pts

Special Weapons Squad – 3 x meltaguns – 60pts

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Special Weapons Squad – 3 x meltaguns – 60pts

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Heavy Weapons Squad – 3 x Mortars – 60pts

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Heavy Weapons Squad – 3 x Mortars – 60pts

Heavy Weapons Squad – 3 x Lascannons – 105pts

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Unpainted & work to do

Well, I do have a few more unpainted Valhallans – basically 4 heavy weapons teams (2 x mortars,1 x heavy bolter, 1 x auto cannon) and crew.

In addition, all the painted heavies probably should be rebased to the current size!  Most have the original two crew and weapon all based separately.

 

The Valhallan 24th – Odin’s Earthshakers

The concept here is that the Valhallans are more of an artillery regiment than line troops.  If combined with the cadians for a 2000pt + battle, it give a nice balance of range and feet on the ground.  By itself, I think this army would do well against a smaller elite force, but I think it might struggle again horde orks or nids.

This is pretty much the army Alan used to field, and that I used in a doubles tournament a year or so ago.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 414pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

2 x heavy weapon squad with 3 x mortars

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

Leman Russ with heavy flamer sponsons – 185

Basilisk – 125

We have a meched up commander and veteran squad as quick response to closing troops, while the infantry platoon chucks out mortar artillery with the basilisk and leman russ.  Should be fun, though I think an elite rush would cut into the infantry too quickly to stop the army folding!  The 1500pt adds additional firepower rather than troops.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 519pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

3 x heavy weapon squad with 3 x mortars, 3x mortars and 3 x lascannons

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

2 x Leman Russ with heavy flamer sponsons – 370

Hellhound – 135 pts

Armoured sentinel with lascannon – 75pts

Basilisk – 125

As you can see, it adds a lascannon squad, another leman russ, the hellhound to support the reaction force in the chimera’s and an armoured sentinel with a lascannon for mobile firepower.  Nice!  It can really chuck out huge amounts of very erratic firepower – its likely to be a very effective alpha strike – destroying the enemy at range turn 1+2 – or its likely to do nothing and get munched by elite closecombat types.  There’s enough spread out firepower here to do some damage though, so its the sort of force thats fun to play to the end!