Revisiting My Traitor Imperial Guard

Necromundan-23rd

Necromundan-23rd

Background

The Necromundan 23rd were pawns of the Word Bearers. After suffering great losses to the dangers found within the Eye of Terror they were in need of organized support and protection. The Word Bearers are always in need of cult followers and they eagerly swept in on the imperiled souls of the 23rd. Through mass hypnosis and brainwashing, they co-opted the teachings of The Brotherhood of the Yellow Eye, subtly replacing their doctrines with Word Bearers dogma. The 23rd were ordered from the eye into the Cadian warzone, sent to conduct raids and steal supplies from targets of opportunity. Occasionally a Word Bearers order would come through the comms channel. Some of the orders were entirely religious or nonsensical in nature, and these commands were either ignored or misinterpreted.

( At the TSHFT tournament… )

Auguries revealed this disturbing lack of faith. The mad divinations of the Word Bearers led them to commit a mass slaughter of their own foot soldiers, as a sacrifice to the Chaos Pantheon. This display of senseless violence showed the grunts who was really in charge, especially as the Word Bearers’ vehicle hulls were protected by some kind of  luck field, the dark blessing of the Ruinous Powers.

Company Commander and cult messiah Vezz Dragasta trembled in his human leather boots as he witnessed his tanks crippled and men slaughtered by crimson soaked, Daemon possessed fiends. The blood of the slain was indistuinguishable from the deep crimson of the Word Bearer’s cracked armor. Dragasta knew his doom was approaching, for  his sins of showing too much independence and not enough results (not to mention his habit of abandoning his men to die). The cowardly, self-preserving craven dog Lt. Dragasta was captured by his own mutants, and re-educated by Word Bearers Confessor Techmarines. The procedures used to renew his faith also removed some of his brain’s higher functions, and it is rumored that parts of Dragasta’s preserved brain were turned into a servo skull. After some further brain surgery and removal of his cybernetic dermal plating, he was demoted to Platoon Commander. For new leadership of the 23rd, a casting of the runes in a pile of burning victims would reveal a more pure vessel of Chaos undivided to lead the force.  When the orange and purple fire was extinguished with blood collected from the battle, and the ashes scattered by a summoned daemon, the runes revealed the sacred name of a Word Bearers champion, Krekk Donan’glish.

(During games, Krekk Donan’glish will be playing the part of Colonel Straken.)

Build Notes

My army, it is a-changin’.

I tried going with the times and using mech (lots of vehicles, and your troops in transports) and trying lists similar to those posted on YTTH. The list I ended up taking to the TSHFT tournament was somewhat optimized, but lost too much character. I realize I was practically playing a “net list” and losing originality. I decided to put some color back into my list and try some new combinations, in the process taking it to 2000 points.

Since I placed right in the middle at the last two tournaments I have been to, I am confident that my playing skill and list building are competent. I’m no longer going to field boring armies because someone on the internet said that some units were great and some suck. I believe that some units in 40k are overcosted/undercosted but I do not believe that we should only play optimized lists. YTTH has taught me some good lessons but there is more to list building than fielding the best. Generalship is usually more important to winning than army list. I will improve as a player by actually playing the game, no matter what force I bring.

I want an army more representative of the diversity found in chaos, and less spam… unit spam is boring. Even with dropping two spamvets in chimeras I still have 6 scoring units, 7 if I don’t combine squads. If one mounted vet squad joins the fun midfield and one sneaks on as a reserve, I think I will have enough troops to claim 2-3 objectives even after being shot up.  Freeing up two Chimeras lets my Company Command Squad actually do something, and also allows me to field protected rogue psykers to kill people with mind bullets and scare opponents with the “heebie jeebies.” Also, guard armies will be assaulted and I intend to have some real counter attackers this time… “Straken” and his cronies, plus drunken cavalry on mutated steeds. I don’t have the points in this build to add Nork or a Priest to my CCS but it should still whip a mule’s ass. It is already almost 300 points and a Chimera can only take so many shots, so a 400-500 point unit just won’t be worth the risk.

This new IG list tries to use only currently painted models, which limited me to four chimeras. The Manticore I will have to convert from my converted basilisk (which used a “green army man” tank for the tracks). I’ll build it using magnets so I can preserve either build. For everything else, I’ll just have to finish up some detailing on models that didn’t get as much attention as they should have.

I still want this list to win games, and I think it can. In fact, it will be more balanced than my last list with some genuine assault elements. If I was building this list completely “in character” I would include some Big Mutants (Ogyrns) but they are just so expensive per model that I have no room for their inefficiency.

If anyone knows of some ][ Witch Hunter or Daemonhunter allies that are both effective and a good proxy for Lost and the Damned units, please let me know. For example Arco-flagellants are cool but way too expensive in points, but a squad of Sisters as Word Bearers is tempting. I might drop the lascannon team and free up about 100 points, which could also be turned into objective flooding infantry grunts.

Tactics and formations

The platoon combined infantry squad will be a bubble wrap to protect my valuable ordnance vehicles and weapon teams, this segment of the army will be Cohort Despair. My Delaque ganger Commissar is getting a power sword to better fend off assaults. The squads will be getting mortars instead of pricey lascannons so I won’t be so tempted to stand and shoot with them, and after all they are an anti-infantry unit. If need be the infantry squad can run forward for objectives late game, if the weapon teams are intact on the base objective.

Cohort Bloodrend I will have Champion Krekk (Straken) and squad mounted in a chimera, with the devil dog, and the banewolf racing nearby. The demolisher will support this group by racing forward to a good firing spot turn 1, (possibly going 12″ and then popping smoke) and then unleashing. Yellow-bellied Platoon Commander Dragasta will hide in reserve most games, then make a mad dash for an objective if he doesn’t run away first.

Cohort Illumination will be the veterans of the force, the traitor cavalry, two units of chimelta vets, and the rogue psykers.  Depending on the mission and the foe, they will either support Bloodrend in the main push or be held in reserve.  The reserve units can respond to threats such as vehicles or attack bikes in my deployment zone, or act as surviving mobile objective grabbers. The rogue psykers will most likely deploy with the rest of the army but they will be the “wildcard” unit.

The Necromundan 23rd  –  Traitor Imperial Guard  –  2000 Pts – 5th Edition

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Company Command Squad (8#, 290 pts)
Company Command Squad 4 HQ 3 4 3 3 1 3 1 7 4+ 290
Infantry; Frag Grenades; Close Combat Weapon (x4); Lasgun (x2); Carapace Armour; Medi-pack; Flamer (x2); Colonel ‘Iron Hand’ Straken; Bodyguard; Bodyguard; Chimera
Colonel ‘Iron Hand’ Straken 1 5 4 6 4 3 3 3/4 9 3+/5(i) [95]
Infantry (Unique); Flak Armour; Frag Grenades; Refractor Field; Close Combat Weapon; Plasma Pistol; Shotgun; Cold Steel and Courage; Gung-ho; Man of Adamantium; Senior Officer
Bodyguard 1 4 4 3 3 1 3 2/3 7 4+ [15]
Infantry; Frag Grenades; Close Combat Weapon; Laspistol; Carapace Armour; Look out – Arghh!
Bodyguard 1 4 4 3 3 1 3 2/3 7 4+ [15]
Infantry; Frag Grenades; Close Combat Weapon; Laspistol; Carapace Armour; Look out – Arghh!
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Veteran Squad (11#, 155 pts)
Veteran Squad 9 Troops 3 4 3 3 1 3 1 7 5+ 155
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3); Chimera
Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Veteran Squad (11#, 155 pts)
Veteran Squad 9 Troops 3 4 3 3 1 3 1 7 5+ 155
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3); Chimera
Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Infantry Platoon (32#, 375 pts)
Infantry Platoon 1 Grp: Troops 375
Heavy Weapons Squad; Heavy Weapons Squad
Platoon Command Squad 4 3 3 3 3 1 3 1 7 5+ [40]
Infantry; Flak Armour; Frag Grenades; Close Combat Weapon (x4); Lasgun (x2); Grenade Launcher (x1); Flamer (x1)
Platoon Commander 1 4 4 3 3 1 3 2/3 8 5+ [6]
Infantry; Junior Officer; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon; Junior Officer
Infantry Squad 7 3 3 3 3 1 3 1 7 5+ [100]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x7); Heavy Weapons Team; Commissar
Heavy Weapons Team 1 3 3 3 3 2 3 2 7 5+ [5]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x1); Flak Armour; Lasgun (x1); Mortar (x1)
Commissar 1 4 4 3 3 1 3 2 9 5+ [45]
Infantry; Summary Execution; Flak Armour; Frag Grenades; Power Weapon; Stubborn
Sergeant 1 3 3 3 3 1 3 2/3 8 5+ [5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
Infantry Squad 7 3 3 3 3 1 3 1 7 5+ [55]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x7); Heavy Weapons Team
Heavy Weapons Team 1 3 3 3 3 2 3 2 7 5+ [5]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x1); Flak Armour; Lasgun (x1); Mortar (x1)
Sergeant 1 3 3 3 3 1 3 2/3 8 5+ [5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
Heavy Weapons Squad 3 3 3 3 3 2 3 2 7 5+ [105]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x3); Flak Armour; Lasgun (x3); Lascannon (x3)
Heavy Weapons Squad 3 3 3 3 3 2 3 2 7 5+ [75]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x3); Flak Armour; Lasgun (x3); Autocannon (x3)
Elite: Psyker Battle Squad (10#, 155 pts)
Psyker Battle Squad 8 Elite 2 3 2 3 1 3 1/2 9 5+ 155
Infantry; Psyker (Santioned Psykers Only); Psychic Choir; Ultimate Sanction; Flak Armour; Close Combat Weapon (x8); Laspistol (x8); Chimera; Soulstorm; Weaken Resolve
Overseer 1 3 3 3 3 1 3 2/3 9 5+ [20]
Infantry; Psychic Choir; Ultimate Sanction; Flak Armour; Close Combat Weapon; Laspistol
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Fast Attack: Hellhound Squadron (1#, 135 pts)
Hellhound Squadron 1 Grp: Fast 135
Vehicle (Tank, Fast); Devil Dog
Devil Dog 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [135]
Vehicle (Tank, Fast); Melta Cannon; Multi-Melta
Fast Attack: Hellhound Squadron (1#, 145 pts)
Hellhound Squadron 1 Grp: Fast 145
Vehicle (Tank, Fast); Bane Wolf
Bane Wolf 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [145]
Vehicle (Tank, Fast); Chem Cannon; Multi-Melta
Fast Attack: Rough Rider Squad (10#, 105 pts)
Rough Rider Squad 9 Fast 3 3 3 3 1 3 1 7 5+ 105
Cavalry; Flak Armour; Frag Grenades; Krak Grenades; Hunting Lance (x9); Laspistol (x9)
Rough Rider Sergeant 1 3 3 3 3 1 3 2 8 5+ [15]
Cavalry; Flak Armour; Frag Grenades; Krak Grenades; Hunting Lance; Laspistol (x1)
Heavy Support: Leman Russ Squadron (1#, 185 pts)
Leman Russ Squadron 1 Grp: Heavy 185
Leman Russ Demolisher
Leman Russ Demolisher 1 Grp: BS: 3 FA: 14 SA: 13 RA: 11 [185]
Vehicle (Tank); Lumbering Behemoth; Demolisher Siege Cannon; Searchlight; Smoke Launchers; Heavy Flamer; Heavy Bolter Sponsons (x2)
Heavy Support: Ordnance Battery (1#, 140 pts)
Ordnance Battery 1 Grp: Heavy 140
Medusa
Medusa 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [140]
Vehicle (Tank, open-topped); Searchlight; Smoke Launchers; Medusa w/Bastion-breacher Shells; Heavy Flamer
Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
Manticore Rocket Launcher 1 Grp: Heavy BS: 3 FA: 12 SA: 10 RA: 10 160
Vehicle (Tank); Limited Ammunition; Storm Eagle Rockets; Searchlight; Smoke Launchers; Heavy Flamer
Total Cost: 2000
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About chaosgerbil

I'm an artist and hobbyist.
This entry was posted in Army Lists, Traitor Imperial Guard, TSHFT, Warhammer 40K. Bookmark the permalink.

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