One unit that appears to cause grief in online discussions is that of the Imperial Guard Command Squad. This is for a number of reasons, but I’ve seen boil down to their equipment loadout as well as points cost, and just the general notion that they apparently don’t fill a role that’s required in a Guard army. While these are points worthy of discussion, I prefer to think of the Command Squad as more of a centrepiece for an army than a unit that’s going to make its points back several times over.
I like the idea of a mixed unit that has various uses but also a unit that looks cool on the tabletop, and/or fits in with the army thematically. With the Command Squad kit, as well as a bunch of leftovers (seriously, where do all these extra Guardsmen keep coming from), I’ve assembled two units that can be mixed and matched depending on what I might feel like bringing to the table. There will be a following post covering the second squad.
This first squad is more of a long range deal, being able to hunker down and shield a Company Commander. Here we have a sniper, a vox and the lascannon heavy weapons team that I painted up a couple of weeks back. The vox would allow the Commander to issue orders to other units within range that also have a vox (which, I think, is every one) and the sniper and lascannon team could plink away at tough targets from a safe distance while the spotter gives additional cover with their lasgun.
The heavy weapons team I’ve shown before, but have added the transfers to tie them in with the others. I feel like I’ve opened a huge can of worms by issuing squad number decals now, but it’s something that I was probably going to have to do to the remainder of the army sometime down the line anyway haha.
As always, thanks for reading and catch you all next time. Take care.