Ally Template – Hybrid Guard

Imperial Guard are an ally we haven’t really discussed in much depth but have joked about as being the best ally in nearly every case. This is unfortunately too close to the truth for comfort given we’d prefer one army to not be heads and shoulders above the rest but unfortunately Imperial Guard work very well as Allies. Why? Because the limitations upon the Fast/Heavy/Elite/HQ Force Organisation slots isn’t that huge and Imperial Guard can bring a lot to the table through a single Troops choice and still bring impressive options through the other FoC slots.

Given that Imperial Guard are Allies of Convenience with nearly every army in the game, this also means nearly every army can take advantage of this awesomeness and with either very sturdy vehicles (i.e. flyers, AV14, hiding artillery, etc.) or cheap (i.e. AV12 chimeras) the options in terms of putting them amongst foot, hybrid or mech armies isn’t really limited at all.

The basic model here therefore is very flexible in its own regard. Let’s see what this is:


Primaris Psyker

Platoon Command Squad w/4x Flamers

3x Infantry Platoons w/3x Autocannons, Commissar

Vendetta w/Heavy Bolter sponsons



Total: 635 points


Not that much in terms of points but what you’re getting is pretty decent and there are literally TONS of options to make this plug-in work for whatever army you need it to. First off, you’re getting increased firepower. Even the Infantry Platoons are putting out a decent number of S3 shots and pray to any unit which steps to within 12” and gets slapped with a First Rank, Fire! Second Rank, Fire! The Manticore also adds large ordnance barrage blasts to the mix to force the enemy to spread out, smash anything which doesn’t and dig infantry out of cover. Although it can’t dig Marines out of cover, Marines in cover generally aren’t overly numerous and straight torrenting can remove them. The Vendetta is of course a flyer and all that entails with enough firepower to poke at infantry units and shred vehicles. And the Psyker just adds some nice utility with the PCS bringing a mobile flaming scoring unit or support for the blob.

And every one of these units can be changed.

The Primaris can become a Lord Commissar for stealth pants (assuming it doesn’t get re-FAQ’d) or a CCS for more orders.

The Platoons can be increased in number, given Chimeras and special weapons, given Power Axes and joined by Priests, etc. You can even bring in two Platoons. You can add special weapon squads to go into Chimeras/Vendettas. Heavy Weapon Teams for more firepower at a relatively cheap cost.

The Vendetta cannot be changed. Shut up about it J.

The Manticore has a lot of friends which are nice options as well. Many of the Russ and artillery variants are now solid options simply because of the blast rules and whilst Hydras are less awesome than they were, they still aren’t a terrible choice. It is hard to beat out the Manticore though…

And that’s still without touching Elites. Marbo makes a great disruption addition for 65 points as do a Stormtrooper unit with some meltaguns. A Psyker Battle squad provides more damage and utility and the further option of another Chimera if you’re feeling peckish. None of these squads are that expensive either.


What this simple plug in does is provide you with a very solid scoring option and a variety of firepower types. You have S10 ordnance, S9 on flyers, a bunch of S3 and a nice smattering of S7 which can be expanded in a lot of ways. Add in a lot of Space Marine variants are Battle Brothers with Imperial Guard and that big foot blob can get lots of USRs added to it as well as greater psychic variety *cough Divination cough*.

The concept isn’t devastating as say a TH/SS bouncy ball for Tau or as obviously amazing as Necron Flyerwing but the robustness and flexibility of both the options and when it’s on the table makes Imperial Guard an ally option which it is very, very hard to overlook no matter what your army is attempting to do. Other allies do other things better, there is no doubt, but this type of Guard plug-in fits in very handily without much tweaking for a lot of armies. i.e. expect to see lots of Guardsmen out there kids :).

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61 Responses to “Ally Template – Hybrid Guard”

  1. Anon says:

    "The Primaris can become a Lord Commissar for stealth pants (assuming it doesn’t get re-FAQ’d)"

    It was already FAQ'ed, camo cloak only gives +1 cover save to the model wearing it for IG, No more camo pants.

  2. Craig says:

    I honestly think the reason IG are so good in this role is they can make full use of the more limited FOC slots, there are no weak slots for the IG. In particular vendettas allow good firepower from the often lacking FA slot, which is almost as good as having 2 HS slots in a lot of ways. Better if you consider the potential for taking down opposing flyers as well. This combines with their low cost, which has always been part of the basic IG concept, to make them the ideal combination for an ally – less limited by the stripped down FOC and cheap enough to take advantage of that fact.

  3. carldooley says:

    more than the Primaris, I'm a fan of a naked CCS with an Officer of the Fleet inside a Vendetta. While the Astropath was FAQed to not affect allies, the OotF can affect your allies (if allies of convienence) and EVERY other detachment on the board. Keeping them naked is good as well in case the vendetta gets shot down.

    Also, a pair of Leman Russes over a manticore as well (so they can turtle up).

  4. Stuart Lord says:

    Can I add that if you take no other tanks or flyers in your army – consider adding some or dropping the manticore – otherwise its the only target. Obvious for most, I'm sure you will tell me, but I've seen it.

    Same as if you mech right up – don't leave the guard on foot unless a) you have an aegis or b) they are only acting as vehicle screeners,

  5. James says:

    If you have very few other tanks and/or don't have a defence line, swap the Manticore for a Leman Russ – being the only AV12 tank makes it stick out like a sore thumb, whereas the Russ with AV14 front & Av13 sides requires some dedicated hardware and effort to take out, so can more often than not sit in a corner shelling away all game!

    Lord Commissar can kill 2 birds with one stone, being your HQ and also being the commissar for a blob too – saves some points.

    Marbo is simply excellent for catching people unawares (People forget about him all the time, and it's very rare for him to not make his points back)

    Is it worth giving guard allies a shout for spreading that AP2 love? 2 chimeras full of plasma vets, along with Marbo and perhaps a Leman Russ Demolisher or a Medusa, and then a detta/chimera full of Company Command plasma.

  6. I was surprised that Stormtroopers are mentioned. I always thought of them as grossly overpriced.

  7. Threadmiser says:

    IG is good for the simple enjoyment of having Marbo climb out of some poor sod's pockets and getting you "slay the warlord" and maybe even linebreaker. Rolling some heavy AV14s with Russ & friends is pretty awesome too as it takes some real work to bring them down. Flyers are good things to have, Vendettas especially so.

  8. TheTrans says:

    Well I used the below list over at a Tournament a few weeks ago and somehow managed to bloody win the thing, Using similar base lan as yours but using guard as the lead army, still similiar loadout to the allied list which I found quite funny:

    HQ (100pts)
    Company Command Squad

    Elites (65pts)
    Sly Marbo

    Troops (325pts)
    Infantry Platoon (235pts) –
    Platoon Command Squad (40pts)
    x2 Grenade Launcher
    Infantry Squad (65pts)
    Autocannon , Grenade Launcher
    Infantry Squad (65pts)
    Autocannon , Grenade Launcher
    Infantry Squad (65pts)
    Autocannon , Grenade Launcher

    Veteran Squad (90pts)
    7x Shotgun (modeled on)
    1 Lascannon

    Fast Attack (130pts)
    Vendetta (130pts)
    3 Twin-linked Lascannons

    Heavy Support (375 pts)

    Hyrdar Flack Tank (75pts)
    Heavy Bolter

    Leman Russ (150pts)
    Heavy Bolter

    Griffon Support (150pts)
    2X Griffons w/ Heavy Flamers

    Astral Claws (wovles) detachment:

    HQ (100pts)
    Rune Priest (100pts)
    Standard gear

    Troops (190pts)
    Grey Hunters Pack (190pts)
    Drop Pod , Meltagun , Meltagun,

    Heavy Support (115pts)

    Long Fangs Pack (115pts)
    Squad Leader
    M/L Longfangs x4

    Aegis Defence line w/ Quad cannon (100pts)

    Marbo made his points back no worries at all :D. The russ lost 1 HullPoint in 5 games. Didn't loose the vendetta at all. Hydra did the needed work. Blob squad sat happy in the aegis line with the Rune Priest helping out (Very hard to shift a ATSKNF squad of 3 men). Griffons performed gloriously as they always seem to. They Managed to win the last game for me, it was draw hammer, to Strike GKs where sitting on the enemy objective, he rolled a 1 and 2 on his saved :D..

  9. Sethis_II says:

    I disagree strongly with the people advocating Russes over a Manticore. Unless you play with a huge paucity of LoS blocking terrain a Manticore is simplicity itself to hide effectively behind a building or other solid obstacle. At the very least you can put it behind your Aegis (if you don't have one, why not?) and any troops manning it to get a cover save. This added to the fact that it can easily kill any vehicle outright 33% of the time (S10 Ordnance with 3 hits? Dead tank) and also does a number on anything that isn't T6 multi-wounds and only costs 140pts… Why would you ever consider anything else?

  10. TheTrans says:

    That and the fact a maticore is actually 160….

  11. Coyote81 says:

    The posted list is almost exactly what I take to accompany my GK primary detachment. I'm still back and forth if the primaris is a better option then the CCS. 4x plasmaguns on the CCS in addition to orders, makes them a scary unit.

  12. Jasonc says:

    I still prefer the manticore as the go-to option, it usually performs pretty well. However, I could argue 2x Griffons as well; significantly more consistent both in hitting and number of shots, increased armour + hull points etc, still wounding on 2's. You lose effectiveness vs vehicles, and you lose instant death though.

  13. Scuzgob says:

    i have a horrible temptation to just have two maxed out infantry platoons as the two IG ally troop units. just for the fun of having the allies outcost the main army.

  14. derreavatar says:

    You can make a whole platoon outflank with saga of the hunter; it can destroy cheap infantry units left behind to occupy objectives on one turn.I also take a librarian.
    If the objectives are in the centre of the table, put the blob midfield for a bloody mess, with a librarian.
    If the enemy has a deathstar deploy them on separate , disposable squads, and let the deathstar destroy them on by one, locking it in pointless assaults. Put your special characters elsewere.
    If you do a little of mathhammer, with FRFSRF& divination you can easily destroy 5 terminators per turn.
    The main treason they are so great it is because they suck- so they cost very little points and can take many boons thanks to their green alliances.
    Also , vendettas+special weapons+demo charge, marbo …. well , you're full of great ,cheap, versaitle options.

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