“The Leman Russ is the main battle tank of the Imperial Guard, and is also the most widely deployed tank in the Imperium. The tank is named after the Space Wolves Primarch, Leman Russ. The Leman Russ was first developed some time during the Great Crusade in the late 30th Millennium, but all information about the vehicle from that ancient time is missing or non-existent. The Leman Russ tank is the mainstay of most Imperial Guard armoured regiments and is produced by the millions in Forge Worlds and Hive World manufactorum across the galaxy. The tank is also used by many other Imperial forces such as Planetary Defence Forces and the Adeptus Arbites. Far from a sophisticated vehicle, the Leman Russ was designed and built with reliability and versatility in mind. It can survive the worst the galaxy can throw at it, and can run on almost any liquid fuel. Though slow, its frontal armour is strong enough to withstand the multitude of weaponry wielded by the enemies of the Emperor of Mankind. Its side and rear armour remain thinner to reduce the strain on the tank's engines. This characteristic does make the Leman Russ vulnerable to assault from these angles, requiring infantry support, other tanks or very careful operation to protect the vehicle. The Leman Russ can perform to its optimum capabilities when all of these elements are combined during an Imperial armoured advance. The Leman Russ is crewed by a minimum of four crewmen, including a commander, gunner, loader and driver. Side sponson weapons may be added, each of which requires an additional crew member to operate. The Leman Russ is simple to operate, but very loud and uncomfortable for its crew. Due to the noise, intravehicle communication is only viable by an enclosed intercom system, with the commander having access to an external Vox-caster.” (sic).
[Warhammer 40,000 Wiki].
This is the final part of my Codex: Astra Militarum review. Surely the strongest sections of the Codex are the HQ and Heavy Support. We will complete this review of the Codex with its first and last part. But before that the Tank Commands and Heirlooms of Conquest lists.
The Tank Orders of the Tank Commander:
Full Throttle! | The Tank Commander’s unit moves Flat Out 6+D6. |
Gunners, Kill on Sight! | The Tank Commander shoots at a different target than its unit. |
Strike and Shroud! | After the Tank Commander unit shoots, all vehicles must use their Smoke Launchers. |
Heirlooms of Conquest:
Auto-reliquary of Tyberius | 25 | When rolling for orders that are issued by the bearer: if it’s a double it counts as an Inspired Tactics. If you roll a double 1 you can’t use it any more. |
The Laurels of Command | 25 | All units within 6” may choose to pass or fail any LD test. When the bearer dies all units within 6”must pass a Pinning test. |
Kurov’s Aquila | 60 | Any unit within 6” has the Preferred Emmy SR. In addition the bearer may re-roll a failed LD test once per turn. |
The Blade of Conquest | 25 | S +1 AP 3 Type Melee, Master-crafted. |
The Emperors Benedictions | 5 | Range 12”S5 AP 4 Type Pistol and Precision Shot. |
The Deathmask of Ollanius | 30 | 4+ inv, It Will Not Die and Fear SR. |
HQ choice:
- Company Command Squad (60): The unit is composed of four Veterans and one Company Commander. The Commander has Voice of Command and Senior Officer SR. The unit’s wargears are Flakk armour, Lasgun, Frag and Krak Grenades for the Veterans and CCW with Laspistol for the Commander. The Commander may take items from the Melee Weapon, Range Weapon, Special Issue Wargear and/or Heirlooms of Conquest Lists. Also he can replace his pistol with a Shotgun (Free). Any Veteran can replace their Lasgun with CCW and Laspistol (free). The Veteran can take either a Vox-caster (5P), a Medi-pack (15P), Heavy Flamer (10) and a Regimental Standard (same as a Platoon Standard, with the addition that any unit within 12”can re-roll LD tests) (15P); once an item is assigned it is no longer available for the squad in question. Two Veterans can form a Heavy Weapon team that takes one weapon from the Heavy Weapon list. Any Veteran that hasn’t taken any Special Gear can take one Special Weapon. All Veterans may take any of the following: Krak grenade (1 P/mdl), Carapace Armour (2 P/mdl) and Camo Gear (2 P/mdl). Also the unit can take a Chimera or a Taurox Prime as a dedicated transport. The Command Squad also can take the Regimental Advisors:
1. Astropath (25): The Astropath is a Psyker Master Level 1 and generates its powers from Telepathy.
2. Master of Ordnance (20): It may make a shooting attack with the following profile:
Range | S | AP | Type |
Infinite | 9 | 3 | Ordnance 1, Barrage, Large Blast |
3. Officer of the Fleet (20): Makes an LD test, if it passes you can choose to either have +1 to your reserve rolls for the turn or your enemy will have -1 to its reserve rolls for the turn.
- Tank Commander (30): The Tank Commander must take one Leman Russ from the Heavy Support List. He can issue Tank orders and be your Warlord. Also must include 1-2 other Leman Russ Tanks from the Heavy Support List.
- Lord Commissar (65): The Lord Commissar has the Aura of Discipline, Summary Execution, Stubborn, Independent Character and Chain of Command (Lord Commissar can be your Warlord only if there isn’t any other HQ in your list) SR. Lord Commissar has Flakk armour, Bolt pistol, Frag and Krak Grenades, CCW and Refractor Field (+5 inv); it may take items from the Melee Weapon, Special Issue Wargear and/or Heirlooms of Conquest Lists. Also he can replace his Bolt pistol with a Boltgun (free) or Plasma Pistol (15).
- Commissar Yarrick (145): Commissar Yarrick has the Aura of Discipline, Summary Execution, Independent Character, Chain of Command, Eternal Warrior, Preferred Enemy (Orks), Senior Officer, Voice of Command and Iron Will (when Yarrick loses his last wound, mark his position. On your turn roll a D6. On a 3+ he regains a wound and you must place him as near as possible to the marker) SR. Also the Warlord trait: Draconian Discipline Commissar Yarrick has a Carapace armour, Bolt pistol, Storm Bolter, Power Klaw, Frag and Krak Grenades, and the Heirlooms of Conquest
1. Power Field (+4 inv)
2. Bale Eye
Range | S | AP | Type |
6” | 3 | 3 | pistol |
- Lord Castellan Creed (80): Creed replaces your Commander in the Company Command Squad. It has the Voice of Command, Supreme Commander (Creed can issue three Senior-Officers orders per turn. Failed orders issued by Creed must be re-rolled) and Tactical Genius (If Creed is your Warlord you roll twice for your Warlord trait) SR. Creed has a Carapace Armour, two Hot-shot Laspistol, Frag Grenade and Refractor Field.
- Colour Sergeant Kell (75): If a Company Command Squad has Lord Castellan Creed it may replace one Veteran with Kell. It has Listen UP, Muggots! (Any unit that is issued by Creed may use his LD), Look Out – Arghh! (If a wound is allocated to a Character in the unit, the ‘Look out, sir’ is passed automatically and the wound is transferred to the model with the rule), Sworn Protestor (Whenever possible Kell must declare a Glorious Intervention that passes atomically) SR. Kell has a Carapace Armour, Laspistol, Power Fist, Power Sword, Frag Grenade and Refractor Field.
- Colonel ‘Iron Hand’ Straken (130): Straken replaces your Commander in the Company Command Squad. It has the Cold Steel and Courage (Straken unit and any unit within 6” from the Codex gains Counter-attack and Furious Charge SR), Fearless, Gung-ho (Straken must always issue and accept Challenges), Monster Hunter, Senior Officer, Smash and Voice of Command SR. Also the Warlord trait: Implacable Determination. Straken has a Flakk Armour, Plasma Pistol, Shotgun, CCW, Frag Grenades and Refractor Field.
- Nork Deddog (85): One Company Command Squad may add Nork. It has the Fell no pain, Hammer of Wraith, Heroic Sacrifice (if Nork loses his last wound in C&C, he makes his attacks immediately against the unit that killed him, even if he had already made them. He may also exchange his attacks for one Thunderous Headbutt as described below. All rolls are re-rollable), Look Out – Arghh!, Loyal to the End (whenever possible Nork must declare a Glorious Intervention that passes atomically, in addition a Commissar cannot kill him from the result of Summary execution), Stubborn, Thunderous Headbutt and Very Bulky SR. Nork has a Carapace armour, Ripper Gun and Frag Grenades.
Range | S | AP | Type |
- | +3 | 3 | Melee, Concussive |
- Knight Commander Pask (40): Pask replaces your Tank Commander. It has the Crack Shot and Tank Orders SR. Also the Warlord trait: Old Grudges.
- Commissar (25): You may include one Commissar for every Company Command Squad or Platoon Command Squad. He doesn’t take a slot in the FOC. In the start of the game you have to assign every Commissar to a different squad from the list: Company Command Squad, Platoon Command Squad, Infantry Squad, Special Weapon Squad, Heavy Weapon Squad, Conscripts, Veterans, Ogryns, Bullgryns, Militarum Tempestus Scions and Militarum Tempestus Command Squad. The Commissar has the Summary Execution and Stubborn SR. It has Flakk armour, Bolt pistol, Frag and Krak Grenades and CCW. He may take items from the Melee Weapon List. Also he can replace his Bolt pistol with a Boltgun (free) or Plasma Pistol (15).
- Ministorum Priest (25): Each Astra Militarum Detachment can take 0-3 Ministorum Priests who don’t take a slot from the FOC. The Priest has the Independent Character, Zealot and War Hymns SR. It also has Flakk armour, Laspistol, Frag Grenades, CCW and Rosarius. It may take an Autogun (free) or a Plasma Gun (15).
War Hymns: Take an LDF test, if you pass it you gain one of the following:
1. The Emperors Protect: The unit re-rolls failed armour and inv rolls.
3. The Righteousness of the Emperor: The unit re-rolls failed to Wound rolls on C&C.
- Primaris Psyker (50): Each Astra Militarum Detachment can take 0-3 Primaris Psykers who don’t take a slot from the FOC. Psykers have the Independent Character and Psyker (Master lvl 1, generate their powers from Biomancy, Divination, Pyromancy and Telekinesis) SR. They also have Flakk armour, Laspistol, Frag Grenades, Force Weapon and Refractor Field. They may be upgraded to Master Level 2 (25).
- Enginseer (40): Each Astra Militarum Detachment can take 0-3 Enginseer and include one Servitor (10) for every Enginseer, none of which takes a slot from the FOC. The Enginseer has the Independent Character, Awaken the Machine (The Enginseer chooses one vehicle within 12”, that vehicle gains the Power of the Machine Spirit SR) and Blessing of the Omnissiah (Repair 5+ and +1 for every Servitor) SR. He also has Power armour, Laspistol, Frag and Krak Grenades, Power Axe and Servo-arm.
- Leman Russ Squadron: It’s a vehicle (Tank, Heavy) with Smoke Launchers, searchlight and Heavy Bolter as a secondary weapon; which it may exchange with a Heavy Flamer (free) or a Lascannon (10). Also it can take a pair of Sponsons with Heavy Flamer (10), Heavy Bolter (20), Multi-melta (20) or Plasma Cannon. It has 7 types depending on its Primary weapon the:
1. Leman Russ Battle Tank (150): It has a Battle Cannon
2. Leman Russ Exterminator (130): It has an Exterminator Autocannon
3. Leman Russ Vanquisher (135): It has a Vanquisher Battle Cannon
4. Leman Russ Eradicator (120): It has an Eradicator Nova Cannon
5. Leman Russ Demolisher (170): It has a Demolisher Siege Cannon
6. Leman Russ Punisher (140): It has a Punisher Gatling Cannon
7. Leman Russ Executioner (155): It has an Executioner Plasma Cannon
- Hydra Battery (70): It’s a vehicle (tank, Open-toped). For wargear it has two Twin-linked Hydra Autocannon (Skyfire), Heavy Bolter, Smoke Launchers and Searchlight. It may include up to two more Hydras for 70 P/mdl. Any Hydra may replace its Heavy Bolter with a Heavy Flamer.
- Basilisk Battery (125): It’s a vehicle (tank, Open-toped). For wargear it has an Earthshaker Cannon, Heavy Bolter, Smoke Launchers and Searchlight. It may include up to two more Basilisk for 125 P/mdl. Any Basilisk may replace its Heavy Bolter with a Heavy Flamer.
- Wyvern Battery (65): It’s a vehicle (tank, Open-toped). For wargear it has two Twin-linked Stormshard Mortars, Heavy Bolter, Smoke Launchers and Searchlight. It may include up to two more Wyvern for 65 P/mdl. Any Wyvern may replace its Heavy Bolter with a Heavy Flamer.
- Manticore (170): It’s a vehicle (tank). For wargear it has a Storm Eagle Rocket (four rockets, one use only), Heavy Bolter, Smoke Launchers and Searchlight. Any Manticore may replace its Heavy Bolter with a Heavy Flamer.
- Deathstrike (160): It’s a vehicle (tank). For wargear it has a Deathstrike Missile (Apocalyptic Blast), Heavy Bolter, Smoke Launchers and Searchlight. It has the No Ordinary Weapon (Crew stunned, Crew Shaken and Weapon Destroy don’t affect the Deathstrike, they only delay it) and The Hour is Nigh (The Deathstrike cannot shoot in the first turn or in the turn that moved. When you want to shoot with it you roll a D6 and add the next modifiers: +1 for every turn that hasn’t moved and -1 for every Weapon Destroyed the Missile has suffered. If the result is 4+ the Missile can be shot. If the roll is a natural 6, it will result in a Missile Firing regardless of the modifiers.) SR. Any Deathstrike may replace its Heavy Bolter with a Heavy Flamer.
Surely, these two sections have many options, as it should be for an army that has millions of warriors fighting every day.
In the HQ section I believe that the most terrifying units are the Tank Commander and Pask, as you can have 3 Leman Russ Tanks with BS4! The Ministorum Priest and Primaris Psyker are the best support characters for the vast infantry units the Astra Militarum can bring, with re-roll to hit and re-roll to wound.
For Heavy Support the Leman Russ Tanks and Wyvern Battery are the best choices you have. The Wyvern with its abilities has re-roll to any roll when shooting its main gun.
I believe the Codex is a Tier 1 and as always Imperial Guard will be a Combative army. I think that Space Wolves can make some strong compilations from this Alliance. You can bring 4 leman Russ Executioner tanks with plasma sponsons (it’s my favorite Leman) with a Tank Commander and a veteran squad for 830 or bring 3 leman Russ Executioner tanks with plasma sponsons with a Tank Commander, a Veteran squad and 3 for 840 and then go crazy in your Wolves like this:
Imperial Guard: Codex (Allied Detachment) Selections:
+ HQ +
* Tank Commander
* Leman Russ Squadron
+ Troops +
* Veteran Squad
+ Heavy Support +
* Wyvern Battery
3x Wyvern
Space Wolves: Codex (Primary Detachment) Selections:
+ HQ +
* Wolf Lord
2x Fenrisian Wolf, Frag & Krak Grenades, Power Fist, Runic Armour, Storm Shield, Thunderwolf, Saga of the Bear
+ Elites + (
* Wolf Guard Pack
* Drop Pod
* 4x Power Armour
4x Combi Melta
+ Troops + (300pts)
*4 x Grey Hunters Pack
* 5x Grey Hunter
+ Fast Attack + (290pts)
* Thunderwolf Cavalry
* 4x Thunderwolf Cavalry
3x Storm Shield
And have a nice Shooting Assault list.
From these two sections the squads that in my opinion can be part in a competitive list are (without order):
1. Leman Russ Squadron
2. Wyvern Battery
3. Primaris Psyker
4. Ministorum Priest
5. Knight Commander Pask
6. Company Command Squad
Unit | Better? | P | Would I use them? |
Company Command Squad | ↑ | ↑ | The Original HQ of the Guard, is a good choice as it can give Orders |
Tank Commander | ↑ | - | Also a Good Choice to make your Leman Russ Tanks Better |
Commissar Yarrick | ↑ | ↓ | One of the two best Special Characters of the Codex |
Lord Castellan Creed | ↓ | ↓ | It can give 3 orders and has 2 Warlord traits but it is too expensive |
Colour Sergeant Kell | ↓ | ↓ | too expensive |
Colonel ‘Iron Hand’ Straken | ↓ | ↓ | too expensive |
Nork Deddog | ↓ | ↓ | too expensive |
Knight Commander Pask | ↑ | ↓ | The other best Special Character of the Codex |
Commissar | ↑ | ↓ | Nice choice for squads to keep them fighting and good choice for conscripts |
Ministorum Priest | ↑ | ↓ | Great with the War Hymns |
Primaris Psyker | ↑ | ↓ | Great with Divination |
Enginseer | ↓ | ↓ | It allows your Leman to fire its weapon after moving at full speed, a nice combo but not a no-brainer |
Leman Russ Squadron | ↑ | ↓ | One of the best Tanks in the game |
Hydra Battery | ↑ | ↓ | The only AA tank of the codex, good if you don’t take Vendettas |
Wyvern Battery | ↓ | - | The best artillery of the Codex |
Basilisk Battery | ↑ | - | It competes for the last position with the Deathstrike |
Manticore | ↑ | ↓ | The second best artillery, but will you have room for another HS slot? |
Deathstrike | ↓ | - | As with the Basilisk |
‘Medic! Stop whining, Brook, you’ve got another damned leg!’
+++ Colonel ‘Iron Hand’ Straken, Battle Of MODEN’S RIDGE +++
Of course I would like to hear your opinion on this and all my previous posts, as well as suggestions for what you would like me to write about.
VLKA FENRIKA