Imperial Guard? Heck no, we’re Imperial Navy!
I’m currently working on a Naval force using Imperial Guard and Necromunda miniatures. The idea is that historically – particularly around the turn of the last century, naval personnel often did very well in land combat. For example, an Osprey publishing book, The Russian Civil War (1) states:
“Naval infantry saw widespread land service, often in the hottest actions, since sailors were renowned for their high morale and loyalty to communist ideals. A high level of technical training made sailors highly sought after for specialist duties, and they were a favorite choice for crews of armored trains, and artillery and machine gun units.”
The idea is that since the Navy is often the first on the scene, a quick reaction force of specially trained naval personnel could stop comparatively minor situations from flaring into major conflagrations while waiting for IG or Space Marine intervention. The Naval Infantry would be a comparatively light force – no heavy tanks -- just lots of Sentinels, Chimeras and maybe Hellhounds. (I did order a Repressor from Forge World.) I’d give them an orbital strike option as per the Daemonhunters codex. After all they are Naval.
(In space they would be specialist boarding troops and used for repelling boarders.)
They would also have exceptionally high morale. I’m not sure exactly what I want to do with that or how.
I’m using the Necromunda enforcer miniatures with shields and shock batons to form a specialist HTH squad, assuming that they would be trained for crowd control. The shields would give them a higher save and count as a 2nd close combat weapon, and I’m making the leap that if you turn the shock batons to a full power setting and maybe use a special power pack they could be used as power weapons. The squad also has a couple of flamer enforcers in case they’re needed.
I would use the Grenadiers Doctrine. The enforcers/Naval Provosts would use the Close Order Drill doctrine.
Provosts would have the following stats:
Provosts Special Troops Doctrine Pts. WS BS S T W I A LD SV
Provost 10 4 3 3 3 1 4 1 8 4+
Provost Sergeant 16 4 3 3 3 1 4 2 8 4+
Suppressor Shield gives a 2+ Armor Save and a 5+ Invulnerable and adds 1 attack. Shock Baton same as Power Weapon. +10 pts for combination.
Is that too over the top or about right? (The website says the Necomunda Enforcer rules are on the Specialist games website, but I couldn’t find them, but even if I had the Naval units are assumed – by me of course – to have a higher standard of training than a high world enforcer unit.
I wouldn’t use Commissars, Priests, Conscripts, Psykers, or as stated previously heavy armor.
Any comments or suggestions?

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