Edit: Choice of doctrines have been changed in light of the advice that popped up. New choices are found a few posts down
As mentioned in my Space marines thread (
http://www.dakkadakka.com/dakkaforum/posts/list/205388.page), myself and a couple of friends are starting up a 'tale of X gamers' of our own, set to begin come January. This has led to some discussions back and forth about what we'll be fielding, and some of us trying desperatley to convince others NOT to field

-armies and such.
My latest idea for this setup, was inspired by some pictures of a converted Tallarn Desert Raider found at
http://www.dakkadakka.com/dakkaforum/posts/list/47498.page#48132 .
I love the background fluffiness of the Tallarns, what with their workings with the Eldar against the Chaos Forces that attacked their planet. Not to mention the fact that the models look great, both
GWs and Forgeworld (well, most of them). Alas, my wallet can't afford to field a regular
SAFH consisting only of Tallarn metals, and my body is quite happy with keeping both my kidneys, so when I came across the picturs of these relativly simple conversions from Cadians, I literally jumped up and down. I figured I could use them to field an Imperial Guard regiment inspired by the French Foreign Legion. Based around a core of Tallarn Veterans (represented by Tallarn metals), the converted cadians would symbolize off-worlders and others drawn in to train with the expert desert raiders. This allows me to field my army as both a loyalist regiment (though a somewhat unorthodox one, given that
IG regiments are usually made, then left to slowly die out as they loose troops) and as a renegade/Chaos supporting group (Although I'm fairly certain someone will get up in my face about using arabic-looking models to symbolize Chaos worshippers)
So I grabbed my
IG codex, and started checking for units and doctrines. Lots of questions turn up, which I hope some of you can help me with.
Doctrines
The Tallarn doctrines aren't quite what I had in mind. So, I opted to adjust them a wee bit, and have come up with the following:
Rough rider squadrons - can't do without them on this one. Despite the fact that I love the idea, I've yet to see a
IG force where I live that use them. First time for everything. Not to mention that they're a converting project waiting to happen
Light infantry - keeping with the theme of the stealthy ambushers
Sharpshooters - again, this keeps with the theme of a well-trained force (as well as being listed as a Tallarn doctrine)
Special weapon squads - I want these, simple as that. A small specialised ambushing task force
That leaves one doctrine slot left. The Tallarn list has
Priests and
Hardened Fighters. I don't fancy priests, so those are off. Hardened Fighters are an interesting possibility, but I'm really not sure if they're worth it. Normally I shiver when I think about guardsmen entering
CC, and spending points to add +1
WS is something I'm reluctant to do without considering the possibilities. What do you think? Suggestions for other doctrines for that slot are more than welcome.
If anything defines this setup, it's the
Light Infantry doctrine. Does anyone have any experience with these? How would you go about playing an army based on that? Get up in their face and fire off all your nasty short-range weapons? Make use of this ability to claim vantage points for shooting? Get them as close as possible to get into
CC? Thoughts and ideas most welcome
The list
While I haven't made a point-by-point list yet, I've tossed around some ideas about what I'd like this army to include:
- Rough riders: One thing that inspired me to maybe field this army were the picture in the 'Imperial Guard Collectors' guide' of a group of Tallarn Rough riders mounted on Cold ones. That, and the fact that I've never seen them used where I live and play. I figure one or two of these squads to have manuverable force that can strike from unexpected angles, hopefully taking out key elements in the process. That, or they can be used to claim table quarters if need be.
- Hellhounds: It's manuverable, and it kicks arse. Simple as that. The ability to move and fire, as well as being able to take out a fair range of opponents make me want to have at least one of these. Perhaps as a support for the rough riders?
- Sentinels: due to the amount of fast attack choices I want to include, these would likely have to be fielded as support for the Command Platoon. Their weapon setup will depend on what the other parts of my army will field
- Special weapon squads: These can fielded in two ways, I gather. Either as suicide groups that infiltrate as close as possible, toss of their demolition charges and opens up with whatever weapons they have. Or, as sniper units. Although my first idea was to go with demo charges, snipers have a certain appeal as well
- Heavy weapon support: keeping with the tallarn theme, I'd like to field these with missile launchers. The 'sharpshooters' doctrine allows them to reroll a miss each round, which can't be bad.
- Demolishers: I envision Demolishers moving up to draw attention away from the softer parts of the mobile force (Hellhouns, sentinels, rough riders). As they come close enough, they open fire at whatever is most profitable
- Regular infantry squads: I picture these infiltrating in to take the most advantage of terrain and the opponents deployment. While it would be nice to get them as close as possible to take advantage of their BS3 rerolls, this leaves them open to return fire and quick countercharges. I wonder if they'll survive long enough to do any good? Again, keeping with the Tallarn theme, plasma guns and missile launchers would be the thing. Perhaps a lascannon or two for good measure.
That's what I've got so far. I see this force as one very dependant on strategy, as with multiple infiltartors you have the possibility of waiting to see what your opponent does before making your choices. But once that part is done, will they be up to the task?
Agandhjin