Introduction
I am a long time foot guard player and when the new Mont’ka formations I was given hope, espically regarding the Emperors Shield Infantry Company. A new imperial guard formation that is focuses on infantry? Sounds too good to be true.
Formation Breakdown
For those of you who are not familiar with formation the overall requirements are:
• 2x Company Command Squad (1 for the Battle Group, 1 for the formation)
• 3x Platoons: each MUST have 1x Platoon Command Squad and 5x Infantry Squads minimum (but you can take all the other options from a platoon on top of this e.g. Conscripts,
HWS etc) and no one can take dedicated transports.
• 3x Sentinel units (armoured or scout)
In total you have to take 180 infantry and 3 sentinels. Now for many
IG players this will be a too many men to even consider, but for me it was perfect (I have over 300 infantry... don’t judge me please I am lonely).
The bonuses for the formation are (including the ones for taking a Cadian Battlegroup):
• 24” bubble for order from Senior Officers.
• 3x Orders per Senior Officer.
• Punishing Fusillade: take one
Ld test for First Rank Fire Second Rank fire are apply it to as many units as you want within order range.
• Reroll 1s to hit with lasguns.
• Move through cover if within 9” of a Sentinel.
• Special order for junior officers – Fire and Advance = counts as being stationary for shooting even if the unit has moved.
The bonuses clearly focus on you being able to move forward with you Infantry and put out a rolling wave of firepower. This is a huge bonus for pure infantry guard lists as it finally adds in some much needed manoeuvrability and also gives us a more firepower (which is needed without the heavy tanks of the guard available). Also with orders going so many order coming from you Senior offices and them being super reliable (meaning no need to pay for Voxs anymore) your men have elder levels of trickery!
I rushed to the internet to see what the general thoughts were and to my dismay I saw page after page of people saying the new formations were average or worse, that on paper they did not stack up Vs other armies out there. Most of the opinions were based on theory and not many people had actually had the chance play with the formations.
Potential List
My list for this formation is below, and I have to say it is has been tearing up the local meta:
1500 Points Warlords Team Tournament List
Cadian Battle Group Detachment
Battle Group Command:
Company Command Squad (105): Officer and 4 Veterans, Lascannon ,2x Sniper Rifles,, Master of Ordnance. Officer has Bolt Pistol.
Emperor's Shield Infantry Company:
Company Command Squad (85): Officer and 4 Veterans, Lascannon, 2x Sniper Rifles. Officer has a Bolt Pistol.
Platoon 1-
Platoon Command Squad (35): Officer and 4 Guardsmen, Mortar.
Infantry Squad (65): Sgt and 9 Guardsmen, Autocannon, Grenade Launcher.
Infantry Squad (65): Sgt and 9 Guardsmen, Autocannon, Grenade Launcher.
Infantry Squad (65): Sgt and 9 Guardsmen, Autocannon, Grenade Launcher.
Infantry Squad (65): Sgt and 9 Guardsmen, Autocannon, Grenade Launcher.
Infantry Squad (55): Sgt and 9 Guardsmen, Flamer.
Sentinel (35) with Multi-laser.
Platoon 2-
Platoon Command Squad (35): Officer and 4 Guardsmen, Mortar.
Infantry Squad (70): Sgt and 9 Guardsmen, Missile Launcher, Grenade Launcher.
Infantry Squad (70): Sgt and 9 Guardsmen, Missile Launcher, Grenade Launcher.
Infantry Squad (70): Sgt and 9 Guardsmen, Missile Launcher, Grenade Launcher.
Infantry Squad (55): Sgt and 9 Guardsmen, Flamer.
Infantry Squad (55): Sgt and 9 Guardsmen, Flamer.
Sentinel (35) with Multi-laser.
Platoon 3-
Platoon Command Squad (35): Officer and 4 Guardsmen, Mortar.
Infantry Squad (75): Sgt and 9 Guardsmen, Lascannon, Grenade Launcher.
Infantry Squad (75): Sgt and 9 Guardsmen, Lascannon, Grenade Launcher.
Infantry Squad (75): Sgt and 9 Guardsmen, Lascannon, Grenade Launcher.
Infantry Squad (55): Sgt and 9 Guardsmen, Flamer.
Infantry Squad (55): Sgt and 9 Guardsmen, Flamer.
Sentinel (35) with Multi-laser.
No Force Org
Commissar (40): Commissar with Power Axe.
Commissar (40): Commissar with Power Axe.
Commissar (Warlord) (50): Commissar with Power Fist.
So the general thinking behind this army was to play to the strength of the formation. The 5x flamer squads are speed bumps and are kept as individual units, each one put out a surprising amount of firepower as they will be almost guaranteed to be getting
FRFSRF from Punishing Fusillade. The blobs will receive orders and focus down the big targets along with the
CCS. I even had a few points left over for a few fun upgrades on the Commissars and Senior Officers!
Table top performance
Regardless of the negativity on the internet about the formation, I decided to purchase the new book and take the new formation out for a spin.
First game was Kill Points against Blood Angels with a nasty death star style unit in the form of a huge mob of Sang Guard led by Dante and a Sang Priest.
The game was a massacre for the Blood Angels. Advancing forwards, firing wave after wave of Lasgun shots against the Blood-star, the Sons of Sangunius were cut down. Even the arrival of 3 squads in drop pods was not enough to save them.
What really stood out was the how well all the bonuses of the formation gelled together. The ability to issue first rank fire across the army and the re roll 1s to hit with Lasguns meant that I was putting down at least double the wounds from my small arms fire. Having such a surplus on orders and them being more reliable meant that every squad in the army was receiving some kind of buff every turn, and unlike psykic powers my opponent could do nothing to stop them.
In summary: it was like a new life had been breathed into my army, the one I had been collecting for 10 years!
My second game was The Relic, again against Blood Angels again (different player). His list contained a lot of armour. Land Raider Redeemer a pair Baal Preds meant that he had a lot of anti infantry. My Lascannon and Missile Blobs had their work cut out for them. Going into this game I thought I would struggle.
My opponent had 1st turn and my fears were soon confirmed as his Dakka Baals unloaded onto my speed bump squads, wiping one squad and tearing up another. However, in my turn I simply issued Bring it Down on all my blobs and both my company command squads. 5 Lascannons, 3 Missiles, 4 autocannons and a couple of cheeky grenade launcher which had side armour view, all with Tank Hunter easily turned both Baals into flaming wrecks! I even had enough orders left between the company command squad and Platoon squads to successfully issue Move Move Move on the speed bump squads send them all at the Relic.
Without going into a turn by turn report, I spent the rest of the game flooding the Relic with bodies and lasgunning to death any infantry that was sent to claim it, and again thanks to copious use of Bring it Down his redeemer was not an issue after turn 3.
What really stood out here was how many orders I had! I had so much tank hunter available that normally a list I would struggle with was easily rent asunder. It made up for
IGs classic bad ballistic skill because as long as I hit, I was almost guaranteed to do damage.
My final test game was against White Scars with Chaos allies. His list was lots of small bike squads and then 3 Helldrakes as his Chaos Allies.
We played Maelstrom: Cloak and Shadows. Unfortunately, we only had an hour and a half to play so we only got to an even turn 3. My opponent technically won this game 9 points to 7. However, by the end of my turn 3 shooting phase he had 3-4 bikes left (out of a starting 20ish) and 2 Heldrakes, and I still had over 100 Infantry left, So I like to think that it was more of a draw.
Once again the combination of so many orders and formation bonuses really stood out. I issued Fire on my target on my Lascannons and Missiles everyturn and it took those bikes down from a 3+ jink to a dead

Also his chapter master died in a hail of almost 150 lasgun shots on turn 2!
Summary
So after taking this formation out for 3 test games would I recommend it? Yes, but with a condition.
The formation takes footguard from being an uncoordinated mess with a trickle of firepower, to and well drilled machine that can put out a hail of small arms fire that even Orks would be impressed! With so many orders mobility issues are reduced as an officer can simple order a unit to Move and almost guarantee a good run move. Lasguns go from being a joke to a genuine threat and I can honestly say that were the work horse weapon in all the games, consistently chipping off the last wound from a tough squad or just hosing down an enemy.
However, the only issue I would say is the lack of obsec. I only noticed it once or twice in all 3 games, but it was at critical times moments so it stuck in my head. But overall the benefits from the formation and battle group make up for it.
Overall I would say the formation is perfect for fluffy play and it even has the capability to more than hold its own in a tournament environment. It’s not going to walk all over Eldar, but I found it was more than capable to standing up
SM, which is widely considered to be the 2nd best tournament codex these days.