Baran Siegemasters Imperial Guard Army List
We’ve been
claimingthis damned planet for the Imperium all of my life, and all of my father and grandfathers lives before that. I just wish someone would get round to telling those damned Orks to get off our damned land!
Forces
The Baran Siegemasters Imperial Guard Army List uses the datasheets from the Baran Siegemaster Forces section and the Imperial Navy Forces section.
Using The Army List
The following army list allows you to field an Imperial Guard army that is based on a Siege regiment of the type typified by the Baran Siegemasters. It can also be used as a stand in
army list for other Imperial Guard Siege regiments, other kinds of static defence regiment, as well as being an excellent army list to use to represent the planetary defence forces fielded by Imperial Governors all across the Imperium.
Baran Siegemaster formations come in two types: companies and support formations. Each company you include in the army allows you to field any two support formations, plus one set of Fortified Positions. Although you can only take a support formation if you first take a company, they are treated as separate independent formations during a battle and do not have to move around together.
In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company. Upgrades are added to the company and are not a separate formation. Support formations may not be given company upgrades. Each upgrade that is taken adds to the cost of the company, as shown on the upgrade chart. Note that you may take any type of upgrade for any type of company.
Baran Siegemasters Imperial Guard armies may be supported by Imperial Navy aircraft. A maximum of up to a fourth of the points available to the army may be spent on these formations.
Special Rules
The Commissars rule applies to Baran Siegemasters Imperial Guard armies (see Commissars).
Regimental HQs
When playing Epic tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit
goal by destroying this formation or by destroying the most expensive formation in the army (see Victory Conditions).
Fortified Positions
Fortified positions must be set up after objectives have been placed but before spacecraft and garrisons are set up. The only exception to this are fortified positions that are listed as part of a formation’s units
. While they are not actually units, they are set up with the formation they are part of.
Fortified positions may be set up anywhere a vehicle may deploy on the player’s half of the table. They may not be transported. Each group of fortified positions (whether part of a formation or not) must be set up so every piece is within 5cm of another piece from the same group, and so all pieces from the same group form a chain
without any gaps of more than 5cm. Additionally, if a group of fortified positions is part of a formation then at least one piece must be within 5cm of a unit from the formation when they are set up.
Once set up, fortified positions may be used by any unit (including enemy units).
Commissars
An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points.
Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may not add a Commissar to an Imperial Ally formation. If you have more Commissars than formations any excess is lost.
Baran Siegemasters Imperial Guard Army List
Baran Siegemaster Imperial Guard armies have a strategy rating of 1. All formations have an initiative rating of 2+.
Formation | Units | Cost |
---|---|---|
Infantry Company | One Commander unit and nine Siege Infantry units | 175 points |
1 Regimental HQ | One Supreme Commander unit and nine Siege Infantry units | 225 points |
(Up to three company upgrades may be taken once per company.) | ||
Upgrade | Units | Cost |
---|---|---|
Griffon Battery | Add three Griffons | +50 points |
Hellhound Squadron | Add up to three Hellhounds | +25 points each |
Rapier Platoon | Add three Rapier Laser Destroyer units | +75 points |
Siege Infantry Platoon | Add six Siege Infantry units | +75 points |
Snipers | Add up to two Snipers | +25 points each |
Thudd Gun Platoon | Add three Thudd Gun units | +75 points |
(Any two support formations may be fielded per each company.) | ||
Formation | Units | Cost |
---|---|---|
Artillery Battery | Three Götterdämmerung Howitzers and three Bruenhilde | 150 points |
Artillery Company | Nine Götterdämmerung Howitzers and nine Gun Emplacements | 425 points |
Bombard Battery | Three Bombards | 250 points |
0–1 Deathstrike Battery | Two Deathstrikes | 200 points |
Flak Battery | Three Blitzen AA Guns and either three Bruenhilde or three Gun Emplacements | 125 points |
Heavy Tank Platoon | Six Ragnarok Heavy Tanks | 300 points |
Light Tank Platoon | Six Siegfried Light Tanks | 150 points |
Rough Rider Platoon | Six Rough Rider units | 150 points |
0–1 Sapper Platoon |
Eight Sappers (The units may be split up and added to one or more companies in the army, or fielded as a single formation in their own right.) |
250 points |
Super-heavy Tank Platoon | One Baneblade or Shadowsword | 200 points |
(One may be fielded per each company.) | ||
Type | Notes | Cost |
---|---|---|
Fortified Positions | Up to 52cm of trenches and 52cm of razor wire, plus up to six of the following: Gun Emplacements, Bunkers | +75 points |
(Up to a fourth of the points available may be spent on these formations.) | ||
Formation | Units | Cost |
---|---|---|
Marauder Squadron | Two Marauder Bombers | 250 points |
Thunderbolt Squadron | Two Thunderbolt Fighters | 150 points |
Baran Siegemaster Forces
- EA(+1)
- MW
- Fearless
- Inspiring
- Leader
- Commander
- EA(+1)
- FS
- Infiltrator
- Mounted
- Scout
- IC
- IC
- EA(+1)
- MW
- Walker
- Scout
- Sniper
- EA(+1)
- MW
- Supreme Commander
- Ind
- Transport
May transport one of the following units: Blitzen AA Gun, Götterdämmerung Howitzer, Rapier Laser Destroyer, Thudd Gun.
- Ind
- Scout
- IC
- Ind
- Ind
- SS
- TK(D6)
- Ind
- IC
- Reinforced Armour
- Walker
- FxF
- IC
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- TK(D3)
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
Baran Siegemaster Fortified Positions
- Bunker
- Counts as Fortifications (see Terrain Effects). Can hold three units. Units in a bunker may not be barged by a war engine.
- Gun Emplacement
- Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit. Units in a gun emplacement may not be barged by a war engine.
- Trench
- Can hold one infantry unit per 4cm of length. Units in a trench may not be barged by a war engine.
Terrain | Infantry | Vehicle | War Engine |
---|---|---|---|
Bunker | 3+ Cover Save | Dangerous | Dangerous |
Gun Emplacement | 4+ Cover Save | 5+ Cover Save | No Effect |
Razor Wire | Dangerous | No Effect | No Effect |
Trench | 4+ Cover Save | Dangerous | No Effect |