A seemingly long time ago (3-4 months, I guess) I was giving a lot of thought as to what I wanted to include as allies for my Imperial Guard in order to give it that different flavour. I didn’t want to go overboard with the allies, an ideal ratio would be around 25-33% of the total point value of the game. This would be ideal for 1,500-2,000 point games.
With this in mind, I was focusing on finding a formation or allied detachment to really create a Leman Russ “Jack in the Box”. More often than not, assaulters get far to close for comfort and tear open my beloved tanks. I had to think of ways to dissuade this from happening…
In house options for the Guard include Bullgryns, and cheap infantry, both of which are solid choices. Bullgryns improve the cover save of the tanks behind them as well, performing double duty to help save the tanks from shooting, while being formidable in assault. Cheap infantry needs no further explanation. Keeping a 6″ bubble around your tanks are a great way to stay out of that Melta-drop-pod shenanigan range. But both of these options lack a certain…. Finesse….
So what else might dissuade assaulters…? How about having some of the universe’s most deadly and heavily armed lunatics this side of Chaos wearing f’ing jet-packs…?!?! Yeah, that’d do it.
5th Edition Blood Angels Allied Detachment (520 pts):
- Reclusiarch: Jump Pack, Power Armour — 155 pts
- Death Company [x5]: Power Fist, Power Axe, Plasma Pistol — 230pts
- Death Company Dreadnought: Blood Talons, Heavy Flamer, Meltagun — 135 pts
Oh hell yes. Those death-company are re-rolling to hit on the first round of combat (Hatred) with 5 attacks on the charge, re-rolling to wound (because of the Reclusiarch). This unit would also have the added durability of Feel No Pain, naturally, because they’re INSANE.
The Dreadnought could potentially have an unlimited number of attacks, and frankly, that’s tough to ignore.
The general idea is that the Jump Packs would be hiding behind the tanks until would-be assaulters draw near, and the trap is sprung. The Fleet-of-Foot Dreadnought would be a big distraction and used to help clog up the mid-field and generally be a pain in the ass.
Months pass, and I’ve been filling out the Guard list some… and then my eyes lit up when I saw the contents of the Deathstorm boxed set — this was exactly what I needed to make this a reality! And at a fraction of the price! Welp, let’s see with the new ‘dex if I can make this happen…
Nope.
Death Company are Elites now, as are the Dreadnoughts. Barring a separate formation, this won’t be possible. To use an allied detachment and get both the Dread and the DC is no longer practical.
So what have I got now? Frankly, I’m open to suggestions. I’m up to a full CAD, and if that’s the case I may as well take the new Blood Angels one…
7th Edition Blood Angels “Allies” (Baal Strike Force Detachment):
- Captain Karlaen – 160 pts
- Death Company [x5]: Thunder Hammer, Powerfist, Power Weapon, Infernus Pistol ~ 205 pts
- Death Company Dreadnought: Blood Talons, Magna Grapple – 125 pts
- 2x Scouts or 2x 5-man Tacs w/ Razorbacks…?
Using this detachment, there’s the added bonus of having the +1 Initiative on the charge, using Cap’n Karl gives all those bonuses for the Vendetta coming in, and seizing the initiative…
But even so, the cost of running such an “ally” balloons out quite a bit, on the order of 650-800 points depending on what troops I use. Scouts would have the advantage of being able to infiltrate, while the Tactical Squads might be more ideal for all-comers. It could easily balloon out to half of my army if I use the 5 man terminator squad that came with the Deathstorm boxed set…
Speaking of which, that Deathstorm Formation is starting to look pretty appetizing…
- Cassor the Damned is a character dreadnought. Go ahead. Challenge me. (This is not something you typically hear from a Guard player!!!)
- Squad Raphen also has a Character. This is neat, if you want to try and lay the beat-down with a Thunder Hammer. It can be a toss-up however if your opponent is swinging with initiative.
- Cassor and Raphen are both Troops. Not that it matters, because the formation doesn’t have objective secured anyways. Wait… Does this mean I can use these unique squads as part of a regular Blood Angels Detachment…? This has never been clear to me…
- Fearless and Counter-Attack are spiffy formation bonuses. It’s a shame that the Terminators weren’t fearless to begin with, but with Cap’n Karl in the squad derpin’ along, he gives the rest of the squad Counter-Attack anyways so it’s no big loss. Giving Death Company counter-attack is just salt on the wound. +2 A if someone’s charged by them, or merely +1 A if they charge THEM. Ouch.
- Oh, hey — Death Company score now! Who knew these were discerning lunatics. Only seems fair, given that Rippers, Beasts, Scarabs, and every single battle tank and vehicle (so long as they’re not soaring overhead) also score now.
- The Formation is all-killer, no filler. There is no excess fat or obligatory troops tax on this formation. 100% Close-combat Blood Angel lunacy, plus re-rolling to wound once per game! I’m not crazy about the terminator loadout (no cyclone or assault cannon?!), but if that’s my only gripe it’s doing pretty well for itself. Clocking in at 710 points, she’s a bit heavy, but will get stuff done.
Anyways. Those are my thoughts. I’ll figure out a way to make ’em work, somehow.