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Running a small allied Battalion


veelo

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Hey, I am wanting to run a small allied battalion as running 2 DW battalions isn't feasible without sacrificing all the toys. I am thinking of running another marine army with 3 squads of scouts - possibly Blood Angels but I have no idea what HQs I should run. Are BA the best version to run sniper scouts with?

 

Alternative could be Ad Mech and I'm open to other ideas but want to stay away from the typical Guard metalists.

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Can't go wrong with guard. I'm currently building towards a list with deepstriking scions. A battalion with 20 scions kitted out comes to just under 400 points. Plenty left over for deathwatch goodies! With regular guard you can get even more bodies. 

 

If you want sniper scouts, I'd go Ultramarines, take Sgt Telion as your HQ and a cheap Lt.

That's what I'm planning to do, trying to decide whether I want some landspeeder storms in there too or not to bother?

 

 

I'd say dodge them, mostly because you want to keep the Detachment cheap and Scouts w/ Sniper Rifles have plenty of reach already.  Putting them in Storms just makes them a bigger (and squishier) target.

What are you equipping the scions with?

 

As much plasma as possible most likely.

 

I'm gonna try out one 10 man squad with all plasma and two 5 man squads with melta. It might be a while but I'll be sure to post something when I get to test out the list!

Is the choice to have a battalion purely for the CP's?

 

For me it's a split between the power of a large CP pool (especially with DW's amazing Strategems) and getting a mass of cheap bodies on the table.  Scions are amazingly cool and great plasma delivery units but they soak up more Deep Strike allocation and so don't benefit DW as much as pure masses of Infantry Squads et al, nevermind that pound-for-pound running a Battalion of IG Infantry gets you the best return on wounds investment.  Assuming you're running some of the spicier Doctrines, you can actually get a decent ranged firebase that can throw down mass of fire or offer heavy weaponry in a way that easily outdoes core C: DW options.

 

For those that don't want to run IG, Scout-heavy SM offer some character assassination and board control at the cost of wounds/weight of fire.  Skitarii Rangers (AdMech) are also a great option if considering Scouts since they have even better range (all-around) and the Transuranic Arquebus is an even more dangerous Character sniper, all at a similar cost.

Fluff and color preference aside, if you're allying BA it's because you want to pound the snot out of something in melee. Most likely with Captain Smash.

 

Scout Snipers typically do not do so.

 

If you want Scout Snipers, I would recommend either:

 

DEFENSE: Raven Guard, as your snipers will now be +2 to save AND -1 To Hit if they're > 12" from the enemy,

OFFENSE: Salamanders: getting a single "free" re-reoll To Hit/To Wound for each unit is priceless

 

What are you equipping the scions with?

 

As much plasma as possible most likely.

 

I'm gonna try out one 10 man squad with all plasma and two 5 man squads with melta. It might be a while but I'll be sure to post something when I get to test out the list!

 

 

I would go all plasma for better range and more shots.

 

Is the choice to have a battalion purely for the CP's?

 

For me it's a split between the power of a large CP pool (especially with DW's amazing Strategems) and getting a mass of cheap bodies on the table.  Scions are amazingly cool and great plasma delivery units but they soak up more Deep Strike allocation and so don't benefit DW as much as pure masses of Infantry Squads et al, nevermind that pound-for-pound running a Battalion of IG Infantry gets you the best return on wounds investment.  Assuming you're running some of the spicier Doctrines, you can actually get a decent ranged firebase that can throw down mass of fire or offer heavy weaponry in a way that easily outdoes core C: DW options.

 

For those that don't want to run IG, Scout-heavy SM offer some character assassination and board control at the cost of wounds/weight of fire.  Skitarii Rangers (AdMech) are also a great option if considering Scouts since they have even better range (all-around) and the Transuranic Arquebus is an even more dangerous Character sniper, all at a similar cost.

 

 

A random thought:

Outrider Detachment

BA Chaplain on bike with Veritus

3 squads of Scout bikers

 

Vanguard detachment

Lord Commisar

3 squads of 5 ratling snipers

 

Only gives you 1 CP, but gets you a CP recycler, 26 bodies, your 3 squads of snipers and some dakka with the bikes who can get re-reolls from the chaplain in melee, which would be why you want BA's.

Total cost: 492 points.

If you're aiming for tourney at all, consider running an IG and a Blood Angel scouts battalion.  Cant go wrong with BA jump captains. Gives you back field bodies and scout move screen.  Aim for the turn 2 deep strike(maybe turn one if you go 2cnd against an aggressive enough army).  Sniper scouts are meh, IMO.  just keep em min cost, they're best as screen, and screen are meant to die.

If they survive till turn 2, theyre in a fantastic position to push up your board control even further, even possibly screening for your DS units.

There is a reason most top table Imperium lists(if not all) have at 2 out of 3: IG Battalion/brigade, 3 Banana Bike Captains, and/or Blood angels Jump Captain with scouts.

If you want  alternative back fields:

CSM scout battallion with a vanguard killshot 3pred/cronus is never a bad choice.

As posted above, AdMech has cheap infantry screen, and onagers can make for nasty long range AT.
Running Mortis Contemptor Dreadnaughts can give long range AT that can survive alpha strike.  Run em as DW for strats/rules, or Raven Guard for -1 to hit, or Salamander for free rerolls even.  Of course still bring a source for infantry screen.

 

a more unorthodox means comes to mind.  Run CSM Scouts with Space Wolves under <Adeptus Astartes>.  Bjorn is fairly nasty, same for murderfang.  Both make super nasty counter charge units.  Thunderwolf Wolf Lords with TH/SS are heftier 10" move Jump captains with extra AI attacks.  The scouts dont benefit from chapter tactics or strategems, but thats not a great loss, imo.  Don't know if it would be good, but it might be worth trying.  We dont need the deep strike potential of blood angel captains as much.  trading that and 2" of movement might be worth 3 extra attacks and extra wounds/toughness.

Good discussion, I guess I am after some bodies to screen for my LC contemptor mortis and 2x SC leviathan but also like the idea of either having some more AT from ad mech or character sniping from the scouts. The only reason I want to steer away from imperial guard is just because it's the obvious choice that most people will take.

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