Sunday, September 30, 2012

Bringin' The Allied Pain

It's hard to find a good picture of Rhino, so you get this one.
After reading this article, I came to a decision- walkers are bad. Not bad in a "this model is awful and useless" sense, just bad in a "this model has no place in this army" sense. Keeping that in mind, I have revised my Allied army. I intend to start in on this army soon, as soon as I paint up my second SSU Rifle Squad and the SSU heroes that came in the mail for me a few days ago. Here's what I now plan on running:

Faction: Allies ( 293 / 300 )

---  Heroes
Ozz 117 (23)

---  Elite Platoon (150)
Upgrade: Extra Hero (5)
Command Section: Rhino (22, Hero)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
2nd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
4th Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)

---  Action Jackson - British Paratroops (120)
Command Section: Action Jackson (24, Hero)
1st Section: "Red Devils" British Paratroops (32)
2nd Section: "Red Devils" British Paratroops (32)
3rd Section: "Red Devils" British Paratroops (32)

It's all Infantry 3, with no Infantry 2 or Vehicles. This army can stand up to a withering amount of fire, and it denies my opponent of all of his anti-infantry and anti-tank assets. In other words, this army has to be anticipated or else it will rob you of all of your specialized units.

Especially jarring is the no vehicles part. All those .88s will be useless. Even better, the Phasers that the Red Devils are packing will tear enemy vehicles to shreds. Up to 11 shots (22 if every unit is able to Sustained Fire) will just plain annihilate armor and Infantry alike. No armor roll=dead targets.

Obviously Action Jackson will join the Red Devils as both ablative wounds and as extra Phaser death. Equally obviously Rhino leads the Hammers in order to make them a whirlwind of death up close. Perhaps less obviously, one of the Grim Reaper squads will be commanded by Ozz 117. The hail of machinegun fire as well as the Flamethrower that Ozz sports are going to shred infantry 2 units, and can even give aircraft and Infantry 3 a scare, as they will have no cover to hide behind. I'll just have to make sure I suppress their target before I jump in, as that will prevent them from reacting to my sudden 12" jump (giving me an 18" firey machinegun death range). I've even considered sending Ozz over to a Red Devil squad, causing the unit to deny both cover and armor. Nasty.

Of course this army calls for a good sized purchase, and that will be a way out, but on paper this army just plain looks terrifying.

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