Sunday, October 18, 2015

The Ultimate Gladius Strike Force

I emailed forgeworld recently about their characters and the viability of using them in a Gladius Strike Force
"To whom it may concern,

Per the rules right now, you cannot take Space Marine Characters from Imperial Armour books/the Character Update online. Is this just an oversight or will this be corrected?

Can I take Forge World Space Marines in place of characters from a Galdius Strike Force (ie instead of the Generic Captain, Chaplain, or Librarian), and any of its composite formations (Battle Demi-Company, Strike Force Command, Reclusiam Command Squad, and Librarius Conclave)?"

Here is the response I received:

"Hi.

Our rules guys will be working on an errata/faq to cover how the Forge World Space Marine characters and units interact with the new Codex: Space Marines. We can't tell you when this this will happen as we simply don't know at the moment but hopefully it shouldn't be too far away.

In the meantime we think it's perfectly acceptable to replace any of the special characters mentioned in the Gladius Strike Force formations with any of the Badab War characters where appropriate. By this last point we mean Captains exchanged for Captains, Chaplains for Chaplains and Chapter Masters or Chapters Masters etc."
So I am taking this as a definitive yes for now. If you choose not to, I understand, but it is good enough for me.

Now there is one Forgeworld Character who SCREAMS USE ME for a full Gladius Strike Force

Captain Tarnus Vale! (Rules are downloadable here from FW)

So what does Vale bring? Well other than Ultramarines doctrine goodness to a GIGANTIC formation of marines, you also get the Warlord Trait "storm of fire" from the codex, he grants Tank Hunters, and has these two rules:
Master Gunner: Any friendly vehicle with the sub-type (Tank) chosen from Codex: Space Marines or the Space Marine Siege Assault Vanguard army list in which Captain Vale is being transported gains the benefit of his Ballistic Skill and the Tank Hunters special rule.

Unstoppable Advance: All Rhinos, Razorbacks and Land Raiders in a primary detachment commanded by Tarnus Vale gain an Invulnerable save of 5+ against glancing hits.

5+ INVUL SAVES ON ALL YOUR FREE TANKS!!!!

So here are some lists. I have an 1850 pt and a 3000 point (go big or go home!) version of this concept.
"Vale Force Winds" 1850

Chapter Tactics- Ultramarines

Battle Demi-Company 1- 930
Vale- 165
Command Squad (5)- 185: Apothecary, 4 x Veterans w/ Grav Guns, Razorback w/ Lascannon and Twin Plasma
Tactical Squad (5)- 100: Multi-Melta, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 100: Multi-Melta, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 125: Grav-cannon w/ Grav Amp, Razorback w/ TL Assault Cannon
Assault Squad (5)- 125: Power Fist, Eviscerator, Flamer, Razorback w/ TL Heavy Flamer
Devastator Squad (5)- 130- 4 x Multi-melta, Razorback w/ TL Assault Cannon

Battle Demi-Company 2- 740
Chaplain- 90
Tactical Squad (5)- 85: Plasma Cannon, Razorback w/ TL Heavy Bolters
Tactical Squad (5)- 125: Grav-cannon w/ Grav Amp, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 125: Grav-cannon w/ Grav Amp, Razorback w/ TL Assault Cannon
Assault Squad (5)- 125: Power Fist, Eviscerator, Flamer, Razorback w/ TL Heavy Flamer
Devastator Squad (5)- 190- 2 x Grav-cannon w/ Grav Amp, 2 x Plasma Cannon, Razorback w/ TL Lascannon

Auxilary- 10th Company Task Force- 180
Scout Squad (5)- 60: 5 x Sniper Rifles
Scout Squad (5)- 60: 5 x Sniper Rifles
Scout Squad (5)- 60: 5 x Sniper Rifles

Cheapest Auxilary while giving max support IMO. The rest of the list is the standard Gladius SF set up IMO, and is generally made to take all commers, though I think it is particularly brutal against enemy armour. And who better to give tank hunters to than the 4 special weapons and apoc of a command squad (same for the next list too!)

"Vale Force Winds" 3000

Chapter Tactics- Ultramarines

Battle Demi-Company 1- 1120
Vale- 165
Command Squad (5)- 185: Apothecary, 4 x Veterans w/ Grav Guns, Razorback w/ Lascannon and Twin Plasma
Tactical Squad (5)- 110: Multi-Melta, Sarge w/ Combi-Melta, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 110: Multi-Melta, Sarge w/ Combi-Melta, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 135: Grav-cannon w/ Grav Amp, Sarge w/ Combi-grav, Razorback w/ TL Assault Cannon
Centurion Assault Squad (4)- 235: 3 x Melta-guns & Hurricane Bolters, 1 x Heavy Flamers & Hurricane Bolters
Devastator Squad (5)- 130- 4 x Multi-melta, Razorback w/ TL Assault Cannon

Battle Demi-Company 2- 1140
Chaplain- 95: Melta-Bombs
Command Squad (5)- 165: Apothecary, 4 x Veterans w/ Melta-Guns, Razorback w/ Lascannon and Twin Plasma
Tactical Squad (5)- 105: Plasma Cannon, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 135: Grav-cannon w/ Grav Amp, Sarge w/ Combi-grav, Razorback w/ TL Assault Cannon
Tactical Squad (5)- 135: Grav-cannon w/ Grav Amp, Sarge w/ Combi-grav, Razorback w/ TL Assault Cannon
Assault Squad (10)- 225: Vet Sarge w/ Power Fist, 2 x  Eviscerator, Razorback w/ TL Heavy Flamer
Centurion Devastator Squad (3)- 280- 2 x Grav cannon and Grav-amp, TL Lascannons, 3 x Missile Launchers, Omniscope.

Auxillary- Land Raider Spearhead- 740
Land Raider: 250
Land Raider Crusader: 250
Land Raider Redeemer: 240

So this second list mixes it up a bit and brings in the AWESOME LR SPEARHEAD which now gets a save against glancing hits and then gets to ignore damage done. NICE. The idea is to put the 10 man assault squad and Chaplain in the Redeemer, the Cent Assault Squad in the Crusader and the Cent Dev Squad in the standard raider. Put Vale in the Cent Dev squad in the Land Raider for Tank Hunters and BS bonuses. Point and destroy.