Monday, 3 November 2014

WTF is a Battle Forged Army Anyway?

Hey there,

I have now had enough games of 7th Edition that I felt it was time for me to really dig into the rules and break down what it really means to build a Battle Forged army.  There seems to be a lot of people me included who are still carrying around these 5th/6th Edition preconceptions about how an army can or should be built and what it can and cant be composed of.  The truth is that this is 7th Edition and the flood gates have been flung are wide open and anything is possible.  I dove into the main rules and did some googling and came up with some info that I then sent out to some fellow gamers so I figured why not also post it up here for others to read.

1st off here is a very useful image that I found here that shows clearly what a Battle Forged army can be comprised of.



 So a battle forged army is just an army that is formed of units that are arranged into detachments or formations as they are both functionally the same thing, and the only restrictions on a detachment is that all units within it must be from the same faction or have no faction.

All of the detachments/formations don't have to be from the same faction and still interact together as per the allies matrix.

So your primary detachment/formation is simply the one that contains your warlord and you are not then able to include an allied detachment as seen in the main rules that is from the same faction as your warlord belongs to.  So in short Codex Space Wolves can't include an Allied Detachment made up from Codex Space Wolves.  If you want loads of Space Wolves for example you can just create an army built of multiple Space Wolf Supplement Detachments, formations and or Combined arms detachments.  I have put together a long example of a Battle Forged army below and some final thoughts at the very bottom so please read on :)

Deep breath before the plunge and here we go :)

Primary Detachment (my warlord is from this detachment)

Faction - Space Wolves (all supplements treat their parent codex as their faction).
Combined Arms Detachment or CAD - from main rules.
Compulsory - 1HQ and 2 Troops.
Restrictions - All units must have the same faction or have no faction.
Command Benefits:
Ideal Mission Commander - If this is your primary detachment you may re-roll your warlord trait.
Objective Secured - All troops from this detachment have the objective secured special rule.

Rune Priest - Terminator Armour, Combi Plasma
Grey Hunters x10 - Drop Pod, Meltagun x2
Grey Hunters x10 - Drop Pod, Meltagun x2
Grey Hunters x10 - Drop Pod, Meltagun x2

Secondary Detachment

Faction -
Space Wolves.
Company of the Great Wolf Detachment - from Champions of Fenris codex supplement
Compulsory - 1HQ and 2 Elites.
Restrictions - All units must have the same faction or have no faction.
Command Benefits:
Ideal Mission Commander - If this is your primary detachment you may re-roll your warlord trait.
Kingsguard - The following models have +1 WS
- Wolf Guard
- Wolf Guard Pack Leader
- Wolf Guard Terminator
- Wolf Guard Terminator Leader
- Thunderwolf Cavalry
- Thunderwolf Cavalry Pack Leader

Wolf Lord - Runic Armour, Krakenbone Sword, Storm Shield, Thunderwolf Mount
Wolf Guard Terminators x4 - Combi Plasma x4, Power Axe x4
Wolf Guard x5 - Combi Melta x5, Drop Pod
Wolf Guard x5 - Combi Melta x5, Drop Pod
Wolf Guard x5 - Combi Melta x5, Drop Pod
Thunderwolf Cav x6 - Thunder Hammer x6, Storm Shield x6

Tertiary Detachment

Faction - Dark Eldar.
Realspace Raiders Detachment - from codex Dark Eldar.
Compulsory - 1HQ and 2 Troops and 1 Fast Attack.
Restrictions - All units must have the 'Dark Eldar' faction or have no faction.
Command Benefits:
Realspace Raider - If this is your primary detachment you may re-roll your warlord trait.
Hunt From The Shadows - During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all troops units from this detachment have a 5+  cover save and all other units in this detachment have a 6+ cover save.

Archon - Shadowfield, Blast Pistol, Agoniser
Warriors x9 -  Raider
Warriors x10 - Raider
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2

Formation

Faction - Codex Orks
Ghazghkull's Bullyboyz - from Waaagh! supplement.
Compulsory - 3 units of Meganobs.
Restrictions - All units must include at least 5 models.
Special Rules - Biggest an da best, Da Boss is Watchin, Fear, Fearless.
Bullyboyz - All models in this formation add +1 to WS.

Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5
Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5
Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5

Allied Detachment

Faction - codex Eldar
Compulsory - 1HQ and 1 Troop
Restrictions:
All units must have the same faction or have no faction
This detachment can never be your primary detachment
Your warlord can never be chosen from this detachment
All units chosen must have a different faction to any of the units in your primary detachment
Command Benefits:
Objective Secured - All troops from this detachment have the objective secured special rule.

Farseer - Singing Spear, Jetbike
Warlock -  Singing Spear, Jetbike
Jetbikers x6 - Shuriken Cannon x2
Wraithknight  - Heavy D-Cannon x2, Jump Pack


OK so that was long winded but all of the above is a single legal battle forged army and only the Primary combined army detachment and the allied detachment have the objective secured special rules.  Basically the allied detachment from the main rules is a way to add a smaller number of another faction without having to play a 2nd CAD (combined arms detachment) and pay for all the compulsory units.

Now deploying and using such an army would be tricky because while the Space Wolves detachments would be bros while the Orks and the Dark Eldar not so much but its all legal.  Lots of events put arbitrary restrictions of how you can create your army and how many sources you can draw from but in truth 7th ed lets you do more of less whatever the feck you want.

As a last note an unbound army literally is any combination of units and models that do not conform to a prefixed detachment or organization, but you can still include formations in an unbound army if you want some special rules and the allies matrix still applies.

So go build some crazy army lists and get gaming :)

THE END.......

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