WarmaZone #2: Blood Berets

We’re back for more WarmaZone! This time, we’ll take a look at the Ministry of War’s second most recognized unit, the jungle-fighting Blood Berets.

As these guys are part of the Special Forces, they are more expensive than your standard footsloggers, but their special rules help to make up for it:

blood-berets

  • Unit Composition: 1 Leader, 5-10 Grunts
  • Cost: 11/18 points
  • Force Allocation: 2
  • Stats: SPD-5, STR-8, MAT-9, RAT-9, DEF-15, ARM-16, CMD-9, HP-1
  • Weapons (1):

-L&A Carbine: RNG-10, ROF-1, POW-12

Grievous Wounds

-Combat Knife: RNG-0.5, POW-1, P+S-9

-Anti-Tank Grenade: RNG-0.5, POW-0, P+S-8

Armor Piercing

Cumbersome

  • Special Rules:

-Alchemical Mask

-Monster Hunter

-Pathfinder

-Prowl

Blood Berets are comparable to the Trencher Commandos of Cygnar, sneaking around through rough terrain to take down big targets on the enemy’s side before slipping back into cover. Their normal offensive capabilities are still spectacular, with their high MAT and RAT values allowing them to hit just about everything. Weapon-wise, their armaments are relatively low-POW, meaning they can kill infantry well, but on their own don’t do much against enemy warjacks and warbeasts. However, Armor Piercing on their anti-tank grenades and Monster Hunter make them deadly against large-based targets, especially enemy warbeasts. They’re sort of like the Alten Ashley of Imperial and are useful in both Warmachine and Hordes, though more expensive. Unfortunately, while they are good at their job of taking down big targets with either explosives or their guns, their melee weapons are sort of pitiful, and won’t do much in a straight melee fight, even with their good ARM to shrug off most of the hits. Now, if you want more of a melee unit, these guys can be upgraded with a melee add-on pack:

blood-berets-close-combat-add-on-pack

Now your weapon loadout will look something like this:

  • Weapons (2):

-Aggressor Handgun: RNG-8, ROF-2, POW-10

-Heavy Chain-Ripper: RNG-1, POW-4, P+S-12

Critical Shred

-Anti-Tank Grenade: RNG-0.5, POW-0, P+S-8

Armor Piercing

Cumbersome

You lose the POW-12 L&A Carbine, swapping it for a relatively low-POW pistol, but you now have the infamous Chain Ripper, which boasts a high POW and critical Shred, letting you make mincemeat of the opposition if you get lucky with your dice rolls. You also keep the anti-tank grenades, so you still have the ability to crack armor. The rest of their rules are pretty standard fare for jungle fighters: Pathfinder to navigate rough terrain, and Prowl to gain extra DEF from cover and keep them alive. Like most of the Imperial MOW units, they possess Alchemical Mask to keep them from choking on their own gas strikes, but they’re pretty straightforward. They’re an expensive specialist unit that can be used for either straight melee or straight ranged and are experts at sneaking around and cracking enemy armor. They could be deployed as line troops, but for their high point cost you’re better off deploying some Trenchers ahead of them to act as meat shields. There are other Special Forces to come, and depending on the scenario you’re playing or the battlefield you’re fighting on, there’s an SF unit for you. Just remember to use your points carefully; you don’t want to blow all your points on specialists and be hopelessly outgunned and outmanned by the opposition. Stay tuned for more WarmaZone, and keep up with all your hobbies, guys!

-The Raging Goblin

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