WarmaZone #4: Life Dragoons

Okay, putting out this many posts at once is pretty weird, but it’s also unusual for me to have this many ideas all at the same time. Oh well, time for more WarmaZone! Two posts ago we looked at the Blood Berets, one of the Ministry of War’s many Special Forces divisions dedicated to fighting in swamps and jungles. Today, we’ll look at another. These are the Life Dragoons, urban combat specialists who also serve as police and bodyguards of the corporation’s higher-ups:

imperial-life-dragoons

 

  • Unit Composition: 1 Leader, 5-9 Grunts
  • Cost: 11/18 points
  • Force Allocation: 2
  • Stats: SPD-5, STR-6, MAT-6, RAT-7, DEF-12, ARM-14, CMD-8, HP-1
  • Weapons:

-Invader MKII Assault Rifle: RNG-9, ROF-1, POW-11

-Bayonet: RNG-1, POW-3, P+S-9

-Assailant Sniper Rifle: RNG-10, ROF-1, POW-13 (5 pts)

Marksman

-L16 Mortar: RNG-12, ROF-1, AOE-3, POW-10 (8 pts)

Arcing Fire

-Mandible Shotgun: RNG-SP8, ROF-2, POW-8 (5 pts)

-Incendiary Grenade: RNG-8, ROF-1, POW-10

Critical Fire

Cumbersome

  • Special Rules:

-Alchemical Mask

-Prowl

-Sacrificial Pawn

-Urban Combat Specialist: When located in an urban area, i.e. walls, barriers, rubble, wrecked vehicles, etc. this unit gains Pathfinder.

Just like their fellow Blood Berets, the Life Dragoons are a situation-specific unit, this time specializing in urban environments. Now, this would only really come into play in scenario play, unless you specifically set up urban terrain for your wargaming table. Outside of an urban battlefield, the Life Dragoons lose a lot of their usefulness, but they still have a lot to bring to the fore. They’re cheaper than Blood Berets but still possess a decent stat line, making them experts at ranged combat and even decent in close combat if need be. Their default weapon is the standard-issue Invader rifle, which has a short range but solid POW and integrated bayonet. Nothing special, but it’s a good and powerful carbine with a melee backup weapon. Also comparable to the Trenchers, they have access to grenades, but theirs’ are incendiary bombs that can set their enemies on fire. Useless against Protectorate and Northkin Fire Eaters, but still fun. Unlike the previous units I’ve covered thus far, the Dragoons possess three different weapon upgrades. First, they can be upgraded with a Mandible auto-shotgun like the Stormtrenchers for infantry clearing duty. For the same amount of points, they can also be armed with an Assailant Sniper Rifle, a medium-ranged weapon with a high POW and Marksman for taking out support solos or even dinging up the enemy’s warcaster. Their most expensive option is the L16 Mortar, similar to the Pyg Bushwhacker Mortar CA. It’s an average-POW, small AOE attack with Arcing Fire, useful for scalpeling out crucial models hidden inside the enemy’s forces. Rules-wise, they’re pretty much standard fare for the Special Forces at this point, with Alchemical Mask and Prowl, but with two new rules. Urban Combat Specialist only comes into play with scenario games, but it grants the unit Pathfinder when playing in an “urban” or “city” environment. There really aren’t many uses for this in casual play as of yet, but hopefully the next errata update will fix this. As they are bodyguards, they have Sacrificial Pawn, which is the primary reason you take them along. If someone is targeting an important solo or your warcaster, you can have one of the Life Dragoons jump in the way to take the bullet and keep them safe. Unlike some of the other Special Forces who are played forward, the Life Dragoons are best kept near the back, protecting your warcaster and taking potshots at people that get too close. Kind of like Trollkin Warders, but with guns instead of shields. They’re not a spectacular combat unit like the other guys we’ve looked at, but every army needs a good defensive unit to back up its offensive units. There’s not a whole lot to say about these guys, but if you’re taking a less resilient warcaster like Brigadier Rist or Jacob Lynch, it’s a good idea to have the Dragoons around to keep them safe. Sorry that this post wasn’t as exciting as yesterday’s, but that’s the way it is with units and solos in wargaming. Sometimes they’re lots of fun to write about, sometimes they’re basic and bare-bones. Eh, give and take. Anyway, I’ll see you all again next time in the next WarmaZone installment. I’m wondering if I should continue exploring the Ministry of War, or look at more Wolfbanes…

-The Raging Goblin

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