British & Inter-Allied Commandos Starter Army I

Box Contents

The British & Inter-Allied Commandos Starter Army is a mix of plastic and metal models containing:

  • x6 British & Inter-Allied Commando sprues (36 Infantry) – Plastic
  • Commando HQ (x2 Officers, Medic, Forward Artillery Observer) – Metal
  • Commando MMG Team – Metal
  • Commando Medium Mortar Team – Metal
  • Centaur IV CS – Metal & Resin

The Vickers K List

Late War Commando Troop (Reinforced Platoon) – NW Europe Royal Marines
Officer
Late War Royal Marine Commando 2nd Lt (Pistol) – Vet – 66
x5 Buddies (SMGs) – Vet – 70
Behind Enemy Lines
Tough Fighters
Tough as Boots (Close Quarters Combat Troops)
136pts
Commando Medic – Vet – 31
Behind Enemy Lines
Tough Fighters
Tough as Boots (Close Quarters Combat Troops)
31pts
Infantry
Late War Royal Marine Commando Assault Subsection – Vet – 6 men – 84
x2 LMG – 40
x2 Vickers K upgrade – 10
Behind Enemy Lines
Tough Fighters
Tough as Boots (Close Quarters Combat Troops)
134pts
Late War Royal Marine Commando Assault Subsection – Vet – 6 men – 84
x2 LMG – 40
x2 Vickers K upgrade – 10
Behind Enemy Lines
Tough Fighters
Tough as Boots (Close Quarters Combat Troops)
134pts
Late War Royal Marine Commando Assault Subsection – Vet – 7 men – 98
Behind Enemy Lines
Tough Fighters
Tough as Boots (Close Quarters Combat Troops)
98pts
Commando Intelligence Section – 5 men – Vet – 99
x1 SMG – 2
101pts
Commando Light Mortar Team – Vet – 4848pts
Commando Medium Mortar Team – Vet – 6868pts
Commando PIAT Team – Vet – 5454pts
Tanks
Cruiser Tank Mk VIII Centaur CS – Reg – 195
Armor 9
Medium Howitzer w/ coax MMG
195pts
Total10 Order Dice999pts
Army Special Rules
A National Characteristic – Up and at em
Limited Support
Close Quarters Combat Troops
Ready to Take Charge
No Time for Baggage

Breakdown

  • Rifle – 18
  • SMG – 6
  • Pistol – 1
  • Vickers K LMG – 4
  • Light Mortar – 1
  • Medium Mortar – 1
  • PIAT – 1
  • MMG – (1)
  • Medium Howitzer – (1)

(x) denotes a vehicle-mounted weapon.

Notes and Analysis

The objective of this list is two-part – 1) use as much of the Starter Army as possible and 2) make a List that works at a competitive level. Please keep in mind, this List was written using only the contents of the Starter Army.

Let’s start with a reminder that this list is not using the Generic Reinforced Platoon. We are going full Commando with the Late War Commando Troop (Reinforced Platoon) Theater Selector from Campaign: D-Day: British & Canadian Sectors. Even more specific, we are building a Royal Marine Commando platoon in Northwest Europe in Normandy. All of these distinctions matter as there is an impact to unit options and special rules. With all that out of the way, let’s get stuck in.

This platoon has some unique Army Special Rules that provide some interesting flavor and theme. This platoon will play very differently than a Generic Reinforced Platoon made up of Commando units. First, this platoon does not have the Bombardment or Artillery Support Army Specials Rules found in almost all other British platoons. That means, no boost to Prep. Bombardment and no free Forwarded Artillery Observer. Instead, this platoon has Close Quarters Combat Troops and Ready to Take Charge. CQC Troops means that every “Commando” unit (that is, every unit with Commando in the name) comes with Tough as Boots. At face value that may not seem like a significant boost but keep in mind, all these Commando units also have Tough Fighter. So those extra swings in close combat also trigger a follow up Tough Fighter attack. Also, this Tough as Boots is in addition to the National Characteristic you pick! For this particular list, I recommend Up and at ’em as you want to get into close combat. Also, CQC Troops allows for the induvial models in a Commando Weapons Team (MMG, Mortar, Sniper, PIAT) to fire their individual weapons instead of the main weapon. This is not to be overlooked. Strap an SMG onto each model in your three-man Med. Mortar Team and you just made yourself another assault unit. The final Army Special Rule is Ready to Take Charge. This is a bit like the German Initiative Training rule and if the NCO is killed out of a Commando squad, roll a die. On a 3+ another model in the squad is immediately selected to be the new NCO. Also, if a Weapon Team takes Exceptional Damage that would destroy the team (such as a Sniper shot on a MMG), roll a die. on a 3+ an assistant is killed instead. Again, this is not to be overlooked and provides a rather significant boost to the staying power of your Commando units. That’s a lot of preamble but you need to understand that this is not your typical British platoon. These are Commandos!

For the build we are using 32 of the 36 plastic Commandos, 4 of the 6 Vickers K LMGs, and 6 of the 18 SMGs. For the Weapons Teams we are using one PIAT, one Light Mortar and the Med. Mortar. I wanted to get the MMG Team into the list, especially with the Ready to Take Charge rule but with four Vickers K LMGs already, we didn’t need the MMG.

The list is a core of three Commando Assault Subsections, one Commando Intelligence Section and a Commando Royal Marine Lt supported by three Commando Weapon Teams (Light Mortar. Med. Mortar, PIAT) and a Centaur CS. There are 33 total bodies in this platoon and every single one of them is a Vet with Behind Enemy Lines and Tough Fighter. Let that sink in. You have over 30 Tough Fighting Vets that take no penalty when arriving from Reserve. Oh, and an Armor 9 Tank with a Med. Howitzer. Not bad. Not bad at all.

More interesting and unique Commando traits – your Lt is in a squad of six. There are five buddies rolling with your Lt and all five of them have free SMGs. Most of the time, in most games, you have to protect your Lt. Not in this list. Your Lt. and his “body guard” are a pure assault element. Use the Lt. squad, the Commando Subsection with Rifles and the Intelligence Section to move on objectives while you lay down a blistering cover fire from four Vickers K LMGs. Those LMGs get an additional shot (like a German LMG) and with 10 shots per squad at 36″ can really reach out and put some Pins down range. For the Medic, you can either run up with your movers or keep him back with the Vickers K squads. Up to you!

The Light Mortar should be moving up with your assault elements. Remember, a Light Mortar is not Fixed and can fire on the Advance. The Med. Mortar is the only unit in this list that will stay put. The PIAT Team should be on the move as well. And because of CQC Troops you can fire the PIAT Teams Rifles or SMG (depending on the models) instead of the PIAT if you don’t have an armored target. Ideally, your PIAT Team will harass the enemy armor. That will open up the Centaur to go after Infantry targets. That Tank is built to blast Infantry off the tale you want to avoid a Tank v Tank fight.

You “only” have 10 Order Dice in this 1k army list so you’ll need to play tight. Yes you have those 33 Tough Fighter Vets but don’t throw anything away. Wait for a critical Turn to use the Intelligence ability (you only get it once).

In conclusion, this army list is something different than your typical elite Bolt Action force like Grenadiers or Airborne. Your infantry squads and weapons teams have a host of special rules that give you a ton of tactical flexibility. Your army won’t have any problems arriving from Reserve and Outflank, is just brutal in assault and has some considerable long-range small arms support with those four Vickers K LMGs. Oh, and there is also two mortars and a big ol’ Armor 9 Tank with a Med. Howitzer on the prowl.

As far as Warlord Games Bolt Action Starter Armies go, we’ve got a winner here.

Andrew

What’s Next?

Thoughts and musings on where to go from here:

  • Add mobility – One thing this list lacks is speed. It’s practically screaming for an Armored Car, such as the lovely Humber, and/or a light Transport. If you are not feeling the double-LMG fire support style, switch it up for more SMGs and toss a squad into a Truck.
  • Add a Light Howitzer – The British Light Howitzer is the best one in the game. Gun Shield, option for a Spotter and the ability to fire at +4 Pen. The only downside is that in this list, it’s specifically not a “Commando” Light Howitzer. And that’s a real bummer. But even so, a standard British Light Howitzer is always a good pick.
  • Switch from LMGs to SMGs – Like all the Starter Army Box Breakdowns, these are just ideas from one author. Nothing is set in stone. Use what you like, drop what you don’t. There is a very valid SMG rush style list contained within this Commando Starter Army Box and it’s certainly worth exploring. If you don’t want to run the gun line of quad Vickers K, go for the SMG overload!

Starter Army Box Breakdowns

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