Battleforce boxes are back after their success in 2020 & 2021. These are a fantastic way to get into a new army or even add to an existing one, but whats inside them and how many points of miniatures do you get?
Prices have been confirmed for the AoS boxes to be £130, so I wouldn’t expect 40k to be different – Peter. In the meantime I thought our readers would like to know the value of the toys… so see below against each box:
Battleforce Boxset
Cost
RRP
Adepta Sororitas – Sanctorum Guard
£191.00
£130
Adeptus Custodes – Watchers of the Gate
£202.50
£130
Adeptus Mechanicus – Elimination Maniple
£184.50
£130
Imperial Knights – Chainbreaker Lance
£205.00
£130
Death Guard – Council of the Death Lord
£196.00
£130
Thousand Sons – Court of the Crimson King
£201.00
£130
Imperial Fists – Bastion Strike Force
£194.50
£130
Raven Guard – Ravenstrike Battleforce
£195.50
£130
A very similar value in each box, although the Death Guard one is very tempting… don’t tell Sanguinius!
But I can tell you a way of saving even more money by purchasing these at 25% off the recommended retail price! Just visit SCN Hobby World and sign up to their mailing list for 25% off all GW products and 20% Warlord Games products.
Alternatively, if you regularly use Element Games, you can pick them up there… using our affiliate link (for which we receive a small contribution to the site)
So what do you get inside and how much would it cost you normally? All of the points have been given for the basic unit options and include no upgrades, but you can make changes with the way some models are built.
Adeptus Sororitas – Sanctorum Guard
Warhammer Community / Games Workshop
Unit
Points
Cost
Morvenn Vahl
280
£35.00
6 Paragon Warsuits
420
£85.00
5 Celestian Sacresants
70
£35.00
10 Battle Sisters
110
£36.00
Total
880
£191.00
RRP
£130.00
Saving
£61.00
Adeptus Custodes – Watchers of the Gate
Warhammer Community / Games Workshop
Unit
Points
Cost
Captain General Trajann Valoris
200
£26.00
3 Vertus Praetors on Jetbikes
240
£36.00
3 Allarus Custodians
180
£32.50
15 Custodian Guard
675
£108.00
Total
1,295
£202.50
RRP
£130.00
Saving
£72.50
Adeptus Mechanicus – Elimination Maniple
Warhammer Community / Games Workshop
Unit
Points
Cost
Belisarius Cawl
180
£35.00
2 Kastelan Robots
190
£47.50
Cybernetica Datasmith
40
inc above
6 Kataphron Destroyers
240
£72.00
10 Skitarii Vanguard
90
£30.00
Total
740
£184.50
RRP
£130.00
Saving
£54.50
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Imperial Knights – Chainbreaker Lance
Warhammer Community / Games Workshop
Unit
Points
Cost
Knight Preceptor
420
£100.00
2 Helverins
320
£52.50
2 Warglaives
300
£52.50
Total
1,040
£205.00
RRP
£130.00
Saving
£75.00
Death Guard – Council of the Death Lord
Warhammer Community / Games Workshop
Unit
Points
Cost
Mortarion, Primarch of Nurgle
450
£95.00
5 Blightlord Terminators
200
£36.00
14 Plague Marines
324
£65.00
Total
974
£196.00
RRP
£130.00
Saving
£66.00
Thousand Sons – Court of the Crimson King
Warhammer Community / Games Workshop
Unit
Points
Cost
Magnus the Red
420
£95.00
3 Exalted Sorcerers
300
£36.00
20 Rubric Marines
420
£70.00
Total
1,140
£201.00
RRP
£130.00
Saving
£71.00
Imperial Fists – Bastion Strike Force
Warhammer Community / Games Workshop
Unit
Points
Cost
Tor Garadon
135
£26.00
3 Primaris Agressors
120
£32.50
15 Heavy Intercessors
420
£120.00
Upgrade Pack
–
£16.00
Total
675
£194.50
RRP
£130.00
Saving
£64.50
(*These points may seem low, but the Heavy Intercessors have to pay additional points for Heavy Weapons)
Raven Guard – Ravenstrike Battleforce
Warhammer Community / Games Workshop
Unit
Points
Cost
Kayvaan Shrike
135
£26.00
Librarian in Phobos Armour
100
£21.00
10 Primaris Reivers
180
£36.00
2 Invictor Tactical Warsuits
320
£80.00
3 EliminatorsBig Mek with Shokk Attack Gun
75
£32.50
Total
810
£195.50
RRP
£130.00
Saving
£65.50
So what do you think good value or not? Will you be picking up a set?
Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.
The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.
This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!
However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!
To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.
This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).
The list above brings us with upgrades to 1,000 points and the list will be as follows;
HQ ———-
Warboss in Mega Armour (Warlord) – 115 pts – ‘Uge Choppa & Big Shoota – Command Trait: Big Gob – Trukkboyz
Weirdboy – 70 pts – Power of the Waaagh!: Da Krunch & Da Jump
TROOPS ———-
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga – Trukkboyz Mob
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga
ELITES ———-
Meganobz – 105 pts – 2x Meganobz: Kustom Shoota, Power Klaw – Boss Meganob: Kustom Shoota, Power Klaw
FAST ATTACK ———-
Deffkoptas – 150 pts – 3x Deffkoptas
Warbikers – 130 pts – 4x Warbiker: Dakkaguns and Choppa – Boss Nob: Big Choppa
This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.
On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.
Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.
With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.
WEIRDBOY
While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.
Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.
BOYZ
Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.
Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.
MEGANOBZ
This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.
You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.
Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.
You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,
DEFF KOPTAS
These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.
If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.
With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.
If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.
WARBIKERS
Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.
In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.
This unit is ideal for harassing the enemy and taking wounds off here and there.
DEFF DREAD
This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.
They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……
when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.
To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.
TRUKK
The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.
Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.
OTHER POINTS
If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.
WHERE NEXT?
The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.