Amazing rules, basically up to 4 squads (10/10 CS) all alpha strike with 2 pods,2DS and can shoot and charge with reroll to wound and hit. Chapter tactics apply.Composition
The Skyhammer Annihilation Force comprises:
And no less than four special rules:
- Two Assault Squads with Jump Packs
- Two Devastator Squads in Drop Pods
Shock Deployment: All units in a Skyhammer Annihilation Force start the game in Deep Strike Reserve. Instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether this Formation will arrive during your first or second turn. The entire Skyhammer Annihilation Force automatically arrives on the turn you choose—no Reserve Rolls are required. Ignore this Formation's Drop Pods for the purposes of the Drop Pod Assault special rule.First the Fire, then the Blade: On the turn they arrive from Deep Strike Reserve, the Devastator Squads in a Skyhammer Annihilation Force have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves that turn.Suppressing Fusillade: A unit targeted by a Skyhammer Annihilation Force's Devastator Squad in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.Leave No Survivors: Assault Squads in a Skyhammer Annihilation Force can use their Jump Packs in both the Movement phase and the Assault phase. If an Assault Squad from a Skyhammer Annihilation Force charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can reroll failed To Hit and To Wound rolls in the ensuring Assault phase.
Formations are small collections of models that GW gives swanky rules to in order to boost sales of potentially less competitive units and create a more fluff-oriented aspect to the game as far as I'm concerned. I like them, they're fun, but it can be a lot to keep up with. Here we see friggin' awesome rules for two recently released and expensive kits, which for those that only own part or none of it might be inspiration enough to get the rest. Lets call it more of a sales pitch than a money grab to avoid negative connotations maybe.I don't see how this is a money grab
Which you could arguably still do better out of a CAD instead (depending on points level of course), given that you have to take so many compulsory unit choices with that formation (6 of those 14 Elites choices are taken already and only one of them is Sternguard).Look at it the other way; Archangel Formation which is only Blood Angels, but I decide to take it as Imperial Fists for the Bolter Drill and just create an entire army of Sternguard.
Are we talking about the same Detachment? This is the one where you can take 2-16 Elites, no more than 6 Furioso, no more than 10 of each Vet Squad. However, none of them are 1+.Nope. The detachment is, at its minimum:
Libby - TDA
Captain - TDA (can be Karlaen if you're into him)
1-10 Assault Terminators
1 Chaplain - TDA
This is an example of a fluff formation that has little to no battlefield relevance to me. You have to use their warlord traits, you get Descent of Angels, and you lose Red Thirst.