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2016/09/24 03:01:39
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Homicidal Veteran Blood Angel Assault Marine
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So I'm a big fan of assault armies, but have always been keenly aware of their shortcomings in competitive play. Blood Angels have never really had a hard time winning combat, just getting there. But I think the new book has helped us out on that front, particularly with Death Company. I've played a few games with the Lost Brotherhood Strike Force (LBSF) and let me say that the free 6in of movement is a BIG DEAL. First turn charges are now possible, but in terms of defense it has applications as well. Thinking of it as an extra 6in on your deployment zone isn't too far off, which has let me get into pieces of terrain and cover I normally wouldn't be able to deploy into. The +1 attack bubble is solid too, and Death Company Chaplains rock.
But as everyone knows at this point, the Archangels Orbital Intervention Force is the most powerful formation in the book, and probably in the top 10 in the game. The rest of the book is a nice boost to BA players, but we're still no eldar or white scars battle company. I think we DO have the capability to field a strong and solid assault army, and here's my first go at it.
Lost Brotherhood Strike Force
Command
-Death Company Chaplain
Death Company Strike Force
-Death Company Chaplain
Warlord
-10x Death Company
Jump packs
2 power fists
-5x Death Company
Jump packs
Power fist
-5x Death Company
Jump packs
Power Fist
-Death Company Dreadnought
Blood Talons
Drop pod
10th Company Ambush Force
-5x Scouts
Shotguns
Teleport homer
-5x Scouts
Shotguns
Teleport homer
-5x Scouts
Close combat weapons
Teleport homer
Archangels Orbital Intervention Force
-5x Assault Terminators
Thunder hammers/Storm shields
-5x Assault Terminators
Thunder hammers/storm shields
-5x Assault Terminators
Thunder hammers/Storm shields
1850 on the nose.
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This message was edited 4 times. Last update was at 2016/09/24 15:59:40
5,000
:cficon: 1,500 |
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2016/09/24 03:14:17
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Fotce
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Locked in the Tower of Amareo
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No reserve manipulation?
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2016/09/24 03:20:29
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Fotce
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Homicidal Veteran Blood Angel Assault Marine
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Couldn't find the points for a comms relay or the like. I would really like to have some, but given the choice between teleport homers and reserve manipulation, I went for the homers.
That exact thing is what made the choice between the Intervention Force and Golden Host so difficult. The Orbital Intervention Force is more powerful and durable, and suffers less from having to make disordered charges. But the Golden Host doesn't require a reserve roll and comes with it's own built in deep strike accuracy.
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5,000
:cficon: 1,500 |
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2016/09/24 17:16:12
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Locked in the Tower of Amareo
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I'm monkeying around with a CAD led by Captain Karlaen. His reroll ability appears to apply universally.
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2016/09/26 01:03:57
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Chosen Baal Sec Youngblood
Columbia MD
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Looks great to me! Did you get that sweet wargear crozius that gives the Chaplin's unit the FNP buff? Yeah not a lot of wiggle room trying to get both forces in. I would be pretty afraid to mishap those termies. Maybe drop pods instead of the scouts but again not point wiggle room. Would love to see your force on the table.
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2016/09/26 17:34:34
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Raging-on-the-Inside Blood Angel Sergeant
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Martel732 wrote:I'm monkeying around with a CAD led by Captain Karlaen. His reroll ability appears to apply universally. CAD / Baal strike force Karlaen 7man sternguard + 7x combi-melta Sanguinary priest + valour's edge + bolt pistol drop pod 5man scout squad + ccw/ bp + melta bombs 5man scout squad + ccw/ bp + melta bombs Furioso dreadnought + frag cannon drop pod Furioso dreadnought + frag cannon drop pod Orbital intervention force 10man terminator squad + cyclone missile launcher + chain fist + assault cannon 5man assault terminator squad + 5x thunder hammer & storm shield 5man assault terminator squad + 5x thunder hammer & storm shield Like this Martel? 10man termies combat squad and get to shoot their bigger pewpews twice on two sepparate targets if able. I know that you're not a big fan of Valour's edge or podded suicide sternguard. 7 sterns with fnp and karlaen is unit to throw at something mid table.
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This message was edited 1 time. Last update was at 2016/09/26 17:35:36
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2016/09/26 17:42:41
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Locked in the Tower of Amareo
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They're not suicide if they have a fragnought backing them up. Valor's edge is okay in a squad that already has a thunder hammer guy. I haven't used non-warlord priests much, and so I'm addicted to the veritas vitae.
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This message was edited 2 times. Last update was at 2016/09/26 17:43:48
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2016/09/27 02:27:28
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Chosen Baal Sec Youngblood
Columbia MD
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I just don't know about the points you are spending for the 10 man terminator squad. You think about what they will most likely accomplish for their points, and compare that to other meta units, and the ROU may not be there. My other concern is mishapping on the assault terminators. Maybe homers on the scouts or drop pod?
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2016/09/27 14:56:43
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Battleship Captain
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I have to admit that the Lost Brotherhood seems tempting. I remember the Army Of Death from way back when, and the idea of some black-armoured loon with an armourbane Glaive Encarmine cutting a knight's knees off is a pleasing one.
Whether it's realistic or not is beside the point. Like the Maelstrom of Gore Bezerkers formation, there is something cathartic about an army consisting entirely of frenzied madmen. Who needs tactics?
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Termagants expended for the Hive Mind: ~2835
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2016/09/27 15:05:57
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Homicidal Veteran Blood Angel Assault Marine
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locarno24 wrote:I have to admit that the Lost Brotherhood seems tempting. I remember the Army Of Death from way back when, and the idea of some black-armoured loon with an armourbane Glaive Encarmine cutting a knight's knees off is a pleasing one.
Whether it's realistic or not is beside the point. Like the Maelstrom of Gore Bezerkers formation, there is something cathartic about an army consisting entirely of frenzied madmen. Who needs tactics?
Honestly the tactical applications of free movement are staggering. I'm loving the new book so far.
And yes, there is NO wiggle room in this list, not even enough for the Gilded Crozius. I need 2 more assault terminator squads to finish this list (been proxying with tac termies) which I should have in the next couple weeks.
So from a competitive standpoint, does this list have legs?
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5,000
:cficon: 1,500 |
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2016/09/27 15:07:55
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Locked in the Tower of Amareo
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I would cash in 5 terminators for more toys.
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2016/09/27 15:18:32
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Homicidal Veteran Blood Angel Assault Marine
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Unfortumately, I can't. The formation requires 3 units. This is as bare bones as I can go without cutting death co, which I dont wanna do. The 10 man squad is too good vs death stars.
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5,000
:cficon: 1,500 |
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2016/09/27 15:41:04
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Regular Dakkanaut
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Perhaps, switch a powerfist to axe on one of the 5 man squads? Give the pod a a beacon so you have more drop locations? Or drop blood talons on the DC dread.
No reserve roll is really scary with this list, but yeah points seem tight.
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2016/09/27 15:52:09
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Homicidal Veteran Blood Angel Assault Marine
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Remtek wrote:Perhaps, switch a powerfist to axe on one of the 5 man squads? Give the pod a a beacon so you have more drop locations? Or drop blood talons on the DC dread.
No reserve roll is really scary with this list, but yeah points seem tight.
Like I said, I'd love to have it, but given the choice between rerolling reserves and teleport homers, I went with the homers.
Plus I HATE power axes when you have the red thirst, lol.
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This message was edited 1 time. Last update was at 2016/09/27 16:12:53
5,000
:cficon: 1,500 |
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2016/09/27 17:17:09
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Locked in the Tower of Amareo
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I don't see what's so special about the 10 terminator squad.
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2016/09/27 17:42:03
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Been Around the Block
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The only 10 man I would consider is an Assault Terminator unit. Give them the Archangels relic banner.
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This message was edited 1 time. Last update was at 2016/09/27 17:42:37
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2016/09/27 18:33:44
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Rampaging Furioso Blood Angel Dreadnought
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Wow that is almost exactly my list... guess it's an obvious choice then.
I went with all 5-man DC squads so I could fit in the Aegis Defense line with Comms relay.
My terminators are also a little different, 1 th&ss, 1 LC, 1 shooty...
Cuz double-tapping an assault-cannon or cycloneML is pretty darn nice; and cuz I love LC's...
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2016/09/27 18:48:14
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Homicidal Veteran Blood Angel Assault Marine
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As far as marine assault armies go, this concept is where it's at. Whether or not it's good enough to take down multiple local tournaments is yet to be seen.
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5,000
:cficon: 1,500 |
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2016/09/27 19:59:07
Subject: [1850] - Blood Angels - Lost Brotherhood/Intervention Force
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Rampaging Furioso Blood Angel Dreadnought
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My scouts are different too... one 5man whatever, 1 scout biker unit with 3 AGL(for precision shot bonus) and locator beacon and ---> 1 unit snipers with camo cloaks deployed behind Aegis defense line...
Aegis gives 4+ cover, camo cloaks +1, 10th Co AF formation gives another +1 ....they have 2+ cover save shooting sniper rifles, as long as they don't move.
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This message was edited 2 times. Last update was at 2016/09/27 20:00:40
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