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Post by: Red__Thirst
DarknessEternal wrote: Red__Thirst wrote:I personally find it's worth it to use the Skyshield Landing Pad as my Fortification slot if you're only going to run a single flyer (Storm Raven in this instance).
Lost Brotherhood Strike Force doesn't have a Fortification slot.
Most super-detachments don't.
Yes, I know this, you can still run a small CaD or Baal Strikeforce along with LBSF as well to get the Skyshield (This is what I think I'm going to try and do.).
It's a fun option in my opinion anyway.
Take it easy.
-Red__Thirst-
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Post by: th3maninblak
Honestly, the more I look back on the tournament, the more I think it was my fault and not a weakness of the list that I didn't do better. LBSF+LATF is very powerful, and I'm finding some glaring errors in my playing that day. Plus I only got 1 test game in with it, so there's that. I need to tweak and play with it more before I pass my final jugement.
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Post by: Martel732
Do you still think combining those two formations is really the best plan?
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Post by: th3maninblak
Martel732 wrote:Do you still think combining those two formations is really the best plan?
Yes. It's one of the few "unfair" things we can do. Moving tanks 18in before the game starts is huge.
The other option I've theorized about is going full drop pod with the Archangels Demi Company and the Chapter Ancients. Putting 5 fragnoughts on the table turn 1 along with a bunch of sternguard is an alpha strike not many armies can take.
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Post by: Xirax
I'd like to see that list in action. Five fragiosos, five sternguard with three combi-melta each. Termie cpt with veritas vitae and all podded is 1850 on the dot. Although, those fifteen combi-melta could be divided between just with 3 stern sguads for more obvious deep strike role.
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Post by: th3maninblak
Xirax wrote:I'd like to see that list in action. Five fragiosos, five sternguard with three combi-melta each. Termie cpt with veritas vitae and all podded is 1850 on the dot. Although, those fifteen combi-melta could be divided between just with 3 stern sguads for more obvious deep strike role.
You still need an auxillary choice. So drop 1 combi per squad and put in a multi melta attack bike. Done.
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Post by: Phyrekzhogos
I know Fragi's are kind of our thing, but is anyone else just considering using Chapter Ancients to walk three regular Dreads on the board running all three with double twin linked autocannons? Could have 24 shots turn one? My math right? Not too expensive either.
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Post by: Banbaji
Phyrekzhogos wrote:I know Fragi's are kind of our thing, but is anyone else just considering using Chapter Ancients to walk three regular Dreads on the board running all three with double twin linked autocannons? Could have 24 shots turn one? My math right? Not too expensive either.
I said in a different thread that I really want to make an 1850 list containing 3 sets of Chapter Ancients (5 riflemen dreads should be 600 points) and a techmarine (which makes it unbound). I just want to see a row of dreadnoughts throw out 120 twinlinked shots on turn 1. Probably not effective, but I would get to roll a bucketful of dice.
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Post by: Yoyoyo
Regarding the LATF:
The Techmarine can be attached to any BA unit to confer Scout, right?
And any BA unit which starts in the Land Raider, benefits from the LR's 12" Scout move?
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Post by: fatbudda319
Martel732 wrote:The first thing I've tried is to leverage in multiple librarians using Angel's Blade:
Tac squad, 6 guys
Heavy flamer
Vet sarge w/power sword
Rhino w/dozer blade
Tac squad, 6 guys
Heavy flamer
Vet sarge w/power sword
Rhino w/dozer blade
Tac squad, 5 guys
Combi-melta
Meltagun
Drop pod
Dreadnought
heavy flamer
assault cannon
Drop pod
Biker squad, 4 guys
2 X grav gun
Combi-grav
Captain
Bike
Power Fist
Auspex
Artificer armor
Vertias Vitae
Storm Shield
Command squad
3 X melta gun
3 X storm shield
Drop pod
Devastator squad
2 X grav cannon
Combi-plasma
2 X heavy bolter
Cherub thingie
Rhino w/dozer blade
Mephiston w/command squad
Chooses librarius
LV 2 Libby w/ command squad
Force Axe
Auspex
Chooses sanguinius
LV 2 libby w/bikers
Force sword
Bike
Chooses based off opponent
Land speeder
Typhoon launchers
I don't have the list at work, but I think that's it. At 2K, I add a priest to the bikers and some extra stuff. The weakest part to me is the regular dread, but even that is only because of lack of magna grapple. I'm not a huge fan of being forced to drop everything in my opponent's face turn 1/2 and I think this list reflects that. I can drop a flank or dangerous vehicles, but I've got enough mobile shooting to whittle down choppier armies.
Hey Martel, how have you found this list? Thinking of running something very similar myself, how do you rate Angels Blade vs Lost Brotherhood? Anything you've changed/would change?
Cheers.
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Post by: Martel732
It's hit or miss.
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Post by: Poly Ranger
Struggled to write a nice 1850pt including the Lucifer Armoured Task Force, The Golden Host and The Death Company Strike Force (Mainly because of that damn DC dread and techmarine tax) but managed it with 2k points:
Golden Host
Dante
5 Sanguinary Guard
1 fist, 3 sword, 1 axe
5 Sanguinary Guard
1 fist, 2 sword, 2 axe
Death Company Strike Force
Death Company Chaplain
Melta bombs
5 Death Company
Jps, 1 fist
5 Death Company
Jps, 1 fist
5 Death Company
Jps, 1 fist
Death Company Dread
Meltagun
Pod
Lucifer Armoured Task Force
Techmarine
Redeemer
Multimelta
Predator
Lascannon side sponsoons
Predator
Lascannon side sponsoons
Baal Predator
Flamestorm cannon
2kpts
At 2.5k I'd include a Stormraven Squadron of 2, a dual multimelta landspeeder and heavy bolter side sponsoons on the baal.
Very model light but the fact that the SG will be assaulting when they hit will seriously up their durability.
Thinking of making a Flesh Tearers detachment with LATF and GH included with podded melta AMs in place of the DCSF and Flamestorms in place of the normal preds. Will theory build it soon.
Automatically Appended Next Post: How about this one (assuming techmarine is 60pts - don't have the dex on hand bit seem to remember that number... remember all the rest):
Idea is to overload on tanks supported by GH.
Golden Host
Dante
5 SG
1 fist, 1 axe, 3 swords
5 SG
1 fist, 2 axe, 2 swords
5 SG
2 axe, 3 swords
Lucifer Armoured Task Force
Techmarine
Redeemer
Multimelta
3 Predators
All with lascannon side sponsoons, 1 with tl lascannon turret
Predator
Lascannon side sponsoons
3 Baal Predators
Flamestorms
2k pts
One thing I've always thought since the release of the BA dex is how ridiculously overcosted a Baal with AC is compared to a normal pred. The LATF highlights this even further. A baal gets 4 tl st6 ap4 rending shots. For the same points a destructor with lascannons gets 2 st7 ap4 and 2 st9 ap2 shots, and since preds get overcharged engines for free they are on exactly the same platform. Basically GW is pricing a tl AC at 40pts more than an autocannon. What a joke.
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Post by: Red__Thirst
I could be wrong, as I've not messed with the LBSF, but I think you need a second Chaplain in there. You have to have a Command element, which can be a DC Chaplain, or Astorath, or Lemartes, and then, in addition to that, you have to have a second Death Company Chaplain Plus 3x units of DC, and a DC Dread.
Not to be a killjoy, as I'd love to see that list on the tabletop, but yea, I think you need one more Chaplain to make it work.
Take it easy.
-Red__Thirst-
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Post by: Poly Ranger
Golden Host can count as the command detachment for it though right as it counts as a command option?
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Post by: Poly Ranger
Just got home for xmas and checked my BA dex and realised my memory wasn't as good as I remembered. Turns out I was pricing the SG from the old dex at 200 not 165pts for a bare unit, priced the techmarine at 10pts more than he was and also forgot that the Dread gets a melta for free. So actually have a ton more points left than I thought in those lists.
Also realised that podding ASM squads are now 20pts more expensive (because they were so OP before obvs :-|). How'd they sneak that nerf by without it being mentioned on the forums?
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Post by: kryczek
Oh it got mentioned but most just seemed to take it on the chin. It was the final nail in the coffin for them with me.
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Post by: Poly Ranger
Well I suppose with all the buffs a single nerf (even one that negates many pre-Angels Blade lists) isn't too hard to bear :-/. Automatically Appended Next Post: Just made a 1850 GH centred list in the army list forum that I like the look of.
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Post by: GodsCronik
Trying out a list of Chapters Ancients in Lucius Pattern Dreadnought Drop Pods, so 3 of them, and Orbital intervention strike force in pods as well, totaling 6 drop pods allowing me to put my dreads in and fire out the top of the LP pods, my OISF will arrive turn two and be able to strike instantly, tying up units as my dreads move out of the pods. Haven't tried it yet but I think the rules work well together. Doing this with 3 LV2 Libby dreads and 2 assault/ 1 regular termie squad puts me at 1425pts leaving a bunch of room for some Death Company and or bikes/scouts. Any thoughts on this idea?
edit to correct points count and add list break down
CHAPTER ANCIENTS
LV2 libby dread x3 in LP drop pod 225PTS = 675 PTS
Orbital Intervention Force
2x Assult term squads with TH and SS = 450 PTS
1X normal term squad base = 200 pts
3 drop pods = 105 pts
TOTAL = 1430
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Post by: bloodoffi
Can I tank shock and kill units by blocking their path with LATF? I mean it's viable?
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Post by: Martel732
That's really hard with the new FAQ. Basically, no.
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Post by: GodsCronik
From hanging around here you seem to be the BA go to for knowledge, having not played since the 2nd edition I'm a touch lost, is my above list at least legal?
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Post by: Martel732
Yeah, it's just two formations. Perfectly legal.
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Post by: GodsCronik
Thanks, I've been caught with my pants down using chapter ancients a few times, hence the move to the drop pods for them. Hoping I get a bit more use out of them. Three games in I have yet to use the "well timed blow" due to waiting to the perfect moment too long
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Post by: Martel732
Dreadnoughts basically have to be in drop pods. Well timed blow is best used in melee, but you have to survive that long with them.
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Post by: GodsCronik
Martel732 wrote:Dreadnoughts basically have to be in drop pods. Well timed blow is best used in melee, but you have to survive that long with them.
I'm hoping to shoot with them on the turn they arrive, then tie up the "dangerous units" with the OISF coming out of deep strike turn two, allowing the dreads to get into combat. We shall see
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Post by: Poly Ranger
Can anyone think of an effective way to get 'well timed blow' in with a fragioso so that the 4 st6 rending templates will actually hit a unit? The fact they can't move makes it really difficult to use... I suppose it may be possible to get a pod close enough to a tank that the dread can reach the tank with the 4 templates and maybe even be in melta range too at a push (if the doors are out wide either side of the tank).
Can a dread use a promethian relay pipe :-s? I forget if it's just infantry. If they can, podding a furioso with 2 heavy flamers next to a pipe will allow for 4 torrent templates, in a 12" threat radius.
Thinking about it im pretty sure it's just infantry though.
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Post by: bloodoffi
Regarding the q for tsnk shocks the part that forbid you to kill things I think it has Ben removed from the official FAQs, A: Pick up only those models actively displaced by the Tank Shock, and place them on the battle eld with all models within unit coherency, as close as possible to their starting location and with no models within 1" of an enemy unit. Any models that cannot be placed in
this way will be removed as casualties. If the whole unit is displaced, it will be moved together as above, and because of this it is impossible to remove an entire unit from play with a Tank Shock, unless the unit is unable to move; units that have Gone to Ground return to normal immediately, as it counts as being forced to move. So according to that if I block all the paths with my tanks and tank shock if you he enemy unit has nowhere to move it is destroyed... right?
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Post by: kryczek
That sounds like "No retreat" which can happen although I've never seen it actually happen. Not sure about post FAQ though.
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Post by: Martel732
bloodoffi wrote:Regarding the q for tsnk shocks the part that forbid you to kill things I think it has Ben removed from the official FAQs, A: Pick up only those models actively displaced by the Tank Shock, and place them on the battle eld with all models within unit coherency, as close as possible to their starting location and with no models within 1" of an enemy unit. Any models that cannot be placed in
this way will be removed as casualties. If the whole unit is displaced, it will be moved together as above, and because of this it is impossible to remove an entire unit from play with a Tank Shock, unless the unit is unable to move; units that have Gone to Ground return to normal immediately, as it counts as being forced to move. So according to that if I block all the paths with my tanks and tank shock if you he enemy unit has nowhere to move it is destroyed... right?
You can always chain back to the area the tank just left.
Tank shock is a tool to get models off of objectives, not a killing tool.
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Post by: Bartali
GodsCronik wrote:Trying out a list of Chapters Ancients in Lucius Pattern Dreadnought Drop Pods, so 3 of them, and Orbital intervention strike force in pods as well, totaling 6 drop pods allowing me to put my dreads in and fire out the top of the LP pods, my OISF will arrive turn two and be able to strike instantly, tying up units as my dreads move out of the pods. Haven't tried it yet but I think the rules work well together. Doing this with 3 LV2 Libby dreads and 2 assault/ 1 regular termie squad puts me at 1425pts leaving a bunch of room for some Death Company and or bikes/scouts. Any thoughts on this idea?
edit to correct points count and add list break down
CHAPTER ANCIENTS
LV2 libby dread x3 in LP drop pod 225PTS = 675 PTS
Orbital Intervention Force
2x Assult term squads with TH and SS = 450 PTS
1X normal term squad base = 200 pts
3 drop pods = 105 pts
TOTAL = 1430
Martel wrote:Yeah, it's just two formations. Perfectly legal.
A bit late here. List is perfectly fine as an un-bound list, but is not legal for a bound army. Terminators in the OIF can't buy drop pods, so will need to take an additional third formation/detachment ( CAD, BSF, FTSF etc) to take the pods from a Fast Attack slot.
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Post by: Red__Thirst
Bartali is correct. You cannot purchase Drop Pops as dedicated transports for either flavor Terminator Squad sadly.
You don't have to purchase Drop Pods for them though as they can Teleport in normally, though this is somewhat more risky with no Pod.
With the three pods removed you're well under 1350 points could put a basic CAD together with it.
2x bare bones squads of scouts are 110 points and a Mastery Lvl 1 Librarian is just 65, so for 175 points you can plug that CAD in and then purchase the 3x Drop Pods for 105 points, filling up the 3x Fast Attack slots.
That said, I don't know if those Drop Pods could even be used by the AOIF formation since they're not purchased as part of that formation. I do believe they cannot be put in Drop Pods unless the formation specifically makes an addition of Drop Pods as part of the Terminator's Dedicated Transport options.
Hope that helps, if nothing else. Take it easy.
-Red__Thirst-
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Post by: GodsCronik
Red__Thirst wrote:Bartali is correct. You cannot purchase Drop Pops as dedicated transports for either flavor Terminator Squad sadly.
You don't have to purchase Drop Pods for them though as they can Teleport in normally, though this is somewhat more risky with no Pod.
With the three pods removed you're well under 1350 points could put a basic CAD together with it.
2x bare bones squads of scouts are 110 points and a Mastery Lvl 1 Librarian is just 65, so for 175 points you can plug that CAD in and then purchase the 3x Drop Pods for 105 points, filling up the 3x Fast Attack slots.
That said, I don't know if those Drop Pods could even be used by the AOIF formation since they're not purchased as part of that formation. I do believe they cannot be put in Drop Pods unless the formation specifically makes an addition of Drop Pods as part of the Terminator's Dedicated Transport options.
Hope that helps, if nothing else. Take it easy.
-Red__Thirst-
From what I am seeing and reading I could put them in the drop pods as part of the CAD (which is actually what I ended up doing to create a bound army) 3 scout squads with snipers, a libby termie and 3 drop pods = 464pts
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Post by: Martel732
Yeah, you could.
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Post by: GodsCronik
by running things this way i accomplished a few things, chapter ancients landed turn one in their drop pods and disembarked with pods between them and the enemy, conferring shroud for the turn they kinda sat still (not awful when using 3x libby dreads with av13) turn two saw the arrival of the AOIF in their 3 pods, with the shooty guys shooting twice and the assaulty ones charging into combat. While all this is hitting the opponent in the face I also used well timed blow to shoot with my dreads twice, did a good job of thinning out the opponents minotaurs significantly. I'll be running it a few more times, and may try some tricks with fewer pods and teleport homers, however I like having Chapter Ancients on the board turn one, distracts the opponents and lets me start using warp charges
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Post by: niv-mizzet
GodsCronik wrote: Red__Thirst wrote:Bartali is correct. You cannot purchase Drop Pops as dedicated transports for either flavor Terminator Squad sadly.
You don't have to purchase Drop Pods for them though as they can Teleport in normally, though this is somewhat more risky with no Pod.
With the three pods removed you're well under 1350 points could put a basic CAD together with it.
2x bare bones squads of scouts are 110 points and a Mastery Lvl 1 Librarian is just 65, so for 175 points you can plug that CAD in and then purchase the 3x Drop Pods for 105 points, filling up the 3x Fast Attack slots.
That said, I don't know if those Drop Pods could even be used by the AOIF formation since they're not purchased as part of that formation. I do believe they cannot be put in Drop Pods unless the formation specifically makes an addition of Drop Pods as part of the Terminator's Dedicated Transport options.
Hope that helps, if nothing else. Take it easy.
-Red__Thirst-
From what I am seeing and reading I could put them in the drop pods as part of the CAD (which is actually what I ended up doing to create a bound army) 3 scout squads with snipers, a libby termie and 3 drop pods = 464pts
The issue is that that creates questions. Does the formation split up across turn 1 and reserves because of drop pod assault even though their formation wants them to arrive at the same time? Are they cool to deploy in vehicles that aren't from their formation, even though the GW FAQ seems to hate the idea of models doing anything with models from a formation. (Admittedly they have only been talking about IC's, but the intent seems to be a full-on blockade against anything ever synergizing with a formation that it isn't in. For example you are flat out disallowed from attaching an IC to any formation that has some kind of special reserve timing per the FAQ.) If you end up with more than one squad or even the entire formation still in reserve (say due to other pods that you dropped in first,) do you still roll once and get the whole crew from the reserve roll?
I mean, sure, these aren't the hardest of questions to rule on. It would seem that most sensible people would say "try to obey all formation rules as close as possible, while ignoring the ones that are made impossible," but there IS room for disagreement, and I for one don't like it when there's room to disagree over the rules.
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Post by: GodsCronik
niv-mizzet wrote:GodsCronik wrote: Red__Thirst wrote:Bartali is correct. You cannot purchase Drop Pops as dedicated transports for either flavor Terminator Squad sadly.
You don't have to purchase Drop Pods for them though as they can Teleport in normally, though this is somewhat more risky with no Pod.
With the three pods removed you're well under 1350 points could put a basic CAD together with it.
2x bare bones squads of scouts are 110 points and a Mastery Lvl 1 Librarian is just 65, so for 175 points you can plug that CAD in and then purchase the 3x Drop Pods for 105 points, filling up the 3x Fast Attack slots.
That said, I don't know if those Drop Pods could even be used by the AOIF formation since they're not purchased as part of that formation. I do believe they cannot be put in Drop Pods unless the formation specifically makes an addition of Drop Pods as part of the Terminator's Dedicated Transport options.
Hope that helps, if nothing else. Take it easy.
-Red__Thirst-
From what I am seeing and reading I could put them in the drop pods as part of the CAD (which is actually what I ended up doing to create a bound army) 3 scout squads with snipers, a libby termie and 3 drop pods = 464pts
The issue is that that creates questions. Does the formation split up across turn 1 and reserves because of drop pod assault even though their formation wants them to arrive at the same time? Are they cool to deploy in vehicles that aren't from their formation, even though the GW FAQ seems to hate the idea of models doing anything with models from a formation. (Admittedly they have only been talking about IC's, but the intent seems to be a full-on blockade against anything ever synergizing with a formation that it isn't in. For example you are flat out disallowed from attaching an IC to any formation that has some kind of special reserve timing per the FAQ.) If you end up with more than one squad or even the entire formation still in reserve (say due to other pods that you dropped in first,) do you still roll once and get the whole crew from the reserve roll?
I mean, sure, these aren't the hardest of questions to rule on. It would seem that most sensible people would say "try to obey all formation rules as close as possible, while ignoring the ones that are made impossible," but there IS room for disagreement, and I for one don't like it when there's room to disagree over the rules.
it does pose a few questions, but doesn't seem to contravene RAW at all, this is why I am posting here about it, to get a larger than my meta feel for how this ought to or could work.
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Post by: Martel732
The drop pods aren't joining the formation. Just like a unit that's not in LATF can ride in the scouting LR and benefit from the scout move.
Units from this formation that ride in pods keep their formation text, whether they arrive on turn 1 or roll on turn 2. There will have to be more FAQs to make it otherwise.
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Post by: GodsCronik
i guess it could be argued that I should roll for the three turn two pods and the formation individually, not sure, trying to make sure I am playing it properly and not being too too cheesy
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Post by: Martel732
No, because you must still obey drop pod assault. The drop pods are not even in the formation.
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Post by: GodsCronik
Martel732 wrote:No, because you must still obey drop pod assault. The drop pods are not even in the formation.
yes, drop pod assault says 1/2 rounded up arrive turn T1, that would be my 3 with Chapter ancients in them, then on turn two drop pod assault lets me start rolling for the remaining three, the formation comes in as a hole on a successful roll, the drop pods as per drop pod assault should require individual rolls no?
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Post by: Martel732
GodsCronik wrote:Martel732 wrote:No, because you must still obey drop pod assault. The drop pods are not even in the formation.
yes, drop pod assault says 1/2 rounded up arrive turn T1, that would be my 3 with Chapter ancients in them, then on turn two drop pod assault lets me start rolling for the remaining three, the formation comes in as a hole on a successful roll, the drop pods as per drop pod assault should require individual rolls no?
Yes, the pods would all require individual rolls, since they are what is arriving via deep strike, not the terminators.
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Post by: GodsCronik
Martel732 wrote:GodsCronik wrote:Martel732 wrote:No, because you must still obey drop pod assault. The drop pods are not even in the formation.
yes, drop pod assault says 1/2 rounded up arrive turn T1, that would be my 3 with Chapter ancients in them, then on turn two drop pod assault lets me start rolling for the remaining three, the formation comes in as a hole on a successful roll, the drop pods as per drop pod assault should require individual rolls no?
Yes, the pods would all require individual rolls, since they are what is arriving via deep strike, not the terminators.
ok, that makes sense, so, would I need a roll for the formation? could the formation arrive separately if lets say only 2/3 of the pods got a successful roll? or would that mean that one of the squads had to teleport into combat?
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Post by: Martel732
Units loaded in pods follow the pod rules. Any stragglers not in pods follow thei own rules.
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Post by: kryczek
Hi All.
I got Space Hulk( SH) and a Archangels Orbital Intervention Force(AOIF) over the holidays. This gives me lots of lovely Blood Angels( BA) terminators to play with. I know they may not be the best unit but what does everyone think is the best way to use them?
At the moment I have Karlaen and the 2 BA terminator librarians in addition to the above 5 units of terminators. There are 2 assault squads of 5 of each option. 3 "tactical" squads, 2 of which have an assault cannon and 1 with a heavy flamer. I know It isn't cheap. At just under 1600 points it doesn't leave much room to maneuver. Even at 2k which we'll be playing at.
I intend to get the chapter ancients box next month to fill out the 2 furioso's which would give me an Archangels demi-company. Which I quite like the look of but are there any other or better options out there that I should maybe consider? Also any ideas on what to use as an AUX choice?
Also with having the SH terminators I was looking at the AOIF but with the 3 Tac squads. Shooting twice sounds fun. Any thoughts?
Any thoughts are appreciated.
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Post by: Red__Thirst
GodsCronik wrote:
ok, that makes sense, so, would I need a roll for the formation? could the formation arrive separately if lets say only 2/3 of the pods got a successful roll? or would that mean that one of the squads had to teleport into combat?
You would roll for the formation first, needing a 3+ for the reserves. If you roll a 3+, then all three terminator units would teleport in together and be placed accordingly per deep strike as per their formation rules and then subsequently be allowed to charge or double-shoot depending on flavor of Terminators.
If however you fail to get them in on the first reserve roll, I suppose you could then attempt to make 3 separate drop pod rolls to get the three squads on to the table, however since they didn't arrive via their own formation mechanic, I don't think they would be able to deep strike then charge or double-shoot after disembarking from the pod.
It's an odd interaction for sure. Me personally, I'd just skip the pods all together and if you absolutely have to use them to make sure your 3x chapter ancients dreadnought formation arrives all on turn one then leave them empty and as objective grabbers maybe.
Take it easy.
-Red__Thirst-
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Post by: Martel732
Red__Thirst wrote:GodsCronik wrote:
ok, that makes sense, so, would I need a roll for the formation? could the formation arrive separately if lets say only 2/3 of the pods got a successful roll? or would that mean that one of the squads had to teleport into combat?
You would roll for the formation first, needing a 3+ for the reserves. If you roll a 3+, then all three terminator units would teleport in together and be placed accordingly per deep strike as per their formation rules and then subsequently be allowed to charge or double-shoot depending on flavor of Terminators.
If however you fail to get them in on the first reserve roll, I suppose you could then attempt to make 3 separate drop pod rolls to get the three squads on to the table, however since they didn't arrive via their own formation mechanic, I don't think they would be able to deep strike then charge or double-shoot after disembarking from the pod.
It's an odd interaction for sure. Me personally, I'd just skip the pods all together and if you absolutely have to use them to make sure your 3x chapter ancients dreadnought formation arrives all on turn one then leave them empty and as objective grabbers maybe.
Take it easy.
-Red__Thirst-
If they are on board drop pods, they don't roll to teleport. They use the rules of the pods.
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Post by: GodsCronik
Martel732 wrote: Red__Thirst wrote:GodsCronik wrote:
ok, that makes sense, so, would I need a roll for the formation? could the formation arrive separately if lets say only 2/3 of the pods got a successful roll? or would that mean that one of the squads had to teleport into combat?
You would roll for the formation first, needing a 3+ for the reserves. If you roll a 3+, then all three terminator units would teleport in together and be placed accordingly per deep strike as per their formation rules and then subsequently be allowed to charge or double-shoot depending on flavor of Terminators.
If however you fail to get them in on the first reserve roll, I suppose you could then attempt to make 3 separate drop pod rolls to get the three squads on to the table, however since they didn't arrive via their own formation mechanic, I don't think they would be able to deep strike then charge or double-shoot after disembarking from the pod.
It's an odd interaction for sure. Me personally, I'd just skip the pods all together and if you absolutely have to use them to make sure your 3x chapter ancients dreadnought formation arrives all on turn one then leave them empty and as objective grabbers maybe.
Take it easy.
-Red__Thirst-
If they are on board drop pods, they don't roll to teleport. They use the rules of the pods.
thought more about this and I will likely play test using the three pods empty with teleport homers on them and on my scouts, leaving the opponent really guessing as to where I will toss the AOIF since most of the board can be covered with no scatter buffs. I will say, this list has breathed life back into the blood angels in my meta, I'll be playing it for a while to hopefully restore some of their former glory
11860
Post by: Martel732
Anyone looking for counters to common problems? That's the discussion in other faction threads.
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Post by: Bartali
^^^^
How do you make a DCSF (or any BA assault list) work vs Space Wolf TWC/Wulfen/Axe+Shield Dread lists
After a brief foray from their storage box after Angels Blade, my BA will be going back into storage. At lease I can shoot/punch stuff with S10/Force/Gat Psilencers with my GK.
11860
Post by: Martel732
You assault their rest of their list. That's why my LBSF still contains a lot of shooting, including an IK.
BA are still rather poor, but I think they're better at obj games than GK.
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