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Made in us
Daemonic Dreadnought






My Knights of Blood are assembled and painted well enough for hardboys.

My list totals to 2350 with the following.

The Sanguinator
2 Sanguinary Priests both with jump packs, 1 has a power fist.
1 squad of Sanguinary Guard with a chapter banner.
2 full ten man squads of scout bikers, each Sergeant has a Power fist.
5 full ten man squads of assault marines with 2 melta guns in each squad, and every Sergeant has a Thunder Hammer.

The only possible way I can shave points off what's already listed is to remove the power fist from the 2nd Sanguinary Priest. I will not downgrade thunderhammers to power fists as I will not have 5 power fists ready for hard boys, it's only 25 points, and the custom conversions I made to create the thunder hammers is something I want to keep around for 2,000 point tournaments that have a paint score.

Here all the possible ways within the limits of my prepared models that I can add to the list to make it 2500.
A really cool looking Librarian.
A 3rd Sanguinary priest with a jump back.
Cluster mines for the scout bikes.
3 or 4 combi meltas for Sergeants.

What I am really town between is having a 3rd priest, or a Librarian. I can't have both.

Anyhow here are the basic tactics for my army.

Plan A the Alpha Strike: Go first, infiltrate with the bikes, Turbo boost within 12" of the enemy line. Move the Sanguinator and a priest 12" forward, and move the bikes 12" forward except for 2 bikes remaining behind in coherency to keep them within the Sanguinator and priests 6" bubble. Run all units except for the bikes. 20 scout bikes will then launch a turn 1 assault at S5 I5 and 3 attacks each (1 base, 1 for the charge, 1 for the sanguinator) and 4 STR 9 power fist attacks from each of the sergeants. The large volume of SRT 5 and STR9 autohits should cause significant damage to vehicles. It's not the best alpha strike in the game, but it's a decent alpha strike that has a good chance of causing significant disruption, and the rest of my army will be within charge range next turn.

Plan B turtle up for the incoming Alpha Strike. Go 2nd either by choice or by the dice dictating that I will go second if I want to or not. Use my bikes scout move to turbo boost them in front of my army. Each squad of scout bikes can cover 50" of table (3" base +2" coherency) allowing them to give my entire army a 4+ cover save except for the scout bikes themselves whom have a 3+ cover save from turbo boosting. Keep all squads including the scout bikes within 6" of a priest so everybody has FNP. Being on the receiving end of an Alpha Strike is never good, but my army will be turtled up better than most and should be able to take it. All that's left is to grab my dice and get ready to roll a lot of incoming armor, cover, and/or FNP rolls and hope my idea works as my army eats an alpha strike.

Plan C Keep everything in reserve. I really don't like plan C, and to be honest it's a last resort. The only thing I like about plan C is that it's there as an option, and my opponent knows it's an option so it can really screw with another player's head. So it's a lot like cluster mines, not all that effective in game but great for messing with someone's head. The times I would most likely use this is if I get the chance to go second against another deep striking army such as a drop pod army, a spore army, a chaos deamon army, or in the Dawn of War scenario.

Anyhow there are my 3 basic plans for the start of the game. What do you guys think?

3rd priest or librarian?

What weaknesses do you see in the list?

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
 
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