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![[Post New]](/s/i/i.gif) 2010/07/15 14:25:29
Subject: Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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Do you guys think Blood angels Assault Squads would be more effective in 5 or 6 man groups?
Both will have same wargear its just a question of is that extra man worth it (1500pt game, 5 Squads of 5 or 6, In Rhinos)
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/15 17:07:35
Subject: Blood Angel Assault Squad
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Ladies Love the Vibro-Cannon Operator
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Well, its a trade-off.
More small troops more scoring units,
less larger troops more staying power.
I always prefer full squads just as a policy.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/07/15 19:30:37
Subject: Re:Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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Sorry but that didnt make sense to me... the 3rd line anyway
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/15 20:04:22
Subject: Blood Angel Assault Squad
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Brainy Zoanthrope
Wisconsin
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Depends on the situation I suppose.
I normally run 10 man squads if I'm going to be deep striking them in. But if I run them in Rhinos I will run 9 man squads with a priest along for the ride.
The problem with 5 man squads if you decide to deep strike is that you may spread yourself out or not everyone may come in when you want them, even with Decent of Angels.
Ideally if you run 5 man squads, I'd throw them in a razorback with a priest or HQ. It'll provide transport with heavy firepower (if you buy it) and it's cheaper on the transport when taking off the jump packs.
I normally run them in 10 man squads with to Melta-guns so I can blow up some vehicles. I feel 5 man squads get killed off too fast cause there aren't enough priests to good around.
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This message was edited 1 time. Last update was at 2010/07/15 20:04:54
ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better. |
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![[Post New]](/s/i/i.gif) 2010/07/15 20:05:27
Subject: Blood Angel Assault Squad
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Bounding Assault Marine
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If you have a larger number of small squads, they you will have more troops to score, but they will break easily, or just die easily, as there arent many models. If you have a smaller number of squads with more models in them, they they will be harder to kill, and will be harder to make them break due to moral. I also prefer taking the full number of models available in a squad, with very few exceptions.
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/15 23:27:16
Subject: Re:Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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Thanks for the advice im thinking about running 2x5 assault squads in razorbacks with lascannons i could run 6 but that means an extra 36 points which i could spend on giving a librarian a power fist or something
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/16 02:06:35
Subject: Blood Angel Assault Squad
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Fixture of Dakka
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I have found that running 7 man squads work best for me - meltagun, thunderhammer & stormshield or power fist & infernus pistol (sergeant). I typically attach a Sanguinary Priest to these squads (power sword & infernus pistol) & sometimes I will also attach a Chaplain as well. This combined unit is deadly as both a tank hunter and in close combat. The extra two bodies help to soak some wounds so the unit can last an entire game. Five man squads - you might want to consider running a full squad and split them into two units using the combat squad rule... This will give you more flexibility.
G
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![[Post New]](/s/i/i.gif) 2010/07/16 02:53:20
Subject: Re:Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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I didnt know there was a combat squad rule could you explain a little more?
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/16 02:58:07
Subject: Re:Blood Angel Assault Squad
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Esteemed Veteran Space Marine
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Dashyl wrote:I didnt know there was a combat squad rule could you explain a little more?
Get the army book before you make a thread like this...
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This message was edited 1 time. Last update was at 2010/07/16 02:58:20
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![[Post New]](/s/i/i.gif) 2010/07/16 04:43:50
Subject: Blood Angel Assault Squad
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Daemonic Dreadnought
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BA assault squads should make up the bulk of a BA army.
In a mechanized army the debate is between rhinos or razorbacks. Razorbacks gain a lot from being able to move 12" and fire their main gun, while Rhinos gain nothing but the ability to fire storm bolters while moving 12" and the ability to autokill their passangers when moving flat out, so the choice is razorbacks.
In mechanized lists 5 in a razorback would be the ideal number. The transport capacity of a razorback is only 6 so leaving 1 space open in a transport gives additional flexibility for IC primarily the Sanguinary Priest. If the razorback holding a SP is popped and the squad takes casualties the best course of action would be to have SP which is an IC leave the decimated squad and rejoin a new squad inside a razorback. In order for that to happen the size of the squad must be 5 and not 6, or else there will be no room in the new razorback.
In jump squads the number should be 10. In KP missions it keeps KP to a minimum, and in objective based games they can combat squad.
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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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![[Post New]](/s/i/i.gif) 2010/07/16 05:50:19
Subject: Blood Angel Assault Squad
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Yellin' Yoof
salem, OR
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do 10 man squads and combat squad them down to 5 mans
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![[Post New]](/s/i/i.gif) 2010/07/16 14:55:08
Subject: Blood Angel Assault Squad
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Fixture of Dakka
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Do 5 man squads and combat them up to 10.
G
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![[Post New]](/s/i/i.gif) 2010/07/16 15:09:37
Subject: Blood Angel Assault Squad
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Boom! Leman Russ Commander
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schadenfreude wrote:and the ability to autokill their passangers when moving flat out
Ehm... what? How do they autokill their passengers?
The rhino gains alot from the overcharged engines. It will probably save you an entire turn of driving before your assault marines are in the enemy's face.
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![[Post New]](/s/i/i.gif) 2010/07/16 15:30:22
Subject: Blood Angel Assault Squad
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Heroic Senior Officer
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Illumini wrote:schadenfreude wrote:and the ability to autokill their passangers when moving flat out
Ehm... what? How do they autokill their passengers?
They don't. That's a Fast Skimmer rule and will not affect BA Rhinos.
Edit:
Altho I suppose if you were silly enough to Ram a vehicle with a Flat Out Rhino with passengers embarked, it could happen. Boils down to the rule taht says that passengers may no embark or disembark from a transport that moves or is going to move Flat Out. So if you manage to somehow destroy the vehicle DURING YOUR OWN MOVEMENT PHASE!, then the passengers cannot disembark and are destroyed. Only two ways I can think of for it to happen is ramming or a skimmer ending it's move over difficult terrain and failing the test.
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This message was edited 2 times. Last update was at 2010/07/16 15:34:21
Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2010/07/16 15:38:45
Subject: Blood Angel Assault Squad
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Boom! Leman Russ Commander
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don_mondo wrote:
They don't. That's a Fast Skimmer rule and will not affect BA Rhinos.
That was a 4th ed rule. To my knowlegde, the whole "killing your own vehicle in your own turn" is the only way to kill your own passengers
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![[Post New]](/s/i/i.gif) 2010/07/16 15:45:54
Subject: Blood Angel Assault Squad
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Blood Angel Terminator with Lightning Claws
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Black Blow Fly wrote:Do 5 man squads and combat them up to 10.
G
Not sure what you are saying here.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2010/07/16 16:04:30
Subject: Re:Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/16 16:20:03
Subject: Re:Blood Angel Assault Squad
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Boom! Leman Russ Commander
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Dashyl wrote:Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule
What?
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![[Post New]](/s/i/i.gif) 2010/07/16 16:25:17
Subject: Re:Blood Angel Assault Squad
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Heroic Senior Officer
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Dashyl wrote:Hes saying keep them in 5 man squads in the razorback until the leave the transport and when there out of the transport make them a 5 man combat squad using the combat squad rule
That statement makes no sense whatsoever..............
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2010/07/16 20:24:30
Subject: Re:Blood Angel Assault Squad
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Sure Space Wolves Land Raider Pilot
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Oops i cant type today
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This message was edited 2 times. Last update was at 2010/07/16 21:48:08
40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/16 20:28:20
Subject: Blood Angel Assault Squad
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Fixture of Dakka
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What is the sound of one clapping?
G
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![[Post New]](/s/i/i.gif) 2010/07/16 22:58:01
Subject: Blood Angel Assault Squad
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Daemonic Dreadnought
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[spoiler] don_mondo wrote:Illumini wrote:schadenfreude wrote:and the ability to autokill their passangers when moving flat out
Ehm... what? How do they autokill their passengers?
They don't. That's a Fast Skimmer rule and will not affect BA Rhinos.
Edit:
Altho I suppose if you were silly enough to Ram a vehicle with a Flat Out Rhino with passengers embarked, it could happen. Boils down to the rule taht says that passengers may no embark or disembark from a transport that moves or is going to move Flat Out. So if you manage to somehow destroy the vehicle DURING YOUR OWN MOVEMENT PHASE!, then the passengers cannot disembark and are destroyed. Only two ways I can think of for it to happen is ramming or a skimmer ending it's move over difficult terrain and failing the test.
So all fast vehicles can emergency dismbark thei passangers if they go pop in the enemy's shooting phase after going flat out?
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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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