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Ferrum_Sanguinis wrote: I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.
Guess I will go with Eradicators for now.
What point level are you building towards? A battalion in a 2000pt list should give you plenty of elite slots to fit all the bladeguard and redemptors you need, I'd think. That's like 6 slots to play with.
2000 is always what I've built towards since I started 40k. But apparently in 9e games can go up to 3000 now?
I dont think many play 3000pts. 2000 is still the most popular.
Just to illustrate that it's not an either/or decision between BGV and Redemptors, I drafted up a quick primaris only 2000 point list with a techmarine and 2 redemptors in it as well as the other elements you want to build around. It's not 100% optimized of course, but I think it's certainly playable.
Primaris Captain [5 PL, 105pts]: 5. Gift of Foresight, Icon of The Angel, Warlord
. Heavy bolt pistol, Master-crafted power sword and Relic shield: Master-crafted power sword, Relic Shield
Primaris Techmarine [5 PL, 100pts]: Chapter Command: Master of the Forge
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
[b]++ Total: [103 PL, 10CP, 2,000pts]
Hey wow, thanks! Yeah that's more or less exactly the kind of army I want to field at some point! Only thing is I think I'd swap out the Apoth for a Bladeguard Ancient since they're tanky enough as is and I absolutely want to make sure they murder whatever it is they charge.
Also I want to find a way to equip my Assault Int. Sergeants with thudnerhammers for when they're inevitably set upon by any sort of elite troops/MCs. So maybe have only 3 Inceptors or something?
I think with the new points on plasma inceptors, cutting 1 guy will just about pay for all those thunder hammers, yep.
Normally, I'd balk at spending 60 points on thunder hammers for 3 intercessor sargeants versus something like DC with jump packs but given your primaris only restriction, I think that's a fairly defensible trade.
Yo guys I'm running a blood angels successor chapter and had my first game against death guard the other night.
I run 2 squads of death company assault intercessors just on foot and they were pretty disappointing, slogged all the way across the board getting smashed with fire and hardly made and impact. Thinking of putting them into reserve for next game and then having 10 DC intercessors and 10 Sanguinary guard arriving would be a seriously nasty turn for my opponent to deal with.
Gwyn chan 'r Gwyll wrote: Yeah, Death Company Assault Intercessors either need to be outflanking, or in a transport. And even the transport ain't all that.
Yeah it was a good learning experience for me to be honest, I'm used to playing crimson fists and just slogging forward. Next time I'll outflank or swap for a redemptor.
I've considered reserving the DC intercessors in an attempt to find a use for them, but I always end up cutting them for the normal jump pack guys with free deepstrike, greater movement, and weapon flexibility. GW really missed the mark with that datasheet.
Honestly, GW just needs to make a Primaris Jetpack upgrade sprue going with a new codex that gives it as an upgrade option to assault intercessors and HQ.
Question about crusade force of blood angels:
Can we use the strata to have 2 warlord traits?
Edit: in addition: can someone explain me the Flaw rule?
i get how you get the flaw tally, but what happens next, i'm not completly sure.
what happens with my bladeguard?
or my librarian dreadnought?
This message was edited 1 time. Last update was at 2021/07/05 14:51:04
I have four 5 man squads of assault intercessors from starter boxes. I want to use two as troop choices, but I want to convert the other two for other uses. Any thoughts on this for an army that is trying to use a ton of jump packs and otherwise fast-moving, hard-hitting MSUs?
teamtigerstripe wrote: I have four 5 man squads of assault intercessors from starter boxes. I want to use two as troop choices, but I want to convert the other two for other uses. Any thoughts on this for an army that is trying to use a ton of jump packs and otherwise fast-moving, hard-hitting MSUs?
I think the most obvious answer is throw some jump packs on them and make them Van Vets. Your foot slogging options of DC intercessors or Veteran Intercessors neither fit the mold of what you outlined your army theme to be nor are they very great datasheets for the points.
teamtigerstripe wrote: I have four 5 man squads of assault intercessors from starter boxes. I want to use two as troop choices, but I want to convert the other two for other uses. Any thoughts on this for an army that is trying to use a ton of jump packs and otherwise fast-moving, hard-hitting MSUs?
I think the most obvious answer is throw some jump packs on them and make them Van Vets. Your foot slogging options of DC intercessors or Veteran Intercessors neither fit the mold of what you outlined your army theme to be nor are they very great datasheets for the points.
I generally like that idea, but the only issue is that I would likely want to get lightning claws and shields then. I see a lot of people using that setup, and I assume it is generally considered the best for van vets.
teamtigerstripe wrote: I have four 5 man squads of assault intercessors from starter boxes. I want to use two as troop choices, but I want to convert the other two for other uses. Any thoughts on this for an army that is trying to use a ton of jump packs and otherwise fast-moving, hard-hitting MSUs?
I think the most obvious answer is throw some jump packs on them and make them Van Vets. Your foot slogging options of DC intercessors or Veteran Intercessors neither fit the mold of what you outlined your army theme to be nor are they very great datasheets for the points.
I generally like that idea, but the only issue is that I would likely want to get lightning claws and shields then. I see a lot of people using that setup, and I assume it is generally considered the best for van vets.
Yeah I think you'd have to find the parts to outfit them with the right weapons but if you are converting, I figured that's kind of par for the course.
Bolt pistols and chainswords is definitely not the reason to play Van Vets, but they are still worth the point premium over the bog standard assault marine for the +1 A, +1 LD and their mobility beats that of a standard assault intercesso - at the cost of obsec of course.
...Actually scratch everything I just said. Give them Jump packs and run them as normal DC. BP + CS is the standard loadout for them so it makes perfect sense.
Thanks for those ideas. I love the DC idea as well. Either way I am throwing some jump packs on them and deciding what color to paint them. But with the DC route, the weapon options already fit.
I am trying to figure out what a good third troop choice would be for a battalion that already has two 5-man squads of assault intercessors. The rest of the army is fast moving elite troops of various jump-pack flavors and a few combat characters. The ranged support is a 3-man eradicators and a whirlwind for support in combat.
My thoughts are that I need a unit that is comfortable sitting towards the back or midfield on objectives while the majority of the army moves forward. So I was thinking heavy intercessors. But I see everyone loves incursors and infiltrators. I am not too worried about deepstriking because of how fast the army is generally and I can screen the whirlwind with either the eradicators or heavy intercessors. Will someone try to sell me on those two other options, because I am not seeing their value in this case but everyone seems to love them.
If I do go heavy intercessors, which weapon choice do you find is best for this role?
I think Heavy Intercessors are max overkill for holding a lightly contested backfield objective. You pay a ton of points for a lot of excess durability on a unit that will probably only ever get to use it super late in the game when your opponent has chewed through the rest of your army. They are also only going to be good for the a bit of chip damage here or there from range.
Infiltrators with a Helix Gauntlet save you 10 points, nullify any risk of an opponents charge out of deepstrike, have more then enough durability to babysit a back objective, and offer a lot more tactical flexibility at the deployment step and throughout the game because of their concealed deployment and strat access.
Incursors are a more aggressive alternative to infiltrators and shave even more points. I don't think their best use is backfield objective camping - they are more about early pressure and establishing board control but they have access to smoke for -1 to hit on top of transhuman so I guess they are more durable than the the other primaris options left.
It seems a little counter intuitive but the only reason I'd consider Heavy Ints is if I'm giving them assault variants of their bolters and advancing them onto a midboard objective where they are going to just be a massive pain for the opponent to kill off. They will have to use real firepower to clear them off, basic bolters aren't going to do it. People don't like putting heavy weapons into troops when they have Van Vets or Sang Guard bearing down.
Yeah, Heavy Intercessors would be my last choice of Troops for that sort of job. I'd go with either Infiltrators for their Deep Strike denial abilities or just some regular Intercessors. If the plan is to sit on an objective regular Intercessors are fairly cheap and they can contribute some random bolt rifle shots to from the backfield when needed. Hopefully the faster moving stuff in the middle of the board will pull attention from them, upping their survivability.
Okay, next question: Death Company with jump packs. I am converting 10 assault intercessors into DC with JP, and I am trying to figure out the weapon load outs. I will likely only run a squad of about 7-8, since that is what I have points for in my list. I want them to be a hammer that I can send off to hit an important target that might be away from my main force. For that reason they have to be a little utility weapons wise. I have about 50 points to spare to kit them out, but I can wiggle a little bit there. I was thinking 2x hammers, 2x power swords. But I don’t know what people generally think about the various weapon options, like power fists, and gun options. Any thoughts would be helpful!
I prefer to keep my DC squads under the 6 man threshold to keep Forlorn Fury and Refusal To Die at 1 CP rather than 2. It also has the side benefit of staying below the blast threshold and making coherencey easier if you are trying to string them into an Aura or something.
When I run them, it's 3 hammers and 2 chainswords. They are used to kill big nasties or die trying. Other units like Vanguard Vets make better all-rounders in my experience. DC just don't have the staying power to stick around if your opponent understands the damage they are capable of.
DC are pretty much either TH or standard BP/CS loadout for me. They hit hard enough with a chainsword that I rarely feel any of the other D1 weapons offer much for the extra points and TH are excellent for dealing with big threats from monsters to characters to vehicles.
The only problem with DC is keeping them alive. I don't think I'd run a unit of 5 unless I had some pretty serious target saturation because they die very easily for their cost. I usually go 9-10 and try to engage multiple units early if possible.
Turn 1 only units with the allowance to DS turn 1 are allowed to, aka Drop pods. All other units, to my knowledge, must DS turn 2. Drop Pods are the only unit with a turn 1 rule allowance. Maybe the dread claw? but those aren't BA. Also, this has been a rule since 8th, like 2018.
Only ever play them when I make less serious lists. The BA Psychic discipline they are locked too is outclassed by the general utility of the standard space marine options. We have no shortage of other beat stick options that generally buff surrounding units better like the smash captain or bike chaplains.
Mephiston is easier to maneuver and has access to transhuman which will help in a character duel, but I prefer the flat 3Dmg (d3+3Dmg for the extra Halberd attack) on the dread's attacks vs Mephiston's D3 dmg.
If you want a beat stick that can smite and sometimes fly, they'll both do a job.
SirGunslinger wrote: Are Inceptors still worth it? I remember them being all the rage a while back, but when you price in the obligatory jump captain they are very pricy.
I'm finding less use for Plasma Inceptors these days myself. Their 18" range puts them in danger of a lot of really scary stuff that will mess them up in melee or at the very least tag them. Not great when considering their points investment. Not to mention the proliferation of high strength/AP D3+3 dmg weapons that just vaporize them. The meta shift has been into Dreads for fire support duties. Winning competitive Space Marine lists without double Volkite Contemptors seem to be a rarity these days regardless of chapter for example.
I don't know if this thread is dead from lack of BA players, or everyone is just depressed because of the faction's sad results lately, but I'm in the process of assembling a new 2k List that I can take to tourneys without getting laughed out of the place. The recent points drops look to make death company and gladiators just a little bit more attractive, and I wanted to see if I could lean on them a little.
By taking Master Artisans the 4 d3+3 shots basically always hit. The construction allows for some TTL play against opponents without Wazboms and the like that can find my tanks in the backfield turn 1. I think fall back and charge is really strong for the movement potential, but I would be open to suggestions on the second custom trait, maybe just whirlwind of rage for extra output to make up for losing +1 to wound.
The stray melta pistols, as well as the Quake Bolts love a free reroll.
I'm not looking to conquer LVO next year, but mainly have a chance to take an RTT or to have a respectable result at a GT. I would love any thoughts you may have.
I am sure the baal predator should probably just be bolter inceptors or attack bikes or something. I may test it a few different ways, but I will be able to get a few test games in before any tournaments and I want to see for myself if the Baal can work.
Death Company Marines [8 PL, 165pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine . . Bolt pistol and chainsword
Death Company Marines [8 PL, 140pts]: Jump Pack
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
Sanguinary Ancient [7 PL, -1CP, 110pts]: 3. Soulwarden, Angelus boltgun, Encarmine sword, Quake Bolts, Rites of War, Stratagem: Angel Exemplar, Warlord
EmperorForearm wrote: I don't know if this thread is dead from lack of BA players, or everyone is just depressed because of the faction's sad results lately, but I'm in the process of assembling a new 2k List that I can take to tourneys without getting laughed out of the place. The recent points drops look to make death company and gladiators just a little bit more attractive, and I wanted to see if I could lean on them a little.
By taking Master Artisans the 4 d3+3 shots basically always hit. The construction allows for some TTL play against opponents without Wazboms and the like that can find my tanks in the backfield turn 1. I think fall back and charge is really strong for the movement potential, but I would be open to suggestions on the second custom trait, maybe just whirlwind of rage for extra output to make up for losing +1 to wound.
The stray melta pistols, as well as the Quake Bolts love a free reroll.
I'm not looking to conquer LVO next year, but mainly have a chance to take an RTT or to have a respectable result at a GT. I would love any thoughts you may have.
I am sure the baal predator should probably just be bolter inceptors or attack bikes or something. I may test it a few different ways, but I will be able to get a few test games in before any tournaments and I want to see for myself if the Baal can work.
Death Company Marines [8 PL, 165pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine . . Bolt pistol and chainsword
Death Company Marines [8 PL, 140pts]: Jump Pack
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
. Death Company Marine: Astartes Chainsword, Inferno pistol
Sanguinary Ancient [7 PL, -1CP, 110pts]: 3. Soulwarden, Angelus boltgun, Encarmine sword, Quake Bolts, Rites of War, Stratagem: Angel Exemplar, Warlord
Well, this thread has been quiet lately. Time to wake from your coffins, brothers!
The first change we have not discussed is Armour of Contempt. This has given a shot in the arm to all Marine factions but is especially good on units with a native 2+ save. Sanguinary Guard love this buff as they now get a 4+ save even against plasma and Power Swords. I think this definitely gives them the edge over VanVets now since the classic LC/SS built does not benefit from AoC and AP-2 on the claws is starting to look a bit anaemic vs AoC units.
Secondly, how do the changes in Warzone Nephilim affect us? I normally rely heavily in both Warlord Traits and extra relics so having to pay more for them while getting fewer CPs to start with is going to really sting. I wonder if Special Characters will start to see more play? You still have to pay for a WLT trait but they get their special rules and usually some sort of Relic baked into their cost. Dante was showing up in lists already and now that extra +1CP he brings is starting to look a bit more valuable since starting CPs are such a scare resource. Thoughts?
I stand between the darkness and the light. Between the candle and the star.