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In order of diminishing point efficiency:
Slamguinius + Laertes + 15x Death Company (12x Bolter/Chainsword, 3x Thunder Hammer)
Slamguinius + Mephiston
Slamguinius + Captain (Vitae or Hammer of Baal)
Use 2x Captain if you need them to be anti-vehicle. Otherwise, Laertes is great for consistency, especially if you bring 15x Death Company. Mephiston is nice because he would give you a Psychic phase and can operate entirely independently of the Captain.
For the top two, you can add a Techmarine with Beamer on foot (my preference) or in a bike holding Vitae. (For Laertes, you can do a Supreme Command detachment instead of a Battalion.)
Thanks for the input! I would definitely go for a Batallion, because I need those CP. So for clarification: Slamguinius is a Captain with Hammer, Stormshield and this Wings relic?
Also do your make your warlord AdMech or Blangels?
Slamguinius takes Thunder Hammer, Stormshield, and Angel Wing. He gets Death Visions stratagem for Death Company and Black Rage.
Ideally, you take a Company Commander as your Warlord for the 5+/5+ CP recycling. AdMech for Monitor Malevolent is acceptable as well. Otherwise, take Slamguinius as your Warlord for Artisan of War (+1 damage) or Gift of Foresight (5+ FNP, rerolling 1s).
This message was edited 1 time. Last update was at 2018/06/13 10:02:33
Since I´m restricted to two detachments no Guard for me this time.
So some more questions:
1) Does the Monitor Malevolent trait stack with things like Veritas Vitae?
2) From which kit did you built / convert Slamguinius?
3) Anyway to make Scouts look more AdMechy?
lash92 wrote: Since I´m restricted to two detachments no Guard for me this time.
So some more questions:
1) Does the Monitor Malevolent trait stack with things like Veritas Vitae?
2) From which kit did you built / convert Slamguinius?
3) Anyway to make Scouts look more AdMechy?
1) Yes.
2) I bought a bunch of used Stormcast Eternal Prosecutors, cut the heads and shoulders off, added Space Marine heads and shoulders. Also remounted the wings on a Grey Knights plain ol' backpack. And viola, truescale Blood Angels for less than $10 each.
No photos because I am on a business trip. I will see if I can post some when I get home.
3) I made some Iron Hands Scouts death oathed to my AdMech army (which is not a Forge World, but a mendicant order):
Vanguard heads, Scout torsos and arms, Skitarii legs. I would not recommend the Skitarii legs. It's a pain to sculpt the missing portions where the robes go. Instead, get some Anvil Industry Exo-Lord bionic legs (http://anvilindustry.co.uk/The-Armoury/Exo-Lord-Bionics/Bionic-Legs-Conversion-Kit) or maybe wait for their Regiments bionic legs, which are coming out this week. I personally favor smaller Scouts on 25mm bases and full-grown Space Marines on 32mm bases and truescale.
So guys I need some C&C for a tournament list, which has some restrictions:
- max 2 detachments, one needs to be a Batallion
- max 2 times the same unit, exception Standard and Transport, where you can take 5 times the same unit
- max 1 LoW - Some restrictions (regarding Units with the Keyword Vehicle, Monster, Battlesuit) which results in no more than 2 robots per unit and no more than 3 Dragoons per unit.
lash92 wrote: Thanks for the pic and the tips, nice conversion!
So guys I need some C&C for a tournament list, which has some restrictions:
- max 2 detachments, one needs to be a Batallion
- max 2 times the same unit, exception Standard and Transport, where you can take 5 times the same unit
- max 1 LoW - Some restrictions (regarding Units with the Keyword Vehicle, Monster, Battlesuit) which results in no more than 2 robots per unit and no more than 3 Dragoons per unit.
What do you think? Is it a good concept under those restrictions? How would you improve etc.
Weird rules.
I would drop the Destroyers to put another 2 Kastelans in. I would also switch to MSUs of Vanguard with maximum one Caliver. Also drop the extra Heavy Stubbers on the Crawlers.
So this:
Spoiler:
Mordian Battalion Detachment - 199
HQ - 76 1x Company Commander - Laspistol, Chainsword, Warlord: Grand Strategist
1x Primaris Pysker - Force Stave, Laspistol, Relic: Kurov's Aquila
The biggest weakness of this list is that there are very few ways to efficiently convert CPs to wounds. It also has relatively poor anti-tank. Maybe consider Electro-Priests or a 3x Lascannon Ballistarii?
This message was edited 4 times. Last update was at 2018/06/14 13:55:27
Yeah weird rules indeed, but this is the new tournament format in my region so I have to adept...
I can´t add another 2 Destroyers, because max 3 HS in a Batallion. Thats why I had the destroyers (but they are anti tank with 3D6 Plasma hitting on 3´s rerolling 1´s)
Death Company [27 PL, 348pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
. Death Company Marine: Bolt pistol and chainsword
Maybe cut the Dominus for an Enginseer and use the points for a Techmarine with Beamer and Vitae (65 points)? With only two Crawlers, rerolling 1s isn't very efficient. You will have 22 points left over. If you cut even the Crawlers, 16 Electro-Priests? (Or cut one unit of Dragoons for 13 Electro-Priests) Haha. That would be a terrifying assault army. Infiltrate your Dragoons and Priests turn one to clear screen. Drop your Slamguinius, Lemartes, and Death Company turn two to follow up assault. Meanwhile, your deployed infantry, maybe with two Icarus Crawlers (or Basilisks, which can get reroll 1s for 30 points with Master of Ordnance) being constantly repaired, are just hogging board space.
It might be too much. But it would be cool.
EDIT: Oh, and make sure all the Death Company use Bolters and Chainswords, not Bolt Pistols. You want the versatility. Thunder Hammer obviously requires you to give up both weapons.
This message was edited 3 times. Last update was at 2018/06/14 15:59:09
Yes. The traits don't technically refund you. They give you +1 CP for rolling a dice value under certain conditions.
Another consideration: If you take Electro-Priests, you can cut the Thunder Hammers from the Death Company and use them as dedicated anti-screen. (Electro-Priests can pretty much run over anything with Mortal Wounds.)
This message was edited 1 time. Last update was at 2018/06/14 16:45:05
Good point with the Hammers. So I guess it would be better to cut the Onagers instead of the second Dragoon squad, right? It just feels so weird do play AdMech without an focus on shooting xD
Might not need the dominis without a pure gun line . Changing to an engineer maybe give some plasma to vang you end up full mobile army. No need to keep anything stationary. Or switch one group of vanguard's to rangers for camping back field and screen. Onagers if need. Seems valid though! I d make the Dragoons one group for the buff or make one group of 4-5 and use the points it's heavily dependant on playstyle!!
This message was edited 1 time. Last update was at 2018/06/14 21:38:56
I would make a bigger dragoon unit but that's not possible because of the tournament restrictions...
Also when you drop in Lamartes + Death Company + Captain: who gets the 3d6 charge stratagem? I know it's a little dependent on the target which is in front of you, but I'm looking for a rule of thumb for my first AdMech Blood Angel games.
Also when you drop in Lamartes + Death Company + Captain: who gets the 3d6 charge stratagem? I know it's a little dependent on the target which is in front of you, but I'm looking for a rule of thumb for my first AdMech Blood Angel games.
Also regarding Electro Priest:
Do you think I could even afford them (from a CP standpoint). I have 13CP and I´m spending 4 right away which can´t be refunded (relics + black rage). So 9 CP at the start and I still need to infiltrate the Priests and Dragoons...
lash92 wrote: Laertes is also the father of Odysseus .. xD
Back to my stratagem question:
Spoiler:
Also when you drop in Lamartes + Death Company + Captain: who gets the 3d6 charge stratagem? I know it's a little dependent on the target which is in front of you, but I'm looking for a rule of thumb for my first AdMech Blood Angel games.
Also regarding Electro Priest:
Do you think I could even afford them (from a CP standpoint). I have 13CP and I´m spending 4 right away which can´t be refunded (relics + black rage). So 9 CP at the start and I still need to infiltrate the Priests and Dragoons...
Highly situational. Blood Angels are a high skill cap army because of the massive tactical flexibility. Also keep in mind that Lemartes, Slamguinius, and the DC likely will not deploy together, and may even operate separately.
Here's one scenario:
1. Place Slamguinius into reserves, deploy Lemartes and the DC 2. Forlorn Fury and move the DC. Either Advance Lemartes or use Upon Wings of Fire to deep strike him closer to the action.
3. Decide if you want to charge Lemartes or the DC first. Ideally, you don't need to charge Lemartes at all. Just let him be an aura caddy.
4. Next turn, deep strike Slamguinius. Use Upon Wings of Fire to move Lemartes closer to him, if necessary. Charge with Descent of Angels if necessary.
Depends. If you finish deploying first, you should deploy the DC and try to go for the T1 alpha. Forlorn Fury is a great skill to use for this because it essentially lets you bypass screens and murder their backline before they even have a chance to stop you.
That being said, here's a 2000 point BA+Guard+Stygies mass assault list:
So what are we gonna do with the drill. Fulgurites seem to be the only thing, since we can't really tansport anything else meaningful. And don't say OMG 10 man skitarii with 3 plasma. Just no.
lash92 wrote: The Peltasts look most interesting of all three imho.
why tho....
Which do you find more interesting then? I'm not feeling the transport, but maybe I'm just overlooking something.
Well the infantry just seems outright meh. No <forgeworld>, no silly rules, no amazing stats... What's the point? Just take rangers.
With the transport there're at least SOME posibilities. It's just a bit worse than a wave serpent defensive stats wise (but it is cheaper so its less points spent on transports). It has some OK guns for cheap.
This message was edited 2 times. Last update was at 2018/06/15 09:35:38