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Land Raider Pilot on Cruise Control





Renton, Washington

Been thinking of setting them up in either five man squads in razorbacks, or in 10 man blob squads with jumppacks. Which is the better option for a DOA army? I know hybrid lists are harder to do, but I think having the razorbacks in my army would let me benefit from using the sponson mounted weapons on it for long range anti tank to cover my DC squads and my Sanguinary Guard squad. So, which is better? 10 man jump pack squads, or 5 man razorback squads?

"So does he cast off a frail mortal frame for something greater and more difficile. So does he become a Dreadnought."
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If you're going DoA, the 10 man jump pack squad hands down.

If you were building a mechanized list, it'd be the razorbacks, but the majority of DoA armies don't have any armor at all, and are better off for it because they make opponents waste anti-tank shots on grunts.
   
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Renton, Washington

How do you think I should set them up in your opinion? Gear wise.

"So does he cast off a frail mortal frame for something greater and more difficile. So does he become a Dreadnought."
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Demdiddydizzy wrote:How do you think I should set them up in your opinion? Gear wise.



DoA: 10 marines with 2 meltaguns, sergeant with Power fist. 1 Sanguinary Priest for every 2 Assault Squads you bring, equipped with a Jump Pack, and then with a power weapon if you have the spare points

Mech, 5 Marines, 1 meltagun, Sergeant with power fist. Again, 1 priest for every 2 squads, except this time keep him bare bones, you'll be leaving him in a Razorback to keep him safe.

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Alexandria, VA

Are your DC in a transport or with jump packs?
   
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Ferrum_Sanguinis wrote:Mech, 5 Marines, 1 meltagun, Sergeant with power fist. Again, 1 priest for every 2 squads, except this time keep him bare bones, you'll be leaving him in a Razorback to keep him safe.


I sort of disagree with this. It depends on the point level. At higher point levels this makes sense, but at lower point levels, I would rather conserve points by not upgrading sergeants.

Personally, I play mostly at 1500, with a hybrid list that leans towards mechanized. I run my razorbacks squads bare. I've found that I don't need anything on them because they rarely need to get out of the razorback. Typical list for me looks like:

1x Mephiston
3x ASM in Razorback with Asscans, sometimes I'll run one of them as a Flamer instead of an Asscan
2x Rifledreads and 1x AC/Las Pred OR 1x Rifledread and 2x AC/Las Preds
1x Honor Guard with 4x meltaguns and Jump-packs
Everything after that is just flavored to whatever mood I'm in.


   
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Alexandria, VA

MadmanMSU wrote:
Ferrum_Sanguinis wrote:Mech, 5 Marines, 1 meltagun, Sergeant with power fist. Again, 1 priest for every 2 squads, except this time keep him bare bones, you'll be leaving him in a Razorback to keep him safe.


I sort of disagree with this. It depends on the point level. At higher point levels this makes sense, but at lower point levels, I would rather conserve points by not upgrading sergeants.

Personally, I play mostly at 1500, with a hybrid list that leans towards mechanized. I run my razorbacks squads bare. I've found that I don't need anything on them because they rarely need to get out of the razorback.

I agree with Madman about bare assault squads in razorbacks. Start with them normal and if you have extra points to spend at the end, you can dump them into a meltagun or flamer. I definitely wouldn't upgrade the Sgt on a 5-man squad.
   
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Renton, Washington

My DC are on jump packs.

Anyway, here's an idea, hope it sounds good:

2 squads of 10 assault marines, flamer, meltagun, powerfist. Each squad has a Sanguinary preist with a power weapon and a jump pack.

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Auckland, New Zealand

If you need to kill something with a meltagun you need at least two, because you know that when you really need to hit you'll roll a 2.

For a Razorback squad I would take a meltagun and infernus pistol. For a jump pack squad I would take a full squad, two meltaguns and a power fist.


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Renton, Washington

I'm sure i can find the point for another two meltaguns somewhere in my list

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Alexandria, VA

Just make sure your squads are 2x melta or 2x flamer, not one of each.
   
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I run mine as 1x Meltagun, a powerfist and a priest with a PW. Granted, that is 65 points a pop for priests, but its good insurance for when I lose the tank that they can hold their own in the combat to come. Plus, WS 5 just BEGS for a better CC weapon.

And don't mix Flamers and Meltaguns. They are not fitted for the same role, and as you are deepstriking, you wont want to break up into small squads.

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Renton, Washington

Alright, switched it so one squad is carrying flamers, and the other is carrying meltas.

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Personally for 5 man squads I get a meltagun and pw because when facing other mech users you'll have the edge. I would even run 6 man squads if I had the points. For 10 x2 melta and pf for sure.
   
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Los Angeles

As others have said. 5 man with a melta and maybe a power weapon, or 10 man with 2 melta and a P. Fist. I personally think if you're gonna spend the points for 10 marines, you may as well spend the extra 25 for the P Fist. You'd be surprised how little damage standard WS4 S4 attacks do to a lot of stuff in the game.

Also consider storm shields on your sergeants in 10 man squads! It's an option that people often overlook, but with some good dice luck, it can be great for adding that extra bit of durability to the squad. I wouldn't spend the points for any extra weapons if you give him a storm shield, however. Just have him there to soak up wounds.

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Xenocidal Maniac wrote:As others have said. 5 man with a melta and maybe a power weapon, or 10 man with 2 melta and a P. Fist. I personally think if you're gonna spend the points for 10 marines, you may as well spend the extra 25 for the P Fist. You'd be surprised how little damage standard WS4 S4 attacks do to a lot of stuff in the game.

Also consider storm shields on your sergeants in 10 man squads! It's an option that people often overlook, but with some good dice luck, it can be great for adding that extra bit of durability to the squad. I wouldn't spend the points for any extra weapons if you give him a storm shield, however. Just have him there to soak up wounds.


I think having a PF on a sergeant is a great idea, but consider that if you had, for example, 4 troops squads, each with a meltagun and a fist. If you took the fist off of those troops, you'd have enough for a dakka pred.

Clearly, it depends on your build on how you plan on using your troops, but the whole 10x ASM w/ 2x Melta and 1xPF should not just be an autobuild.
   
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Renton, Washington

Well, I am going DOA, so a dakka pred doesn't seem like a viable option at all.

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Demdiddydizzy wrote:Well, I am going DOA, so a dakka pred doesn't seem like a viable option at all.


But Devs ARE!

(Most DoA lists run Devs, just saying)

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Ten man jump packs are better. With PF and 2 meltas.

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reps0l wrote:Just make sure your squads are 2x melta or 2x flamer, not one of each.


+1

That said, I found the melta setup to be a bit more useful.
   
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Bella Napoli

Happygrunt wrote:
Demdiddydizzy wrote:Well, I am going DOA, so a dakka pred doesn't seem like a viable option at all.


But Devs ARE!

(Most DoA lists run Devs, just saying)


QFT

Devastators are an excellent match for DoA. They offer something that deepstriking assault marines are missing: Long Range Light to Mid Anti-Armor. I like 2 or 3 squads of 5 men with 4 MLs.

I also throw my support behind 10 Man Jump Pack Assault Marines with 2 Meltaguns and a Powerfist. Sprinkling in a squad of 10 with 2 Flamers and a Power Weapon here and there is great for targeting infantry.


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Double melta with fist, double flamer with sword. You should usually run more squads with meltas than with flamers, as a melta can kill a guardsman or termagaunt, but a flamer can't deal with a Hammerhead or Leman Russ.

If you have the points, I would recommend adding an infernus pistol or hand flamer to the sergeant, as it can give your squad triple melta or triple template goodness.

If you are going to add points to the priests, give them combi-flamers or meltas rather than powerswords, as you don't want your 1 wound IC that the enemy would love to kill and remove your FC/FNP in combat.

As already stated, Devastators are a good addition, as they add valuable long ranged firepower, and missile launchers are very versatile.

The powerfists make sure that if your squad gets charged by, for example, a dreadnought, it can hit back hard, rather than just on lucky rolls of six.


 
   
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Renton, Washington

I have a blob squad of DC (15 strong), 2 Assault squads, 2 Priests, and a Reclusiarch at 1500pts. That's what my army is looking like so far.

So, for anti-tank, I should add the Devs. And... I really want a Dreadnought in this army. How should I go about doing this? And what's a good weapon set up for Sanguinary Guard?

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Sharjah

Xenocidal Maniac wrote:
Also consider storm shields on your sergeants in 10 man squads! It's an option that people often overlook, but with some good dice luck, it can be great for adding that extra bit of durability to the squad. I wouldn't spend the points for any extra weapons if you give him a storm shield, however. Just have him there to soak up wounds.


In a 10 man squad, you need that Power Fist or at least some sort of Power Weapon. Look at it this way: against MEQ with FNP, it takes 18 S5 attacks to kill 1 enemy, or 24 S4 attacks. In contrast, it takes 2.4 PF attacks. Thus, the Sergeant has killing power that approaches the rest of the squad combined. Since you need to handle stuff in CC, you really want that Power Fist in most squads so they can take on the widest possible range of targets.

You will also regret not taking a Power Fist if a Dreadnought charges you too, of course.

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I like 10 man jump squads w/ 2x melta + pf. only loadout I honestly like...

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If you are going to play Blood Angels at least have the decency to run them the way they were intended with big Assault Squads and Baal Predators to scout ahead and then give you some mobile cover to land behind. Thats how I would play them if I had an inclination at all to play loyalist marines anymore. These people that play the Razorspam lists really just make me sick to my stomach. Ok if you want to have a small squad to hold an objective on your side of the board for the entire game then take a Tactical squad minus a vehicle and have them deploy onto it with a Missile Launcher or Lascannon in the squad. The rest should be Assault Squads/Death Company/Death Company Dreads with Bloodtalons.

My 2 cents

 
   
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Sharjah

Reivax26 wrote:If you are going to play Blood Angels at least have the decency to run them the way they were intended with big Assault Squads and Baal Predators to scout ahead and then give you some mobile cover to land behind. Thats how I would play them if I had an inclination at all to play loyalist marines anymore. These people that play the Razorspam lists really just make me sick to my stomach. Ok if you want to have a small squad to hold an objective on your side of the board for the entire game then take a Tactical squad minus a vehicle and have them deploy onto it with a Missile Launcher or Lascannon in the squad. The rest should be Assault Squads/Death Company/Death Company Dreads with Bloodtalons.

My 2 cents


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I also find it amusing that the manner in which I play with them is capable of making you ill.

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I play my BA marines 1 of 3 ways....

Fully mechanized - 4-5 predators, 4-5 razorbacks (las/plas) w/ 5 man melta squads, and a stormraven with furioso.

Hybrid - 4-5 predators, 30-40 assault marines, and a stormraven with a furioso

DoA - 50+ assault marines, all with jump packs, led by a jump librarian.

In both the hybrid and DoA lists, I'll only take 10 man squads, and even then, I only use 1 of 2 variants... the 2x melta + fist combo, or the 2x flamer + sword combo. The flamer/sword squad I find best to put with a priest, because they will always have furious charge, and they get the most out of doing a lot of wounds beforehand and then hitting with powerswords.

I generally give my priests power swords as well. The advice most people give is to keep the priests out of hand to hand, but they are usually stuck in by the end of the second assault phase anyway... and if you play it right, you can often have it so that only one enemy model can swing back on the priest (and you can make it so its a single useless marine or something), and you benefit from 8 str5 power sword swings off the squad.

The fist/melta squads are far more common in my lists, but thats because with 4+ predators in mech/hybrid lists, I can generally lay down enough anti-infantry fire with the baals, but anti-heavy tank / monstrous creature fire is harder to come by. In DoA lists, just the sheer number of CC attacks is anti-horde, and flamers are kinda redundant on top of that (though still good in 1-2 of your squads as priest escorts).
   
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Reivax26 wrote:If you are going to play Blood Angels at least have the decency to run them the way they were intended with big Assault Squads and Baal Predators to scout ahead and then give you some mobile cover to land behind. Thats how I would play them if I had an inclination at all to play loyalist marines anymore. These people that play the Razorspam lists really just make me sick to my stomach. Ok if you want to have a small squad to hold an objective on your side of the board for the entire game then take a Tactical squad minus a vehicle and have them deploy onto it with a Missile Launcher or Lascannon in the squad. The rest should be Assault Squads/Death Company/Death Company Dreads with Bloodtalons.

My 2 cents


People like you just make me sick to my stomach. Are the people that are playing using your models or are they using your money to buy the models? No? Then STFU and GTFO if you dont like how someone else collects their toy soldiers.

Anyway, on topic.

If running a DoA or hybrid list I go for the 10xASM, 2xMG and PF setup. With so many str 4/5 hits in CC is see little need to bring and flamers. Certainly not enough to warrant losing MGs. Sometimes a is nice LC instead of a PF. If running 5 man units in Lasplas backs then Ill take a single melta if points perimt.

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Bella Napoli

Reivax26 wrote:If you are going to play Blood Angels at least have the decency to run them the way they were intended with big Assault Squads and Baal Predators to scout ahead and then give you some mobile cover to land behind. Thats how I would play them if I had an inclination at all to play loyalist marines anymore. These people that play the Razorspam lists really just make me sick to my stomach. Ok if you want to have a small squad to hold an objective on your side of the board for the entire game then take a Tactical squad minus a vehicle and have them deploy onto it with a Missile Launcher or Lascannon in the squad. The rest should be Assault Squads/Death Company/Death Company Dreads with Bloodtalons.

My 2 cents


I do not understand the logic of posting something that is not helpful at all to the conversation in the thread. Furthermore, the post seems to be worded with the specific intention of being offensive.


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