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Made in ca
Crazed Zealot






This list uses the multiple toughness rule to form a death star around Mephiston. In 7th ed, IC's join Mephiston (single model unit) to piggy back off of his high toughness.

I should note this is BAO friendly as it only uses 2 sources.

Mephiston (M3 Bio)
Captain on bike, PF/SS
Corbulo
Inq. Xeno (M1 Div) libre hereticus, Rad, 2x skulls,

10 assault marines JP, 2x MG
10 assault marines JP, 2x MG
5x Scouts cloaks

2x Stormraven TL-MM, TL-AssCan
2x henchmen squads: 1x priest with MB, 8x acolytes with MB, 2x DAC.
Inq. Mallaeus with Brain mines, NDH.

Mephy rolls bio, using corbulo reroll if needed. Gives about 78% chance for iron arms. I deploy meph star with bike in front and all models 2" apart from bike to LoS where I want. Use libre hereticus to try to scout forward. First turn gets you close enough that a charge turn 2 is all but unavoidable.
The assault marines are there to react to maelstrom objectives. Scouts are for same purpose. Henchmen are the real killers. The DCA for killing troops before they drown in saves, the melta bombs kill knights and MCs quite easily.

That's basically it in a nutshell.
Start tearing me apart, lol.


Automatically Appended Next Post:
And yes, I've play tested this list extensively. It does pretty well overall.
But comets and critism are always welcome.

This message was edited 1 time. Last update was at 2014/11/14 00:11:27


Suffer not the witch to live  
   
Made in gb
Guard Heavy Weapon Crewman





wow... Interesting concept...hmmn...
I'm really not a fan of this, but that might just be me.

For 1 Death Star units take the fun out of 40k for me, as this unit serves only to abuse rules... I feel personally that using weaker forces sometimes feels more cinematic and 'Correct', and this unit combo makes no real sense to me... for example I enjoy playing on classic expansion battles such as black reach, where whilst units have strengths, they also fit in cinematic terms- as this really heightens my enjoyment of the game. a close battle is easier to immerse yourself in than a slaughter fest, and if you use units like this that are designed to roll over any unit without fail you are hindering the game experience for both yourself and your opponent. to this end I would ask that you consider the relationships between the characters you are fielding, would Mephy really Work with the inquisition? really?- however, if you can write some respectable background story that fits I'll cave to this unit, as whilst I hate to admit it, winning is inherently fun.

-Doom and gloom aside, I can understand the positions in which you could be in which would force this style of play, as your local meta game could be competitive as hell...

-any reason for dual fliers?

-If you are a power gamer who needs to win at all costs, you have my pity, but also my compassion. meet me for a friendly game of 40k sometime, and i'll show you the joys of a more 'Fun' storyline infused battle...

-Xenophobe out-


Automatically Appended Next Post:
(also not meant to tear you apart bro, merely help you enjoy the hobby more...)
(of course, there is no reason to suspect you are a bro, as the name doesn't really give much in the way of gender hints...)(women can play 40k too...)(I'm not sexist...)

This message was edited 1 time. Last update was at 2014/11/14 15:48:02


 
   
Made in gb
Hurr! Ogryn Bone 'Ead!





'Help you enjoy the hobby more'. Patronisation isn't army list critique. It's almost as if different people choose different ways of having fun! Who'd of known?

How would the new Tyranid psykers do against this list do you think? Could those psychic powers take down a specific character quickly to make the deathstar break down?

Death Korps of Krieg Siege Army 1500 
   
Made in us
Regular Dakkanaut





He would Deny the Witch against psychic powers on a 4+, and the Nid psyker mc needs to pass a test using 5-6 dice, hit on a 4+, get through DtW, then have it LoS! to Corbulo likely, as he would get a 2+ FnP

13000
12000
:daemon 14000
:darkeldar 5000 
   
Made in us
Agile Revenant Titan






Austin, Texas.

 Chaplain Xenophobe wrote:
wow... Interesting concept...hmmn...
I'm really not a fan of this, but that might just be me.

For 1 Death Star units take the fun out of 40k for me, as this unit serves only to abuse rules... I feel personally that using weaker forces sometimes feels more cinematic and 'Correct', and this unit combo makes no real sense to me... for example I enjoy playing on classic expansion battles such as black reach, where whilst units have strengths, they also fit in cinematic terms- as this really heightens my enjoyment of the game. a close battle is easier to immerse yourself in than a slaughter fest, and if you use units like this that are designed to roll over any unit without fail you are hindering the game experience for both yourself and your opponent. to this end I would ask that you consider the relationships between the characters you are fielding, would Mephy really Work with the inquisition? really?- however, if you can write some respectable background story that fits I'll cave to this unit, as whilst I hate to admit it, winning is inherently fun.


Well good thing the OP (or anyone else here to give him advise) doesn't care.
Obviously its not as cinematic.
If he was playing cinamtically he would have stated.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in gb
Hurr! Ogryn Bone 'Ead!





Then how quickly does this deathstar move? It won't matter how durable it is if it only moves 6" + run a turn, especially versus a good counter deployment.

Does it have the volume of attacks to not get bogged down by a big horde?

Death Korps of Krieg Siege Army 1500 
   
Made in ca
Crazed Zealot






It is a competitive list, no doubt. It's meant for competetive tourney play. With a scout move + turn 1 move + run (fleet), it's about15-16" ahead and ready to pounce.

Use libre for counter attack turn 1, hatred turn 2 if not in assault.
The bike base is a little longer too witch helps when I scout cause it can scout up to 12" (coherence hold it back) so I get about a 8-9" scout.

rad grenades is the real winner in here. Letting me insta death T6 MCs if I get iron arms and a charge off. (Str 9 AP 2 + furious charge).
Average WS is 7 due to multiple values.

The Meph Star move quick enough to make people nervous especially when they can't hurt it unless they use anti armor weapons, and even then usually on a 4 or 5. It has loads of attacks from the characters. 20 total on the charge.

The dual fliers is to get the 2 squads of henchmen where they need to be. I needed an answer to the knight formation. Tge 2x DCA become the Str D catchers while the MB'S (reroll due to priest) stick to knights or MC'S.

The second Inq (mallaeus) is there to put psychic MCs to i1 wirh brain mines to stop their attacks so the MB acolytes get a free assault.

The marines are just there to cap objectives or help out as needed.

The marines also get to stick every deep strike within 12" of either servo skull due to descent of angels and skulls removing both scatter dice.

All in all its a fun list I thought up that brings Blood Angels back from the grave.



Automatically Appended Next Post:
My biggest issue is an invised blob. I'm working on scrounging 15 points to get psychotrope grenades back in to help a aleviate invis. That coupled with inq. Xeno having access to Div (prescience) is about all I can do short of sending g on reinforcements to help whittle.


Automatically Appended Next Post:
Let me know if you guys see any short falls or ways to improve this list please.

This message was edited 2 times. Last update was at 2014/11/15 20:58:33


Suffer not the witch to live  
   
Made in gb
Dakka Veteran




 Parchaeus wrote:

The Meph Star move quick enough to make people nervous especially when they can't hurt it unless they use anti armor weapons, and even then usually on a 4 or 5. It has loads of attacks from the characters. 20 total on the charge.


See, I don't get that it moves quickly enough. Scout will help you move closer turn 1, but after that you're moving 6".
Death stars work by being fast and by having a big footprint for board control. Meph and friends do neither.

You also mention that the list uses two sources, but I count three ? BA, SM and Inq ?
   
Made in gb
Prophetic Blood Angel Librarian




He's not using SM. Im assuming that is a BA captain on a bike.

Have you thought about dropping the captain and getting a bunker with escape hatch? Saves you a ton of points and puts you 0-5" away from the opponents deployment zone turn1 (12" range on escape hatch + 6" disembark + run). Then it can't be ignored. Also saves you 15pts for the need of liber on top of the points saved from changing the captain to a bunker (unless you want counter attack of course).

If taking henchmen I would also find the points for 2 psybacks. 8 bs4 tl st7 rending shots with 6hp is too good to pass up for 140pts. Changing the bike capt to a bunker and dropping the liber gets you 120pts, so only 20pts to find.
   
Made in ca
Crazed Zealot






Yes, that us a BA Captain on a bike. It's either a captain or a Reclusiarch on a bike, but I needed the 3++ invul.

I use the birds over razor chassis cause depending on the opponent, I may reserve everything except the meph star so I can react better. Another reason is I need to get the jump on certain units (knights). Melta bomb henchmen in assault birds let's me do that.

I find my meph star mobile enough. Usually moving 18"+ by the end of turn 2. I've used the bastion for my sisters priest blob before, but it's just not doing it for mephy. I need the captain with a fist in there to bring damage. If I bunker up, I can't get a fourth body (at T5) in there.

The Meph Star is mobile enough with the army I built around it. For the most part it reacts fast enough. The trick is to point the meph star where it will be detrimental to the opponent, then let the rest of my army to work the board.

Suffer not the witch to live  
   
 
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