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![[Post New]](/s/i/i.gif) 2014/12/16 20:22:17
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Irradiated Baal Scavanger
Arizona
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Thought I would post the list I came up with in order to get some feedback since I spend hours reading others' posts but have never respond or posted anything myself.
HQ-
Sanguinary Priest
- Jump pack
- Lighting Claw
- Power Fist
- Melta Bombs
-Elite-
Death Company x9
- 9 Inferno Pistols
- 9 Chainswords
+ Drop Pod
-Troop-
Tactical Squad x10
- Heavy Flamer
- Meltagun
+ Tactical Sergeant
- x2 Inferno Pistols
+ Rhino
-Hunter Killer Missile
Tactical Squad x10
- Heavy Flamer
- Meltagun
+ Tactical Sergeant
- x2 Inferno Pistols
+ Rhino
-Hunter Killer Missile
-Fast Attack-
Assault Squad x10
- Meltagun
- Meltagun
+Veteran Sergeant
- Power Fist
- Lighting Claw
-Heavy Support-
Devastator Squad x6
- Missile Launcher
- Missile Launcher
- Missile Launcher
- Missile Launcher
+ Tactical Sergeant
- Standard, Bolt Pistol and Boltgun
Lords of War
Gabriel Seth
- Warlord
- Mounted in Drop pod with the Death Company
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![[Post New]](/s/i/i.gif) 2014/12/17 01:28:27
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Tail-spinning Tomb Blade Pilot
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Not a bad first list.
Might be a little flimsy, relying on your two 11AV vehicles not getting shot and leaving your jump pack troops and drop pod alone in the middle of the table.
What is your thinking behind the standard with the devs?
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Let the galaxy burn. |
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![[Post New]](/s/i/i.gif) 2014/12/17 02:44:26
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Irradiated Baal Scavanger
Arizona
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My thinking for running the army this way was;
1) Death Company arrive automatically my first turn because of drop pod assault, being able to pop down pretty much anywhere and using inertial guidance to my advantage (and a bit of luck from the RNG's) to get the squad within 3 inches of a top priority armor unit to get 9 melta shots off, their saves and feel no pain hopefully saving most of them from an almost certain penetrating explodes result.
2) Death company become the main priority for opponent to kill, leaving time for other other units to move forward, capture objectives or get into position, otherwise death company and Seth run rampant in the enemies backfield.
3) Rhinos are only there to get tactical squads in position, while leaving them alone though and attacking other things would allow them to drop off tactical squads and go contest an opponents objective secured.
4) Jump Pack troops used to take out lower armor targets or small to medium non-melee specialist units, with a sanguinary priest tagging along for bonuses.
5) The standard in the Devastators unit was because I had points left over so it balanced my list, and puts a guy in front along with the sergeant to get taken out as casualties before I have to take out any of the four missile launcher Dev's.
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![[Post New]](/s/i/i.gif) 2014/12/17 03:36:14
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Speedy Swiftclaw Biker
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List looks pretty killer. And I will be running flesh tearers as well!
But you may need to spend 30 points elsewhere because your tactical sgts can only take one pistol!
What's your thought on pumping up Seth with some librarian goodness?
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![[Post New]](/s/i/i.gif) 2014/12/17 04:59:43
Subject: Re:[1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Irradiated Baal Scavanger
Arizona
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The RAW are as follows:
"The Space Marine Sergeant or Veteran Sergeant may take items from the Melee Weapons and/or Ranged Weapons lists."
Melee Weapons
"A model may replace its bolt pistol, boltgun and/or Melee weapon with one of the following:"
So Sergeants can be given any equipment in the melee and/or ranged weapon lists in exchange for their Bolt pistol and/or Boltgun since in their wargear they have both standard.
Librarians seem a bit flimsy to me, rolling for their powers make me worry because there is always a chance you get the one or two powers that will be useless to your army or situation. Putting Seth in a squad of death company makes sense to me only because you can allocate a few wounds to him since running this list will give you the formation bonus of +1I which sets him above most units at Initiative 6. Plus with his furious charge bonus making him a str 9 attacker, he can instant death most models in a challenge allowing his wounds to spill over into the unit which the DC still get to strike at Initiative 5 when they charge and the best thing is Seth only gets stronger if you take some of the death company out around him. This unit for me is 505 points of cannon fodder, the unit is played and set up to kamikaze into the opponents back field and soak up fire power while the main force takes objectives outflanks weaker units. I think if I wanted Seth to survive the battle and still make a difference i would but him in a land raider with assault terminators (all lightning claws) and Corbulo within 6 inches that way he gets a 7 Initiative on the charge along with the termies 6 Initiative, almost assuring a first strike; though a unit as such would be like 725 points.
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![[Post New]](/s/i/i.gif) 2014/12/17 05:04:34
Subject: Re:[1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Longtime Dakkanaut
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I'm not sure if I'd put 9 IPs in the DC squad. I think you'd be better off with 5 or 6 and use those points towards something else, maybe a PW or PF for the squad. Might not be bad for it to have a little extra CC punch for how you are using it.
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![[Post New]](/s/i/i.gif) 2014/12/17 08:08:25
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Homicidal Veteran Blood Angel Assault Marine
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AFAIK, you may not take an Inferus pistol for every guy in DC.
But then again, I wouldn't do it even if I could. Unless you get lucky in landing, you can never get all guys within 6" of a target and it also increases the cost of that squad drastically.
And it's the same with your Assault Sergeant. No, there is not a single reason to give your Sgt a LC/PF combo. Absolutely too expensive for a character that will either get shot or challenges. Even with all the goodies he still has only one wound and no Inv. Not good enough for a model of nearly 70 points.
Drop the PF, your Assault Squad shouldn't go against 2+ armor in the first place, leave that to the DC.
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4000p
1500p
=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2014/12/17 10:10:06
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Ladies Love the Vibro-Cannon Operator
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Well, a DC with all members equipped with inferno pistols. That's overkill and too expensive.
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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) 2014/12/17 14:53:25
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Speedy Swiftclaw Biker
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Sgts can't take two pistols on tacticals. They can switch to a pistol and melee weapon. Don't just read the melee weapons section.
You can't switch the bolter to a chain sword then switch it again for a pistol.
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![[Post New]](/s/i/i.gif) 2014/12/17 14:53:54
Subject: Re:[1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Irradiated Baal Scavanger
Arizona
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Thanks for the replies so far guys, going to try and tweak this list as much as possible to get it right, here are some thoughts after reading the posts;
Dropping the DC inferno pistol count down to 4, and replacing the other 5 with power weapons. (Side note, I am debating on either mixing power swords and axes or all lances since the unit kind of gets a bunch of bonuses for the charge anyway, thoughts?)
The LC/PF combo was never for assaulting 2+ armor, was more of a safety against armor for the 4 attacks at Str 9 on the charge instead of just giving melta bombs to sergeant for a single attack. I suppose a power weapon/inferno pistol, gunslinging two infernos or giving him a combi-melta as well as reducing him to a regular sergeant, would be cheaper and just as effective for the role I want him to fulfill since it is almost certain that the sang priest will be rolling with the squad.
Also after looking at the forums a bit more it seems that it would be better for the list if the tactical sergeants had combi-meltas instead, besides being cheaper as well it would serve the list better right?
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![[Post New]](/s/i/i.gif) 2014/12/17 15:08:18
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Speedy Swiftclaw Biker
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Combi weapons on sgts looks like a great option.
I would caution upgrading every single death company. With as many attacks as they have I would make sure to have a few 1-3 plain so your ROI on the squad as a whole is much better. Assume a few casualties and don't waste points on those guys. Remember with furious charge you will be minimum str 5. That's a lot of 5-6 glance/ pen chances on vehicles.
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![[Post New]](/s/i/i.gif) 2014/12/17 15:12:58
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Boys before toys. More bodies are better than non-durability increasing options, in general.
No one with only power armor and 1 wound should ever try to be a melee monster. He's just gonna die and cost you a ton. One fist is okay for giving enemies a reason to at least be scared of the squad.
Your DC is a huuuuuge point sink. They're pretty good with bp/Cs, and Seth can handle most scary things that come their way. I recommend a turn 1 rush with them podding on a flank and bolt pistol ing something, and the rhinos all moving up into position on the same flank. Use his middle portion of army as a shield against his own far flank.
Save some points on gear and get more boys.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/12/17 15:38:19
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Irradiated Baal Scavanger
Arizona
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Siege40k wrote:Sgts can't take two pistols on tacticals. They can switch to a pistol and melee weapon. Don't just read the melee weapons section.
You can't switch the bolter to a chain sword then switch it again for a pistol.
Why not? Many posts on numerous different boards and even here on dakkadakka have suggested it, and there is no rule that specifically says you can only upgrade the weapons choice once. As long as the prerequisite of exchanging out weapon is met then a model should be able to take the wargear from the allowed list. In theory it should work right?
Kind of moot since it seems running combi-meltas sound like the way to go, but I would like a ruling on this since i might come back to this train of thought later and would like to know if this can actually happen.
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![[Post New]](/s/i/i.gif) 2014/12/17 15:54:52
Subject: [1500] - Blood Angels - Flesh Tearers - Baal Strike force Formation
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Speedy Swiftclaw Biker
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I am hoping for an faq, but as written I believe that the rule lets you only switch once. I've never played any other way though I am aware many people online believe you can do otherwise.
I think everyone got caught up with the idea that we could take 4 flamers in a squad and have sinned just not read the rules as they are and just assume.
I am hoping it gets switched.
Also, I cannot wait for flesh tearers warlord traits!
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