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![[Post New]](/s/i/i.gif) 2015/03/08 16:17:41
Subject: Making Bloodletters work
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Dark Angels Librarian with Book of Secrets
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I really like the idea of Bloodletters. They're decent MEQ killers and once per game they can pop a 6" auto charge. Unfortunately, they die to a stiff breeze. Is there any real tactic that can make them work, other than deepstriking a blob of 20 and hoping your opponent misses enough to leave you a decent sized squad?
The other three basic Troops all have some redeeming qualities to make up for their weakness. Daemonettes are fast and have Rending, Pink Horrors have a ton of Psychic charges, and Plaguebearers are great behind an Aegis Line or other cover. Bloodletters don't get any of that. I mean, why have a 6+ save? Daemons come with a 5+ invuln. I'd take +1 Toughness over that and I think you'd have a much better unit.
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![[Post New]](/s/i/i.gif) 2015/03/08 17:16:50
Subject: Making Bloodletters work
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Longtime Dakkanaut
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I'm planning on running ten in a land raider with the legacy of the 1st war of armaggedon. A better invun and dirge casters gives them a fighting chance.
Admittedly I wanted the land raider first, and bloodletters were the cheapest thing to put in it. (well it could have been cultists but that would be shameful)
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![[Post New]](/s/i/i.gif) 2015/03/08 17:20:22
Subject: Re:Making Bloodletters work
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!!Goffik Rocker!!
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I thought daemons have 5 troops.
Anywayz, if you're summoning, they can be situationally useful as 3+ killers or gun operators as they have great BS.
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This message was edited 1 time. Last update was at 2015/03/08 17:23:11
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![[Post New]](/s/i/i.gif) 2015/03/08 17:31:52
Subject: Making Bloodletters work
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The Daemon Possessing Fulgrim's Body
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Daemons used to have min 5 units in troops, but they got upped to 10 in the last book, which to me felt sort of like a stealth price increase (1 box per troops choice for minimum battle forged, whereas 1 box would have covered 2.)
But on topic, I concur, sticking them in a LR is probably the way forward, or even sticking 20 into a Spartan and then outflanking them!
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We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Ask me about
Barnstaple Slayers Club |
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![[Post New]](/s/i/i.gif) 2015/03/08 17:49:40
Subject: Re:Making Bloodletters work
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Longtime Dakkanaut
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19 and a Herald in a Kharybdis Assault Claw.
Effectively guaranteed turn two assault, massive distraction.
Pricey, but no more so than a Land Raider.
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![[Post New]](/s/i/i.gif) 2015/03/08 17:49:54
Subject: Re:Making Bloodletters work
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Dark Angels Librarian with Book of Secrets
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koooaei wrote:I thought daemons have 5 troops.
Anywayz, if you're summoning, they can be situationally useful as 3+ killers or gun operators as they have great BS.
They do, I didn't include Nurglings, because they're pretty good and already have decent uses as objective holders or being generally annoying lol Automatically Appended Next Post: Azreal13 wrote:Daemons used to have min 5 units in troops, but they got upped to 10 in the last book, which to me felt sort of like a stealth price increase (1 box per troops choice for minimum battle forged, whereas 1 box would have covered 2.)
But on topic, I concur, sticking them in a LR is probably the way forward, or even sticking 20 into a Spartan and then outflanking them!
Probably a IRL increase. In codex, Daemons on a ppm cost got a lot cheaper.
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This message was edited 1 time. Last update was at 2015/03/08 17:50:31
~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) |
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![[Post New]](/s/i/i.gif) 2015/03/08 18:38:45
Subject: Making Bloodletters work
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Dakka Veteran
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Stick 10 in a bastion to man the guns and another 10 in a raider and go forward to slaughter the foe. The bastion squad can also charge out to deal with any podded troops etc.
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![[Post New]](/s/i/i.gif) 2015/03/08 22:18:27
Subject: Making Bloodletters work
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Missionary On A Mission
Australia
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Try using Karanak (the named Flesh Hound who counts as a Herald choice). Karanak has Scout, which means you'll get to move the Bloodletters 12" closer before the game even starts. It'll all but guarantee a turn2 charge. Alternatively you could use Karanak to Outflank them, which might be effective if your opponent has deployed close to a side-edge.
The other benefit of Karanak is that he comes with the locus that gives Rage. Having 3 attacks on the charge certainly gives Bloodletters more bite. Better hope you clean up in the first round of combat though, because you'll be be going back to 1 attack in subsequent rounds.
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![[Post New]](/s/i/i.gif) 2015/03/08 23:39:10
Subject: Making Bloodletters work
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Painlord Titan Princeps of Slaanesh
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GoonBandito wrote:Try using Karanak (the named Flesh Hound who counts as a Herald choice). Karanak has Scout, which means you'll get to move the Bloodletters 12" closer before the game even starts. It'll all but guarantee a turn2 charge. Alternatively you could use Karanak to Outflank them, which might be effective if your opponent has deployed close to a side-edge.
The other benefit of Karanak is that he comes with the locus that gives Rage. Having 3 attacks on the charge certainly gives Bloodletters more bite. Better hope you clean up in the first round of combat though, because you'll be be going back to 1 attack in subsequent rounds.
Not quite - the Bloodletter still move 6" on their scout move. Karanak can move 12" though.
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![[Post New]](/s/i/i.gif) 2015/03/08 23:39:41
Subject: Making Bloodletters work
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Auspicious Daemonic Herald
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GoonBandito wrote:Try using Karanak (the named Flesh Hound who counts as a Herald choice). Karanak has Scout, which means you'll get to move the Bloodletters 12" closer before the game even starts. It'll all but guarantee a turn2 charge. Alternatively you could use Karanak to Outflank them, which might be effective if your opponent has deployed close to a side-edge.
The other benefit of Karanak is that he comes with the locus that gives Rage. Having 3 attacks on the charge certainly gives Bloodletters more bite. Better hope you clean up in the first round of combat though, because you'll be be going back to 1 attack in subsequent rounds.
Bloodletters aren't beasts so they don't get to scout 12", they only get 6"
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![[Post New]](/s/i/i.gif) 2015/03/08 23:41:02
Subject: Making Bloodletters work
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Missionary On A Mission
Australia
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Oh right, I'm too used to doing it with Flesh Hounds
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