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Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

So I was pondering what force I should eventually add to my Admech to help them out in their weak point: Transports

My immediate thought was, despite their low 'power level' would be the Blood Angels, specifically due to their appealing Fast rhinos and razorbacks to acquire speedy transport options (Especially now that Drop Pods aren't much of an option in that regard for allies).

It makes me feel a little 'power gamer'-ish, but I deeply enjoy many of the units that require getting across the field (Vanguard, Elec-Priests, possibly getting Breacher Servs where they need to be) and would rather not have them blown off the field as well XD

Would adding a small Blood Angels force be a tactically sound idea or is there a better option I may be over looking?

I figured I could run a cheap HQ (Chaplain or Librarian barebones) and a few bolter Scout squads as the barebones and use the coveted Fast Attack slots to toss in a few Rhinos and/or Razorbacks to get the squishier units where they need to be a bit faster (and hopefully safer) while using the scouts to hang on objectives.
   
Made in ru
!!Goffik Rocker!!






Just remember that you can't start the game inside allied transports. So, you're very vulnerable to loosing 1-st turn against shooty armies.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 koooaei wrote:
Just remember that you can't start the game inside allied transports. So, you're very vulnerable to loosing 1-st turn against shooty armies.


Such as is the life in 40k :p Though I suppose smart deployment will possibly help mitigate loses (Starting in cover/behind cover) before hopping in and going. That, or getting lucky and getting first turn myself.

I'd most want a couple transports just to get my CC units or Vanguard where they need to be, especially if I'm using Arc Rifles and they have an annoying vehicle I wanna harass.
   
 
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