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![[Post New]](/s/i/i.gif) 2018/08/23 21:09:15
Subject: help with hellblasters
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Dakka Veteran
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I will be facing space wolves and raven guard next week and need some help. I have a unit of hell blasters and don't know which weapons to give them. I am not sure what my opponents will bring but I can guess the ravenguard will be shooty as its -1 to hit them and he does like to bring dev squads with plasma cannons but also a knight and im guessing the space wolf guy will be in your face combat.
What kind of hellblasters should i bring. Im thinking about heavy incenerators and setting them up to combat the knight or the space wolves.
My army is basically a shooty list with flyers and speeders etc
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![[Post New]](/s/i/i.gif) 2018/08/23 21:14:15
Subject: help with hellblasters
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Longtime Dakkanaut
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Almost across the board the standard rapid fire option is the best. It is the cheapest, has the invaluable advantage of being s6-s7 and superior range to the assault. The heavy version is absolute GARBAGE never use it. It's more expensive and far less deadly as well as being heavy. The 15 inch double tap of the rapid fire makes it have decent double tap range and even at 16-30 it still puts out damage you have to respect. The assault variant is not awful, but really struggles to find a niche. You don't want to assault because of the -1 to hit and kill yourself on 1s and 2s and it's only ever better at 16-24 and entirely inferior to rapid fire otherwise all the while costing more points.
If you want to run hellblasters you want them with at least a captain to give them re-roll ones, with a banner ancient nearby so they can shoot when they die and LT. if you can spare one.
Alternatively you can play deathwatch and mix them into squads of intercessors to provide them with meat shields or deepstrike them in via their stratagem.
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![[Post New]](/s/i/i.gif) 2018/08/23 21:26:54
Subject: help with hellblasters
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Dakka Veteran
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Tibs Ironblood wrote:Almost across the board the standard rapid fire option is the best. It is the cheapest, has the invaluable advantage of being s6-s7 and superior range to the assault. The heavy version is absolute GARBAGE never use it. It's more expensive and far less deadly as well as being heavy. The 15 inch double tap of the rapid fire makes it have decent double tap range and even at 16-30 it still puts out damage you have to respect. The assault variant is not awful, but really struggles to find a niche. You don't want to assault because of the -1 to hit and kill yourself on 1s and 2s and it's only ever better at 16-24 and entirely inferior to rapid fire otherwise all the while costing more points.
If you want to run hellblasters you want them with at least a captain to give them re-roll ones, with a banner ancient nearby so they can shoot when they die and LT. if you can spare one.
Alternatively you can play deathwatch and mix them into squads of intercessors to provide them with meat shields or deepstrike them in via their stratagem.
the rapid fire is str 7/8 so its still strong. I'm just thinking that I will be using them against an army that will be fast and combat so im probably not going to move them much which is why I was thinking the heavy ones but I will probably go rapid fire ones now.
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![[Post New]](/s/i/i.gif) 2018/08/23 21:33:25
Subject: help with hellblasters
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Longtime Dakkanaut
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Yup, RF all the way. Captain is almost mandatory for them. Ancient and Apothecary are both pretty good too. And then you bundle them in a Repulsor to protect them from alpha strikes....
And before you know it, you have spent half your points on supporting and buffing them.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/08/23 21:39:12
Subject: help with hellblasters
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Dakka Veteran
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Karhedron wrote:Yup, RF all the way. Captain is almost mandatory for them. Ancient and Apothecary are both pretty good too. And then you bundle them in a Repulsor to protect them from alpha strikes....
And before you know it, you have spent half your points on supporting and buffing them. 
can they shoot out of a repulsor?
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![[Post New]](/s/i/i.gif) 2018/08/24 01:57:20
Subject: help with hellblasters
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Longtime Dakkanaut
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champagne_socialist wrote: Tibs Ironblood wrote:Almost across the board the standard rapid fire option is the best. It is the cheapest, has the invaluable advantage of being s6-s7 and superior range to the assault. The heavy version is absolute GARBAGE never use it. It's more expensive and far less deadly as well as being heavy. The 15 inch double tap of the rapid fire makes it have decent double tap range and even at 16-30 it still puts out damage you have to respect. The assault variant is not awful, but really struggles to find a niche. You don't want to assault because of the -1 to hit and kill yourself on 1s and 2s and it's only ever better at 16-24 and entirely inferior to rapid fire otherwise all the while costing more points.
If you want to run hellblasters you want them with at least a captain to give them re-roll ones, with a banner ancient nearby so they can shoot when they die and LT. if you can spare one.
Alternatively you can play deathwatch and mix them into squads of intercessors to provide them with meat shields or deepstrike them in via their stratagem.
the rapid fire is str 7/8 so its still strong. I'm just thinking that I will be using them against an army that will be fast and combat so im probably not going to move them much which is why I was thinking the heavy ones but I will probably go rapid fire ones now.
Yeah sorry I put that by mistake. I was trying to say the rapid fire was the super important s7-8 compared to the assault which is 6/7. Thank you correcting my stupid mistake!
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![[Post New]](/s/i/i.gif) 2018/08/24 03:02:34
Subject: help with hellblasters
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Steadfast Ultramarine Sergeant
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champagne_socialist wrote: Karhedron wrote:Yup, RF all the way. Captain is almost mandatory for them. Ancient and Apothecary are both pretty good too. And then you bundle them in a Repulsor to protect them from alpha strikes....
And before you know it, you have spent half your points on supporting and buffing them. 
can they shoot out of a repulsor?
Shooting out of the transport is Dark Eldar and Harlequin exclusive ability. No other faction can do that iirc.
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![[Post New]](/s/i/i.gif) 2018/08/24 03:56:21
Subject: help with hellblasters
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Longtime Dakkanaut
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Neophyte2012 wrote:champagne_socialist wrote: Karhedron wrote:Yup, RF all the way. Captain is almost mandatory for them. Ancient and Apothecary are both pretty good too. And then you bundle them in a Repulsor to protect them from alpha strikes....
And before you know it, you have spent half your points on supporting and buffing them. 
can they shoot out of a repulsor?
Shooting out of the transport is Dark Eldar and Harlequin exclusive ability. No other faction can do that iirc.
Sisters.
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![[Post New]](/s/i/i.gif) 2018/08/24 16:14:14
Subject: help with hellblasters
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Regular Dakkanaut
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+1 for the Rapid Fire variants, but I've also seen multiple cases now where having the Assault variant would have helped. It doesn't looks as good in theoryhammer but in the practical applicated world, I can tell you that the assault variant could have come in useful many times for me.
But the heavy version is garbage, that is true.
Either way, if you think knights are going to be a thing, Hellblasters are not the answer, I assure you.
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![[Post New]](/s/i/i.gif) 2018/08/24 16:38:13
Subject: help with hellblasters
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Infiltrating Broodlord
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I have only ever seen the Rapid Fire version of Hellblasters used. I'm not sure if they are going to be entirely useful with the two match-ups you mentioned however, since Raven Guard will limit the desire to overcharge them until you can close to 12'' (not where Hellblasters want to be) while Wolves are potentially going to be storming your gunline turn 2. With a focus on aircraft and speeders it leaves the Hellblasters a rather appealing target since they can get locked in combat with good positioning while the flying models cannot. Neophyte2012 wrote: Shooting out of the transport is Dark Eldar and Harlequin exclusive ability. No other faction can do that iirc. Genestealer Cult Goliath Trucks and Ork Trukks/Battlewagons have the ability as well.
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This message was edited 1 time. Last update was at 2018/08/24 16:40:02
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![[Post New]](/s/i/i.gif) 2018/08/24 22:27:39
Subject: help with hellblasters
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Dakka Veteran
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Strat_N8 wrote:I have only ever seen the Rapid Fire version of Hellblasters used. I'm not sure if they are going to be entirely useful with the two match-ups you mentioned however, since Raven Guard will limit the desire to overcharge them until you can close to 12'' (not where Hellblasters want to be) while Wolves are potentially going to be storming your gunline turn 2. With a focus on aircraft and speeders it leaves the Hellblasters a rather appealing target since they can get locked in combat with good positioning while the flying models cannot.
Neophyte2012 wrote:
Shooting out of the transport is Dark Eldar and Harlequin exclusive ability. No other faction can do that iirc.
Genestealer Cult Goliath Trucks and Ork Trukks/Battlewagons have the ability as well.
Ok so I put the hellblasters in cover with a darkshroud next to them and Azrael and a lieutenant next to them with a unit of devastator plasma cannons in front of them and to the side a unit of missile launcher devestators. On my flank was 3 land speeder typhoons with a land speeder vengeance with a dark shroud. In reserve I had 3 combat assassins.
Basically my devastator squads and hellblasters had a 2+ save due to being in cover and a 4+ invun due to Azrael being within 6 of all 3 units and the enemy was hitting me on -1 due to the darkshrouds. As you can tell I probably lost about 5 models from all 3 squads in the whole game and 2 of those was from overheating. It worked out well as I was in the corner of the map and my opponents were combat army so I just spent the whole game basically just shooting them. In my turn 2 I dropped off the assassins who went backfield and attacked enemy units hiding in their back(ravenguard) and because my opponent went first so had 2 turns of movement towards my bubble of firepower all their combat units were quite far from their table edge. We were running out of time so I had to make some tactical changes with the assassins but basically the idea is that my assassins had total freedom to attack the models in the enemy backlines and not fear any combat troops charging them.
I think the hellblasters are pretty good especially for dark anges as I can re-roll misses with Azrael so when I rapid fired I had 20 shots reigning down and If I overcharge but stand still I can choose to just re-roll the 1's (chapter Tactic) and play a strategm giving my plasma +1 damage so the squad was firing 20 shots re-rolling 1's to hit and then I had a lieutenant there so they were re-rolling 1's to wound and each wound caused 3 damage due to the stratagem.
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![[Post New]](/s/i/i.gif) 2018/08/25 07:15:43
Subject: help with hellblasters
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Longtime Dakkanaut
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Ok wait, now you are talking DA, which is a completely different matter entirely for hellblasters, you should have specified that in the OP. Yes, hellblasters for DA work wonderfully, in particular with Azrael. In the future though you may discover yourself ditching those hellblasters in favor of small units of plasma inceptors.
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This message was edited 1 time. Last update was at 2018/08/25 07:16:16
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![[Post New]](/s/i/i.gif) 2018/08/26 17:42:07
Subject: Re:help with hellblasters
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Fresh-Faced Inquisitorial Acolyte
Seattle, WA
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DA do hellblasters best of all Space Marine chapters IMO.
Azreal, a sacred banner Ancient, and some aggressors makes for a walking brick of death. Apothecary to taste or not. WftDA at every opportunity.
Azreal grants your blasters and aggressors rerolls and a 4+ invul, making them nice and tanky for primaris, The bannerman lets them fire at BS2+ again if someone does gun one down or they overheat. The blasters take on heavy and elite targets, the aggressors handle chaff and charging units. Aggressors move to provide soft cover the blasters. Find a piece of territory turn 2 or 3 in RF range, plant roots and demolish everything in a hail of gunfire. I also like have a Shroud floating nearby for such a heavy investment to increase survivability further and saturate the board with priority targets. (I also stick Ezekiel in there, but he may but be necessary, for an additional -1 to hit on whatever my opponent fumes hardest about)
sounds like that's pretty much the path you took. Right on!
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This message was edited 2 times. Last update was at 2018/08/26 17:43:46
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![[Post New]](/s/i/i.gif) 2018/08/26 18:08:23
Subject: Re:help with hellblasters
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Dakka Veteran
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Vortenger wrote:DA do hellblasters best of all Space Marine chapters IMO.
Azreal, a sacred banner Ancient, and some aggressors makes for a walking brick of death. Apothecary to taste or not. WftDA at every opportunity.
Azreal grants your blasters and aggressors rerolls and a 4+ invul, making them nice and tanky for primaris, The bannerman lets them fire at BS2+ again if someone does gun one down or they overheat. The blasters take on heavy and elite targets, the aggressors handle chaff and charging units. Aggressors move to provide soft cover the blasters. Find a piece of territory turn 2 or 3 in RF range, plant roots and demolish everything in a hail of gunfire. I also like have a Shroud floating nearby for such a heavy investment to increase survivability further and saturate the board with priority targets. (I also stick Ezekiel in there, but he may but be necessary, for an additional -1 to hit on whatever my opponent fumes hardest about)
sounds like that's pretty much the path you took. Right on!
How does Ezequiel offer an additional -1 to hit?
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![[Post New]](/s/i/i.gif) 2018/08/26 21:59:34
Subject: Re:help with hellblasters
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Secretive Dark Angels Veteran
Canada
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champagne_socialist wrote:Vortenger wrote:DA do hellblasters best of all Space Marine chapters IMO.
Azreal, a sacred banner Ancient, and some aggressors makes for a walking brick of death. Apothecary to taste or not. WftDA at every opportunity.
Azreal grants your blasters and aggressors rerolls and a 4+ invul, making them nice and tanky for primaris, The bannerman lets them fire at BS2+ again if someone does gun one down or they overheat. The blasters take on heavy and elite targets, the aggressors handle chaff and charging units. Aggressors move to provide soft cover the blasters. Find a piece of territory turn 2 or 3 in RF range, plant roots and demolish everything in a hail of gunfire. I also like have a Shroud floating nearby for such a heavy investment to increase survivability further and saturate the board with priority targets. (I also stick Ezekiel in there, but he may but be necessary, for an additional -1 to hit on whatever my opponent fumes hardest about)
sounds like that's pretty much the path you took. Right on!
How does Ezequiel offer an additional -1 to hit?
Doesn't have to be Ezekiel, but Dark Angels Librarians can have the Aversion psychic power. If successfully cast on an enemy unit (range 24" and visible) it will suffer -1 to hit on all hit rolls until the next psychic phase. If the opponent is basing his shooting around one key unit then its a good power, stacking with the Dark Shroud. Ezekiel also has a 4++ save which is nice compared to the normal DA Librarians, plus some other benefits.
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All you have to do is fire three rounds a minute, and stand |
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