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Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

Hey everybody,
I hope this is still the right forum to be posting on regarding this - If not, happy to take this elsewhere.

Little bit of history is that back in 2011 I had come to the forum to request help for a Blood Angels army to get me started off and I received some amazing advice and I cannot thank everybody here who was involved enough. I had gone through with all my purchasing, started my painting and then...

Moved house, downsized and lost my painting space. It all went into storage and I unfortunately hadn't touched it for close to 15 years.

I understand that a lot of the models I am about to list are out-of-date, the sets pretty much worthless for tournament/official play but I'll largely just be playing with friends in the foreseeable future. That, or I'll be back with a post like this in 2039.

So, in my collection I have these boxes still:
x1 Space Marine Command Squad
x2 Space Marine Assault Squad
x3 Blood Angels Death Company Squad

And these units:
x1 Commander Dante
x1 Mephiston, Lord of Death
x1 Assault on Black Reach Space Marine Captain

The Space Marine Assault Squad and Death Company boxes were to compliment each other and to be made into Assault Marines, not Death Company.

Additionally, last week I bought a Terminator Squad as I had a VISA gift card to spend, I was buying some Grey Knights for a friend of mine and thought it was a good opportunity + a big motivator to get back into painting. I've always wanted Terminators since I started getting into 40K.

Forgive me if the details aren't entirely correct, but after going back through my post(s) that I made back in 2011 I believe this was the overall plan.

x30 Jump Pack Assault Marines. Within those squads (Squads of 10 back then I think?) x1 Sergeant with a power fist, I believe one Assault Marine was going to have a Melta as well. This was going to just be the base of the army to work around them.

x2 Jump Pack Sanguinary Priests. Was going to accomplish this by using bits from the Command Squad to make 2 Priests and to make it clear on my markings and colours that they are indeed Sanguinary Priests

x1 Jump Pack Librarian. This was what the Assault on Black Reach Commander was going to be.

After a bit of a chat with a friend of mine he's told me that in the years since that you can't just field 30 Assault Marines (Or I guess Assault Intercessors now?) and that I'd have to vary things up.
Ontop of obtaining Terminators it adds a little bit more variance as well. I will say that I'm not going to go hardcore into the tabletop, and this is *mostly* to have a bit of fun painting up an army but should my friends and I play tabletop with them I'd like to have a somewhat functional 1000pt army haha. My friend was able to put together a bit of a sample 1k army for me, but with a lot of the changes over the years admittedly I don't really understand a lot of it (Detachment for example)

Anyway, here is the list I was given:
EDIT: I'd like to also note that my friend is not a Blood Angels player, let alone Space Marines so please take this into account as well.

Detachment: Stormlance Task Force
Total Army Points: 925

x1 Commander Dante
x1 Librarian: Bolt pistol, Force Weapon, Smite
x1 Sanguinary Priest with Jump Pack: Astartes Chainsword, Bolt Pistol
Enhancement: Portents of Wisdom
x1 Sanguinary Priest with Jump Pack: Astartes Chainsword, Bolt Pistol
Enhancement: Feinting Withdrawal

x5 Assault Squad with Jump Packs
• x4 Assault Marine with Jump Pack: 4 with Astartes Chainsword, Bolt pistol
• x1 Assault Sergeant with Jump Pack: Thunder Hammer, Bolt pistol
x5 Assault Squad with Jump Packs
• x4 Assault Marine with Jump Pack: 4 with Astartes Chainsword, Bolt pistol
• x1 Assault Sergeant with Jump Pack: Thunder Hammer, Bolt pistol
x5 Assault Squad with Jump Packs
• x4 Assault Marine with Jump Pack: 4 with Astartes Chainsword, Bolt pistol
• x1 Assault Sergeant with Jump Pack: Thunder Hammer, Bolt pistol
x5 Terminator Squad
• x1 Terminator Sergeant: Storm Bolter, Power Fist
• x4 Terminator: 4 with Power Fist, Storm Bolter


I'm not entirely sure if this is the best list with what I have available, however I would like to add that I would eventually be keen on also adding a vehicle to my army as well - Something like a Dreadnought could be cool, or something with a lot more utility (But would mostly be something fun to paint)

So what I'd love to ask the community here again, is what should I do with the boxes I have? And the possibility of adding in a vehicle for a 1k army to get going? I'd really like to include these Terminators even just for the cool factor.
And was there anything additional I needed to do with the Assault on Black Reach Captain to indicate that he is a Librarian? Going back through old posts I made there was mention of a psychic hood but I'm unsure.

I realise I do have a lot to catch up on, and I'd like to reiterate that I realise my army won't be functional in official play, but I'd like to try and make do with the Space Marine boxes that I have for now.

I'd also like to apologize for the long-winded post. I hope you can understand where I am coming from and I'm genuinely excited at the prospect of getting my Blood Angels army formed after almost 15 long years. Please also feel free to ask me questions about this or for any clarifications as well.

Thanks so much!


Automatically Appended Next Post:
Apologies for the double post, but I was messing around on Newrecruit and wanted to see whether this was a step in the right direction. I don't really know what the enhancements are so no doubt pushing my luck here but wanted to see if this was more akin to what my army could/should be looking like. Quickly realised while doing this though that Sanguinary Priests can't have jump packs anymore. Bugger.

+ FACTION KEYWORD: Imperium - Adeptus Astartes - Blood Angels
+ DETACHMENT: Liberator Assault Group
+ TOTAL ARMY POINTS: 1000pts
+
+ WARLORD: Char1: Commander Dante
+ ENHANCEMENT:
+ NUMBER OF UNITS: 11
+ SECONDARY: - Assassination: 4 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Commander Dante (120 pts): Warlord, Perdition, The Axe Mortalis
Char2: 1x Librarian (65 pts): Bolt pistol, Force Weapon, Smite
Char3: 1x Sanguinary Priest (75 pts): Absolver Bolt Pistol, Astartes Chainsword
Char4: 1x Sanguinary Priest (75 pts): Absolver Bolt Pistol, Astartes Chainsword

5x Assault Intercessor Squad (75 pts)
• 1x Assault Intercessor Sergeant: Heavy Bolt Pistol, Power Fist
• 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol
5x Assault Intercessor Squad (75 pts)
• 1x Assault Intercessor Sergeant: Heavy Bolt Pistol, Power Fist
• 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol
5x Assault Intercessor Squad (75 pts)
• 1x Assault Intercessor Sergeant: Heavy Bolt Pistol, Power Fist
• 4x Assault Intercessors: 4 with Astartes Chainsword, Heavy Bolt Pistol

5x Assault Intercessors with Jump Packs (90 pts)
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Weapon
• 4x Assault Intercessors with Jump Pack: 4 with Astartes Chainsword, Heavy Bolt Pistol
5x Assault Intercessors with Jump Packs (90 pts)
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Weapon
• 4x Assault Intercessors with Jump Pack: 4 with Astartes Chainsword, Heavy Bolt Pistol
5x Assault Intercessors with Jump Packs (90 pts)
• 1x Assault Intercessor Sergeant with Jump Pack: Plasma Pistol, Power Weapon
• 4x Assault Intercessors with Jump Pack: 4 with Astartes Chainsword, Heavy Bolt Pistol
5x Terminator Squad (170 pts)
• 1x Terminator Sergeant: Storm Bolter, Power Fist
• 4x Terminator: 4 with Power Fist, Storm Bolter


Thanks again!

This message was edited 4 times. Last update was at 2025/10/09 12:04:49


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

You can field 30 assault guys, mostly. There is a “rule of 3” for most games, where you can’t have more then 3 of the same unit, unless it had the “battleline” tag (where you can have 6) In smaller games, this is 2/4 IIRC. I don’t play BA, so am not sure if they have something that give JP assaults this. Assault intercessors on foot do have it intrinsically.

So in a 2k list you could have 3x10 man jump squads, and 6x10 man foot assaults.

10th edition also has some firm rules about what characters can join what units, and the buffs they give. Look into that.

Enhancements are like relics from prior editions, mixed with warlord traits.

Your list is light on ranged anti-tank fire. If you do want to add a vehicle, might want to get one that can slag tanks. And pop that CLM on top of one of the terminators.

Welcome back to 40k!

   
Made in ca
Stealthy Kroot Stalker





I play my fair share of Space Marines, and a bit of Blood Angels specifically, so I'll help out where I can.

First off, your friend is half right. Assault Marines aren't technically a thing anymore, however, there are two ways around this. 1) They still have Legends datasheets and points that you can find on Warcom to run them in non-tournament games. The downside to this is that they don't get rules updates, so they are often noticeably less powerful for their points than current units. 2) You can just run them as Assault Intercessors instead, you just have to be aware that those units do not have the flamer/plasma pistol or other special weapon options available to them.

Death Company Marines are still very much a thing, so you're good there.

The Command Squad does have some units that are still useful and can be taken on their own like the Apothacary, but since all your units have jump packs, they are stuck on their own for now. Same thing with the BR Catpain.

Based on what you have though, you are pretty close to 1k points.

Chief Librarian Mephiston: 120pts
Commander Dante: 120pts
Assault Intercessors x10: 170pts
Death Company x15: 350pts (1 unit of 10 and 1 of 5)
Terminators x5: 170pts
This puts you to 930 Points. To fill out the last bit, I'd recommend either a 5 man scout squad, or a Lieutenant with Combi-Weapon. Both are exactly 70 points and can sit on your home objective and/or do actions while still contributing to the overall battle somewhat.

For playing your army, based on the models you have, I'd recommend starting out with the Liberator Assault Group Detachment. It gives all your units +1A and +2S on the charge which can really help your smaller units punch up until you get some larger threats and has some simple but effective stratagems to get used to the new style of play.

As for upgrades, the Brutalis Dread is pretty solid in BA as a big melee beat stick, especially in LAG with the extra A/S.

The Jump Librarian is another Legends unit, so he can't lead Assault Intercessors, however, if you choose to get some Vanguard Veterans, he can lead those (however, this is probably not ideal as everyone is expecting them to get a new kit in the near future).

A Jump Chaplian would be a big upgrade to your Death Company Marines, giving them +1 to wound in combat. So that would give your Death Company, who already re-rolls their hit rolls, S:6 attacks on the charge with their basic chainswords, and +1 to the wound roll from having a Chaplain. These guys cut through anything but the biggest tanks pretty effectively.

Armies:  
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

First off just want to say thank you to you both for your detailed and awesome replies!
Secondly, want to apologise for the huge incoming post haha.

 Nevelon wrote:
You can field 30 assault guys, mostly.  There is a “rule of 3” for most games, where you can’t have more then 3 of the same unit, unless it had the “battleline” tag (where you can have 6)  In smaller games, this is 2/4 IIRC.  I don’t play BA, so am not sure if they have something that give JP assaults this.  Assault intercessors on foot do have it intrinsically.

So in a 2k list you could have 3x10 man jump squads, and 6x10 man foot assaults.

10th edition also has some firm rules about what characters can join what units, and the buffs they give.  Look into that. 

Enhancements are like relics from prior editions, mixed with warlord traits.

Your list is light on ranged anti-tank fire.  If you do want to add a vehicle, might want to get one that can slag tanks.  And pop that CLM on top of one of the terminators.

Welcome back to 40k!


Thank you very much! So glad to be back here and been thoroughly enjoying Space Marine II as well haha.

Think in this case that I'd field the original Assault Squad as Assault Intersessors as a stand in, utilising the current rules as much as I can and if I intend to upgrade them for tournament play then I'd do it properly. Also been thinking about upgrading the bases on my current units (Err... 5-6 of them painted from my original purchase before the move) due to the game rules and just making it easier to adapt them that way. Might look a bit more silly on the larger bases but I'll make do haha.

And thank you for the clarification on enhancements! Looking back on posts I've made here really put that into place, so thank you!

Think originally it was supposed to be the Assault Marine with the meta gun to help with vehicles, but I'm definitely wanting to adapt to that. Really appreciate all your advice!

 Tawnis wrote:
I play my fair share of Space Marines, and a bit of Blood Angels specifically, so I'll help out where I can.

First off, your friend is half right. Assault Marines aren't technically a thing anymore, however, there are two ways around this. 1) They still have Legends datasheets and points that you can find on Warcom to run them in non-tournament games. The downside to this is that they don't get rules updates, so they are often noticeably less powerful for their points than current units. 2) You can just run them as Assault Intercessors instead, you just have to be aware that those units do not have the flamer/plasma pistol or other special weapon options available to them.

Death Company Marines are still very much a thing, so you're good there.

The Command Squad does have some units that are still useful and can be taken on their own like the Apothacary, but since all your units have jump packs, they are stuck on their own for now. Same thing with the BR Catpain.

Based on what you have though, you are pretty close to 1k points.

Chief Librarian Mephiston: 120pts
Commander Dante: 120pts
Assault Intercessors x10: 170pts
Death Company x15: 350pts (1 unit of 10 and 1 of 5)
Terminators x5: 170pts
This puts you to 930 Points. To fill out the last bit, I'd recommend either a 5 man scout squad, or a Lieutenant with Combi-Weapon. Both are exactly 70 points and can sit on your home objective and/or do actions while still contributing to the overall battle somewhat.

For playing your army, based on the models you have, I'd recommend starting out with the Liberator Assault Group Detachment. It gives all your units +1A and +2S on the charge which can really help your smaller units punch up until you get some larger threats and has some simple but effective stratagems to get used to the new style of play.

As for upgrades, the Brutalis Dread is pretty solid in BA as a big melee beat stick, especially in LAG with the extra A/S.

The Jump Librarian is another Legends unit, so he can't lead Assault Intercessors, however, if you choose to get some Vanguard Veterans, he can lead those (however, this is probably not ideal as everyone is expecting them to get a new kit in the near future).

A Jump Chaplian would be a big upgrade to your Death Company Marines, giving them +1 to wound in combat. So that would give your Death Company, who already re-rolls their hit rolls, S:6 attacks on the charge with their basic chainswords, and +1 to the wound roll from having a Chaplain. These guys cut through anything but the biggest tanks pretty effectively.


Thank you so much for your response! So appreciated that you took all the time to cover so many points here.

Definitely think I'll run them as Assault Intersessors in this case to best utilise current rules with the intention of upgrading down the track, and as mentioned before would look at getting current bases as well, not only for legality but for a better feel of the movement and ranges I'll be working with.

Maybe I'm just imagining things but it feels like Death Company are either a lot better or a lot cheaper than I remember. After this post I'm going to look into that, because I seem to remember wanting them back in 2011 for the cool factor (Like the Terminators I want to use now) but that their bits were better utilised elsewhere and more bang for my buck, but definitely open to using Death Company.

I recall I was going to be using the Apothecary to help make a Sanguinary Priest, but since they can't use Jump Packs I'm guessing that's pretty much off the table for the base army I'd like to build off of. Is what it is though! My fault for not painting these sooner anyway.

That army does look really cool too! Would it be an issue using my Mephiston though? Going back to the bases I was talking about, the one I have is assembled but not painted properly, and he is on a smaller base. Looking around it seems like Mephiston is on a 40mm base.

Do very much appreciate you fitting the Terminators into the army as well! Would you have a recommendation of what I would run in reserve/off the board? Or is this more a game-by-game basis? Sorry, just very new to tabletop but thought I'd ask while it's on my mind.

Based on a lot of what I've seen does look like Liberator Assault Group was the way to go with the detachment. Maybe I'm misremembering things but I could have sworn that Red Thirst was just a baseline thing to have playing Blood Angels, is it my understanding now that you have to declare that as your detachment to use this as a Blood Angels army? Will have to look into Stratagems, the website I was using didn't have access to it (But still a very user-friendly site)

So when I was looking at the possibility of using a Dreadnought I suppose I was more looking at different Dreadnoughts as opposed to the Brutalis Dreadnought since he is melee. Like you said it gets that huge boost but would I also be shooting myself in the foot by having little ranged options outside of the Terminators? This isn't me here arguing the point by the way, I know nothing about tabletop and I know this but is there such thing as too much melee with this detachment on a Blood Angels army? Suppose I was looking at the Venerable Dreadnought as an option initially (EDIT: Can see it's now listed in the "Legends" category) . I know I could be (Likely am totally) wrong about it.

No problem about the Librarian though, think at this stage I might forget about him. And like you said about a new kit possibly incoming, on-top of additional costs happy to leave this one alone.

Though if with what I have it is best to use 15 Death Company (in the 10+5 Squad like you mentioned) the idea of using a Jump Chaplain does sound great and something I feel very keen on, looking into it again and some memories was that they were a great enhancement to the Death Company. Would I be able to fit this into a 1K army with some sacrifice? For example losing Mephiston I know would be a big blow, but with my current basing issue I could definitely work around this.
And that also being said, could I utilise my Death Company and Command Squad box together maybe and make a Jump Chaplain? Or would that need to be a specific unit in itself? Since I'm likely no longer making Sanguinary Priests.

Again, thank you both SO much for your replies and feedback. And I do really appreciate it and any additional help from beyond this post.

This message was edited 1 time. Last update was at 2025/10/10 14:24:51


 
   
Made in ca
Stealthy Kroot Stalker





Yeah, Death Company are pretty scary right now, (they also can re-roll their charge rolls XD). However, a lot of things are going to sound FAR more powerful than they did back in the day.

I wouldn't bail on the Sanguinary Priest idea quite yet, if you do get any units on the ground, he is a fantastic character to have, giving the unit a 5+ Feel No Pain and an extra pip of AP, he turns normal Assault Intercessors into durable wrecking balls, especially if they fight on an objective where they get extra buffs.

For reserves, that's much more of a personal playstyle thing. Personally I only use reserve in really specific situations, but I also have a very aggressive playstyle that doesn't mesh well with reserves. YMMV.

Yeah, while they all canonically have Red Thirst, the named Red Thirst benefit just goes to the Liberator Assault Group having the +1 A +2 S I mentioned. Death Company get "A Noble Death In Combat" allowing you to take twice as many Death Compnay units in your army, and giving them wound re-rolls. Angelic Host gets "Upon Wings of Fire" for all their Jump units which lets them bounce around the battlefield very quickly, and the other generic one Legacy of the Angel allows you more flexibility, choosing 2 out of 3 varied buffs for your army at the start of the game.

That is another preference thing, I like to go full into exploiting my detachment buffs, but that's not always the best call for other people's playstyle. A Redemptor is probably a good middle ground. It's plasma cannon hits hard at range, but still has a strong melee punch.

Hmm... that's not a bad idea for more punching power, the downside is that it leaves you with 45 points leftover that you can't really do anything with on its own... You could pick a bigger support unit like Eliminators for 85 points in place of the scouts or Lt, with their Las Fusils, that's some solid ranged punching power that you were looking for too. That leaves you with 30... Oh, you could give the new Jump Chaplain the Speed of the Primarch enhancement for 25 points that gives his unit Fights First, which will make every melee unit terrified of you.

This message was edited 1 time. Last update was at 2025/10/10 14:22:51


Armies:  
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

Oh wow that does sound very cool then haha, my current paints and sprays I think will cover Death Company very well too.

And that's fair enough then, not about to throw them out completely but if almost all of my army is equipped with Jump Packs would they be left behind a fair bit? I'd be open to using regular Assault Intersessors but at the moment I'm guessing it'll be between them and either the Jump Pack Assault Intersessors or the Jump Pack Death Company.

Thank you for the clarification on reserves as well! And the way that Detachment works as well, sounds like it could make for a little more flavour rather than one size fits all for an army regardless of chapter (At least for Space Marines)

When I'm up again tomorrow will definitely look into the Redemptor though! Thank you so much again.

Almost sounding like the Jump Chaplain with the enhancement you mentioned sounds like a fun idea though haha. Might be a good one to lead some Death Company (Assuming he'd be with the 10 squad and not the 5, or would he help both?)

Also, putting this into Newrecruit would there be a problem not having units in my "Battleline" and mostly in Infantry? Sorry, am a total novice to this.

But again, would it be a possibility to use some of the Command Squad box I have along side some of the Death Company pieces (Shoulderpads, maybe a helmet) to (and I hope I'm using this term correctly) kitbash it together as a Chaplain? Also, any weapon preferences for them?



Again, thanks so much for your help, Tawnis!
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

From a list building POV you don’t need to have any battleine units at all. You need at least one character (to be your warlord). That’s it. (Barring exceptions to the rule, which there might be for some detachments/factions)

Some missions might give bonuses to battleine units. And they tend to have higher objective control values (you total your/your opponent’s OC for models in range of objectives to see who controls it)

So having more battleline units may make some games easier to win. But is certainly not required.

   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

Beautiful! Thank you for clarifying just wasn't sure if that could cause an issue at all but looks like it'll work out pretty well with what I have!

Sounds like it'll largely be rules and game types that I'll find out the more I look into it and the more I play I think. Again thanks very much for your response to this.
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

Just as a small update for this I did end up getting a Jump Pack Chaplain as well, plus it's a really cool model haha.

So he's all sorted out! I'd mostly be wondering with this if I'm running my Assault Intersessor Sergeants with Heavy Bolt Pistols, Plasma Pistols or with Hand Flamers. I think I'd be able to get some Plasma Pistols for them.

I did mess around a little the other day with a list by putting in Mephiston, dropping 5 Death Company with Jump Packs, and running another Assault Intersessor Squad with Jump Packs but ended up 10 points over (Chaplain with Speed of the Primarch pushed it over) however I still have the issue of having the old Mephiston model with the smaller base anyway. Was mostly just for fun and I think I'd rather go with some more infantry or a character model like a Sanguinary Priest or a Librarian to fill out the remaining 80 points on the prior suggested list - this way I'm using more of my existing models as they are.

Any thoughts on this and what would work best with a Jump Pack army like this would be highly appreciated and thank you so much!
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Ahx wrote:
however I still have the issue of having the old Mephiston model with the smaller base anyway.


What issue? Just buy a bigger base.
Or bum a spare one off of those you play with.
Or even make one.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Ahx wrote:
Just as a small update for this I did end up getting a Jump Pack Chaplain as well, plus it's a really cool model haha.

So he's all sorted out! I'd mostly be wondering with this if I'm running my Assault Intersessor Sergeants with Heavy Bolt Pistols, Plasma Pistols or with Hand Flamers. I think I'd be able to get some Plasma Pistols for them.

I did mess around a little the other day with a list by putting in Mephiston, dropping 5 Death Company with Jump Packs, and running another Assault Intersessor Squad with Jump Packs but ended up 10 points over (Chaplain with Speed of the Primarch pushed it over) however I still have the issue of having the old Mephiston model with the smaller base anyway. Was mostly just for fun and I think I'd rather go with some more infantry or a character model like a Sanguinary Priest or a Librarian to fill out the remaining 80 points on the prior suggested list - this way I'm using more of my existing models as they are.

Any thoughts on this and what would work best with a Jump Pack army like this would be highly appreciated and thank you so much!
Mechanically, Heavy Bolt Pistols have exactly one advantage, and that's 6" of range.

The Heavy Bolt Pistol does .074 to a T6 2+/4++ model.
The Hand Flamer does .097 damage to a T6 2+/4++ model.
The Plasma Pistol does .22 (no Overcharge) or .44 (Overcharged) to a T6 2+/4++ model.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

ccs wrote:
 Ahx wrote:
however I still have the issue of having the old Mephiston model with the smaller base anyway.


What issue? Just buy a bigger base.
Or bum a spare one off of those you play with.
Or even make one.


I believe that the model I have for Mephiston has the metal indent intended to hold it onto the base, sort of like this listing here and don't imagine it'd be easy to take apart '^^
Had this model since about 2002 and he's still unpainted. Had the intention of having it professionally painted as well just because it's such an old item now.

 JNAProductions wrote:
Mechanically, Heavy Bolt Pistols have exactly one advantage, and that's 6" of range.

The Heavy Bolt Pistol does .074 to a T6 2+/4++ model.
The Hand Flamer does .097 damage to a T6 2+/4++ model.
The Plasma Pistol does .22 (no Overcharge) or .44 (Overcharged) to a T6 2+/4++ model.


Ah and thanks for the clarification! Wasn't sure if mixing in the Plasma Pistol would be advantageous, but I should have looked at the various wikis too. Thanks very much!

This message was edited 1 time. Last update was at 2025/10/18 02:46:24


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Ahx wrote:
 JNAProductions wrote:
Mechanically, Heavy Bolt Pistols have exactly one advantage, and that's 6" of range.

The Heavy Bolt Pistol does .074 to a T6 2+/4++ model.
The Hand Flamer does .097 damage to a T6 2+/4++ model.
The Plasma Pistol does .22 (no Overcharge) or .44 (Overcharged) to a T6 2+/4++ model.


Ah and thanks for the clarification! Wasn't sure if mixing in the Plasma Pistol would be advantageous, but I should have looked at the various wikis too. Thanks very much!
The Hand Flamer is an okay choice if your local games are RIFE with hordes, but Assault Intercessors generally blend hordes pretty well regardless.

The Plasma Pistol is a source of D2 (at some risk) which makes it very valuable. Even without overcharging, the Strength and AP boost over the normal Heavy Bolt Pistol are great.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

That sounds really great then! Imagine it'd be alright to blend the Plasma Pistol into the Intersessor Squads I have going on the Sergeant. Thanks so much for all your help on this!
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Ahx wrote:
ccs wrote:
 Ahx wrote:
however I still have the issue of having the old Mephiston model with the smaller base anyway.


What issue? Just buy a bigger base.
Or bum a spare one off of those you play with.
Or even make one.


I believe that the model I have for Mephiston has the metal indent intended to hold it onto the base, sort of like this listing here and don't imagine it'd be easy to take apart '^^
Had this model since about 2002 and he's still unpainted. Had the intention of having it professionally painted as well just because it's such an old item now.


Still not an issue.
A few options:
●Visit your local hardware (or tool box) & find a pair of wire/metal snips thatd cut through a classic coat hanger.
Apply to that metal tab on the bottom of Mephiston.
File away the left over bit.
Glue to new base.
OR
●Cut slot in new base.
Attach Mephiston.
OR
●Simply glue old Mephiston, still attached to old base, directly to new base.
Apply modern basing material.

Or?
Just get on with wasting $50 or so on a new sculpt of something you already have, who's "issue" can be solved for mere pennies & a few moments of effort....

[Thumb - 20251018_012213.jpg]
Modeling tool

   
Made in eu
Frenzied Berserker Terminator




Southampton, UK

You can also buy base adapters that are basically just a plastic ring, to expand your current base to the now-correct size. E.g.

https://shop.winterdyne.co.uk/product-category/all-your-base/base-adapters
   
Made in au
Blood Angel Neophyte Undergoing Surgeries




Melbourne

Crispy78 wrote:
You can also buy base adapters that are basically just a plastic ring, to expand your current base to the now-correct size. E.g.

https://shop.winterdyne.co.uk/product-category/all-your-base/base-adapters


Think that's exactly what I'd like to do with Mephiston at a later stage, I really wouldn't want to damage the model or anything else. Once I can get him painted (far down the track) I'll be getting one of those. Thanks so much!

I had a thought yesterday as well, how do Vanguard Veterans with Jump Packs shape up in an army like this?
Would dropping 5 DC in favour of 5 Intercessors + Vanguard Veterans be shooting myself in the foot, so to speak? Looking at the models I was thinking I could be making some of them using my Command Squad and it'd be putting me at 985 points with the other list that was posted, or 995 splitting them into 5x2 squads.

Thanks!
   
 
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