Switch Theme:

Blood Angels Tactica - Assaulting and How Meph got a brand new sword.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Trigger-Happy Baal Predator Pilot






Boogles wrote:
Raulengrin wrote:
Bremon wrote:
Does Killshot affect one Pred or all 3? Never used enough Preds to need to worry about it lol.

Edit: I understood it as P5freak does.


This is why grammar is important!

It says "all the predators' attacks." The apostrophe is the important thing here. Anytime an apostrophe comes after the s, it is both possessive and plural, therefore it is referring to more than one predator gaining the bonus. If it were written "all the predator's attacks" then it would be different.


Part of the Killshot says +1 to damage rolls. Would this affect the assault cannon and heavy bolter? Their damage is static, so you don’t really roll for it


Yes, it would affect damage from the assault cannon and heavy bolter, so +1 to wound and damage rolls for 3 Baal Preds for 1CP as long as they're targeting monsters or vehicles.

A harrowing amount of potential damage, and, like I said, about the only reason I can think of for GW to keep the Baal Pred at it's elevated points cost.

This message was edited 1 time. Last update was at 2017/12/07 21:21:24


 
   
Made in us
Charging Dragon Prince





Sticksville, Texas

 Voidwraith wrote:
Boogles wrote:
Raulengrin wrote:
Bremon wrote:
Does Killshot affect one Pred or all 3? Never used enough Preds to need to worry about it lol.

Edit: I understood it as P5freak does.


This is why grammar is important!

It says "all the predators' attacks." The apostrophe is the important thing here. Anytime an apostrophe comes after the s, it is both possessive and plural, therefore it is referring to more than one predator gaining the bonus. If it were written "all the predator's attacks" then it would be different.


Part of the Killshot says +1 to damage rolls. Would this affect the assault cannon and heavy bolter? Their damage is static, so you don’t really roll for it


Yes, it would affect damage from the assault cannon and heavy bolter, so +1 to wound and damage rolls for 3 Baal Preds for 1CP as long as they're targeting monsters or vehicles.

A harrowing amount of potential damage, and, like I said, about the only reason I can think of for GW to keep the Baal Pred at it's elevated points cost.


It does make sense, the damage potential of the Baal Pred is actually pretty scary with that strategem.
   
Made in us
Trigger-Happy Baal Predator Pilot






Also, with Killshot in mind for Baal Preds:

The Lucifer Pattern Engines begins to make more sense...if you have 3 Baal Preds attempting to get in positions to gun down the enemy, at some point terrain, units, etc are going to get in the way and you MAY need to have one predator move the extra distance to keep pace so the Killshot strat continues to be useable. Not saying it's something that'll always happen (hell, most of the time you're going to lose a Predator before you're actually out of position) but it's a way to use an otherwise throw-away stratagem.
   
Made in de
Nihilistic Necron Lord






Germany

Killshot is scary, but your opponent only needs to take out one predator, and you cannot use killshot anymore.


Automatically Appended Next Post:
 Voidwraith wrote:
Also, with Killshot in mind for Baal Preds:

The Lucifer Pattern Engines begins to make more sense...if you have 3 Baal Preds attempting to get in positions to gun down the enemy, at some point terrain, units, etc are going to get in the way and you MAY need to have one predator move the extra distance to keep pace so the Killshot strat continues to be useable. Not saying it's something that'll always happen (hell, most of the time you're going to lose a Predator before you're actually out of position) but it's a way to use an otherwise throw-away stratagem.


Except you advance with the lucifer pattern engines, so you cant fire any (baal) pred weapons, they are all heavy. Except the stormbolter, which you cant fire either, because its not assault

Btw, the killshot stratagem also works on hunter seeker missiles.

This message was edited 2 times. Last update was at 2017/12/07 21:37:58


 
   
Made in us
Regular Dakkanaut




p5freak wrote:
Well, there is no need for forlorn, if vets have JP and can deepstrike. Saves 2 CPs.



Forlorn hope is absolutely a useful strategem. On the army list i'm looking at building right now, my issue is I have more DSing units than units starting on the board. Forlorn Hope is a perfect way for me to rectify that situation.

p5freak wrote:
A chaplain for 90 pts. can partially replace lemartes. He is not as good, but costs 40 pts. less.


Yes, a regular chaplain can, we're splitting hairs now because in my list, not only is he a combat beast (6 attacks on the charge with a deadlier crozius), he allows my DC to re-roll charges, and i think i'm going to bring 2 units of 10. In your version, your probably using the decent of angels strat to get your charge off so your using 2CPs there.

p5freak wrote:
DC can be buffed like hell, but it takes a lot of points. 15 models DC are ~300 pts. A sang priest with lemartes and a librarian are another ~300 pts. You kill whatever you charge, but then what ? You are standing there, your opponent will focus fire on your DC and probably kill them all.


First off, I don't think running 1 huge blob of overkill is a smart idea. I'd much rather run multiple smaller squads. That allows more chances to get your charges off to kill or tie units up, specially if they are near Lemartes, on top of which, when your striking with 3 to 5 attacks on the charge per model including the power weapons in the squad, you don't need 15 guys, that pointless and just over kill. Maybe 2 10 man squads or 3 5 man squads is where i think i want to be.

To add tho this, the whole premise of my particular list is to get AT LEAST 3 squads, but hopefully more like 4 or 5 first turn charges off. I could be wrong, but I believe if you can accomplish that, you are squads won't be able to be focus fired after they do their damage and the enemy is either dead or falling back because not only have you got 3 or 4 more units sitting right there in their face, but you likely just wiped out a nice chunk of their army.

This, for me, was the real issue with BA JP lists for a long time. You were not survivable enough to get across the table with enough models to do enough damage, and you could really only charge off DS in a few corner cases. That all changes with this book. From the Wings psychic power, to Forlorn hope, decent of angels, and wings of fire(?), you are now able to reliably (I believe), drop units in and get enough charges to gash them and still have enough stuff left for your beta strikes.

I've almost got a list done that I think might be a fairly competitive list that doesn't use all typical BS like stormravens, hellblasters, razorbacks etc. To be honest, I haven't been this excited about blood angels since 4 or 5th edition.

This message was edited 4 times. Last update was at 2017/12/07 21:42:45


 
   
Made in de
Nihilistic Necron Lord






Germany

I'm curious how that list looks, you run into problems when your opponent uses area denial, your 3-5 squads need space. The problem of rolling a 9 with two dice remains, even with lemartes rerolling charges. Sure, you can use descent of angels, but only once per turn. Along with forlorn thats 4 CP gone.

This message was edited 2 times. Last update was at 2017/12/07 21:47:18


 
   
Made in us
Trigger-Happy Baal Predator Pilot






p5freak wrote:
Killshot is scary, but your opponent only needs to take out one predator, and you cannot use killshot anymore.


Automatically Appended Next Post:
 Voidwraith wrote:
Also, with Killshot in mind for Baal Preds:

The Lucifer Pattern Engines begins to make more sense...if you have 3 Baal Preds attempting to get in positions to gun down the enemy, at some point terrain, units, etc are going to get in the way and you MAY need to have one predator move the extra distance to keep pace so the Killshot strat continues to be useable. Not saying it's something that'll always happen (hell, most of the time you're going to lose a Predator before you're actually out of position) but it's a way to use an otherwise throw-away stratagem.


Except you advance with the lucifer pattern engines, so you cant fire any (baal) pred weapons, they are all heavy. Except the stormbolter, which you cant fire either, because its not assault

Btw, the killshot stratagem also works on hunter seeker missiles.


I understand all of this. The one pred that had to move using the Lucifer Pattern Engines wouldn't be able to shoot, but the others would. It's only a valid thing to do if it makes sense, of course...

As for the enemy just removing a predator to make Killshot null in void, I think we all knew that...I even eluded to it in my parenthetical.
   
Made in de
Nihilistic Necron Lord






Germany

 Voidwraith wrote:

I understand all of this. The one pred that had to move using the Lucifer Pattern Engines wouldn't be able to shoot, but the others would. It's only a valid thing to do if it makes sense, of course...

As for the enemy just removing a predator to make Killshot null in void, I think we all knew that...I even eluded to it in my parenthetical.


Good thing GW reduced the cost of a techmarine. He can repair D3 wounds on a vehicle.
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

Played my first game with the new codex tonight, against deathguard, neither list was super competitive as it was a friendly pickup game.

A few things I tried out and what I took away:

I used a sanguinary ancient as my warlord, gave him the banner and the WL trait for +1 damage on his powerfist - He was pretty boss, tanked wounds, moved around well, put the smack down on most things as he always gets to reroll to hit and wound.
Play some sang guard with him - now they are cheaper and can stand near the banner to increase their survivability they proved to be a much more viable choice.

Used multiple drop squads of DC with Lemartes, they mulched through alot of poxwalkers but went down quick to anything that focused on them. Still a great unit but still needs to get to combat intact which isn't always easy.

Mephiston - A beast as ever but doesn't have enough attacks, will be taking the quickening next time.

Shooty assault squads, I took one with two meltaguns and double melta pistol and one with two flamers and double flame pistol - both were great! Jumping out of combat to get clutch shots in where they were needed, good when charged and when charging. Cheap multiuse units that I will definitely be using again.

Scouts with knife - more dangerous than your oponent will think, our best troop choice.

One general issue I ran into was with all our buff characters and getting split up when one fails a charge, happened a couple of times and it was a pain :-/

Overall I'm really happy, our "chapter tactic" is very powerful and comes into play alot whilst also encouraging an aggressive progressive playstyle :-)

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in us
Regular Dakkanaut




 WisdomLS wrote:

Mephiston - A beast as ever but doesn't have enough attacks, will be taking the quickening next time.


Most definitely. I think you can't use Mephy as a army buff. Take wings, quickening, and one other power of your choice. He can also use the red rampage strategem to get D3 more attacks as well. Buff him up, and send him in. I would have liked to see him get 5 attacks base, certainly because he gets no re-rolls at all so with 4 attacks, you might only end up with 2 or 3 wounds when it's all said and done with, needs more. Here's a question for someone with the book, is there anything that stops, say Meph, from unleashing rage and quickening on himself to get 4+1+D3 attacks?


 WisdomLS wrote:
Scouts with knife - more dangerous than your oponent will think, our best troop choice.


I was thinking intercessors with Stalker bolt guns might be our best troop now. take them in 5's, they have 2 wounds a piece, and have 2 attacks base, give the sarg a power sword, sit them on an objective, hopefully in cover for a 2+ save. If my numbers are correct, 5 intercessors with stalkers are 100, and 5 scouts with sniper rifles and camo cloaks are 90, so in that case i think the intercessors are actually the better buy but we'll see.

 WisdomLS wrote:
One general issue I ran into was with all our buff characters and getting split up when one fails a charge, happened a couple of times and it was a pain :-/


Have to always leave a tail for your squad to stay in that 6" range. Keep in mind, you only need to be within 1" for CC, not base to base, so just keep your squad 1" back from the enemy, then all your guys only need to be within 1" of another of your guys that can strike. So, they are back 1", from the opponents unit, plus their base is about an 1", plus another 1" between your guys, and another 1" on the base should pretty much put you into 6" aura range. I have to do that for my Deathwing terminators to make sure they are within belials aura or the banners aura.

 WisdomLS wrote:
Overall I'm really happy, our "chapter tactic" is very powerful and comes into play alot whilst also encouraging an aggressive progressive playstyle :-)


Me too. At first I didn't realize the magnitude of the red thirst. It's so much better than a straight strength buff, plus with all the ways we have to get into CC off DS now, i'm very pleased at least without any playtesting yet.

This message was edited 1 time. Last update was at 2017/12/08 04:17:27


 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Point of order: unless it's been changed in the new codex (And it very well may have been), Intercessor Sergeants cannot take power weapons. Only chainswords, sadly.

It was rather frustrating to say the least, as I had converted a power sword onto my intercessor sergeant and had to swap it to a chainsword.

C'est la vie.

Take it easy.

-Red__Thirst-

This message was edited 1 time. Last update was at 2017/12/08 03:15:49


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Regular Dakkanaut




 Red__Thirst wrote:
Point of order: unless it's been changed in the new codex (And it very well may have been), Intercessor Sergeants cannot take power weapons. Only chainswords, sadly.

It was rather frustrating to say the least, as I had converted a power sword onto my intercessor sergeant and had to swap it to a chainsword.

C'est la vie.

Take it easy.

-Red__Thirst-


they can in the space marine codex, so i would hope they get it in the BA codex. That's a pretty standard upgrade, so nothing out of the ordinary, but to be honest, that's of little consequence if he can't. They are really just there to sit on objectives and shoot their -2 AP bolters.
   
Made in de
Regular Dakkanaut





bobafett012 wrote:
 Red__Thirst wrote:
Point of order: unless it's been changed in the new codex (And it very well may have been), Intercessor Sergeants cannot take power weapons. Only chainswords, sadly.

It was rather frustrating to say the least, as I had converted a power sword onto my intercessor sergeant and had to swap it to a chainsword.

C'est la vie.

Take it easy.

-Red__Thirst-


they can in the space marine codex, so i would hope they get it in the BA codex. That's a pretty standard upgrade, so nothing out of the ordinary, but to be honest, that's of little consequence if he can't. They are really just there to sit on objectives and shoot their -2 AP bolters.


Have book in hand. They do not have power sword option.

This message was edited 1 time. Last update was at 2017/12/08 05:17:17


 
   
Made in us
Charging Dragon Prince





Sticksville, Texas

So, I have enough room in my case for ONE more model. Trying to decide between:

-Dante
-Sanguinor
-Mephiston

Would have to convert The Sanguinor's wings a bit so they don't stick out quite as far.

For HQ choices I have:

-Storm Bolter/Chainsword Captain
-Jump Pack Librarian
-Jump Pack Chaplain
-Sanguinary Priest
-Bolter LT

Need help picking between the 3.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Mephiston or Sanguinor would be the two I wold pick from. Nothing against Dante. He's pretty excellent for sure, but until he gets some Bonus CP action for his points I feel like the other two are stronger.

I'd rather run Mephiston for anti psyker ability (Denying more than 1 power a turn is pretty clutch) and beefy Psyker options (3 ppowers a turn.) I'd run him with a pure offensive loadout: Unleash Rage, Quickening, and Wings of Sanguinius (Or replace Unleash Rage with Shield of Sanguinius for added durability/defensive option). He's faster than either Dante or the Sanguinor with Wings of Sanguinius active (7" move without advancing, then 12" move in the Psychic phase, then 2D6 charge with a Reroll on the Charge dice available). He's your monster beatstick option.

The Sanguinor works great if you're going for the extra attack stack buff on multiple squads with Librarians further amplifying that on one squad with an Unleash Rage cast. He's also a stout beatstick too, but without the psychich defense and shenanigans going for him, though his Aura is amazing and makes up for that in my opinion.

In order of usefulness: Mephiston, then Sanguinor, then Dante. They're all good options, but Mephiston tkes the cake in my opinion.

Take it easy.

-Red__Thirst-

This message was edited 2 times. Last update was at 2017/12/08 05:45:49


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Charging Dragon Prince





Sticksville, Texas

 Red__Thirst wrote:
Mephiston or Sanguinor would be the two I wold pick from. Nothing against Dante. He's pretty excellent for sure, but until he gets some Bonus CP action for his points I feel like the other two are stronger.

I'd rather run Mephiston for anti psyker ability (Denying more than 1 power a turn is pretty clutch) and beefy Psyker options (3 ppowers a turn.) I'd run him with a pure offensive loadout: Unleash Rage, Quickening, and Wings of Sanguinius (Or replace Unleash Rage with Shield of Sanguinius for added durability/defensive option). He's faster than either Dante or the Sanguinor with Wings of Sanguinius active (7" move without advancing, then 12" move in the Psychic phase, then 2D6 charge with a Reroll on the Charge dice available). He's your monster beatstick option.

The Sanguinor works great if you're going for the extra attack stack buff on multiple squads with Librarians further amplifying that on one squad with an Unleash Rage cast. He's also a stout beatstick too, but without the psychich defense and shenanigans going for him, though his Aura is amazing and makes up for that in my opinion.

In order of usefulness: Mephiston, then Sanguinor, then Dante. They're all good options, but Mephiston tkes the cake in my opinion.

Take it easy.

-Red__Thirst-


Thanks for that! Mephiston does look pretty good. He is a pretty trivial points increase from a Jump Pack Librarian to a pretty terrifying assassin.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





What do you guys think of running a list that a little different. Trying to mix in a little of that BA flavor, but using some of the awesome space marine strategems we got.

2k Blood Angels: 10CP 14 deployments.
Options for CP: DC upgrade on Captain, Baal Pred movement, Autohit Whirldwinds, Kill Shot Baal Preds

Battalion 1:
Mephiston Wings, Shield, Quickening
Lieutenant JP combi-melta
Intercessor Squad: boltrifles
Scouts: combat knives - combi-melta
Scouts: combat knives - combi-melta
Land Speeder Storm - multimelta
Land Speeder Storm - multimelta

Battalion 2:
Captain Jumppack Thunderhammer (Relic) Combi-melta
Lieutenant JP combi-melta
Intercessor Squad: boltrifles
Scouts: combat knives - combi-melta
Scouts: combat knives - combi-melta
Land Speeder Storm - multimelta
Land Speeder Storm - multimelta

Spearhead:
Lieutenant MC Bolter?
Whirlwind Hyperios
Whirlwind Hyperios
Baal Predator - AC, HBs, SBs
Baal Predator - AC, HBs, SBs
Baal Predator - AC, HBs, SBs

This message was edited 3 times. Last update was at 2017/12/08 09:48:56


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

 NH Gunsmith wrote:


Thanks for that! Mephiston does look pretty good. He is a pretty trivial points increase from a Jump Pack Librarian to a pretty terrifying assassin.


You know it! I'm still working on my Mephiston here to join my Librarian Dreadnought and jump pack librarian for a triple threat of brain pain goodness.

With quickening and Unleash Rage on him he turns into an absolute blender. He'll usually take out whatever he charges or maul it to the point of it seriously contemplating the life choices that brought it to that point.

The only way to improve him is to keep him near a captain for rerolls of 1's that inevitably come up on those to-hit dice.

Looking forward to hearing how he does.

Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Regular Dakkanaut




Don't forget about red rampage on him, that's another D3 attacks.


I'm thinking of running triple flyer in my JP assault list. I used to run triple AC/LC preds for anti vehicle/monster, but it seems like another fast, super mobile gun platform to use as my anti-vehicle needs would be perfect.

I'd like to run 3 Xiphons but they just went up by a good margin in points and I don't know if I can get 3 in now, so that leaves 3 Storm Talons, while I like them, they are no where near as good against vehicles as the Xiphon.
   
Made in us
Charging Dragon Prince





Sticksville, Texas

 Coyote81 wrote:
What do you guys think of running a list that a little different. Trying to mix in a little of that BA flavor, but using some of the awesome space marine strategems we got.

2k Blood Angels: 10CP 14 deployments.
Options for CP: DC upgrade on Captain, Baal Pred movement, Autohit Whirldwinds, Kill Shot Baal Preds

Battalion 1:
Mephiston Wings, Shield, Quickening
Intercessor Squad: boltrifles
Scouts: combat knives - combi-melta
Scouts: combat knives - combi-melta
Land Speeder Storm - multimelta
Land Speeder Storm - multimelta

Battalion 2:
Captain Jumppack Thunderhammer (Relic) Combi-melta
Intercessor Squad: boltrifles
Scouts: combat knives - combi-melta
Scouts: combat knives - combi-melta
Land Speeder Storm - multimelta
Land Speeder Storm - multimelta

Spearhead:
Lieutenant MC Bolter?
Whirlwind Hyperios
Whirlwind Hyperios
Baal Predator - AC, HBs, SBs
Baal Predator - AC, HBs, SBs
Baal Predator - AC, HBs, SBs


Your missing an HQ choice in each of your Battalions, you need two in each.

This message was edited 1 time. Last update was at 2017/12/08 07:10:59


 
   
Made in au
Hissing Hybrid Metamorph






Has Astorath changed in the codex? I love his model so I’ve always wanted to use him but I’ve never found him to be particularly worth it
   
Made in de
Nihilistic Necron Lord






Germany

 Tiberius501 wrote:
Has Astorath changed in the codex? I love his model so I’ve always wanted to use him but I’ve never found him to be particularly worth it


His axe is now S+2 instead S+1. Thats all.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Nothing against Astorath, but I've always preferred Lemartes over him. I do see the usefulness of Astorath, and his model is very cool for sure, but Lemartes seems to be just hands down better. I've wrecked entire squads with Lemartes. His volume of attacks and the Blood Crozius being such an absolute (literal!) beatstick of a weapon just combine to make for an extremely dangerous combo.

Now that he gets +1 to wounding rolls means he'll be even more dangerous. He'll wound most big tyranid gribblies on a 3+ or 4+ on the charge. Pretty heinous for sure.

Take it easy.

-Red__Thirst-


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in au
Hissing Hybrid Metamorph






p5freak wrote:
 Tiberius501 wrote:
Has Astorath changed in the codex? I love his model so I’ve always wanted to use him but I’ve never found him to be particularly worth it


His axe is now S+2 instead S+1. Thats all.


That’s quite good. Have a sanguinary priest nearby and he’s wounding most vehicles on 3’s. I’m happy with that and his Mass of Doom seems quite swish bang for a tasty charge phase. But he totally doesn’t achieve the number of attacks Lamartes does which is a shame. But a librarian can almost get him there haha. #TryingToConvinceMyself
   
Made in us
Charging Dragon Prince





Sticksville, Texas

So here the double Battalion list I plan on running Saturday, it is pretty much the same list I have been using, except it has an LT instead of Chaplain, and the Assault Marines upgraded to Vanguard Veterans.

Spoiler:

Battalion Detachment #1
-Captain w/ Storm Bolter, Power Sword
+Warlord Trait: Soulwarden
-LT w/ Master-Crafted Bolter, Chainsword

-3x5 man Tac Squad w/ Combi-Plas & Chainsword, Plas

-2x Dread w/ Twin-Las, CCW, Storm Bolter

-10 man Dev Squad w/ 4x Missile, Cherub

-2x Rhino w/ Storm Bolter

Battalion Detachment #2
-Libby w/ Jump Pack, Plas Pistol, Force Sword
+Relic: The Angel's Wing
+Powers: Unleash Rage, Wings of Sanguinius, Smite
-Sang Priest w/ Bolt Pistol, Chainsword

-5 man Tac Squad w/ Combi-Plas & Chainsword, Plas
-2x5 man Tac Squad w/ Inferno Pistol & Axe, Meltagun

-10 man Van Vet Squad w/ Lightning Claw & Plas Pistol, 2x Plas Pistol

-Razorback w/ Twin Assault Cannon
-Rhino w/ Storm Bolter

9CP 2,000/2,000


Since I am going Blood Angels instead of a Successor Chapter now, it looks like I will be getting Mephiston. So the list will be changing to this;

Spoiler:

Battalion Detachment #1
-Mephiston
+Wings of Sanguinius, Quicken, Shield of Sanguinius, Smite
-LT w/ Master-Crafted Bolter, Chainsword

-3x5 man Tac Squad w/ Combi-Plas, Plas

-2x Dread w/ Twin-Las, CCW, Storm Bolter

-5 man Dev Squad w/ 4x Missile, Cherub

-2x Rhino w/ Storm Bolter

Battalion Detachment #2
-Libby w/ Jump Pack, Plas Pistol, Force Sword
+Relic: The Angel's Wing
+Powers: Unleash Rage, Quicken, Smite
-Sang Priest w/ Bolt Pistol, Chainsword

-5 man Tac Squad w/ Combi-Plas, Plas
-2x5 man Tac Squad w/ Inferno Pistol, Axe, Meltagun

-10 man Van Vet Squad w/ Lightning Claw, 3x Plas Pistol

-Razorback w/ Twin Assault Cannon
-Rhino w/ Storm Bolter

9CP 2,000/2,000


However, I am wondering if Mephiston's Warlord trait is worth making him the Warlord so he always strikes first, or if making the LT or Priest the Warlord to give them Soulwarden for the fourth attempt at denying a power would be better. Also, if running both Mephiston and the Jump Pack Libby, what powers would you give them? The Libby will be dropping in with the Vanguard Vets, and Mephiston will be deploying the in Razorback with the LT.
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





 NH Gunsmith wrote:
 Coyote81 wrote:
What do you guys think of running a list that a little different. Trying to mix in a little of that BA flavor, but using some of the awesome space marine strategems we got.

2k Blood Angels: 10CP 14 deployments.
Options for CP: DC upgrade on Captain, Baal Pred movement, Autohit Whirldwinds, Kill Shot Baal Preds

Battalion 1:
Mephiston Wings, Shield, Quickening
Sanguinary Priest JP Power Sword
Intercessor Squad: boltrifles
Scouts: combat knives -bolter
Scouts: combat knives -bolter
Land Speeder Storm - HB
Land Speeder Storm - HB

Battalion 2:
Captain Jumppack Thunderhammer (Relic) MC Bolter
Sanguinary Priest JP Power Sword
Intercessor Squad: boltrifles
Scouts: combat knives -bolter
Scouts: combat knives -bolter
Land Speeder Storm - HB
Land Speeder Storm - HB

Spearhead:
Primaris Lieutenant MC Botl Rifle
Whirlwind Hyperios
Whirlwind Hyperios
Baal Predator - AC, HBs
Baal Predator - AC, HBs
Baal Predator - AC, HBs


Your missing an HQ choice in each of your Battalions, you need two in each.


Yea, I total thought about that just a few minutes ago. *fixed* Lots of changes.

This message was edited 3 times. Last update was at 2017/12/08 10:11:37


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in gb
Longtime Dakkanaut





UK

Took the plunge and got 15 Death Company. They seem like they're going to be fun in the new Codex.

(also the Death company box with the dread and chaplain was just screaming out to me...)

Time to make a 1k list.

YMDC = nightmare 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

 Frozocrone wrote:
Took the plunge and got 15 Death Company. They seem like they're going to be fun in the new Codex.

(also the Death company box with the dread and chaplain was just screaming out to me...)

Time to make a 1k list.


I've got to paint more Death Company. I just got another box (My 3rd) to pair with my recently acquired Death Company Dreadnought. I'm leaning toward doing a 10 to 12 man Jump Pack equipped squad and then a 10 man squad armed with mostly boltguns that will either ride in a Rhino, or possibly arrive via Drop Pod (depending on what I wind up doing with the list, once I get my hands on the codex this weekend).

The tentative plan is to move the jump pack JP squad up using the forlorn fury move for 2 CP, or have them deep strike in and use Descent of Angels for 2 CP, depending. I'll have Lemartes deep strike in as well with them, and the drop pod land adjacent so that the squad is also within 6" of Lemartes. That's ~20 Death Company + Lemartes on a flank with re-rolling charges on all of them at the very least, and one squad also possibly having 3D6 charge range. Liberal amounts of Thunder Hammers and Power Fists/Power Weapons intermixed in as well with an inferno pistol or two floating in also.

I think it'll be fun. Looking forward to hearing how the 15 man squad treats you there Frozocrone.

Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Shadowy Grot Kommittee Memba






For me I see Lemartes gives rerolls to charges and Astorath gives anything else really and that's it, it's gotta be Lemartes every time. The difference in odds between having a full reroll+optional single die reroll vs just the single die reroll is enormous (because, as you'll remember from middle school, having zeroes in any percentage calculation really wrecks your average)

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut





UK

 Red__Thirst wrote:
 Frozocrone wrote:
Took the plunge and got 15 Death Company. They seem like they're going to be fun in the new Codex.

(also the Death company box with the dread and chaplain was just screaming out to me...)

Time to make a 1k list.


I've got to paint more Death Company. I just got another box (My 3rd) to pair with my recently acquired Death Company Dreadnought. I'm leaning toward doing a 10 to 12 man Jump Pack equipped squad and then a 10 man squad armed with mostly boltguns that will either ride in a Rhino, or possibly arrive via Drop Pod (depending on what I wind up doing with the list, once I get my hands on the codex this weekend).

The tentative plan is to move the jump pack JP squad up using the forlorn fury move for 2 CP, or have them deep strike in and use Descent of Angels for 2 CP, depending. I'll have Lemartes deep strike in as well with them, and the drop pod land adjacent so that the squad is also within 6" of Lemartes. That's ~20 Death Company + Lemartes on a flank with re-rolling charges on all of them at the very least, and one squad also possibly having 3D6 charge range. Liberal amounts of Thunder Hammers and Power Fists/Power Weapons intermixed in as well with an inferno pistol or two floating in also.

I think it'll be fun. Looking forward to hearing how the 15 man squad treats you there Frozocrone.

Take it easy.

-Red__Thirst-


Exactly what I was thinking! Either move the 15 man blob up T1 or DS 3 units of 5 in.

I've not seen the Codex but hoping that Death Company have something against Bravery checks now. Still including a Chaplain (don't have Lemartes right now). I'm happy the Inferno Pistol got cheaper in Chapter Approved, love the flavour behind it (even if Plasma is usually better due to range). One of the reasons why BA are my favourite Chapter.

Hopefully my current collection (bar a few bits and pieces) will be under 1k, if not I'll make some adjustments (but I have Chapter approved so it looks like I'm going to be OK).

YMDC = nightmare 
   
 
Forum Index » 40K General Discussion
Go to: