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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 akwing00 wrote:
This maybe a dumb question, but are Company Veterans able to take Jump Packs?
Yes, per the Index.

5250 pts
3850 pts
Deathwatch: 1500 pts
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Made in ca
Regular Dakkanaut





Sweet. Having that confirmed, what do people think of small suicide melta squads of company veterans?

Squad of 3: 2 melta guns and the sergeant with a combi-melta

Same could be done with plasma as well.
   
Made in us
Kabalite Conscript





Dallas

-snip-

Was mistaken, ignore this.

This message was edited 1 time. Last update was at 2017/12/16 05:07:34


 
   
Made in us
Regular Dakkanaut




 akwing00 wrote:
Sweet. Having that confirmed, what do people think of small suicide melta squads of company veterans?

Squad of 3: 2 melta guns and the sergeant with a combi-melta

Same could be done with plasma as well.


the problem with meltas, specially if you are using them for vehicle/monster hunters, is you can't get within the half melta range with the new DS rules, so you've got to survive a round before you can jump in close to get them off, and that's unlikely. I think long range Lascannons are just a better option at this point in the game, even guns like Auto cannons and such are probably a better option.

PLasma squads on the other hand are a different story. they get multiple shots, have dual fire mode so they can be used for multi-wound Heavy infantry, or monsters, and even vehicles in a pinch, and if they are supported by a character that allows re-rolls of some sort, then you aren't nearly as worried about over charging them. Maybe it's just me, but melta in this edition just seems very inferior to most other weapons in that role.
   
Made in ca
Regular Dakkanaut





bobafett012 wrote:
 akwing00 wrote:
Sweet. Having that confirmed, what do people think of small suicide melta squads of company veterans?

Squad of 3: 2 melta guns and the sergeant with a combi-melta

Same could be done with plasma as well.


the problem with meltas, specially if you are using them for vehicle/monster hunters, is you can't get within the half melta range with the new DS rules, so you've got to survive a round before you can jump in close to get them off, and that's unlikely. I think long range Lascannons are just a better option at this point in the game, even guns like Auto cannons and such are probably a better option.

PLasma squads on the other hand are a different story. they get multiple shots, have dual fire mode so they can be used for multi-wound Heavy infantry, or monsters, and even vehicles in a pinch, and if they are supported by a character that allows re-rolls of some sort, then you aren't nearly as worried about over charging them. Maybe it's just me, but melta in this edition just seems very inferior to most other weapons in that role.


Thanks for the feedback, sounds like plasma is the way to go in my case. I don't have any devestator models at the moment but I do have plasma and melta squad models kitted out as I described. Nice thing is the Plasma is also cheaper
   
Made in de
Nihilistic Necron Lord






Germany

bobafett012 wrote:

the problem with meltas, specially if you are using them for vehicle/monster hunters, is you can't get within the half melta range with the new DS rules, so you've got to survive a round before you can jump in close to get them off, and that's unlikely. I think long range Lascannons are just a better option at this point in the game, even guns like Auto cannons and such are probably a better option.

PLasma squads on the other hand are a different story. they get multiple shots, have dual fire mode so they can be used for multi-wound Heavy infantry, or monsters, and even vehicles in a pinch, and if they are supported by a character that allows re-rolls of some sort, then you aren't nearly as worried about over charging them. Maybe it's just me, but melta in this edition just seems very inferior to most other weapons in that role.


I dont see the problem. Meltas do D6 damage. Your lascannon has D6 damage as well. The 2D6 damage at half range is just a bonus.
   
Made in us
Regular Dakkanaut




p5freak wrote:
bobafett012 wrote:

the problem with meltas, specially if you are using them for vehicle/monster hunters, is you can't get within the half melta range with the new DS rules, so you've got to survive a round before you can jump in close to get them off, and that's unlikely. I think long range Lascannons are just a better option at this point in the game, even guns like Auto cannons and such are probably a better option.

PLasma squads on the other hand are a different story. they get multiple shots, have dual fire mode so they can be used for multi-wound Heavy infantry, or monsters, and even vehicles in a pinch, and if they are supported by a character that allows re-rolls of some sort, then you aren't nearly as worried about over charging them. Maybe it's just me, but melta in this edition just seems very inferior to most other weapons in that role.


I dont see the problem. Meltas do D6 damage. Your lascannon has D6 damage as well. The 2D6 damage at half range is just a bonus.


Might want to open your eyes then because the D6 damage is not at all what separates these 2 weapons. Also, it's not 2D6 damage at half range with Meltas, it's 2D6, discard the lowest. There's a reason why there is virtually no melta weapons being used in the meta right now. compared to plasma, Lascannons, Auto cannons and such, it doesn't hold up. There is far better options.
   
Made in de
Nihilistic Necron Lord






Germany

bobafett012 wrote:

Might want to open your eyes then because the D6 damage is not at all what separates these 2 weapons. Also, it's not 2D6 damage at half range with Meltas, it's 2D6, discard the lowest. There's a reason why there is virtually no melta weapons being used in the meta right now. compared to plasma, Lascannons, Auto cannons and such, it doesn't hold up. There is far better options.


I know its 2D6 discarding the lowest. And you're right, there are more differences. Meltas are -4, lascannons are -3. Meltas are 8 pts. cheaper. A 5 model melta squad of company veterans with JP will cripple any T7 unit who is out of LOS of your lascannons.
   
Made in us
Been Around the Block




For a captain with a hammer, angels wing, and +1 weapon damage, what should be in his off hand? Plasma pistol, inferno pistol, bolt pistol, or storm shield? I was really leaning towards the storm shield, but I also like the plasma pistol.
   
Made in ch
Regular Dakkanaut




I'd personally go with the stormshield. You don't want to shoot with him but simply deliver carnage and you want him to live long enough for that!
   
Made in us
Trigger-Happy Baal Predator Pilot






As I was kitbashing together a Tycho conversion, I came across a bunch of Sternguard bodies and bits I'd purchased after Angel's Blade came out. I never REALLY got around to building them all, but it got me thinking about them again...

Sternguard are kind of awesome. Their special ammunition boltguns are great, they have 2 attacks (3 for the sarge, who can wield anything other than a Thunderhammer), and now that Red Thirst is a thing, can actually do something if forced into assault.

Unsure if I'll run the 2 special / heavy weapons, but the option sure is nice.

They also have a cheap stratagem that can turn one of their rapid fire volleys into something to actual fear.

Their only real issue is they're not wearing jump packs, but now that Drop Pods have come down in points (not enough, GW), I'm gonna free up the points to put them in my list. Also, having a drop pod allows me to think about things like fielding Tycho (otherwise never considered), Corbulo, and Mephiston in ways that make more tactical sense.

Anyone running Sternguard with success?
   
Made in be
Regular Dakkanaut




I think drop pod mephiston or gabriel seth with a squad of those could be decent.
   
Made in gb
Longtime Dakkanaut






HATE Club, East London

PandatheWarrior wrote:
I think drop pod mephiston or gabriel seth with a squad of those could be decent.


Or Malakim Phoros. Power Fist Sarge, plus two Heavy Flamers re-rolling their wound rolls.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in nz
Dakka Veteran




Gabriel Seth, Company Ancient, 2xSternguard and 2 pods would seem like a fun Flesh Tearers Vanguard Detachment side project.
   
Made in gb
Annoyed Blood Angel Devastator




This might sound really stupid but if I used the Hellfire Shells stratagem and then used the armorium cherub would my heavy bolter essentially get 2D3 mortal wounds or would it revert back to normal heavy bolter rounds?
   
Made in gb
Longtime Dakkanaut






HATE Club, East London

fatbudda319 wrote:
This might sound really stupid but if I used the Hellfire Shells stratagem and then used the armorium cherub would my heavy bolter essentially get 2D3 mortal wounds or would it revert back to normal heavy bolter rounds?


The stratagem says you can only make one hit roll this phase, so you could probably not use the cherub in this situation.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
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Regular Dakkanaut




What do you think of the 2 plasma or 2 melta assault squad ?

It's to get with a captain with jp. I'm think inceptor would do great too but i feel they are a tad vulnerable for their cost.
   
Made in us
Locked in the Tower of Amareo




BA inceptors are boss. Just played a game with them. I'm getting three more for sure.
   
Made in us
Regular Dakkanaut




Martel732 wrote:
BA inceptors are boss. Just played a game with them. I'm getting three more for sure.


Yeah, they seemed good to me too. I ordered 2 boxes a week ago. How did you run them?
   
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Lead-Footed Trukkboy Driver



On the back of a hog.

How are you guys equipping scouts? I plan on using them to help clear screens and block enemy alpha strike.
   
Made in us
Locked in the Tower of Amareo




bobafett012 wrote:
Martel732 wrote:
BA inceptors are boss. Just played a game with them. I'm getting three more for sure.


Yeah, they seemed good to me too. I ordered 2 boxes a week ago. How did you run them?


Just bolters. But I'm going to try a bigger squad when I get some more.


Automatically Appended Next Post:
Budzerker wrote:
How are you guys equipping scouts? I plan on using them to help clear screens and block enemy alpha strike.


CQC scouts.

This message was edited 1 time. Last update was at 2017/12/17 05:48:42


 
   
Made in us
Blood-Drenched Death Company Marine




Seeing you happy is weird.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Martel732 wrote:
BA inceptors are boss. Just played a game with them. I'm getting three more for sure.
Squads or models? Which version did you run?

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Road-Raging Blood Angel Biker





Just bought a box of Inceptors myself, about to paint them up. Plasma all the way!
Squads of three or six for Inceptors? And did you manage to get them in to close combat at all? Curious to see if they'd hold up.
   
Made in us
Regular Dakkanaut




Seems like the plasma variant are just too expensive for 3 models. The bolter ones, however, while they still seem to be a touch too expensive,appear to be the way to go.
   
Made in us
Locked in the Tower of Amareo




 casvalremdeikun wrote:
Martel732 wrote:
BA inceptors are boss. Just played a game with them. I'm getting three more for sure.
Squads or models? Which version did you run?


Just three bolter guys. But it was at 1k. They are great for blasting weaker units off objectives in later turns. Yes they can be killed, but they can stay out of a lot of double tap ranges and ba are good at providing other distractions.
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Yeah inceptors don't seem all that super in core marines, but when they're showing up in cover and you're also dealing with a forlorn fury DC squad and a descent of angels sanguinary guard squad, it really opens up some room for them to pull some weight. I lose track of if I said this already in this thread, but I'm pretty much always going to have a full assault bolter squad show up bodyguarding the sanguinary ancient with fnp banner to dakka some annoyances out of the way for the 18 wheeler that is a full SG squad.

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Locked in the Tower of Amareo




Upon wings of fire makes them great.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Martel732 wrote:
Upon wings of fire makes them great.
That was my thought with either variant. Drop in, blast away at whatever the appropriate target is, charge in, then jump out of combat in the next movement phase.

5250 pts
3850 pts
Deathwatch: 1500 pts
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30K 2500 pts 
   
Made in de
Nihilistic Necron Lord






Germany

bobafett012 wrote:
Seems like the plasma variant are just too expensive for 3 models. The bolter ones, however, while they still seem to be a touch too expensive,appear to be the way to go.


I disagree. The point costs are ok now for both variants.
   
 
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