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Made in us
Locked in the Tower of Amareo




The plasma variants do make things VERY dead.
   
Made in us
Trigger-Happy Baal Predator Pilot






Anyone have good or bad stories / experience using the Forlorn Fury strat?

I did manage to get my first game in yesterday...Descent of Angels only got me 10" when I needed 12 or so to tie up everything I wanted to assault. The relic banner may have actually saved a wound, but I don't recall it happening...just terrible luck there. I'll still make lists planning to use both, but things never seem to work as well as they could (or you'd hoped).
   
Made in de
Fresh-Faced New User




Martel732 wrote:
The plasma variants do make things VERY dead.


But they are also a huge target in an army that mainly consists of infantry models. On top of that you need to either keep a Captain or Dante around them. I prefer Devastators in my list.

The assault bolter Inceptors are quite cool, but usually you don't really need them, since almost everything in our army is already great against infantry.
   
Made in us
Fresh-Faced New User




mokoshkana wrote:
What's the ideal loadout for a 5 man squad of DC with jump packs? I was thinking of two power swords, two power axes, and a thunderhammer. This allows for a nice spread of targets as they could charge more than just infantry and do some effective damage.

Also, is there any real advantage to pistols over bolters? In my experience, nothing stays stuck in combat unless it is a dedicated close combat squad, in which case one squad will probably be dead after two rounds of fighting, so you'll most likely never get to use those pistols while locked in combat.


I'm curious to more thoughts on this.

I just picked up the Death Company Strike Force and some Sanguinary Guard to get started. Should i build three 5 man units of DC with specialized roles?

For example, one of them right now is built with 4 hand flamers, 4 chainswords, and one power sword and plasma pistol. All with Jump Packs

This message was edited 1 time. Last update was at 2017/12/17 21:52:27


 
   
Made in de
Fresh-Faced New User




Titomcd wrote:
mokoshkana wrote:
What's the ideal loadout for a 5 man squad of DC with jump packs? I was thinking of two power swords, two power axes, and a thunderhammer. This allows for a nice spread of targets as they could charge more than just infantry and do some effective damage.

Also, is there any real advantage to pistols over bolters? In my experience, nothing stays stuck in combat unless it is a dedicated close combat squad, in which case one squad will probably be dead after two rounds of fighting, so you'll most likely never get to use those pistols while locked in combat.


I'm curious to more thoughts on this.

I just picked up the Death Company Strike Force and some Sanguinary Guard to get started. Should i build three 5 man units of DC with specialized roles?

For example, one of them right now is built with 4 hand flamers, 4 chainswords, and one power sword and plasma pistol. All with Jump Packs


If you run a 5 man squad, I would keep it cheap. Give them boltguns and chainswords. But usually you want to run larger squads of DC to make use of our stratagems. Build a 15 man unit and run them with Lemartes. Hand flamers are strictly worse than boltguns in my opinion.

This message was edited 2 times. Last update was at 2017/12/17 21:57:30


 
   
Made in de
Nihilistic Necron Lord






Germany

5 model DC is not worth it. If you want a small specialized unit to take out tanks, monsters, etc. go with company veterans. DC needs to be at least 10 models with boltguns, chainswords, power axes or power swords. Boltguns will give you twice as many shots as pistols at 12". I see no real use for bolt pistols. Handflamers are not worth 1 pt., i wouldnt use them if they were free.
   
Made in gb
Towering Hierophant Bio-Titan



UK

How good are scouts (or other cheap units.? which I'm not sure if there are any?) that wound things @ +1 to normal.

For example.. it's like comparing normal scouts against T4 models to BA scouts are now as-if-they-were Str7 against T7+ models. (and are technically better than Str7 vs... T15 models )

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
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Fresh-Faced New User




Razerous wrote:
How good are scouts (or other cheap units.? which I'm not sure if there are any?) that wound things @ +1 to normal.

For example.. it's like comparing normal scouts against T4 models to BA scouts are now as-if-they-were Str7 against T7+ models. (and are technically better than Str7 vs... T15 models )


Scouts are one of the best units in the book. I will run 6 units in my brigade.
   
Made in us
Fresh-Faced New User




p5freak wrote:
5 model DC is not worth it. If you want a small specialized unit to take out tanks, monsters, etc. go with company veterans. DC needs to be at least 10 models with boltguns, chainswords, power axes or power swords. Boltguns will give you twice as many shots as pistols at 12". I see no real use for bolt pistols. Handflamers are not worth 1 pt., i wouldnt use them if they were free.


i guess i just envisioned them spraying flames everywhere in hand to hand combat. lol

Could anyone help me out with some list help and the path forward?

I currently have (unassembled):

15 DC
Dreadnought (DC Dread, maybe Libby Dread?)
10 sanguinary guard
sanguinor
death company chaplain

trying to put something decent together to start and then move forward from there.
   
Made in gb
Longtime Dakkanaut



Glasgow

Titomcd wrote:
mokoshkana wrote:
What's the ideal loadout for a 5 man squad of DC with jump packs? I was thinking of two power swords, two power axes, and a thunderhammer. This allows for a nice spread of targets as they could charge more than just infantry and do some effective damage.

Also, is there any real advantage to pistols over bolters? In my experience, nothing stays stuck in combat unless it is a dedicated close combat squad, in which case one squad will probably be dead after two rounds of fighting, so you'll most likely never get to use those pistols while locked in combat.


I'm curious to more thoughts on this.

I just picked up the Death Company Strike Force and some Sanguinary Guard to get started. Should i build three 5 man units of DC with specialized roles?

For example, one of them right now is built with 4 hand flamers, 4 chainswords, and one power sword and plasma pistol. All with Jump Packs


5 Man units are optimal

Whatever people say 15 man units are insane points wise and more often than not lead to over kill and then moral loses. Also when they mess up charge wise (and even with lemartes they only make it in 20/36 times. those pts are sat out in the open. With multiple 5 man squads unit a may fail unit B and C may then suceed and lemartes can buff multiple 5 man squads so youll likely get 2 out of 3 in

The question is more what are you intending your death company to kill.

Infantry power swords and bolt guns. (The best all round choice as its actually quite pts efficient for damage output) the power sword upgrade is always worth it. (Chainswords are ok but only if you know your playing vs guardsmen or equivalent.)

Vehicles 4 Thunder hammers and a chainsword boltgun or 5 Thunder hammers. (You'll ) deal about 3D per TH without buffs taking one cheap dude saves you a few pts on the model that dies to overwatch.

So assuming lemartes 3 4 man th squads one fails the charge 2 get in exp kill a knight
One 15 man squad 20/36 exp kill a knight

This message was edited 1 time. Last update was at 2017/12/18 01:04:43


 
   
Made in us
Locked in the Tower of Amareo




Not everything in our army is great against infantry from 18" away with a 10" move.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I currently have (unassembled):

15 DC
Dreadnought (DC Dread, maybe Libby Dread?)
10 sanguinary guard
sanguinor
death company chaplain

You need anti-tank.
However, our anti-tank is not better than the anti-tank of the vanilla Marines.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Fresh-Faced New User




 wuestenfux wrote:
I currently have (unassembled):

15 DC
Dreadnought (DC Dread, maybe Libby Dread?)
10 sanguinary guard
sanguinor
death company chaplain

You need anti-tank.
However, our anti-tank is not better than the anti-tank of the vanilla Marines.


Thanks - does a tank-hunting unit of DC (hammers/fists/inferno) count? Or should I be looking at devastators/baal preds
   
Made in us
Locked in the Tower of Amareo




You need some lascannons.
   
Made in de
Nihilistic Necron Lord






Germany

Titomcd wrote:

Thanks - does a tank-hunting unit of DC (hammers/fists/inferno) count? Or should I be looking at devastators/baal preds


Devastators/razorbacks with lascannons are the best choice. Baal preds suck, they cost more points than a razorback, and are worse, not worth using. If you want to use preds use 3 regular preds with the killshot strategem. Baal preds cant use the killshot stratagem.
   
Made in us
Locked in the Tower of Amareo




That needs an faq. It seems to me like they can.

Razors are not great for BA b/c they don't generate CPs.

Autolas preds are solid. Even more solid when they faq our preds back to 90.

This message was edited 1 time. Last update was at 2017/12/18 15:10:57


 
   
Made in de
Nihilistic Necron Lord






Germany

Martel732 wrote:
That needs an faq. It seems to me like they can.


It seems to me they cant. The stratagem specifically calls out the units name in small letters "predators", not the keyword in capital letters "PREDATORS". But i believe its going to be changed in the BA FAQ.

Martel732 wrote:

Razors are not great for BA b/c they don't generate CPs.


True, but they save points. Points you can use to generate CPs. Three lascan preds are 420 (i already counted 90 plus 50 for twin lascannons). Three lascan razorbacks are 360. For the 60 points saved you can get a two-thirds vanguard detachment. Three units of company veterans are 96 pts. These can embark in the razorbacks, not increasing your deployment count. For just 36 points more you get three twin lascannon razorbacks and 6 company veterans and 1 CP. Drawback is you cant use killshot.

Martel732 wrote:

Autolas preds are solid. Even more solid when they faq our preds back to 90.


That must be a typo. Will surely be changed in the BA FAQ.

This message was edited 2 times. Last update was at 2017/12/18 15:41:58


 
   
Made in us
Locked in the Tower of Amareo




There's also the tac w/lascannon approach.
   
Made in de
Nihilistic Necron Lord






Germany

Did you know FW has a dreadnought drop pod ? Put a libby dread in it, deepstrike it, cast quickening on itself, maybe add red rampage for D3 additional attacks, and voila, alpha strike turn 1.
   
Made in us
Locked in the Tower of Amareo




It's pretty expensive pointswise, and the mold is broken. But you can use a 3rd party pod in most circumstances.
   
Made in de
Nihilistic Necron Lord






Germany

Martel732 wrote:
It's pretty expensive pointswise, and the mold is broken. But you can use a 3rd party pod in most circumstances.


Not more expensive than a regular drop pod, 80 pts. It lets you alpha strike turn 1 without spending any CPs. I have a regular GW drop pod which i dont use. Might as well proxy it as the dreadnought drop pod.
   
Made in us
Locked in the Tower of Amareo




I would like to have a different model at least. Also, my current league disallows FW. And special characters, so that's interesting as a BA player.

This message was edited 1 time. Last update was at 2017/12/18 15:54:26


 
   
Made in gb
Longtime Dakkanaut





UK

p5freak wrote:
Titomcd wrote:

Thanks - does a tank-hunting unit of DC (hammers/fists/inferno) count? Or should I be looking at devastators/baal preds


Devastators/razorbacks with lascannons are the best choice. Baal preds suck, they cost more points than a razorback, and are worse, not worth using. If you want to use preds use 3 regular preds with the killshot strategem. Baal preds cant use the killshot stratagem.


I wouldn't say Baals suck, but that said, I did just replace the Rhino and Baal in my 1k list with 2 AssaultBacks (not sure I had the points for Las variants).

This message was edited 1 time. Last update was at 2017/12/18 16:27:47


YMDC = nightmare 
   
Made in us
Regular Dakkanaut




Yeah, I don't think Baals suck at all, at least the dakka baal, but they are over costed by a good bit i think.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Titomcd wrote:
 wuestenfux wrote:
I currently have (unassembled):

15 DC
Dreadnought (DC Dread, maybe Libby Dread?)
10 sanguinary guard
sanguinor
death company chaplain

You need anti-tank.
However, our anti-tank is not better than the anti-tank of the vanilla Marines.


Thanks - does a tank-hunting unit of DC (hammers/fists/inferno) count? Or should I be looking at devastators/baal preds

In particular, an AM army with several LRBT's may screen the tanks by some bubbles of Conscripts or whatnot.
So the answers are No and Probably (Baal Predators are not anti-heavy tank).
Today, your army should include about 40% of anti-tank or anti-monster.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in de
Nihilistic Necron Lord






Germany

bobafett012 wrote:
Yeah, I don't think Baals suck at all, at least the dakka baal, but they are over costed by a good bit i think.


Tell me a good reason (no fluff) why i should pay 30 pts. more for a baal pred with twin assault cannon. Cant use killshot. Cant shoot any of his guns after advancing. Cant transport models. Can run away up to 24" though with the lucifer engine stratagem, wow.
   
Made in us
Locked in the Tower of Amareo




If they faq in killshot, it will be okay, I think.
   
Made in us
Fresh-Faced New User





Anybody using a stormtalon/hawk? I dont have much use for a razorback and a predator is kind of slow for my fast moving force. Its a way to get some lascannons on the field and the hawk isnt so bad with skimmers and jump pack units being around
   
Made in us
Trigger-Happy Baal Predator Pilot






Or...Baal Preds CAN use killshot until a GW Faq says otherwise.

I don't understand why everyone so eagerly jumps to the crappiest, most "rain on your parade" interpretation of a shoddily written rule.
   
Made in gb
Longtime Dakkanaut



Glasgow

I dont see the problem personally the strategem targets predators and baal predators have the predator keyword so its a valid target

Just as strike of the archangels can target assault terminators and wisdom of the ancients can effect a librarian dreadnought
   
 
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