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Crusaderobr wrote: Anyone excited for assault intercessors for BA? We all know they will get the death company treatment. I will be painting mine as such and awaiting our FAQ/9th edition codex when we can charge out of a Repulsor with a 10 man squad and rip up the enemy with +3 attacks on the charge with our glorious -1 ap chainswords and -2 on the 3rd turn following that deadly second turn charge. For Sanguinius!
the big problem I have with Assault Intercessors is they get a bunch of attacks but not enough more than regular Intercessors for me. Intercessors get a good gun, useable from pretty much anywhere on the board that clears chaff fairly well and can threaten heavier targets in Tactical doctrine. They also get a good number of attacks when they charge and the sergeant can take a PF or TH to beef them up a lot. Assault Intercessors punch things quite well but lose a lot of flexibility to do it without gaining enough extra close combat ability IMO. With the changes to multi-charges meaning you're much more likely to be fighting single unit vs single unit there comes a point where the additional attacks just don't help out that much. And if you really need something blendered properly you have regular Death Company for that job.
Sounds like you want to play a different space marine chapter other than Blood Angels then. Our advantages lie in close combat, if you want to go for shooty gunline Primaris, there are other better space marine Chapters for you to play with. I wont stop you! For the emperor! I see great value in this unit, +1 to charge, +1 to wound, 6+ FNP on 2 wounds and 60 attacks on the charge at ap -1 out of a Repulsor will wreck units in cc. And it will count as a troop choice and only be a few points over a regular intercessor most likely. Im excited for this unit. Add a Chaplain for gaks and giggles.
I don't think liking Intersessors with guns stops you from wanting to play blood angels.. For 10 extra points over assault intercessors you lose 9 combat attacks and ap - 1 but you gain 30 autobolter/20 bolt rifle shots and the ability to swap the sarges chainsword for something more potent like a thunderhammer. Normal intercessors are potent in both the shooting and assault phase whilst assault intercessors are only marginally more effect at assaulting but much worse at shooting. Just because we play blood angels doesn't mean we should disregard everything with a gun.
Crusaderobr wrote: Anyone excited for assault intercessors for BA? We all know they will get the death company treatment. I will be painting mine as such and awaiting our FAQ/9th edition codex when we can charge out of a Repulsor with a 10 man squad and rip up the enemy with +3 attacks on the charge with our glorious -1 ap chainswords and -2 on the 3rd turn following that deadly second turn charge. For Sanguinius!
the big problem I have with Assault Intercessors is they get a bunch of attacks but not enough more than regular Intercessors for me. Intercessors get a good gun, useable from pretty much anywhere on the board that clears chaff fairly well and can threaten heavier targets in Tactical doctrine. They also get a good number of attacks when they charge and the sergeant can take a PF or TH to beef them up a lot. Assault Intercessors punch things quite well but lose a lot of flexibility to do it without gaining enough extra close combat ability IMO. With the changes to multi-charges meaning you're much more likely to be fighting single unit vs single unit there comes a point where the additional attacks just don't help out that much. And if you really need something blendered properly you have regular Death Company for that job.
Sounds like you want to play a different space marine chapter other than Blood Angels then. Our advantages lie in close combat, if you want to go for shooty gunline Primaris, there are other better space marine Chapters for you to play with. I wont stop you! For the emperor! I see great value in this unit, +1 to charge, +1 to wound, 6+ FNP on 2 wounds and 60 attacks on the charge at ap -1 out of a Repulsor will wreck units in cc. And it will count as a troop choice and only be a few points over a regular intercessor most likely. Im excited for this unit. Add a Chaplain for gaks and giggles.
I don't think liking Intersessors with guns stops you from wanting to play blood angels.. For 10 extra points over assault intercessors you lose 9 combat attacks and ap - 1 but you gain 30 autobolter/20 bolt rifle shots and the ability to swap the sarges chainsword for something more potent like a thunderhammer. Normal intercessors are potent in both the shooting and assault phase whilst assault intercessors are only marginally more effect at assaulting but much worse at shooting. Just because we play blood angels doesn't mean we should disregard everything with a gun.
Agreed, im just saying dont write off the Assault Intercessors. Also, keep in mind im specifically talking about Death Company assault intercessors, which technically dont exist yet, but we know they are coming. The extra attacks with black rage merit them to be an actual close combat squad that has a huge punch. I would be surprised if Blood Angels players did not include a giant 10 man blob in a list and maybe compliment them with regular intercessor squads, or the new heavy intercessor squads. One thing is for sure, we will have more options than ever before, and as a Blood Angels player im super stoked for the options.
Crusaderobr wrote: Anyone excited for assault intercessors for BA? We all know they will get the death company treatment. I will be painting mine as such and awaiting our FAQ/9th edition codex when we can charge out of a Repulsor with a 10 man squad and rip up the enemy with +3 attacks on the charge with our glorious -1 ap chainswords and -2 on the 3rd turn following that deadly second turn charge. For Sanguinius!
the big problem I have with Assault Intercessors is they get a bunch of attacks but not enough more than regular Intercessors for me. Intercessors get a good gun, useable from pretty much anywhere on the board that clears chaff fairly well and can threaten heavier targets in Tactical doctrine. They also get a good number of attacks when they charge and the sergeant can take a PF or TH to beef them up a lot. Assault Intercessors punch things quite well but lose a lot of flexibility to do it without gaining enough extra close combat ability IMO. With the changes to multi-charges meaning you're much more likely to be fighting single unit vs single unit there comes a point where the additional attacks just don't help out that much. And if you really need something blendered properly you have regular Death Company for that job.
Sounds like you want to play a different space marine chapter other than Blood Angels then. Our advantages lie in close combat, if you want to go for shooty gunline Primaris, there are other better space marine Chapters for you to play with. I wont stop you! For the emperor! I see great value in this unit, +1 to charge, +1 to wound, 6+ FNP on 2 wounds and 60 attacks on the charge at ap -1 out of a Repulsor will wreck units in cc. And it will count as a troop choice and only be a few points over a regular intercessor most likely. Im excited for this unit. Add a Chaplain for gaks and giggles.
Blood Angels are not the raaargh! forward and punch everything Marines - that's Space Wolves, or World Eaters. One of the BA advantages lies in the fact that even their non-close combat specialists are more than competent in close combat and any army requires a solid firebase to perform well. My issue with Assault Intercessors is similar to the problem I have with Death Company Intercessors - regular Death Company do the same role better and/or cheaper. I'm also not sure what the point of discussing a theoretical unit is. If we do get DC Assault Intercessors I suspect they'll be Elites, just like the regular DC Intercesors and likely hugely overcosted, just like the DC Intercessors.
For those like me who like to field some FW models look no further than the relic contemptor dreadnought: it's basically the only models which, so far, got a discount and I guess one should take advantage of that. Right now I think I have my elites slots for 2000 points sorted: 2x relic contemptor dreadnoughts with twin lascannons and cyclone launcher, 2x sanguinary guards, 2x blade guards inside the impulsor.
Crusaderobr wrote: Anyone excited for assault intercessors for BA? We all know they will get the death company treatment. I will be painting mine as such and awaiting our FAQ/9th edition codex when we can charge out of a Repulsor with a 10 man squad and rip up the enemy with +3 attacks on the charge with our glorious -1 ap chainswords and -2 on the 3rd turn following that deadly second turn charge. For Sanguinius!
the big problem I have with Assault Intercessors is they get a bunch of attacks but not enough more than regular Intercessors for me. Intercessors get a good gun, useable from pretty much anywhere on the board that clears chaff fairly well and can threaten heavier targets in Tactical doctrine. They also get a good number of attacks when they charge and the sergeant can take a PF or TH to beef them up a lot. Assault Intercessors punch things quite well but lose a lot of flexibility to do it without gaining enough extra close combat ability IMO. With the changes to multi-charges meaning you're much more likely to be fighting single unit vs single unit there comes a point where the additional attacks just don't help out that much. And if you really need something blendered properly you have regular Death Company for that job.
Sounds like you want to play a different space marine chapter other than Blood Angels then. Our advantages lie in close combat, if you want to go for shooty gunline Primaris, there are other better space marine Chapters for you to play with. I wont stop you! For the emperor! I see great value in this unit, +1 to charge, +1 to wound, 6+ FNP on 2 wounds and 60 attacks on the charge at ap -1 out of a Repulsor will wreck units in cc. And it will count as a troop choice and only be a few points over a regular intercessor most likely. Im excited for this unit. Add a Chaplain for gaks and giggles.
So I’m just now pulling my armies out of storage after about 7 years; but I’ve always played a VERY shooty BA Army. Scout snipers, Devastators and Tacs anchoring the line and my Assault and DC tying up and or wrecking everything else. I had an old friend complain so much about how cheesy my gun Termie were he wouldn’t play a list that had them. Granted; I’m still trying to figure out the new edition (which is why I’m here in this thread) but the idea BA can only run assault is a little silly.
Avatar 720 wrote: You see, to Auston, everyone is a Death Star; there's only one way you can take it and that's through a small gap at the back.
Powder Burns wrote:what they need to make is a fullsize leatherman, like 14" long folded, with a bone saw, notches for bowstring, signaling flare, electrical hand crank generator, bolt cutters..
we had a garage hammering and my 1k BA list went 3-0 against UM, DG and DA. I'll share some thoughts..
my list spends 4cp before the game.
Librarian dreadnought - quickening - wings of sanguinius
lieutenant with a jump pack - thunder hammer - the veritas vitae - death visions of the sanguinius (it's remade from a DCTH guy so it's black..)
Relic contemptor dreadnought - 2x twin lascannon - typhoon missile launcher
5x sanguinary guard - 3x fist - 2x sword
sanguinary ancient - banner of sacrifice - warlord: deny a psychic power WT
So this was my list and my best units were the contemptor and SG. Lib dread with WC7 quickening failed it too many times to shine, maybe I'll give a go for the sarcophacus relic.. There is super strats dreads and I used them the most and couple reroll wounds for SG and UWoF for the lieutenant.
In such a small game just bringing that much fire power behind an obscured building was great. Single shot a eradicator squad with -1 to hit for example.
Engage all fronts even with 1k game is too good secondary to pass. I can't wait to get my white scars build up and go for a spin. mobility or luck+concealed units make the life of your opponent so much harder. Primary points matter so much in the end.
sanguinary ancient - banner of sacrifice
5x sanguinary guard - 3x fist - 2x sword
relic contemptor - 2x twin las - cyclone ML
Have to say I'm liking this list with the new missions. relic contemptor coming behind a obscured building or strategic reserve is nasty. Single shot a eradicator unit with reroll 1's to hit strat. In a 1k game it's quite durable with or without the half damage strat.
Anyone else got games under your belt and like to share some insight what has worked? Wonder if the new outriders will do good with BA.
Also have to say I'm liking the lib dread, even it dies after charging enemy lines, but it single handedly wrecked Tau gunline.
Anyone else got games under your belt and like to share some insight what has worked? Wonder if the new outriders will do good with BA.
Also have to say I'm liking the lib dread, even it dies after charging enemy lines, but it single handedly wrecked Tau gunline.
I’ve played through 5 games with my BA at 2000 pts. I’m with you on the libi dread, It’s a great work horse. I’ve been running it with hero of the chapter: speed of the primarch. having a fight first ability means that if they charge it or it performs a heroic intervention (which we can do at 6”) means that the dread get to fight before the charging units, since the player who’s turn it is not selects a unit to fight first. Mephiston is great for this as well since that’s his set WL trait.
also been getting a lot of work done with infiltrators. Being only 20pts more than intercessors for a 5 man squad makes them a very good choice for the troop slots. Scout deployment is extremely useful with the new mission set.
Still a fan of a big unit of bolter inceptors. In cover with the relic banner and transhuman make a great mid field fire base that’s hard to dislodge. I ran them through most of 8th and they still good in 9th.
Haven’t had a chance to try outriders yet but I’ve got a list together to run two squads of them instead of the DC I’m currently running. Looking forward to giving them a go.
This message was edited 2 times. Last update was at 2020/08/10 14:29:15
Anyone else got games under your belt and like to share some insight what has worked? Wonder if the new outriders will do good with BA.
Also have to say I'm liking the lib dread, even it dies after charging enemy lines, but it single handedly wrecked Tau gunline.
I’ve played through 5 games with my BA at 2000 pts. I’m with you on the libi dread, It’s a great work horse. I’ve been running it with hero of the chapter: speed of the primarch. having a fight first ability means that if they charge it or it performs a heroic intervention (which we can do at 6”) means that the dread get to fight before the charging units, since the player who’s turn it is not selects a unit to fight first. Mephiston is great for this as well since that’s his set WL trait.
also been getting a lot of work done with infiltrators. Being only 20pts more than intercessors for a 5 man squad makes them a very good choice for the troop slots. Scout deployment is extremely useful with the new mission set.
Still a fan of a big unit of bolter inceptors. In cover with the relic banner and transhuman make a great mid field fire base that’s hard to dislodge. I ran them through most of 8th and they still good in 9th.
Haven’t had a chance to try outriders yet but I’ve got a list together to run two squads of them instead of the DC I’m currently running. Looking forward to giving them a go.
Sorry to burst the bubble on the always strikes first but it pains me to say it doesn't work like that - I really wanted mephy to be a good warlord :-(
The rules for it are in the rare rule section of the book - it states that with models that charge or always strike first the player who's turn it is gets priority when choosing so a charger can still get the first hit in.
Counter intuitive to the base rules but at least they cover it.
Krull wrote: What do you think are the best units to start a crusade?
I think its hard to include sang guard or a big unit of DC.
all the new primaris stuff seems ok in price and are pretty good for it.
But i have no idea how to start a crusade with Blood Angels.
Any thoughts?
i
Well crusade is about narrative, so winning isn't the thing.. but I started it with Libby dread, assault intercessors, sanguinary guard and inceptors and they played the mission quite well. Probably better consepts with two squads of troops are there, but I went with mobility and units I like.
Btw, DC might be back on the menu boys.. after getting 2w.. I'm really having hard time guessing what they will do to DC intercessors to better the JP firstborn version.. My guess is that 9th ed. will be the "swan's song" (finnish phrase) for all firstborns.. to sell out the stocks and prepare for 10th ed.. Also really hard to make any new purchases while waiting the new codex to drop out in a month or so.
Starting to master my 1k BA list, got today 42 points after third turn against DG and we called it a BA victory..
Well, Primaris Marines have found their way into the BA codex and into game play.
When the Marine codex comes out, I would like to play my oldschool 2W Marines with the signature units such as DC and Baal Predators, but no Primaris.
This message was edited 1 time. Last update was at 2020/08/22 11:48:26
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."
Baal and dakka predators might see some play when the heavy bolters become 6 shots and d2 damage.. Like 100% sure they will be too expensive for competitive games, but still a much awaited buff.
Xirax wrote: Baal and dakka predators might see some play when the heavy bolters become 6 shots and d2 damage.. Like 100% sure they will be too expensive for competitive games, but still a much awaited buff.
170 pts....
Almost 200 pts for something that has 11 wounds and basically no defensive buff ability. It could come off the board edge from strat reserve and probably do some damage, particularly if you get it near some rerolls, but there are units who probably do better with less setup/support.
Xirax wrote: Baal and dakka predators might see some play when the heavy bolters become 6 shots and d2 damage.. Like 100% sure they will be too expensive for competitive games, but still a much awaited buff.
170 pts....
Almost 200 pts for something that has 11 wounds and basically no defensive buff ability. It could come off the board edge from strat reserve and probably do some damage, particularly if you get it near some rerolls, but there are units who probably do better with less setup/support.
Well, I'm toying with a fire base consisting of three dakka (or Baal) Predators with some rerolls.
They should hamper the enemy to move towards the centre of the board.
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."
Had another game against Death Guard and tabled and out scored him by turn 4. I lost only my librarian dreadnought after he had killed a foul blightspawn and a bloatdrone. Lib dread has been my MvP along with the relic contemptor. Relic contemptor did 25 damage before DR saves against a plagueburst crawler. On the other hand ironclot furnace and bloat-drone made all the 4++ invul saves against my shooting..
Next I'll test impulsor rush, but in last nights game I had my assault intercessors in reserve and when they came from reserves T3, they made work from poxwalkers blobs.
Automatically Appended Next Post: scratch that last comment - turns out I was not up to speed with flamestorm cannons :(
This message was edited 2 times. Last update was at 2020/09/04 20:56:32
If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180
Flamestorm cannon's are in a good spot imo, if you want to try out the Baal Pred with Flamestorm let us know how it performs. Ive always had a soft spot for the Land Raider Redeemer, people under estimate it imo. Excellent transport and the cannons make quick work of infantry.
Sotahullu wrote: I am not sold on flamestorm cannon with Baal Predator unless there is something else but I could take heavy flamer sponsons.
If your sticking to the Twin Assault Cannon, just leave the Heavy Bolters on, especially since soon they will be dmg 2 imo. Park it on an objective and let the Dakka fly.
Sotahullu wrote: I am not sold on flamestorm cannon with Baal Predator unless there is something else but I could take heavy flamer sponsons.
If your sticking to the Twin Assault Cannon, just leave the Heavy Bolters on, especially since soon they will be dmg 2 imo. Park it on an objective and let the Dakka fly.
Depends a bit on the points.
But three such Predators in the backfield could very well support an advancing BA army.
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."
Sotahullu wrote: I am not sold on flamestorm cannon with Baal Predator unless there is something else but I could take heavy flamer sponsons.
If your sticking to the Twin Assault Cannon, just leave the Heavy Bolters on, especially since soon they will be dmg 2 imo. Park it on an objective and let the Dakka fly.
Depends a bit on the points.
But three such Predators in the backfield could very well support an advancing BA army.
For 3 Dakka Preds its gonna run 510 (so in 2k a quarter of your army). You are gonna want at least a LT for rerolls on wounds to help with anything T7 or above. As much as I would like for it to be good (and in some matchups against Horde I imagine it would do quite well) something tells me you can find a better firebase for 500 pts, but it's fun - lots of dice
Having a small tournament this week and the list I'm trying is mostly primaris from indomitus. Feel like blade vets can field a role for punchy squad with the 4++ impulsor. Still feels weird to play without SG. I'll try to get a practise game before sunday, but suffering from a flu, so it's not guaranteed so thought I could throw the list for your evaluation. I'll be facing IK, Tau, DG for example.
played the above list with only smash cpt to be the warlord.
Have to say bringing a SM army feels dirty. IK player was done at end of T3 with two armigers left and me controlling the whole board having over 1500p alive. Cpt smash is super smashy against IK and Blade vets in assault doctrine chop knights with ap-4 2dam.
Second game against DG & Chaos knights.. Same result, lost under 500p and tabled my opponent at the end of T4. Foul blightspawns were the only real nuisance. Especially giving the aura to a rampager. In the end I was scoring 72 to 27 at end of T4.
Mobility and how tye list plays the mission and forces the opponent to fear the flying lib dread and smash cpt.. still the most damage and resilience was shown with the duo of blade vet squads. I drove them in the midfield/contesting objective with the impulsor, bring my support characters and slice. I have been reading that Judiciar is better for immobile castle, but he with a squad of ass ints got where needed. A word for inceptors.. they were used more of an screen/hold X board corner more than a shooting platform. Although with blast they did good damage on 6+ squad of plague marines even without overcharge. Assault doctrine is crazy with BA.
I'm trying to tone down the list a bit and make it all primaris. Will test the blade ancient with banner of sacrifice, Mephiston and the Indomitus cpt/lt. 3dmg sword to the cpt.
This message was edited 1 time. Last update was at 2020/09/21 19:37:04
We need the new Codex. All SM, except Grey Knights, will now be supplements that use the main SM Codex. Looks like the current BA Codex will still somehow be useable with the new SM Codex though, I guess?
Like many of you I expect you have ordered the book and are awaiting delivery (anyone know when that is?).
But my question is, can we now take any of the dreadnoughts, as they seem to be looking nice again having the core label.
If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180
gkos wrote: Like many of you I expect you have ordered the book and are awaiting delivery (anyone know when that is?).
But my question is, can we now take any of the dreadnoughts, as they seem to be looking nice again having the core label.
blood angels arent restricted for anything in the codex so yes you can take any dreadnought as of right now. The supplement might change this but the marine codex lists restrictions for other first foundings but none for BA.
On another note there's a 2cp strat that puts a unit in all 3 doctrines for the turn. Should be fun to put a unit into assault doctrine for extra attacks on turn 1 and 2. The unit has to be on the table in command phase so wont work with deep strikers but its handy still.
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz