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				<title>Blood Angels Army. </title>
				<description><![CDATA[ Hello, I keep going round and round in circles trying to build my Blood Angels army. I've stripped all the paint off my minis and about to re-paint them all in <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. But I still can't decide on my army list. What are peoples suggestions, given what I current own. I don't mind buying extras however I would like to use what I already have. I might also be able to make a minor changes to existing minis. <br /> <br /> Captain, lightning claws and storm bolter. <br /> Captain, thunder hammer.<br /> Librarian Termie<br /> <br /> 10 Termies, with 2 assault cannons. <br /> Dreadnought, Flamer, Assault cannon<br /> 8 Vets - Champion, Standard bearer, a couple power swords, power axe, 3 chainswords/pistols<br /> 3 Apothecaries<br /> <br /> 10 Assault marines<br /> <br /> 30 odd Tactical Marines with bolters<br /> 5 Heavies with a Missile Launcher x2, Lascannon, Heavy Bolter, Plasma Cannon<br /> 2 Marines with flamers<br /> <br /> Rhino x2<br /> Razorback<br /> Predator<br /> <br /> <br /> As <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have Decent of Angels, I could go down the route of buying another 30 jump marines. But then I don't want to waste my tactical marines. Or I could buy another 3 razorbacks/rhinos and utilise the fast tank ability. It would be nice to put a Death Company in there, but they are expensive for what they are. Without Decent of Angels, might be better in a tank, but then they can't take special/heavy weapons to make relentless useful. <br /> <br /> So I just don't know. What would you do?]]></description>
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				<pubDate><![CDATA[Fri, 25 Oct 2013 19:09:48]]> GMT</pubDate>
				<author><![CDATA[ rhysgm]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ Cheapest effective(ish) delivery method for dc is a pod. Also makes taking bolters useful for the drop and then you can use relentless in future turns to fire your bolters and charge.<br /> When it comes to your tactical marines you will probably keep using them for a while until you realise its just not worth it, believe me I know your pain, I have about 70 of the beggers, although 40 of them are the old 2nd ed boxed set 1 pose fits all type, I rarely use them!<br /> If you want assault marines I suggest buying the dc boxed set and paint them red. They look better and you get loads of bitz for only a few pounds more.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Oct 2013 19:22:33]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ I've been playing <span class="glossaryitem" onmouseover='gp(10);'>BA</span> for years and I don't think tactical marines are useless. I run a very very tank heavy, almost leaf blower, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> list. I rely on them to battle squad and hold objectives. I'll share but this is the only list I've had any luck with.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Librarian - 100pt<br /> Force Axe<br /> Shield of Sanguinius<br /> Blood Lance<br /> <br /> ELITE<br /> <br /> Chaplain - 110pt<br /> Hand Flamer<br /> <br /> TROOPS<br /> <br /> Tactical Squad - 250pt<br /> Sergeant w/ Combi Plasma<br /> Full 10man<br /> Missile Launcher<br /> Plasma gun<br /> Razorback<br />      Twin Linked Heavy Bolter<br />      Dozer Blade<br /> <br /> Assault Squad - 240pt<br /> Sergeant w/ Power Sword<br />                     Melta Bomb<br /> Full 10man<br /> Plasma Pistol<br /> Plasma Pistol<br /> <br /> Death Company - 470pt<br /> 11man<br /> Bolters<br /> Land Raider Redeemer<br />      Pintle Multi Melta<br /> <br /> FAST ATTACK<br /> <br /> Baal Predator - 155pt<br /> Twin Linked Assault Cannon<br /> Heavy Flamer Sponsons<br /> Hunter Killer Missile<br /> Dozer Blade<br /> <br /> Baal Predator - 155pt<br /> Same as above<br /> <br /> HEAVY SUPPORT<br /> <br /> Vindicator - 160pt<br /> Hunter Killer Missile<br /> Dozer Blade<br /> <br /> Vindicator - 160pt<br /> Same as above<br /> <br /> Stormraven Gunship - 200pt<br /> Twin Linked Lascannon<br /> Twin Linked Multi Melta<br /> <br /> Ok so the break down....it's a super fast list that gets all up in their <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t right away. Almost too much to deal with. Battle squad the tactical putting 4 bolters and <span class="glossaryitem" onmouseover='gp(328);'>ML</span> on an objective and the Libby, Srg., and plasma gun in the Rback. I cast from the Rback since it has hatches giving all tanks 5+ cover. Assault marines deepstrike. <span class="glossaryitem" onmouseover='gp(349);'>DC</span> in <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with Chaplain go up the middle with Rback behind and the vindis on each side. Flank the edges with the 2 Baal preds...don't forget their scout move 12 inches. Turn 1 unload all <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missiles on 1target if possible because you will likely lose a tank. Try to go 2nd so you can claim the air with your raven. I love the way it plays and with good rolling and smart targeting you can beat or at least give a good game to any list. BAs biggest problem <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is overpriced basic units but fast tanks are an amazing deal being able to move and still fire 2 weapons at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Tell me what you think. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Oct 2013 23:20:47]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ GET MEPHESTON! <br /> <br /> also, for <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Assault marines&gt; Tacs. but. I suggest <br /> <br /> 2 tacs 10 man w/ missile launchers and flamer. <br /> <br /> get a sang priest, (2) w/ jump packs and pop them in squads of assault marines (10 men strong) give the Sgt. power weapon, and the priest power fist. Sgt.takes challenges for priest. <br /> <br /> you can use <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators as a mobile cover wall for your assault marines (either he shoots the terms or your marines) <br /> <br /> turn the apothecaries into sang priests, 5 sternguard w/ melta combis in a drop pod w/ the dreadnaught (turn it into a furioso) ]]></description>
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				<pubDate><![CDATA[Fri, 25 Oct 2013 23:30:25]]> GMT</pubDate>
				<author><![CDATA[ raiden]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ People will argue that their is not enough scoring units but their is too much other stuff to deal with and people tend to forget about a small handful of marines amongst all that armor. Too comment on your stuff.<br /> <br /> Blood Angels captains suck but librarians work great though I'm not big on the terminator armor. It really negates BAs biggest strength being speed. I never use terminators in my lists unless I'm messing around I throw them in a land raider.<br /> <br /> I would never take a dread as a heavy choice. Too many other better options at around the same cost. If you like dreads because I do think they are an awesome model I would take the furioso or dc dread. They are easy to pop so prepare to use them as a decoy.<br /> <br /> I like sternguard vets but not too keen on vanguard. If you are going to pay for them you may as well take <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with <span class="glossaryitem" onmouseover='gp(457);'>JPs</span>. Sternguard drop pod with meltas is devastating.<br /> <br /> Apothecaries can be used as sanguinary priest which is the one thing every army should have. I know I don't have one but I've been trying to find the points for one to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> with my assault squad....gives them <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and furious charge.<br /> <br /> I told you how I feel about tactical. They have their uses just don't overload on them. They don't play to BAs strength which like I said is speed. Plus we have to field 10 to get special weapon access.<br /> <br /> Rhinos and Rbacks are always useful just not for <span class="glossaryitem" onmouseover='gp(349);'>DC</span>. You want <span class="glossaryitem" onmouseover='gp(349);'>DC</span> in quickly. Everyone knows how good they are and they will be targeted. In my list they are almost Always my MVP. Baal preds and vindis are focus fired while the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is ignored because of its armor. When they come out they bring the pain. When put with a chaplain you get 44 strength 5 attacks on the charge rerolling everything. You don't need 2 hand weapons...44 rerolled attacks is more then enough to kill anything in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. Take bolters because they can fire and charge due to relentless.<br /> <br /> Predators are ok but once again heavy choices. Baal predators are better because fast attack choice. I love vindis dropping <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 plates across ranks so I save my heavy spots for them. Plus a lot of people forget the bonus to armor piercing on that gun. You roll 2 dice for penetration taking the highest added to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10.other then insane cover saves nothing lasts against them....creates a lot of havoc.<br /> <br /> More on <span class="glossaryitem" onmouseover='gp(349);'>DC</span>. They are very expensive with <span class="glossaryitem" onmouseover='gp(457);'>JPs</span> at 35 points each I believe. Tactical marines are what 16? So without <span class="glossaryitem" onmouseover='gp(457);'>JPs</span> I believe they are 4 points more per model for +1WS, +1attacks(+3 on the charge), fearless, feel no pain, relentless, and the uber furious charge. One of the best deals in the game. So what if you can't capture objectives...if you are playing death company objectives are a fall back plan, they can still dispute if I remember right. <br /> <br /> These are just my opinions...anyone is entitled to think otherwise. By no means are these musts. Ultimately we play this game for fun and too many people lose sight of that. Hope you can pull something useful out of what I've said.]]></description>
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				<pubDate><![CDATA[Fri, 25 Oct 2013 23:59:50]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ In more recent games i have been doing a Sanguinary Gaurd spam. Looks kinda like this.<br /> <br /> --<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>--<br /> Dante<br /> <br /> ---Elites---<br /> Sanguinary Priest x 3<br /> <span class="glossaryitem" onmouseover='gp(457);'>JP</span><br /> <span class="glossaryitem" onmouseover='gp(486);'>PW</span><br /> <br /> Furioso Dread <br /> Talons w/ melta<br /> Talons w/Heavy Flamer<br /> Drop Pod<br /> <br /> ----Troops----<br /> Sanguinary Gaurd<br /> Banner<br /> Infernus x 2<br /> Mix of axes and swords<br /> <br /> Sanguinary Gaurd<br /> Infernus x 2<br /> <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> 2 axe, 2 Sword<br /> <br /> Sanguinary Gaurd<br /> Infernus x 2<br /> <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> 2 axe, 2 Sword<br /> <br /> <br /> <br /> The above is my base list. I add to it or take away based on what i feel like playing at the time.<br /> Generally its a BAAL or 2, Sniper scouts or <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads. Sometimes <span class="glossaryitem" onmouseover='gp(671);'>VV</span> for the heroic intervention (used to tie up units)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 00:08:46]]> GMT</pubDate>
				<author><![CDATA[ Lemartes12]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ Lemartes can I just ask, how do you find it running a sang guard backbone to your army? Reason I ask is that I have 5 sang guard units, 3 beautifully painted (not by me!), but I find that they are ridiculously overpriced! Do you get much success with sang guard? If so, what tactics do you use to avoid removing 7 or 8 a turn at 2k points? The most success ive found is in running 2 or 3 vindis and/or a dc to distract the firepower of the opponent away from the sang guard. However, investing so much in distration units often proves counter intuative I find.]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 01:27:30]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ sang guard are not competitive. just to expensive for what they get. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 02:30:10]]> GMT</pubDate>
				<author><![CDATA[ raiden]]></author>
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				<title>Re:Blood Angels Army. </title>
				<description><![CDATA[ i personally find them to be very effective. How to keep them alive is to present a "Juicy" Target and keep them in cover till your ready to use them. I do this with the BAAL's and the Dreadnaught. I generally also keep them in reserve to deepstrike if I can. As for the comment of "they are not competitive" its all in how you use them. When i use them competitavly i use them as bait and tank hunters while my normal assualt squads mop up. At 2k for competitive play 1 or 2 should be enough. 1 goes with Dante along with a priest. People see that gold and just go crazy trying to kill it. And if they don't then they are pretty dangerous. Watch out for S8 AP2 Pie plates though. Thats really the only thing that is gauranteed a kill. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 07:31:33]]> GMT</pubDate>
				<author><![CDATA[ Lemartes12]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ or melta, plasma shots are almost a gaurentee. oh, and volume of fire. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 07:35:09]]> GMT</pubDate>
				<author><![CDATA[ raiden]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ Cheers for that. I'll take your advice that 2 should be enough. More than that and my model count goes down rapidly <span class="glossaryitem" onmouseover='gp(84);'>lol</span>!]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 09:52:56]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ i Personally found it works well. I run them with Sang Priests so unless they are <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 8 ap2 shots i don't loose to many.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9817dad0e9cb34fd1e46a0eecbc02eaa.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/559708/6186736.page"><b>raiden wrote:</b></a><br/>or melta, plasma shots are almost a gaurentee. oh, and volume of fire. </div></blockquote><br /> <br /> I never have to many problems with volume and tend to roll well. And for the melta thats why i jump the from cover to cover.]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 11:19:23]]> GMT</pubDate>
				<author><![CDATA[ Lemartes12]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ Thanks for everyones comments, it's been a lot of food for thought. <br /> <br /> I've decided to go for two(three) armies, a Decent of Angels and A Fast Mech Army, then later I might do a deathwing to give my termies a home.<br /> <br /> So what do you think of;<br /> <br /> Decent of Angels;<br /> 55 Marines all with jump packs.<br /> of which 10 are <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, with Lermates, Reclusiarch and 3 chaplains. So all have Decent of Angels and Liturgies or Blood. A couple hundred attacks on the charge with re-rolls all round. I'll also give them melta bombs and Power fists for armour. Might struggle against heavy armour, but should be fun to play with. <br /> <br /> <br /> Fast Mech;<br /> 2x Vindicators<br /> 1x Predator<br /> 3x Baal Predator<br /> 2x 10 Marines, Flamer, Missile Launcher in Rhinos<br /> Honour Guard and Captain in Razorback<br /> Here I'm assuming I can disembark a combat squad and transport the 2nd combat squad to another objective and both be scoring. <br /> <br /> I'll ultimately work towards these two list, but will work with what I have to make a combination of the two, until I buy and paint the missing units.   <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sat, 26 Oct 2013 20:02:16]]> GMT</pubDate>
				<author><![CDATA[ rhysgm]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ The second list is cool but I suggest putting 1 assault squad in to snatch a late objective if you have to. a 12in move versus a 6 inch move with 1 turn to go can make a huge difference.<br /> <br /> As for the first list. Running that many assault marines I must stress, you NEED Sanguinary Priests. They will die way too fast without any. I would personally cut down to 4 squads of assault marines and drop a chaplain. You could run 3 priests as a single elite choice then spend the other points elsewhere. Make sure to give the priests power fists and <span class="glossaryitem" onmouseover='gp(457);'>jps</span> which rounds them out at like 90-100 points each if i remember right. You accept challenges with the chaplain or sergeant if you want to throw away the challenge and devestate the unit.]]></description>
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				<pubDate><![CDATA[Sun, 27 Oct 2013 03:11:06]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/559708/6188790.page"><b>AngelusMortis wrote:</b></a><br/>The second list is cool but I suggest putting 1 assault squad in to snatch a late objective if you have to. a 12in move versus a 6 inch move with 1 turn to go can make a huge difference.</div></blockquote><br /> <br /> Do you not think combat squad in a Rhino moving flat is enough?  I wanted to keep a theme of just tanks and having some jump marines will spoil it a little. <br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/559708/6188790.page"><b>AngelusMortis wrote:</b></a><br/>As for the first list. Running that many assault marines I must stress, you NEED Sanguinary Priests. They will die way too fast without any. I would personally cut down to 4 squads of assault marines and drop a chaplain. You could run 3 priests as a single elite choice then spend the other points elsewhere. Make sure to give the priests power fists and <span class="glossaryitem" onmouseover='gp(457);'>jps</span> which rounds them out at like 90-100 points each if i remember right. You accept challenges with the chaplain or sergeant if you want to throw away the challenge and devestate the unit.</div></blockquote><br /> <br /> Good idea, I'll do that. Do the priest give themselves Furious Charge? If not it would probably be better to give the serg the Power first and let the priest take a lightning claw. ]]></description>
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				<pubDate><![CDATA[Sun, 27 Oct 2013 08:30:12]]> GMT</pubDate>
				<author><![CDATA[ rhysgm]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/559708/6189111.page"><b>rhysgm wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/559708/6188790.page"><b>AngelusMortis wrote:</b></a><br/>The second list is cool but I suggest putting 1 assault squad in to snatch a late objective if you have to. a 12in move versus a 6 inch move with 1 turn to go can make a huge difference.</div></blockquote><br /> <br /> Do you not think combat squad in a Rhino moving flat is enough?  I wanted to keep a theme of just tanks and having some jump marines will spoil it a little. <br /> </div></blockquote><br /> <br /> One thing you will find with <span class="glossaryitem" onmouseover='gp(10);'>BA</span> mech lists is that you NEED assault squads to keep the tanks alive against a lot of armies or at least to kill the unit that just blew one up. Fire dragon drop? Send the assault squad! Veil of darkness led stormteks? Send the assault squad! Podding sternies? Send the assault squad! Close combat monster.... errrr... why havn't you dealt with it yet? Sacrafice the assault squad!<br /> <br /> Also in the first list as Angelus wrote - priests will help! Although you can save a few points and comfortably take 2 per 20. And yes priests are affected by their chalice - it's why corbulo is ace at tanking. I tend to find arming the priest and sarge the same works well as then if you deny a challenge, the opponent can't challange out 'the best' or only effective weapon for the job.]]></description>
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				<pubDate><![CDATA[Sun, 27 Oct 2013 09:50:38]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ I understand what you are saying but I'm pretty sure, may be wrong, if the squad moves to enter the rhino then the rhino wouldn't be able to move until next turn. I never enter a rhino once I've reached my destination so I may be way off here. Regardless Jump packs are just so manouverable. Dont have to worry about buildings or terrain getting in the way, just jump over it. <br /> <br /> I love corbulo...if only he could take a jump pack he would probably be the best named character in the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex. If you want to run an all tactical squad he is a great addition to them. 4+ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is boss and he can take out tanks with his chainsword.<br /> <br /> @Poly Ranger I'm 99% sure that the opponent does not get to choose who they are challenging. They issue the challenge with whoever they choose from their unit. You accept with or deny with whatever single model you choose. He can't say "I challenge your Priest". He simply issues a challenge then you decide who takes it. You NEVER want a priest accepting a challenge unless the character would wipe your unit and you have no other model to accept it. Thats why you arm the priest with the beast mode strikes last instant death issuing melee weapon and give whoever else you want something like a power sword for ap3.]]></description>
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				<pubDate><![CDATA[Sun, 27 Oct 2013 21:48:55]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels Army. </title>
				<description><![CDATA[ You are totally correct. But that is not what I meant. What I meant was that if you want to deny the challenge altogether the opponent will then get to chose which weapon is challenged out. Take a tervigon for instance. The nid player offers a challenge, who ever accepts is paste, so you deny. Now if you only have 1 <span class="glossaryitem" onmouseover='gp(105);'>pf</span> in the unit the nid player will decide to disallow the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> to attack, if however you have 2 <span class="glossaryitem" onmouseover='gp(105);'>pfs</span>, you still have one model who can reliably hurt the tervigon.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> All due to the fact that the opponent choses which model does not get to attack if you deny the challenge.]]></description>
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				<pubDate><![CDATA[Sun, 27 Oct 2013 22:11:02]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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