Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Warseer_Kaelrich

Pages: [1] 2 3 ... 6
if I'm reading this correctly, the inquisitorial henchman formation only allows for one unit of warrior acolytes and specific models of everything else in the formation. this formation comes from the imperial agents codex, which was supposed to be a throwback to the way you could forma n inquisitorial henchman warband in the inquisition digital dex. however according to the new faq you have to have "a unit/units of" prefix to use more than one model of the same unit. I have not been able to get clarification from GW on this question so I'm asking here. if there is no way to bring more than one crusader or deathcult assassin, then why even word it like it is?

Discussion: Blood Angels / Quick question about captain k.
« on: March 13, 2017, 11:57:21 AM »
I've been wondering if you can use captain karlean as your termi captain since he was a data slate before the angel's blade release but not actually in the forge org for the AB strike force.

Can anyone help me on this one?

Discussion: Blood Angels / working with the Angel's Blade
« on: December 22, 2016, 08:56:18 AM »
Jump infantry has always been a huge, and I do mean HUGE, part of the Blood Angels. it was a Massive blow that we didn't get the codex space marine vanguard vets. So why play the Archangels demi company with a support choice? Simple. It fits out play style.

Lets begin with what we must take (disclaimer: 1500 to 2000 points is the best way to get this formation detachment on the table). A terminator captain (135 pts) he has a Thunder-Hammer, storm bolter combo, and 2 furioso dreadnaughts (kitted out as you see fit). You can go ahead and put the dreadnaughts in drop pods. or run them say along side a razorback, your choice. what to do about that captain...more on that later. Now to what we may take, any combination of 5 units of terminators, assault termi's, Vanguard, and/or sternguard. lets put our captain in a stock termi squad, either version should work based on your playstyle. Now what about the other 4? well lets go with 2 full 10 man squads of Vanguard (stock loadout) 1 (5 man) squad with power weapons and Storm shields, and lets put a sternguard squad with a heavy bolter turret razorback in the mix for some more shooty support. so that is our core choice. So what does this do for the BA? we get to roll reserves turn 1, reroll failed reserves, AND roll 1 less die for scatter. we make our presence known on turn 1 and then we can benefit from our command benefits on the turn they need to be there.

So lets take a look at the command benefits. We've got the typical reroll on Warlord Traits for the BA codex, The Red Thirst +1 initiative when charging, and zealot once a unit has lost half of its starting number. A lot of people don't like this trait due to it's reliance of loosing models. But there is another way to look at it. All players should know they will loose models. 40k is a wargame, guys WILL BE LOST. Do we like it? Maybe not, but it WILL happen. This trait will make any unit in this detachment be feared. It's about making the opponent choose whether or not to hurt a squad or devote an abnormal amount of firepower to completely wipe a squad (we'll talk more about threat presence in a moment). the thing is to force your opponent to make a choice, to hurt or attempt to kill.

For aux choices I like assault squads (with jump packs now). either on the table OR in a drop pod they can take 4 flamers if you count hand flamers, or 4 meltas if you count inferno pistols, or 4 plasmas if you count plasma pistols. You could even add in an eviscerator and you have a prominent threat at short range.

Lets talk about threat presence depending on what you've taken as your demi-company choices, you can pressure your opponent's back line or run a mobile siege of heavy bolter/assault cannon/[las/plas] (remember our razorback's are fast)/heavy flamer barrage. then your Elite Assault marines drop from the skies. your opponent now asks the questions, or better yet for us knee-jerks, what to shoot at. we hope they choose our main force, allowing our razorbacks/dreads (if placed on foot) to close the distance and catch the opponent by surprise when we assault in turn 2. KAELRICH! you may yell, THEY'RE SITTING DUCKS! Why would you consign your vanguard squads to death!? Because they won't die. They will have help to increase their threat presence. We have 5 HQ choices to play with, which can be Sanguinary Priests (with jump packs). I have won more games on FNP with BA because we Refuse to Leave the field. I prefer to have 4 priests, one without a jump pack with the sternguard squad, 3 with jump packs at with the vanguard vets. so now we have more survivability for our descending angels and an easier choice for the opponent to try and take them out before they can charge (with +1 S,I, and WS).

So what do you think? are you willing to try it?

Discussion: Blood Angels / When angels decend (and not scatter)
« on: October 18, 2016, 02:23:56 PM »
Ok yes people want an op demi company that dosent follow out fluff. However. The archangels demi company offers a very fluffy alternative which is near on the main when assisted by an Inquisitor.

May I suggest running 3 squads of vanguard vets, one termi squad, and one sternguard squad for your demi company, some grav cannon or las cannon devs for your aux, and 4 sanguinary priests for your vanguard and sternguard squads. Add in 1 or 2 inquisitors with 3 servo skulls each and you have an interesting list.

Let's talk about it shall we? The archangels demi company can deep strike turn 1. Rerolls failed reserve rolls, and scatter a d6 less. Now let's add in the servo skulls from the Inquisitor that reduce the scatter dice by 1d6 if the first model of a unit is within 12 inches of it. They also stop infiltrate and scouting units from gaining much ground.

I suggest 1 line of servo skulls as close as possible to the opponent to stop scout moves, while having a second line of skulls for your angels to drop in and take a spot on the board without error(barring terrain instances that could cause mishaps).

As always feedback is welcome.

Discussion: Blood Angels / On dev squads: equipment?
« on: September 14, 2016, 11:38:34 AM »
Of course with the new supplement hitting in less than a week I thought we should talk about devistator squads, something I never thought of using in a blood angel army. What in the world could we equip our dev squads with? It boggled my mind until I realized what their true function was.

I contest that the dev squad should be a 5 man squad with a Sargent with dual hand flamers, and the squad should have 4 heavy flamers. So now we wonder how to get them to range. A drop pod is always good. But las/plas razorbacks are also amazing for us due to overcharged engines.

The question remains? With all of our ability for anti armor in meltas spam, would you rather use grav cannons/ grav amps? Or let them fill another role? What would you do?

Discussion: Blood Angels / Angel's Blade, What does it mean for us?
« on: September 13, 2016, 09:32:19 PM »
Brothers, Sons of Sanguinius! I'd like to talk about the spoilers seen from Faeit 212. I see a lot of people posting on there, and I won't say scared but, worried about the blood angels not having objective secured on their units in their blooded demi-company. I will admit I feel it will be like that of the exertminatus campaign supplement, But I can't say I really worry about having Ob-Sec on my units when I play Blood Angels. I don't really think it fits for the sons of Sanguinius. even with our Baal strike force detachment we gave up ob sec for a bonus +1I on the charge. added with a Sanguinary Priest this makes even a vanguard veteran squad very scary as they can mulch a tactical squad off a point. I don't usually try to use CAD's, that's my decision as a player, if I have the choice. Tournaments make people forget their army's feel, its nature. And I've had the hardest time trying to MAKE an army do what I wanted it to do. I instead let the army make itself. Tac squads in Rhinos or on foot. assault squads in drop pods or Las/Plas razorbacks, even Sanguinary guard have their place at my priest's side. did I care about Ob-Sec? not really, I KNEW my opposition wouldn't dare go for an objective with the might of the blood angels baring down on them. With that thought in mind I started winning games. I started getting to understand my army and choices and the game became more fun, challenging, and yet easier at the same time.

Lets talk about the blooded demi company. according to the Faeit's intel it's 3 tac, 1 dev, 1 assault, 1 captain (or chaplin), 1 dev, 1 dread, and one command squad (or furioso if chappy was chosen). so they get the red thirst, and if you run an aux formation, you get zealot on all the angel's blade so long as you don't take max squads. ok so we can get Grav devs in a drop pod, lay down some hurt and have some fun with a sumo style furioso, and have a heck of a deathstar with jump command squad with our captain leading the charge. ok nice....ish.

lets look at the other spoiled core choice, the archangles demi company, 1 termi-captain, 2 furioso dreads (I'm speculating these could be optional), 5 squads of any combination of termies, assault termies, sternguard vets, and vanguard vets. WOW! ok so special rules....stubborn, turn 1 reserves for the formation units, reroll failed reserves, 1d6 scatter, and reroll warlord trait. so I can see lots of uses for this. 3 squads of sternguard with either drop pods or razorbacks with las plaz could be amazing at 195 each (I'm a fan of special issue ammo) what about vanguard, 2 squads of those can cover the distance from deployment zone to target incredibly quickly and reliably if you take 2 or three with storm shields and T. Hammers. if you want to go with termies that's cool too but there are other formations for them. let's look at that now...

the Archangels orbital intervention force: 3 squads of any combo of termi's. that's it. you get to roll one reserve (reroll-able) for the entire formation, deep strike them where you please, then either disorganized charge, or double shoot (depending on their loadouts). ok so if we have to disorganized charge stuff the turn they hit the board lets multi-assault! tie up those pesky ranged units and the have zealot because you are running yer sternguard and vanguard as the core formation. When you add in shred from lightning claw termite's and you have some serious threats behind enemy lines.

I'm not sure what the future holds for the blood angels. From the rumors I'm very excited for us. what do you think? what are you looking for in the update? let's hear it. For Sanguinius!

Riddle me this brothers of the imperium? When running an 1850 game and you have your tempestus at 800 pts what do you use for an ally? May I suggest a more up close and personal as well as defensive on the advance option to my previous suggestions. Speaking of the Black Templars.

So here's the idea. You have a land raider spearhead for near unkillable land raider and inside are 2 squads of centurians along with Grimaldi's with a crusadersquad and his cenobites. Drop podding in is an ironclad dreadnaught to have him and the centurians form another formation. The land raiders provide a wall for your primes (if you prefer to use them) to start out behind (which immune to all but explodes results) and as the land raiders flatout ot tank shock forward they get the assault centurians to the fight. Also don't forget about the threat of the ironclad drop pod on turn one as well.

So what to you think? Is this a good ally for the militarum's best? Should it be all tempeatus with tactical shooting and grab shute insertions? I hope this helps with all of your curiosities of a very obscure but versital Dex.

Let's talk about a strong tactics choice I've found just this weekend. Deep strike. There are a couple of questions when we talk about deep strike and the tempestus. First we have to assess the usefulness of our transports, tarox primes and valkyres, and also how detrimental is it to deep strike into terrain.

Let's talk about the primes first, they are fast vehicles, using both the hotshot volly gun, and your choice of battle cannon or Gatling gun at the cost of 80 to 90 points. Not an inexpensive unit. But I've seen these engines carry a game for me from the 24 to 18 in range. So are they worth it? Of course. They get your scions and CMD squads where they need to go while also giving fire support afterward.

But if you need to trim points it's ok....because they are some of the safest depends trikers you can use. And you should be somewhat "reckless" with them. Now by reckless is to drop them inside of terrain. Because they have move through cover they auto pass the dangerous terrain tests that deep striking in cover forces. And now we come to various squad sizes. Do you want lots of special weapons? 100 points will net you a 5 man squad with 2 plasma guns or hotshot volly guns (I prefer plasma guns due to the higher strength and better ap). To add 5 more scions to the squad is to add an extra 70 pts to the unit. The question is whether or not you was elite shots from specified locations or mass shooting from the opponent's half of the table. There is the problem of deep strike mishaps. So you must pick somewhat open terrain, though in most friendly games the 25%rule isn't unforced and the "toe in" rule is usually the norm, in a tournament setting it could be an issue.

Of special note is the formation, where 4 primes are filled with 3 tempestus squads, 1 command squad and a commissar. This formation my not be able to deep strike but it has the firepower of the primes and also gives twin-linked to all scion weapons as they leave one of the transports. While I have not tried this formation yet I can see the effectiveness by bringing this along with any "gets hot" weaponry.

So what do you think? Knowing that if you deep strike into cover your safe from dangerous terrain tests, so the only problem would be those pesky mishaps. Or, do you prefer the fast primes to deliver and support?

Discussion: Tyranids / Question about tournament lists
« on: June 14, 2016, 04:53:25 PM »
While I've only played a single game , a demo game even before I continue, I have done a bit of research I to the nids for both painting purposes as well as dark heresy starlings.  So my first question. Is, why is it that 3 to 6 flying hive tyrants are the only competitive lists for 7th ed. Ive came up with a list (1850) that could give any opponent really a run for their money based off fielding a ton of threats and capitalizing on my opponent's choices.

Am I trying to play nids hard mode? I just don't see how an entire army can henge on a bunch of flying monstrous creatures.

I have to keep this short for now but when i get time I will post my list and see what you all think about it, until then please let me in on the tournament player's mindset for nids.

Brothers and sisters of the imperium head my words! In the coming days we shall see knights align with the 666th chapters very own purifiers to support out Scions and command squads!

Right ladies and gentlemen, I've chosena second allied detatchment in the form of a nemisis strike force. To begin we need heavy weapons to back our boys in light Blu, and terminators/pallidens with psycannons shall lead the charge. Leading this detatchment will be Castilian Garren Crowe, who will lend his fighting spirit and prowess to the Inquisition detatchment in the form of both hammerhead (fear the death cult assassins), and with the cleaning fire power for air control.

Why did I choose grey knights to run with the tempestus? We have no real tanking ability, and while we are a dagger, the grey knights are a hammer. With them riding along with our ground formation in a land raider crusader the army should have great success.

Stay tuned for an update and well see how we do

Quite a few questions about this supplement, I just got the digital version which combines options from 2 other sources into one supplement.
1. Can I use this book and other options in it inside a non flesh tearer's list? There are 4 new relics that can be taken that state as a prerequisite "access to the relics of baal." So I'm not sure about that. If I can mix and math the relics of baal with an armor from the supplement, I can make a near indestructible sanguinary priest.
2. There are warlord traits for the flesh tearers and I'm wondering if I must use these in order to use anything from the supplement.

3 while I realize that the formations are self explanatory, and this is more of a realization than anything else, you could have both Dante and Seth in a single army.

So those are the three concerns that I have. I bought the supplement from black library but it dosent specify wether it just adds or is completely different.

Please enlightening me.

It's been a while since I've posted so I figured I'd give a progress report on how well my tempestus have done. . I've been using them mostly in 250 to 500 PT games mostly due to lack of models. And you could say they play like hybred guard and dark eldar. Vehicles lead the way but, with the various orders and hotshot laslas guns you have quite the arsenal AR your command. The thing is for tempestus, in my meta of course, is that I need something more threatening inn.y army. I have about a 50/50 win loss ration in what gam s I've used them and it seems that all I need is more pollish and they will be a force to be reckoned with. I plan on allying with a knight gallant, and an inquisitorial warband for some close combat potential. I also plan on bringing a valkyres squad to deal with flyers. The only thing is to acquire the .models and get them painted.

As far as how the weaponry does for me, I'm a big fan of the tarox Gatling cannon/hotshot volly combo. 4 ap3 hits against marines is never a bad thing, the only problem is the weapon is set so far back on the prime. Other than that you want to be in the 18 inch range for your hotshot weaponry just in case you need to snipe something, so it complements the base weapon.

As far as special weaponry goes, I suggest a squad of melta scions or 2, and plasma gun scions as well. The thing to remember is that you may only carry 2 weapons in the squad. But now I realize you do want 10 scions per squad.imagine what happened you you have to kill a mo steroid creature that even a plasma gun has a hard time hitting, say a wraithlord, daemon Prince, riptide, or any of the big bugs, the elimination protocols work for ALL weapons, so yes, you can turn a plasma gun into a sniper rifle...with all the rules there in, save heavy.

So there is a progress report please keep coming back for insights on this, while limited, versatile dex.

Let's be real we can either go as an ally of another group or we can go CAD and lead the way for a small elite force. So let's talk about the various allied contingent possibilities for the elite of the military.

Grey knights: no brainier right? They bring psychics to the table, can fit their special formation in even when we are point heavy with vehicles and special weapons. They also bring in critical melee for this squad who want to, as the orks put it, chop the shooty. Also they bring in the heavy armor with terminators and paladins. Very versatile and very effective when played correctly.

Blood angels are similar in fassion but more if a shooty option with charging capabilities, the psychic powers an armor can be bought in the form a librarian dreadnaught. And can also provide fast durable tarpit units to infuriate your foes in the form of death company.

Space marines bring a good deal of versatility if you don't want to run valkyres. The stalker hunter formation is a terror of any flying unit and lots of antiarmor can be fielded with just 3 centurians with grav gun/ grav amp.

For fluff you could being the Inquisition, certainly an inquisitor with a squad of death cult assassins supported by 2 priests would be a devastating addition to the tempestus.

My last thought for the day revolves around the ages defence line with an antiair cannon and a vindicare assassin, again this is an anti air grouping, but the assassin can intercept a flyer, then later in the turn and next turn he can use his rifle or pistol due to those weapons not having the interceptor special rule.

I hope this gives more insight into the tempestus. Any thoughts? Suggestions? Other armies that help the militarum's elite? Post it. Let's see more of these guys on the tables

40K Rules Questions / Dscythe vs reanimation protocols
« on: January 27, 2016, 03:03:47 PM »
Ok bug question. Reanimation protocols state they can't be taken against S D weapons. The dscythe is a special type of d weapon. The strength is D but the scythe special rule states that it treats its strength as 4 for instant death. Does that factor in or does the d scythe still bypass reanimation protocols because the base strength is D?

Discussion: Eldar / IA vol 11 is here and IT. IS. AWSEOME!
« on: December 03, 2015, 12:20:53 PM »
fellow Farseers and Autarchs. for far too long has our lost aspect, rare grav tanks, and other lesser elder cultures been neglected. Lets talk about the new book and how it effects us.

I'm going to start with what I wanted from this book,

Bel'Anath: He is now 150 points, his sundered spear no longer has ap but is still S5. he is now psyker level 3, comes stock with molten beam, fireshield, and doom, he may take a command squad style fire dragon squad (and if he joins them his warlord trait is that he gains the exarch power.) He received a fusion pistol as well as runes of the farseer, and his statline is much better than your typical farseer.
Irrilyth: He is now 180, his warlord trait requires any unit within 12 inches to make a leadership test (stacking with shadow of death) to shoot at him and his squad at full bs otherwise they must snapshot. the spear of twilight now is S+2/+1 ap2/3 so it got better. he still has his plethora of special abilities so he's a nice buy if you are looking to run a phoenix lord

shadow specters: OH MAN did these guys get better, they are now 75pt's for 3 and can add up to 7 (ala dark reapers), they come stocked with haywire grenades, have fear (xenos armies beware :P), the exarch upgrade is 10 points, and that now includes shadow of death, the prisim blaster is still 15 points, but it's still s7 ap 2 heavy 2, ghostlight. the stats got updated to the Craftworld Elder dex format. So yea, need to get another squad of 5 regular spectres. You still need to have a squad of these guys in your army to give your Autarch the option of taking their equipment.

Warp Hunters: 185 points for a strength D-1 heavy d3+1 barrage (so damaging anything on 3+) they can be taken in squads of up to 3 so I will normally run at 2d3+3 (I only have 2 at the moment). there is a formation that makes the cannon S:D ordenance, but requires all units in the formation to have line of sight ( new aux formation for any craftworld formation)

Wraithseer: Ok the big daddy Wraithseer. this guy can be the most expensive HQ you can get, he has his normal Wraithlord statline, S+2 ap2 ghostspear, 5+invuln wraithshield, but here's the best part, we have D-Cannons again! at +60 pts we have the 24 inch barrage S:D goodness

I also want to talk about the formations that we now have access to,
before we start on these lets be clear that these follow the same rules for the craftworld warhost from craftworlds. that said lets begin

Mymeara guardian battle host: uses a farseer or bel'anath, 0-1 warlock conclave 3 squads of defenders, 1-3 ranger squads, and 1-3 warwalker squads OR a single wasp squad. This is a variation on the "pale court battle host) which used the farseer, warlock conclave (optional), and 3 defender guardian squads. in this formation however the rangers grant the guardian squads move through cover. the warwalkers gain pinning if their target was the target of a guardian squad. there is a drawback however, this isn't the guardian warhost, so you have to pay for your heavy weapon platforms.

lord of the undying host: this is another formation(command option) but allows you to bring 3 units of wraithblades and a wraithseer, who gets 2d6 and his choice of results on the warlord traits rolled (no table restriction). also the wraithblades get to re-roll 1's to hit when they attack in CC.

Fist of Vaul: Wanna know out answer to those troublesome vindicator trios? this formation is up your ally. You use 2-3 warp hunters they get the ability Warp Breach: all models in the formation can choose to fire all at the same target and you can increase the area to large blast (2) or massive blast (3) with a 72 inch range at true S:D With the Ordnance 1, and twin-linked special rules. again all models must have line of sight to the target to use this rule.

I think I've rambled long enough. I purposefully didn't cover the corsairs because, well, they have enough coverage already. I guess this brings into question if this is actually part of the Craftworld Warhost list, and if so then do you still get the auto run 6 if you field a core and at least 1 aux choice?

Lets talk about this, what are your thought? your ideas? did I miss something? Am I speaking Rubbish? I wanna know.

Pages: [1] 2 3 ... 6