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Messages - Warseer_Kaelrich

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Discussion: Blood Angels / Re: working with the Angel's Blade
« on: December 26, 2016, 07:45:05 PM »
I believe it really depends on points cost. While reading through the new core faq I realized that we won't be able to drop a sanguinary priest into our squads for the archangels if we deep strike them. So I'm thinking about something even less used now.

We do have access to fast transports, with free flamers. (Or if you would prefer the cost of a razorback with fast coupled with a h.flamer turret.) So what about running a 3 unit squad of dual h flamer land speeders? For 60 pts per speeder you have a fast 2 h flamer per unit squad that can cover ground and deal with infintry. While still covering our razorbacks which provide support for the sternguard?

As far as the DC option goes I say run them on the table, hope for first turn, and go all out. You can have a Chaplin in each of the core squad. Drop pod the DC dreadnaughts and watch your opponent squirm to keep them away. I actually prefer running the land raider formation with a squad of DC there. It's always fun to watch the hurricane bolters work out when used correctly.

Discussion: Blood Angels / working with the Angel's Blade
« on: December 22, 2016, 10:56:18 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 / Re: When angels decend (and not scatter)
« on: October 20, 2016, 05:25:38 PM »
I was thinking something along the same lines. If you pay for the infernos pistols, and the stormshield on the sgt and maybe 2 other guys. You can deep strike near a servo skull and unload nearly any transport, the forcibly unload the transport (seeking or exploding it).

I was also thinking about storm bolters and storm shields for them. If you need to you can set them up in the backfield and they have the mobility to move from point to point if necessary.

To change the subject for a moment. How would you deliver sternguard? Drop pods sound interesting. But, in my opinion, one of BA's strengths is our las/plas razorbacks. They are fast so they can use both weapons on the turn it moves 12. My experience with them is they imobalize way to easily. And cost a whopping 85-90 (with dozer blades) a piece. Which is the better option?

Discussion: Blood Angels / Re: When angels decend (and not scatter)
« on: October 19, 2016, 06:00:23 PM »
I'm looking at 1850 for the list. I might be a bit spoiled on FNP especially the idea of BA being able to have it in 75% of the army

Discussion: Blood Angels / When angels decend (and not scatter)
« on: October 18, 2016, 05:23:56 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.

I'm going to run were guard and vanguard in the archangels host, use 2 thunder/storm tremis and 1 lightning claw squad in the orbital I intervention force for the detatchment. Charging from deep strike while disorganized is way too good, zealot at half squad size could work out late game for mop up duty.

On the other hand how about 5 librarian dreads supporting a death company host. While death co can take stormraven DTS they can also be put in the formation of stormraven for extra missile goodness. The support alpha strike and add in the formation flying for extra goodness. This is going to be a fun time to be a blood angel.

Discussion: Blood Angels / Re: On dev squads: equipment?
« on: September 15, 2016, 12:52:59 PM »
Except scytheguard will remove monsters, 2+ and vehichles with equal ease. If I want fire support for my BA, I'd much, much rather have fast predators or vindicators. Those play to our strengths.

On a side note is it actually confirmed that we can have heavy flamers for our devs? Either way, heavy flamer devs do the same thing that most of our units already excell at: killing mass infantry.

BA are the only ones who can take mass heavy flamers. They are on our heavy weapons list.

Discussion: Blood Angels / Re: Angel's Blade, What does it mean for us?
« on: September 15, 2016, 12:28:24 AM »
I have to say, the formations themselves that have been leaked look quite decent as far as bonuses are concerned. The zealot in the decurion is however from when the units have lost half the models you started with, and that is a pretty poor bonus in my view since you can't even get a benefit from it if that happens when in close combat.

we can be good Kvekan. in the archangels demi-company you do get to use ANY combination of sternguard, termis and vanguard. so you can have 5 squads of vanguard vets with jump packs. the redthirst, with superior weapon selection and Furious Charge they are uniquely qualified to take out most light and heavy infantry.

Discussion: Blood Angels / Re: On dev squads: equipment?
« on: September 15, 2016, 12:24:52 AM »
a lot of people miss the inferno pistols and hand pistols and heavy flamers. but just remember they will work like scytheguard. make sure your templates don't overlap your guys for maximum flamer goodness

Discussion: Blood Angels / On dev squads: equipment?
« on: September 14, 2016, 02:38:34 PM »
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 14, 2016, 12:32:19 AM »
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!

Discussion: Eldar / Re: A little help.
« on: August 16, 2016, 04:43:45 PM »
Are you playing for flavor or competition? For flavor I suggest a autarch with fusiongun, mandiblasters and the shard of anaris with the fire dragons, mounted in a falcon with either a brightlance and cannon upgrade. The falcon can hold 6 passengers so you can hit what you need to when you need to.

I suggest getting 2 more scorpions to make it a 10 man squad, they are amazing when you infiltrate them and have them obscured (stealth and shrouded to the shoot or attack in melee)

Banchees take a bit more to get combat ready, if you want to use them the i suggest getting an avatar of khaine. He will give them furious charge, rage, and fearless.

Also think about a 5an squad of spiders to get the formation off the ground. Power blades can destroy marines with rage and strength 4.

Keep your dire avengers as your troops, with a wave serpent they will be better at  ob sec  than guardians. And they have better range.

I hope this helps.

Discussion: Eldar / Re: the forgotten Eldar assault units
« on: August 11, 2016, 01:42:24 PM »
I've rn banchees, an avatar, scorpions with an exarch in my last game and they did fine. The trick is to keep the banchees invisible if you can with either a farseer, spiritstones combo, or eldrad. They don't have to be with the banchees but they need to be in range. Also the avatar keeps them hitting hard and fast the first turn with his buff bubble. I'm considering running a cast of player to give them crusader, roll 2 dice for running and take the highest,  neurodisrupters and the level 2 shadoeer for fog of dreams or an extra shot at invisible.

I could really write a post about how banchees can work and maybe should.

I hate so drag this out, I've been trying to find the faq that limits it to one per model and I can't seem to find it. It isn't even in the first draft stuff from the that has been posted for review on Facebook. Could you provide me with a link for where you found that rule? I don't want to play the army wrong.

It's under army lists in the BRB faq.

Q: How many Relics/Artefacts can a single model be equipped with?
A: A model can only be given a single Relic/Artefact of any kind unless specifically noted otherwise.

Ok so no more crazy priests, good to know. Thanks man I appreciate it.

I hate so drag this out, I've been trying to find the faq that limits it to one per model and I can't seem to find it. It isn't even in the first draft stuff from the that has been posted for review on Facebook. Could you provide me with a link for where you found that rule? I don't want to play the army wrong.

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