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Post by Ymmot (M.I.A) on Sept 1, 2009 12:52:17 GMT -5
New Space Hulk means new Blood Angel terminators...now I don't know exactly what comes in the box but from looking at pictures I have been able to figure out that I will at least get one full five man squad and a couple more to use as HQs (plus 5 leftover with various gear that I'm not sure I'll be able to use.)
I've decided to make a BA army I got Space Hulk coming on preorder and I've seen some examples of the new Terminators on 40mm bases and they look like they fit just fine without having to cut anything away...so I'll either figure out a way to use magnets on the bases or simply stick em out with a drop of superglue and pop the bases off when I want to use them for Space Hulk(as I understand it the 40mm base is too large for the space hulk board...but I'll know for sure once I have the game.)
anyway...when I start an army I like to come up with a goal...it might not happen all at once(though sometimes it does...) but when I'm finished collecting I hope to have a list that looks something like this...
-HQ-
company captain terminator armor with twin lightning claws=125
librarian terminator armor=145
-elites-
5 terminators heavy flamer=205
dreadnought with assault cannon=145
5 death company marines with jumppacks=25
-troops-
10 assault marines powersword melta bomb plasma pistol=285
10 assault marines powersword melta bomb plasma pistol=285
tactical squad powerfist meltagun rocket launcher rhino dozer storm bolter=285
combat squad powerfist meltagun rhino dozer storm bolter=200
-fast attack-
3 attackbikes with multi meltas=150
3 attackbikes with heavy bolters=150
total=2000
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Post by ElegaicRequiem on Sept 1, 2009 13:31:59 GMT -5
BA should never use the generic HQs. The SCs are so good it's ridiculous, and they're cheaper when you factor in the abilities they offer. Only Tycho is not worth it. You're trying to use he guys from SH though, so...
Mechanize the DC and one of the assault squads. Swap the power fists and power swords, and drop the meltabombs. Use those ten points to give one of the assault sgts a combat shield.
Drop the five man tac squad and the dozer blades. Get an assault cannon LS to trouble shoot for the bikes, and a Baal for advance assistance. Drop the power sword that the tac squad now has, and you should be at 2K -- I wasn't really keeping track...
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Post by Deleted on Sept 1, 2009 19:23:19 GMT -5
Combat squad... its not really good when you can take an assault at 140; Free Rhino Swap, and 60 pts to jack up the rhino or other squads.
Normal Dreads. are nice, but make him a death company makes him down right scary. So lose the Ass cannon and take the dual powerfists. the DC ability will give you an extra D3 attack in close combat which factored in with the dreads already high attacks.
Since you want to take Termies, you should strap them into a Crusader or Land raider to give them the chance to attack from the vehicle, because Blood Angels cannot take teleport homers. And strapped them into a drop-pod will mean they are vulnerable in the open for a turn.
And like Requiem said, take Characters like Dante or Mephiston over normal commanders/libbies. There additional rules makes up for the points 10 times over.
Besides that... Attack, Attack, Attack.
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Post by ElegaicRequiem on Sept 1, 2009 22:30:32 GMT -5
Huhuhu... he said ass cannon...
Anyway, not sure I'd go for the LR in this list. BA kind of have to build around it with the increased cost of their other stuff. If you want a BA list built around a LR, I have one in here somewhere, where I posted multiple lists in one thread. But it's not conducive to you trying to use the stuff from SH.
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Post by Deleted on Sept 2, 2009 8:32:55 GMT -5
If you want to use Termies in a Blood Angels list:
1 They should be assault termies 2 Giving them a LR makes them last longer.
Taking a LR with termies cuddling inside gives your assault marines in rhinos or jumpy a better chance of causing mayhem and mischief.
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Post by ElegaicRequiem on Sept 2, 2009 8:50:23 GMT -5
But the point is to use the dudes from SH. I would leave the LR in the motorpool, and use them as an anchor point up front. Heavy flamers are awesome.
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Post by Ymmot (M.I.A) on Sept 2, 2009 11:59:56 GMT -5
as of right now I have the terminators(and until I feel like dishing out an extra fifty dollars to buy more I'll be sticking with the ones I've got) and 25 assault marines (five of which I was thinking of converting to DC) I'm not so sure about using assault marines in rhinos seeing as how they cannot assault after the rhino moves...I'd rather use the rhinos to move up as close as possible and unload combat squads with meltaguns. the rhinos will be screened with assault marines who have meltabombs incase a tank moves in too close but will mostly be concerned about infantry Terminators deepstrike bikes swoop around the flanks and try to exploit openings one combat squad provides a little bit of cover for the advance by launching rockets at whatever seems like a good target and the dreadnought follows the cloud of dust, ready to link up and support the combat squads should their rhinos be destroyed. So...that's my plan...of course it might all go to hell, and I am still willing to be convinced otherwise... if I really have fun with these guys I'll toss in Maphiston, he is one of my favorite SCs ever.(Yeah, even back when I didn't really care for blood angels...but Space Hulk and my fond memories of the Vengeance of the Blood Angels video game changed that.) www.youtube.com/watch?v=kyKno3DidmI
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Post by ElegaicRequiem on Sept 2, 2009 14:03:28 GMT -5
Mephiston is a man among men.
If you want to assault right away, as opposed to waiting until next turn, then the jump packs would be better.
If your DC are jp-ed, then you kinda need Lemartes...
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Post by Ymmot (M.I.A) on Sept 2, 2009 14:43:00 GMT -5
I may just peel off the jump packs on the death company and put them in a rhino...rhinos are pretty easy to come by.
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Post by ElegaicRequiem on Sept 2, 2009 15:44:46 GMT -5
Magnets! I wish I had planned ahead when I made my assault marines...
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Post by Deleted on Sept 2, 2009 20:01:26 GMT -5
Just do not take Tactical marines in a BA army. No matter how much you want those special weapons, they are not worth it. The entire point system for Blood Angels is to make them assault oriented. So you cannot think about shooting lines. You have to think more about assaulting different table sides or keeping units in reserve.
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Post by ElegaicRequiem on Sept 2, 2009 21:52:16 GMT -5
Unless you want to do bolter shock in a large army. But that would work in concert with a large assault force.
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