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Leonaides

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Leonaides last won the day on June 2 2020

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About Leonaides

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  • Location
    Suffolk, England
  • Interests
    Warhammer, Hockey, Beer, Scuba-diving, horse-riding, climbing, Beer, Strategy games, Beer, Drinking Games, Beer and beer.

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  • Armies played
    Blood Angels, Jungle Fighters/Guard

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Leonaides's Achievements

  1. Tbh, it's probably not too hard to locate copies of the army books either hard copy or digital.
  2. Flesh tearers detachment would be a good bone to throw tbh, not sure lucifer assault force wouldn't tread on the toes of the standard marine armoured force?
  3. So, just had a game vs IK, mission was the ritual, with a very unoptimised list (I was expecting thousand sons or guard) but managed to sneak a wun playing to the mission. Lost my DC with lemartes to take down a moirax armiger, when they were then promptly jumped by a gallant and another moirax, but dante and 3 sang guard took out his other knight paladin for a 13pt swing on the third (and last) turn. JAI and inceptors deep struck to get me assault on all fronts and steal his home objective, and made him pull back a unit to go chase them. 48 - 43 in the end. Edit for lists: Dante Lemartes Judiciary with rage fuelled warrior 10 man jump DC 10 man Assault Intercessors on foot 5 man JAI 3 Bladeguard 3 Bolter Inceptors 3 Eradicators 5 Infiltrators 1 Predator Destructor (las sponsons) 3 Sang Guard. Vs Knight Gallant with sticky objective banner Knight Paladin 2 x Armiger Helverin 2 x Armiger Moirax 1500pts
  4. Got the set, as I have been holding off on more assault marines waiting for a new chapter upgrade sprue and to see what we got re death company upgrades so it's all useful for me (i will be using spare/old pads and parts from old sets to bling them up a bit). Not sure if I should be surprised that it's still available nearly an hour after release time though...
  5. Looks a bit odd to have 3 different death company units tho. Death Company, death company with jump packs and Death Company with bolt (pistols and chainswords presumably?).
  6. Wow, 2005. Should start on my 20 year membership anniversary b&c marine I guess. That way I might get him finished in the right year.
  7. So, managed a practice game over the weekend. 1500pts vs Aeldari (iyanden fwiw). 62-51 win to the angels after trading units for points all game but highlights for me included a 5 man assault squad eating a guardian defender squad and warlock in turn 1, and my death company squad holding back a wraithlord, 2 squads of wraithguard and a war walker from the centre objective. Predator didn't manage much, other than threatening, due to some good saves on the wraithlord, but contributed to secondaries late on. Turn 3 putting 4 units in the aeldari deployment zone forced him to divert units back from the centre to hold his objective which stopped them taking the no-mans land objectives then or in turn 4. deployment as below.
  8. True, perhaps I phrased it badly. The DA only have DA detachments as their successors have never had distinct rules. There will be a jump assault detachment of some kind (and I don't think it will be DC specific, as the bonuses to jump troops would apply to dc as well), a foot-assault/armoured infantry detachment (that would work well with seth on foot and cover flesh tearers, and foot dc). The third detachment- who knows...
  9. Honestly, I think a dc detachment would be about as likely as a sang guard detachment (ie: not very). Chances are they'll retire the older firstborn dc kit with the new codex, which would leave us with either primaris dc with packs or without, a dc dreadnought and a couple of chaplains. Unless that detachment gave them an OC value, any bonus would be just as applicable to any other jump pack unit. I think we'll continue to have SoS, a new jump assault detachment and maybe a flesh tearer detachment (non-jump assault). Perhaps we get something close to the day of revelation 5++ save when deep striking, or a shock-and-awe battleshock test with modifier on a unit within 12 of a deep strike squad (which would shut down overwatch if successful)... Additional charge benefit from DS maybe?
  10. Really made a big difference taking the central objective off the gorgon parked next to it. OC8 tank, captain made his charge to the front edge but his unit couldn't reach the objective howevee lone intercessor and lib dread had a combined OC5 and were able to charge within range of the objective. That got me 5 secondary for tempting target and forced him to do try to attack the centre again instead of my home objective. Against guard I wasn't too worried about any of the other enhancements but halving oc is helpful going into big infantry units when you only have small remnants.
  11. So, finally got a second game of 10th in. 67-53 win vs Imp Guard/scions. My list was a bit of a scratch list as I can't find one of my boxes so: Chaplain with jump pack Gravis captain boltstorm gauntlet/power weapon/visage of death Intercessor squad (5) Incursor squad (5) Eliminators (3) Aggressors with flamestorm Inceptors with bolters Bladeguard (3) Death company with jump packs (5) Librarian dread Predator destructor with Las sponsons 1250pts He had: Scion command squad Scion infantry squad x2 Chimera x 3 Russ anhialator with plasma eradicator and 3 heavy bolters Gorgon assault tank Ogryns (6) in gorgon Engineer Priest Psyker So, gorgon in a 1250 pt game... oof! T13, 2+ save (5++ vs shooting too) and 20 wounds. And assault ramp. Search and destroy deployment, priority targets mission, vox static. I put my eliminators out on my left next to my deployment zone ready to hold that objective, with bladeguard and DC ready to swing left of centre to block/delay his attack that side. Dread ready to fling units around the board, Incursors scouted forward on my right to pressure the objective in nml on that side. Game was pretty close all they way through, but the biggest turning point was drawing bring it down on the last turn with his gorgon parked on the centre objective in cc with my dread, capt and 2 aggressors when I had already whittled it down to 2w remaining. Scored the kill, scored the objective, then scored the count at the end of the game. Takeaways, T6 really made the difference in this one, he had little that wounded me on worsecthan a 4+, and all those hot shot lasguns wounding on 6's really cut down the saves I had to make. Other than that, definitely made some booboo's (fluffed a 6 inch charge with DC and forgot their reroll, left bladeguard to get shot to pieces by tanks, couldn't quite get to put multiple threats at the same place and time properly). But I'll take a win and dusting off some cobwebs!
  12. Destroyed groundcars are mentioned in various city fight descriptions, fire warrior etc. There must be cars, as there are roads in these ruined cities we keep fighting in.
  13. Finally managed a full game of 10th vs some tallarn guard. Hammer and anvil deployment, sites of power mission and the mission special allowing an additional secondary mission draw, 1000pts. Blood Angels: Chaplain (jump pack etc) with a 5 nan death company with jump packs, 2 thunderhammers and the rest pf/ip. Librarian with jump pack/ip, leading 10man RAS. 5 man vanguard vets with jump packs 5 man intercessors 5 man hellblasters Eliminators (3) Bladeguard (3) He had: Regimental hq squad, commissar and 20man infantry squad. 20man infantry squad Scion command squad leading scion squad Heavy weapon squad (lascannons) Demolisher (all heavy bolters) Basilisk. My movement and going first let me block him from reaching the midfield objectives, and some very lucky tactical secondaries let me score both each turn, and I maxed out primary and secondary points in turn 5. There were a few moments where I was concerned (vanguard vets got deleted turn 1 after having to be exposed to score a secondary for 5vps and my bladeguard had to walk up the centre of the field under the sights of the demolisher) but I just about had enough in the tank to last to turn 5. End of the game I had 2 eliminators and 4 intercessors left vs his 4 scions, 3 guardsmen with plasma weapons and earthquake. AoC and take cover were used most turns, and oaths let me take out units reliably. Final score: 100/21
  14. A few years delayed, but figured I ought to get this guy moving on from red undercoat. Still need edge highlights and transfers tho.
  15. 4th edition pamphlet style codex supplement could do it. 5 marines, of which 3 could upgrade to sang priest, standard bearer or techmarine.
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