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Drunken Angel

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About Drunken Angel

Profile Information

  • Location
    New Zealand, where Nurgle has no power!
  • Interests
    Drinking Red wine 40K
  • Faction
    Blood Angels , The 9th!

Previous Fields

  • Armies played
    Blood Angels

Drunken Angel's Achievements

  1. How do you think one or two plasma inceptor squads would go?
  2. Captain Slash (twin lighting claws) is pretty decent he can buff shooting nearby early in game, solo small MEQ squads throw his weight in behind units assaulting and generally be a real PITA on the board. I throw gleaming pinions on him. Thank you for the batrep. Need to look at Capt Phobos and quake bolts.
  3. At last my 30 Sanguinary Guard are going to be more than target practise for the rest of the world. We can shoot really well now and make it stick.
  4. I've never played any list like that ever. On top of that my list is 100% Primaris aside from a Librarian Dread and a Captain. That has nothing with competetiveness to do tho, I just enjoy playing Primaris BA. Apologies .. maybe I misread a list somewhere
  5. Thought I would try and contribute a little here as I do enjoy reading a lot on here. I have been running BA since 5th Ed almost all of my lists feature fast armies I have been refining a jump pack list over about 10 games. I have been up against Genestelers cults, Death Guard, Harliquins and all variety of Aeldari. I play against a top ranked masters player and our games while friendly are competition list forged I have enjoyed a list similar to sfPanzer's HQ Cpt Ragnarok : hammer, shield, angels wing Lemartes Sanguinary Preist: JP Troops 5 Scouts: bolters 5 Scouts: bolters 5 Intercessors: Sgt power sword Flyers Stormhawk Interceptor: Las Talon Assault cannon skyhammer Stormhawk Interceptor: Las Talon Assault cannon skyhammer Vanguard Detachment Sanguinor 10 Death Company: bolter and chainsword 2 hammers 9 Sanguinary Guard: angelus bolt gun encarmine sword, 1 PF Sanguinary Ancient: power fist, standard of sacrifice, Warlord The list seems hero heavy but that seems to be what it takes to lift the list into the required synergy bubble. Overall my DC are run super aggressive and tend to wreck a lot of whatever they touch. Because of the reserves rule they often start on the board other HQ's/elites can be held back or placed within the Intercessors for protection but DS is the preferred deployment for all the list. Forlorn fury is the go-to if you get 1st turn but wings of fire is also good. I have never had DC last to the end of turn three but thats fine they blow away chaff and hit hard absorbing a lot of shooting. The big lever in the list is the Sanguinary Ancient as warlord with standard of sacrifice. Sanguinary Guard Re-rolling all hit rolls next to this guy raises their combat output massively, re-rolling 1's to wound is icing. Giving SG a 5+ FNP makes them much more resilient. The Sanguinor gives SG or DC that extra attack and can be sent off elsewhere as required in late game. The Sanguinary priest has repaid his points in every game with his ability to restore wounds to the SG or DC squads and HQ's plus 1 strength stacked with red thirst is plain murder on anything. Cpt Ragnarok is a massive distraction carnifex and does good service as a wrecking ball on his own or in a mob of DC. Lemartes does what he does, buffs and bashes. The Interceptors are magnificent at plowing the field and removing chaff for the Jumpers to charge through. They are resilient but seldom last the game but by then their job is done. I have a couple of questions I use wings of fire to relocate any HQ/WL to where they are needed and even break them out of combat with this stratagem, what do others do? Does the Sanguinor benefit from Heirs of Azkaellon? it appears not.
  6. Hmm the image of a flying Librarian Dreadnaught leading a Sanguinary Guard Squad is so darn cool. Imagine a Blood Angel Dreadnaught levitating to assault a flyer? Blood Angels have flying Dreadnaught Psykers that will wound almost anything on a 2+ ? That dread can hide amongst a squad too.
  7. Nope he can't, thats fine he is in the unit and you can allocate wounds as you wish to the unit. But because sarge doesn't have a storm shield when taking wounds roll invuns only to the number of storm shields in the unit and reduce that as they are removed till you end up with the sarge left. Put a flamer and other good things on him.
  8. Storm Ravens are very very good this edition. Putting units inside transport reduces your deploy penalty and allows 1st turn alpha. You want the 1st turn alpha because so much dakka will be coming towards those Ravens. I have learnt you can mitigate the dakka by deep striking melta suicide squads to take out or cripple the anti armour units that threaten your Ravens. Blood Angels have the best unit armour units around with so much jump pack melta. Look at grabbing a generic space marine captain and jamming a jump pack on him for re-rolls to hit of 1. Getting in half the distance for range for an extra armour pen is not that important in 8th. Getting the melta armour pen is, and thats what command points and captains are for. Scouts are good cheap hard to shift units that fill the troop requirement nicely.
  9. Played another game tonight, my regular opponent is one of the the top rated Eldar/Aeldari/Dark elder players in NZ. We played 2000 points against a mixed Harlequin/Eldar list. I was seized on which dd not not help. More things to take away Company Veterans with combi-melta and storm shields are very very good. Blew up two of his Ravengers on the deep strike drop and very hard to shift. Jamming a flamer on the Sgt is good for overwatch. I put a thunderhammer on the Sanguinary Priest with Jump Pack I sent with the Vets and he pounded on vehicles and anything else very nicely as a follow up to the melta strike. Lemartes pulled off his own charge on a re-roll and a command points re-roll charge roll for the DC with hammers got me 3 out of 5 charges on the drop. I took a Culexus Assassin. This little SOB is a total PITA to shift and will be very nasty against marines (he ignore armour saves). In a whole game the Harlies did not manage to wound him over three rounds combat. Have him hang around a psyker to mess up the opponents rolls. Snipers scouts are still solid. I like Razorbacks over Baals very handy to be able to jam a unit in the back for protection from dakka.
  10. Jeske and OrbofAntioch are right, so much dies so easily in 8th Ed if left in the open. There are so many weapons out there that reduce our armour save to a 4 or a 5. A good opponent will have units in those ruins etc to stop you landing in them. Unless you take Lemartes for re-rolls or are prepared to sacrifice some command points to re-roll that charge is looking doubtful. A 6+ FNP is near useless nothing lives long in the open.
  11. Played two games today. One with my BA against a Dark Eldar list and another with my Eldar against Harlequins What worked for my BA and stood out? A Stormraven with a DC dread, 5 Death Company and Lemartes. Lemartes is a must take for DC. Consolidation by the Dread from winning combat into another unit is awesome. Be aware of the command points strategy of allowing the charged unit to strike first. Make sure you charge a unit that can take a punch in the face second. Charge the DC first then the Dread second. I lost 2 DC to some Talos pain engine things hitting first. Hammers rule close combat especially with re-rolls from Lemartes Scouts with missile launchers are scary good and hard to shift Razorbacks with assault cannons are also very good. Marines left in the open die quickly mech is the safe delivery system for assault. Because stuff dies after assault if left in the open fast, always have something handy to consolidate into Falling back for vehicles is no big loss they mostly shoot anyway. Fly is massive, BA are in a good place with so much that can Fly. Falling back with Fly is no problem for a shooting unit. Falling back is more a problem for an assault unit. I can't wait to run some Stormshield melta/combi units with jump packs. They will be deadly. Invunerable saves are big, so much out there reduces armour saves down to 4's or 5's. It costs but 3++ storm shields are gold.
  12. Sadly it's not as simple as that when a power fist is 16 points more than a maul/sword and 15 more than an axe. Yeah, cheap power weapons kind of throws off the balance - but think about it this way, it's still less expensive than it used to be. Power weapons are a lot less expensive but also a lot less useful. Power Fists are just as useful, more practical, and less expensive. Power Fists win big time for me. I'd only add Power Weapons to a squad if it's a squad that won't get a dedicated combat role at all, kind of like an after thought or for rule of cool modelling purposes. If it's a melee squad, I'd still go for Power Fists or Power Lances most of the time. Why bother with a power fist at D3 damage when for the same points you can have a thunder hammer with a fixed 3 damage output both at AP -3 AP. Or just take an Infernus pistol for 5 points less than either at S8 and roll a D6 at AP-4? Your hitting with a pistol in combat on 3's anyway instead of 4's for either fist or hammer.
  13. Great to meet you Brotherblur, we made it to Titan games. What a great friendly place to hang out, very very friendly bunch and a great venue thanks for the heads up.
  14. Hi brothers, my family are visiting our US relatives in late June/July. My son and I were considering bringing a small army each and looking for a few 40K games in the Baltimore area between 25th June and 14th July. Can anyone recommend a shop or gaming club near Timonium? we used to visit the York Road GW shop but I am told its gone now. is there anywhere else close to there or a local gaming club. Any help or advice greatly appreciated thanks in advance.
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