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XBA: Tourney army list input sought!

Blood Angels TDA Death Company Scouts ETL ETL V XBA Flesh Tearers Primaris Flesh Eaters

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#1051
DistractionTacMarine

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Good bat rep! It doesn’t sound like it mattered, but if you play against TS again, remember that Ahriman doesn’t get Cult powers.

#1052
Xenith

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Thanks! I was a bit rusty on what TS can do, but checked over some things after the game. The healy power didnt even get cast, as I wiped whole units, so it was a moot point anyway. I've brushed up on what they can do now, so can help my opponent a bit better! 


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#1053
Shaezus

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The DC captain with teeth of Terra is a sweet idea. Quite a brave choice considering the options available, but all those attacks and with rerolls from death visions too. Very strong potential against MEQ and bigger things too.

Also very sweet to see Blade of Sanguinius working. Bear in mind you can only choose one BA secondary, not one from each category.

A teeny thing and maybe it's a battlescribe glitch but the lost captain with jump pack and shield comes to 140 points. 20 to induct the captain, 10 for a lieutenant so maybe a small mixup there. Also noticed the sang priest listed earlier as 130 points. Unless I've missed something out isn't it 90 + 30 for the jump pack?

Keen to follow more of your batreps in the future!

Think Donald Sutherland sitting atop a Land Raider Redeemer, speakers blaring out 'Singing in the rain' to the accompaniment of falling drop pods...

 

The difference between us and the Dark Angels? We defeated our demons. 

 

BA.jpg   20.jpg

 

 


#1054
Xenith

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The DC captain with teeth of Terra is a sweet idea. Quite a brave choice considering the options available, but all those attacks and with rerolls from death visions too. Very strong potential against MEQ and bigger things too.

Also very sweet to see Blade of Sanguinius working. Bear in mind you can only choose one BA secondary, not one from each category.

A teeny thing and maybe it's a battlescribe glitch but the lost captain with jump pack and shield comes to 140 points. 20 to induct the captain, 10 for a lieutenant so maybe a small mixup there. Also noticed the sang priest listed earlier as 130 points. Unless I've missed something out isn't it 90 + 30 for the jump pack?

Keen to follow more of your batreps in the future!

 

Good catches thanks! The priest/captain points were adjusted on the fly - The captain didnt have the shield to start with, then I found another 10pts to give him one, must have forgot to add them to the army list when I copied it out - it sits as a +10 at the bottom. Good catch on the BA secondaries also didn't realise they were one only. I would take Oath, but in smaller games there is no central objective really. Maybe in the 2k game I'll play next week.

 

The Teeth of Terra captain was a funny throwaway - The Priest is the smarter choice, but I was playing against someone using Thousand Sons for the first time. The last thing I wanted was zero casualties and resurrecting attack bikes - I'll save that for the guy that wants the no holds barred game devil.gif  Someone in the group was also panicking about some apparently beefy Interrogator Chaplain build that can take Teeth of Terra and the litany for +1 damage. Mean, sor sure, but on a chaplain. I wanted to show BA can already do domething similar. 

 

Tomorrow I'll be against a Knight player in a 1500 game - this will be tough. I'm not optimising, but want to build on my TAC list. A phobos libby with Null Zone will be an eventual part of my big list, but feels cheesy to take it against a knight-only list. That invun save seems to be all they have sweat.gif. Order of the day will be Captain with THammer on bike, Priest, 3x ATB, 2x infiltrators, debating a quadlas devastator squad. THSS Terms might be a way to deal with knights. Fast Armigers are a worry. 


Edited by Xenith, 21 February 2021 - 01:24 PM.


#1055
Xenith

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Managed to get some decent hobby done over the weekend! 

  • Blood Angels Sanguinary Guard

  • Lamenters Eliminators

  • Flesh Eaters Invictor Warsuit

Sanguinary Guard

gallery_58096_16852_140779.jpg

 

Undercoated in the good weather we had on Sunday, another 4+Ancient takes me to 9 total. These guys mainly have powerfists to give them sone punch (heh) in Melee. The one Silver one is a Flesh Tearer. Unsure why in Silver, it just seemed right to me. He has a broken chapter Icon, and normal, non-rist-mounted plasma pistol to reflect the lack of artifice in the chapter. I'll probably make a take on Sanguard for a few Chapters. 

 

Eliminators

gallery_58096_16881_345258.jpg

 

gallery_58096_16881_45287.jpg

 

Work on the last 2 in the unit is progressing - yriel yellow is down, the just need shades, highlights and the skin to be done. I'm keeping the guns a matte black because, stealth. I'm really unsure whether to keep these guys with the grey base, or make the basing more stirland battlemire like the rest of my BA.

 

Invictor

 

gallery_58096_16283_247443.jpg

 

Work begins apace on a model I've had in a box for over a year. I think it'll be fun and mean to use, and play a role in dominating the mid-board from T1, with the aim of pinning the opponent in their DZ. 

 

I also magnetised the guns, which was super easy. *Before you glue them together* Drill out a 1mm guide hole in the little cog-hinge-joint, straight through. I then chose the inside-side of the gun as there was more plastic to drill into. I used a 4mm drill and magnet - the hole is already 2.5mm, just stick the drill in and core out a hole so you can fit a magnet in flush *make sure these are the same polarities on the guns!*. Then on one side of the cog joint, snip off the cone on both sides,, then using the pilot hole, drill through using the 4mm drill bit. Stick the magnet in flush, in the right polarity to stick to the gun. Then just stick the gun to the cog with the magnet, then glue the cog into the upper-arm hole, making sure the gun is pointing the right way forwards. Then glue the two halves of the guns together. 

 

gallery_58096_16283_331980.jpg


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#1056
Xenith

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Won my game against the Knights, will have a write up tomorrow!
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#1057
Xenith

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His list 9CP

House Taranis (6+++),  somehow every knight regenerated a wound at the start of the turn - I can't find the rule anywhere.

Knight Crusader - Avenger, RFBC, Warlord, 4+ Ion shield trait (Ion Bulwark), stubber Armour of the Blessed Iron (2+ Armour) Ironstorm (?) rocket pod.

Knight Gallant - Chainsword + relic Fist, +2" to charge trait (Landstrider?), stubber

Knight Warden? - Avenger Gatling, Chainsword, stubber, Ironstorm

Knight Armiger, melta thing, chainglaive, stubber

 

My list - Batallion - 8CP.

130 - Captain Raxiatel on Bike, Chapter Master, Thunder Hammer, Storm Shield, Visage of Death, Gift of Foresight, Imperium's Sword (-1CP)

120 - Sanguinary Priest, Jump pack, Icon of the Angel, Selfless healer (-2CP)

130 - 5 infiltrators, helix, Angel Ascendant, Quake Bolts.

105 - 5 Tacticals, Storm Bolter, Grav Cannon

115 - 5 Tacticals - Combi plasma, lascannon

150 - 5 Sanguard, 2 axes, 3 swords

145 - 5VV's - 5xSS, 3xPowerfist, 2x PSwords

243 - 5 Assault Terminators - 4x THSS, 1x LC

140 - Venerable Dreadnought - Multimelta, Storm bolter. 

165 - 3 Attack Bikes: Multimeltas

 

Mission: Front-Line Warfare

Primary: Take and Hold

My secondaries: Relentless Assault, Oath of Moment, Titan Slayers

Opponents' secondaries: Attrition, First Strike, Assassinate

 

I'd never faced knights before so didn't know what to expect, I thought I would be outgunned and outmatched, especally as I was taking a 'take all comers' army. There's some firepower in it, but short range. I forgot to pay the points for the pack on the priest, so one unit of infiltrators was swapped out for a unit of tacticals with grav cannon. 

 

4 objectives were in a square, in the first photo one's just behind the black container in the knight DZ, one is under my tacticals behind the brown pipe, #3 is behind the ruin and #4 is by the brown container. 

 

Deployment was as below, with the Sanguinary Guard going into reserve. The infiltrators are in the obscuring ruin to the front. Top to bottom for the knights are the crusader, gallant, warden then armiger. 

 

I won the roll-off to go first,so here we go, for vengeance, and for the Angel!

 

gallery_58096_15972_279300.jpg

 

 

BA T1

My dudes shuffled forwards getting the ATB's into range with the MM's, and everything remaining within the priest and chapter master bubble. Chapter Mastered the ATB's for full rerolls, and the priest put the termies into assault doctrine.

 

gallery_58096_15972_239039.jpg

 

Drawing a bead through the ruin. Cool photo, but the bikes actually targeted the Warden to the right in the photo. The dread shoots the gallant, who rotates ion shields for a 4++, the dead does nothing. The attack bikes the shoot the Warden msn-wink.gif Between 3 multimeltas and a load of storm bolters rerolling everything, I put ~20 wounds on the Warden, 2 of which were ignored with the Taranis trait. Quake sergeant shot, and weirdly wounded the gallant, felling him. Infiltrators actually did some work this game - the auto wound on a 6 came into it's own, and they plinked wounds off knights all game, as well as felling stuff and holding objectives. 

 

gallery_58096_15972_306364.jpg

 

Knight T1

Armiger moved 14" (yuck) to behind the brown container, just within 3" of that objective. Warden pops the 'act as though on full wounds' strat sick.gif  moved to the right, gallant forwards, but afraid to charge the death blob in the middle, crusader stayed still. Shooting was ineffectual. 3 tactical marines with lascannon died to the wardens avenger cannon, my positioning with the bolter dudes on the objective meant I removed the lascannon and sergeant first. Won't do that again. Failed morale then passed attrition saw one guy from that unit remaining. Gallant and crusader could draw a bead on the ATB's killing one through a combination of D3 damage rolls, 6+++ from the priest and T5. Rocket pod from the crusader shot the infiltrators, suffered 1 failed save which was ignored due to hard working helix. 

 

BA T2

5 points for an objective held, 2 points for holding the centre on oath of moment.

Chapter master buffs the bikes, priest resurrects the dead ATB devil.gif. This was the game changer, where I decided to split my forces. Risky, but paid off.  Termies vanguard and dread push further into the centre lining up a T3 charge, the sanguard drop behind them in cover.

 

Melta wing flanks with the captain and priest right to try and finish off the warden. One ATB shoots the armiger within 12" doing 1 wound. Dread and 2 Attack bikes fire at the warden, who rotates shields. They do bad, hitting well but failing to really wound. I knock 4 wounds off from 6 admittedly long range mm shots. I need to focus fire properly. The 2 wound knight was then headshotted by the infiltrators, who rolled a few 6's to hit, with -1 AP from tactical doctrine, 2 saves failed, wounds not ignored, and then the knight went down! This was the bad part - taranis has a strat to return a knight with d3 wounds on a 4+ unless it explodes. So we were looking at a knight getting back up again...until my opponent rolled a 6, the knight exploding and wounding the armiger. No getting back up for you!

 

Knight T2

1 objective so 5 points. Failed attrition and First Strike. The armiger runs around the container to try and engage the bikes, the gallant weirdly runs to the left to claim that objective, crusader shuffles a bit. Armiger shoots the ATB,s doing not much, gallant stubbers the lone tac marine on my objective, wounding twice but saved. Crusader iron strike missiles the tacs, 6 shots, 4 hits, 4 wounds, 3 dead, leaving the squad with only a wounded grav cannoneer. Passes morale though.

 

Armiger charges the bikes, doing the cleave move, I think 4A, S12, D3, so not enough to kill bikes outright. 3 wounds go through killing one bike and wounding another.  Attacks back do squat.

 

Picture: End of knight T2 movement phase. 

gallery_58096_15972_256377.jpg

 

After charge moves, knight T2. 

gallery_58096_15972_24099.jpg

 

BA T3

15 points for holding more, 2 points for holding centre, 2 points for killing a VEHICLE and not failing a morale. 

 

Time to bring down the hammer. 

 

Captain chapter mastered the ATB's, the priest brought the dead one back and healed the other. Assault doctrine on the captain. The ATB's then fell back onto the right objective, supported by the captain and priest, using the hit and run strat to fire after fallback. 6 rerolling meltas within 6" nuked the armiger which exploded wounding the bikes, 2w on both priest and captain. 

 

On the left, it wad big game hunting time. Unsure how I'd do without reroll support, but the terms moved straight at the gallant, and onto the objective, vanguard jumped to the north of him, sanguard to the south. Dread moved into multi range of the crusader. I then did a sneaky and guerilla warfared the infiltrators from the ruin, now the dread was there for oaths. at the end of my move, they dropped into the opposing DZ to get relentless assault. 

 

Shooting, dread MM into the crusader, doing nothing. Quake bolt into the gallant, felling it.

 

Assault, terms, sanguard and VV's go into the gallant. THammers get 17 attack hitting on 3+ wounding on 3+, some lucky rolling sees 7 wounds go through, 21 6+++ saves later and 18 wounds are taken. Lightning claws knock another 2 off, then the sanguinary guard swords hit on 2+, wound on 4+, finish the thing off, no explosion. I consolidate towards the crusader. Strat to res the knight gets played a 4 rolled, and the knight gets back up next to my sanguard...uh oh.

 

 

Playtime.

gallery_58096_15972_404151.jpg

 

Knight T3

The risen gallant regens a wound. crusader moves to the infiltrators, shoots everything into the termies but bounces off. Missile pod kills the last marine from the lascannon unit. 

 

crusader charges the infiltrators with it's stompy feet, some unlucky rolling causes 3 wounds, 1 saved, one failed wound ignored due to the helix, the other gets a 1 on the D3 damage. Infiltrators live.

 

gallant charges the sanguard, splatting 4 of them with the paragon gauntlet. He then uses death grip on the now one model unit, attempting to squeeze the last guy to death....but misses. The Sanguinary guard, now royally pissed off, hits back 5 times, 4's to wound, 3 go through and the knight is dead again. What a hero.

 

Knight v Sanguinary Guard showdown.

gallery_58096_15972_132299.jpg

 

BAT4

Hold more +15, hold centre +2, VEHICLE kill +1, no failed morale +1, relentless +4

 

The game was pretty much over by this point. The crusader was backed into a corner, and my forces were closing in. Priest heals ATB's and himself, but they're were out of range of everything, so turbo boosted 20" towards the opposing DZ objective, claiming it. priest did their best to keep up.

 

Eveything abandoned the objectives to go knight hunting. Infiltrators fell back to let the other stuff in. Vanvets and sanguard charge and do maybe 14 damage. 

 

Knight T4

Stompy stompy. Most things fail to damage only having 2A in the second round of combat. 

 

BAT5

+15 for hold more, +4 relentless +2 table centre, +1 no morale fails

 

Captain heals, bikes turboboost termies move into charge range of the crusader. Termies charge in an finish the job. 

 

Game to BA.

 

The last turn as the knight died. In total I lost 9 tactical marines and 4 Sanguinary Guard for killing 4 TITANIC models and a Armiger. 

 

gallery_58096_15972_379662.jpg

 

Results:

My Objectives: 

Take and Hold - 40 (5+5+15+15)

Relentless Assault - 12 (4+4+4)

Oath of Moment - 15 (5x2 + 5x1 + 4x1) 

Titan Slayers - 15 (4Knights Killed)

Painted - 10

Total - 92

 

Opponents' Objectives: 

T&H - 5

Assassinate - 0

Attrition - 0

First Strike - 0

Painted - 10

Total - 15

 

Debrief:

 

A more one sided game than it would have appeared. My opponent's secondaries were poor choices, and I'll have to start advising on these some more. HI think it was also a mistake to split the forces so early. He could have focussed on two objectives and shot me to pieces for three turns if he'd stuck together and focussed on a single unit, however with my speed it was pretty easy to isolate and ride down lone knights. If I was the knight player I'd have stuck all three in the middle then surrounded that centre building all supporting one another, with the gallant charging in ASAP to try and whittle the terminators down before they get the T3 bonuses from Echoes. If the gallant had stuck with the warden on the right flank, then he could have charged the bikes in t2/3 smushing them. No coming back when you wipe the unit.

 

I didn't start scoring relentless until T3, so I need a way to deal with that better. Guerilla tactics is amazing, but I need another unit to hold ground. The tacticals were a let down, not doing much damage then dying. They will get swapped out for more primaris, but possibly Phobos so I have some flexibility with them. Either another unit of Infils, or maybe incursors. 5 Autobolter intercessors might also work to hold the centre. Alternatively I could do a double patrol instead of the Batallion, drop 100pts of troops to get some scouts to get into the opposing DZ in T2. I'm also toying with a drop pod or Landspeeder Storm for this.

 

The terminators were great, shrugging off firepower and hammering stuff to death. Unsure of the ideal unit size, I'd rather field ten than eight and split into two. I might add another hammer and claws to the unit for 5/2 split and see how that works. 

 

The priest did admirably, bringing 2 ATB's back, easily paying for himself over the game. The captain never got into combat, and never needed to. The dread was an odball choice in the list and did very little, mainly as I needed him in the middle for Oath of Moment. Twin las might have been a better choice, or I'm tempted to switch for a whirlwind to access suppression fire.

 

The list feels pretty strong at the moment, admittedly in not the most competitive environment. I'd be tempted to try and switch the 3 ATB's for 2 ATV's to gain Transhuman, but then I can't res with the priest, so it's much of a muchness. 

 

I also forgot a bunch of strats again. I really need to get these cards and lay them all out in the game.


Edited by Xenith, 23 February 2021 - 01:48 PM.

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#1058
Karhedron

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[/list]
Sanguinary Guard
gallery_58096_16852_140779.jpg
 
Undercoated in the good weather we had on Sunday, another 4+Ancient takes me to 9 total. These guys mainly have powerfists to give them sone punch (heh) in Melee.


Given that SG can get +1 to-Hit both from the Ancient and Heirs of Azkellon, fists seem like a good bet.
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Sanguinius stood up, stretching his wings to their full extent. He flexed his hands. "I need no blade".
It was as though Sanguinius gleamed with pale light, his face white, eyes becoming blood-red, surrounded by the golden crown of flowing hair. Guilliman had witnessed glimpses of of his brother's wrath before, but had never seen the true Blood Angel unleashed. Sanguinius surged forward on alabaster wings, half a meter from the floor, whiteness streaming from him like flames.

#1059
Karhedron

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House Taranis (6+++),  somehow every knight regenerated a wound at the start of the turn - I can't find the rule anywhere.


I think that this rule is in the Knight Psychic Awakening book (Engine War?). Mechanicus Knights Regen 1 wound at the start of the owning player's turn. Questoris Knights get +1" Advance and Charge (which does not stack with Land Strider but is hilarious with House Terryn and "Full Tilt").
Sanguinius stood up, stretching his wings to their full extent. He flexed his hands. "I need no blade".
It was as though Sanguinius gleamed with pale light, his face white, eyes becoming blood-red, surrounded by the golden crown of flowing hair. Guilliman had witnessed glimpses of of his brother's wrath before, but had never seen the true Blood Angel unleashed. Sanguinius surged forward on alabaster wings, half a meter from the floor, whiteness streaming from him like flames.

#1060
Xenith

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That'll be it then! I didn't question it as several other armies like Nids and Eldar have similar options, but it's pretty strong. Unfortunately for my opponent it also fixed my strategy to focus down one knight at a time until dead - without the regen I'd have been tempted to split fire to weaken them, or keep my forces together. 

 

 

 

Given that SG can get +1 to-Hit both from the Ancient and Heirs of Azkellon, fists seem like a good bet.

 

Being honest, not having the model I've barely looked at the ancients rules so didn't know the banner did that - this is indeed very good!

 

Edit: Added a debrief to the above batrep


Edited by Xenith, 23 February 2021 - 01:49 PM.


#1061
Xenith

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My gaming group just announced a tournament in March, I've posted a listbuilding thread in the Army List, please check it out and let me know any advice you have!

 

XBA: Tourney List Building



#1062
Xenith

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Posting here as the army list section is a little slow. I've revised the army to the following. I'm comfortable with these units, perhaps lacking in psychic ability or units to perform actions with the bikes, but everything is pretty hitty.

 

Thoughts? There's a spare 10pts to use, and I'm thinking of quake bolts on the infiltrator serge. 

 

The secondaries I'm thinking of are 

 

Relentless assault, Oath of Moment, other, scenario dependant. The list lacks units to be in the opposing DZ turn 1, unless I get a charge. Death co would fix this, alternatively a drop pod. With petals open and 2 comapny vets inside, this could be a real spoiler unit in a terrain laden 1000pt game.   

 

 

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) ++

+ Configuration +

**Chapter Selection**: Blood Angels

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

Gametype: Matched

+ Stratagems +

Relics of the Chapter: Number of Extra Relics

+ HQ +

Captain on Bike: 5. Gift of Foresight, Storm shield, Stratagem: Hero of the Chapter, Thunder hammer, Visage of Death

Sanguinary Priest: 2. Artisan of War, Artificer Armour, Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Angel Exemplar, Teeth of Terra, Warlord

+ Troops +

Infiltrator Squad: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Sanguinary Guard
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine sword
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe

Vanguard Veteran Squad: Jump Pack
. Vanguard Veteran: Lightning Claw, Storm shield
. Vanguard Veteran: Power sword, Storm shield
. Vanguard Veteran: Power fist, Storm shield
. Vanguard Veteran: Power fist, Storm shield
. Vanguard Veteran Sergeant: Power fist, Storm shield

+ Fast Attack +

Attack Bike Squad
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta
. Attack Bike: Multi-melta

+ Heavy Support +

Whirlwind: Whirlwind castellan launcher

++ Total: [56 PL, 3CP, 990pts] ++

Created with BattleScribe



#1063
Xenith

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Also, since I absolutely know there's going to be some kind of Daemomette-bomb in the game, along with small 30x44" tables, Armour indomitus on the bike captain plus Angels Sacrifice might be a useful play, tanking a lot of daemonette attacks on the biker captain with a 1+/3++/6+++ with a reroll. The Whirlwind could also help there, but daemonettes move fast and it'll likely be a first turn charge from them. Against daemonettes I could put sanguard in strat reserve, deploy on my back line and bait the charge, then have the SG walk on into combat my turn 2. 


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Also tagged with one or more of these keywords: Blood Angels, TDA, Death Company, Scouts, ETL, ETL V, XBA, Flesh Tearers, Primaris, Flesh Eaters

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